Avid DS_H DS Nitris 8.4 Instruction Manual Ug

User Manual: avid DS Nitris - 8.4 - Instruction Manual Free User Guide for Avid DS Software, Manual

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Avid® DS Nitris User Guides
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version 8.4

m a k e m a n a g e m ove | m e d i a ™

Avid

®

Copyright and Disclaimer
Product specifications are subject to change without notice and do not represent a commitment on the part of Avid Technology,
Inc.
The software described in this document is furnished under a license agreement. You can obtain a copy of that license by
visiting Avid's Web site at www.avid.com. The terms of that license are also available in the product in the same directory as
the software. The software may not be reverse assembled and may be used or copied only in accordance with the terms of the
license agreement. It is against the law to copy the software on any medium except as specifically allowed in the license
agreement.
No part of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying and recording, for any purpose without the express written permission of Avid Technology, Inc.

Copyright © 2007 Avid Technology, Inc. and its licensors. All rights reserved. Printed in USA.
The Avid DS and Avid DS Nitris application uses JScript and Visual Basic Scripting Edition from Microsoft Corporation.

Attn. Government User(s). Restricted Rights Legend
U.S. GOVERNMENT RESTRICTED RIGHTS. This Software and its documentation are “commercial computer software” or
“commercial computer software documentation.” In the event that such Software or documentation is acquired by or on behalf
of a unit or agency of the U.S. Government, all rights with respect to this Software and documentation are subject to the terms
of the License Agreement, pursuant to FAR §12.212(a) and/or DFARS §227.7202-1(a), as applicable.

Trademarks
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Avid DNxHD, AVIDdrive, AVIDdrive Towers, Avid Mojo, AvidNet, AvidNetwork, AVIDstripe, Avid Unity, Avid Xpress, AVoption,
AVX, CamCutter, ChromaCurve, ChromaWheel, DAE, D-Fi, D-fx, Digidesign, Digidesign Audio Engine, Digidesign Intelligent
Noise Reduction, DigiDrive, Digital Nonlinear Accelerator, DigiTranslator, DINR, D-Verb, Equinox, ExpertRender, FieldPak,
Film Composer, FilmScribe, FluidMotion, HIIP, HyperSPACE, HyperSPACE HDCAM, IllusionFX, Image Independence,
Intraframe, iS9, iS18, iS23, iS36, Lo-Fi, Magic Mask, make manage move | media, Marquee, Matador, Maxim, MCXpress,
Media Composer, MediaDock, MediaDock Shuttle, Media Fusion, Media Illusion, MediaLog, Media Reader, Media Recorder,
MEDIArray, MediaShare, Meridien, MetaSync, NaturalMatch, Nearchive, NetReview, NewsCutter, Nitris, OMF,
OMF Interchange, OMM, Open Media Framework, Open Media Management, ProEncode, Pro Tools, QuietDrive, Recti-Fi,
RetroLoop, rS9, rS18, Sci-Fi, Softimage, Sound Designer II, SPACE, SPACEShift, Symphony, the Avid|DS logo, Trilligent,
UnityRAID, Vari-Fi, Video Slave Driver, VideoSPACE, and Xdeck are either registered trademarks or trademarks of Avid
Technology, Inc. in the United States and/or other countries.
iNEWS, iNEWS ControlAir, and Media Browse are trademarks of iNews, LLC.
Adaptec is a trademark which may be registered in some jurisdictions. ATTO is a trademark of ATTO Technology, Inc. FireGL
is a trademark of ATI Technologies, Inc. HP is a registered trademark of Hewlett-Packard Company. Mac OS is a trademark of
Apple Computer, Inc., registered in the U.S. and other countries. OpenGL is a registered trademark of Silicon Graphics, Inc., in
the United States and/or other countries worldwide. UNIX is a registered trademark of The Open Group in the U.S. and other
countries. Wacom is a registered trademark of Wacom Company, Ltd. in the United States and/or other countries. Windows is
either a registered trademark or trademark of Microsoft Corporation in the United States and/or other countries. All other
trademarks contained herein are the property of their respective owners.
GOT FOOTAGE?
Editors — Filmmakers — Special Effects Artists — Game Developers — Animators — Educators — Broadcasters — Content
creators of every genre — Just finished an incredible project and want to share it with the world?
Send us your reels and we may use your footage in our show reel or demo!*
For a copy of our release and Avid’s mailing address, go to www.avid.com/footage.
*Note: Avid cannot guarantee the use of materials submitted.

June 2007

ii

Using Help
Avid DS Help. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Accessing the Help System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Understanding the Help System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Finding Information Within Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

New in this Release...
New in Avid DS Nitris v8.4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Hardware/Platform Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Software Performance Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

New in Avid DS Nitris v8.0. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Hardware/Platform Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Software Performance Enhancements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Other Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Documentation & Support Services
Using Avid Support and Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Using the Product Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Contacting Avid Customer Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Avid Training Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Best Practices
Assistant Editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Using the Avid DS Assist Station . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Scenario: Sharing Projects and Media with an Avid DS Assist Station. . . . . . . . . . . 36

Conforming HD Sequences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Conforming HD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Scenario: Conforming HD Sequences from SD Downconvert Sources . . . . . . . . . . 42
Scenario: Conforming HD Projects with DNxHD Media . . . . . . . . . . . . . . . . . . . . . . 45
Scenario: Transferring MXF Media from Avid DS Nitris to an Avid Editing System . 48

Using Digital Intermediates for Film-based Projects . . . . . . . . . . . . . . . 51
The Digital Intermediate Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
iii

Setting up Storage and Media for Film Projects. . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Opening a Film-based Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Conforming the Film Sequence from EDL and ALE. . . . . . . . . . . . . . . . . . . . . . . . . 66
Capturing DPX Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Editing in Film Proxy Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Outputting Film Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

Conforming HDV Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
What is HDV Media? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Scenario: Conforming an HDV Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

Conforming in an Avid Interplay Environment . . . . . . . . . . . . . . . . . . . . 91
Scenario: Conforming Projects with Avid DS in an Interplay Environment . . . . . . . 92

Getting Started
Prerequisites. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Before you begin... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Using the Avid DS Training Edition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Accessing the Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Logging on to Your Workstation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Accessing the Help System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Understanding the Help System. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Finding Information Within Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Finding Other Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Contacting Avid Customer Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123

Starting a Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
The Digital Post-Production Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Working with Project Files and Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Creating a New Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

Working on the Desktop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Restoring the Default Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
Title Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Layouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Using the Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
iv

Undoing and Redoing Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Status Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Accessing the Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Using the Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Dialog Boxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Using Keyboard Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158

Capturing Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Capturing Source Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Configuring the External Device . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Capturing from Tape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Capturing from File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168

Getting Ready to Edit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Editing Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Previewing Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177

Creating a First Cut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
The Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Working with Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Navigating the Timeline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Selecting Objects on the Timeline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Placing Clips on the Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193

Refining the Edit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Rearranging Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Trimming Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202

Applying Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
The Effects Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
Applying Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
The Effects Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224

Working with Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Editing Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
Animating Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Using Presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Mix Parameter for Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
v

Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Processing Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256

Adding Graphics and 2D Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Starting a Graphics Session. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Using the Graphics Object View (GOV) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
Finishing a Graphics Session. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272

Outputting a Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
Outputting to Tape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Outputting to File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275

Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
About Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
Compositing Methods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279
Creating a Basic Matte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Simple Track Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
Using Composite Container Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287

Conforming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
Methods for Conforming. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Conforming a Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297

Installation and Administration
Setting up your Avid DS Environment . . . . . . . . . . . . . . . . . . . . . . . . . . 311
Installation Scenarios . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Installing New Avid DS Workstations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
Upgrading Existing Avid DS workstations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
Removing Avid DS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
Recovery Procedures for Avid DS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
Managing a Workgroup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331

Configuring Windows XP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
Configuring the Network Connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
Microsoft Windows Workgroups: Account Management . . . . . . . . . . . . . . . . . . . . 340
Microsoft Windows Domains: Account Management . . . . . . . . . . . . . . . . . . . . . . . 341
vi

Naming your Workstation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
Sharing Folders and Setting Permissions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Creating User Accounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345

Installing Avid DS Software and Services . . . . . . . . . . . . . . . . . . . . . . . 349
Installing Avid DS Software Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350
Installing the Avid DS Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356
Loading Plug-Ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 360
Installing and Removing Fonts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361

Installing the Remote Processing Software . . . . . . . . . . . . . . . . . . . . . 367
Remote Processing Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368
Minimal Requirements for Avid DS RP Workstation . . . . . . . . . . . . . . . . . . . . . . . . 369
Installing Avid DS RP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372
Avid Throttle Manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374

The Avid DMS Broker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375
About the Avid DMS Broker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
Installing Avid DMS Broker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378
Starting the DMS Broker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383
Using the DMS Administration Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384

Licensing Avid DS Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 401
Requesting a License File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 402
Installing the Registered License File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403

Managing Your Storage Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 405
Planning your Storage Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 406
Sharing Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412
Configuring your Storage Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 415
Checklist: Installing Avid DS with Avid Unity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 422
Establishing the Project Folder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424
Maintaining Disk Space on your Drives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 425
Striping your Drives. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426
Importing Foreign Disks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429
About your Local Storage Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430

vii

Capture and Output
Capturing Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 437
Workflow: Capturing Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 438
Preparing to Capture Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 439
Logging and Capturing Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 459
Capturing Material from File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 471
Creating Linked Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 481
Batch Capturing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 486
Using Scripts to Capture Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 497
Managing Tapes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503
Using Tapeless Archive for Film Transfer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 508

Outputting Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 513
Workflow: Outputting Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 514
Preparing for Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 515
Outputting Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 524

Conform
Conforming & Finishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 541
Beginning the Conform Process. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542
Supported Conform Formats for Avid DS Nitris . . . . . . . . . . . . . . . . . . . . . . . . . . . 544
Transferring or Sharing Media between Avid Systems . . . . . . . . . . . . . . . . . . . . . 550

Conforming with AFE Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 553
Workflow: Conforming AFE Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554
Exporting an AFE File from an Avid Editing System . . . . . . . . . . . . . . . . . . . . . . . 556
Importing AFE Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 562

Conforming with AAF Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 569
Exporting AAF Files from Avid DS Nitris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 570

Conforming with ALE Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 575
Workflow: Conforming an ALE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 576
Conforming ALE Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 577
Transferring ALE Files using MediaLog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 580

viii

Conforming with OMF Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 581
Conforming OMF Compositions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 582
Exporting an OMF File from Avid DS Nitris. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 590

Conforming with EDL Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 593
Conforming EDLs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 594

Conforming Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607
Exporting and Importing OMF Audio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 608
Capturing Audio as Separate Mono Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 609

Appendix: Conforming Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 611
Naming Conventions when Conforming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 612
Notes on Conforming Titles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 613
Notes on Conforming Graphics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 619
Notes on Conforming Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 620
Notes on Conforming Matte Keys and Alpha Channels . . . . . . . . . . . . . . . . . . . . . 624
Notes on Conforming Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 626

Editing
Working with Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 629
Starting a Work Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 630
Managing Files and Folders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 637
Working with Bins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 648
Viewing Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 662

Working with Sequences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 667
Workflow: Working with Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 668
Opening Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 669
Setting Sequence Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 675
Working with Media of Different Qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 679
Saving Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 698
Searching for Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 700
Deleting Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 702

Building a Rough Cut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 703
Workflow: Editing Audio and Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 704
ix

Creating Sequences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707
Marking In and Out-points on the Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 732
Displaying Timecodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 735
Viewing a Sequence as a Hieracharical Tree Structure. . . . . . . . . . . . . . . . . . . . . 746
Playing Sequences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 748
Manipulating Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 759
Using Locators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 773
Finding Frames, Clips, and Bins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 783
Extracting Parts of a Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 787
Grabbing Frames . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 791
Rippling Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 793
Synchronizing Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 798
Referencing Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 806

Trimming Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 809
Workflow: Trimming Clips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 810
Understanding Trimming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 811
Methods of Trimming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 813
Understanding Trim Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 814
Selecting and Breaking Edit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 818
Performing a Basic Trim. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 822
Creating Overlap Edits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 832
Trimming Container Clips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 833
Trimming Transition Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 834
Understanding Slipping or Sliding Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 836
Maintaining Sync While Trimming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 842

Applying Image Transition Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 843
Understanding Image Transition Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 844
Applying a Dissolve Effect to a Transition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845
Applying a DVE Effect to a Transition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 848
Understanding the Morph Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 850
Applying a Picture-in-Picture Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 866
Applying Wipe Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 869

x

Processing Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 871
Understanding Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 872
Workflow: Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 875
Processing Areas of the Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 876
Processing a Single Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 878
Setting the Processing Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 882
Creating Caches at Any Level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 887
Understanding Processing Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 893
Working with Real-Time Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 898
Remote Processing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 903

Working with Effects and Transitions . . . . . . . . . . . . . . . . . . . . . . . . . . 905
Displaying Guides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 906
Applying Effects on the Timeline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 907
Applying Transitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 908
Nesting Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 916
Displaying Effects in a Viewer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 925
Processing Sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 930

Working with Time Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 933
Understanding the Time Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 934
Applying a 3:2 Contract Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 935
Applying a 3:2 Expand Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 937
Applying a Deinterlace Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 938
Applying an Interlace Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 940
Working with the Timewarp Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 941

Animating Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 961
Workflow: Animating Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 962
Creating Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 963
Understanding the Animation Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 981
Editing Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 989
Processing Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1016

Mixing Audio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1017
Workflow: Mixing Audio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1018
Working in Audio Container Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1019
xi

Audio Clips and Tracks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1021
Understanding the Mixer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1023
Using an External Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1033
Building an Audio Mix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1036
Fine-tuning the Mix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1043
Animating the Audio Mix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1047
Audio Media Conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1051
Processing the Mix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1056

Working with Audio Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1059
Understanding Audio Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1060
Applying Crossfade Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1061
Applying Dynamics Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1062
Working with Equalizer (EQ) Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1063
Applying Fade Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1065
Applying a Gain Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1066
Applying Reverb Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1067
Applying a VST Host Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1068

Media Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1071
Understanding Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1072
Managing Media. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1075
Archiving Projects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1093
Restoring Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1105
Moving Projects to Another Workstation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1114
Deleting Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1115
Deleting Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1117
Viewing Information about Storage Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1119

Compositing and Graphics
Compositing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1123
Quick Recap: Compositing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1124
Using the Effects Tree to Composite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1125
Relationship within the Compositing Layout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1127
Working with the Layers View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1129
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Working with Mattes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1136
Working with Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1147
Applying Blending Operations in the Layers View . . . . . . . . . . . . . . . . . . . . . . . . 1150
Compositing with Premultiplied Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1153
Working with Layered Photoshop Images. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1163
Processing Composites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1167

Using Effects Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1171
Applying Effects Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1172
Working with the Effects Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1178
Using the Effects Tree to Composite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1197

Keying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1217
About Keying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1218
Using the Blue-Green Keyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1219
Spill Subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1227
Using the Chroma Keyer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1231
Using the Difference Keyer Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1236
Using the HSL Keyer Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1243
Using the Linear Luma Keyer Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1247
Using the Luma Keyer Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1251

Color Correcting Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1255
Setting Up the Color Correction Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1256
Workflow: Color Correcting Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1257
Color Correction in Avid DS Nitris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1258
Working with Source Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1259
Applying a Color Correction Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1266
Setting the Color Correction Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1267
Analyzing Footage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1268
Color Correcting Tonal Ranges in Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1274
Linearizing Film-Based Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1282
Color Correcting a Dark Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1287
Color Correction by Matching Clips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1292
Correcting Inaccurate or Deficient Color Channels. . . . . . . . . . . . . . . . . . . . . . . . 1299
Adjusting Curves to Color Correct. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1303
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Setting Legal Luma, Chroma, and RGB Values. . . . . . . . . . . . . . . . . . . . . . . . . . 1306
Returning to Default Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1307

Transforming Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1311
Applying a DVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1312
Transforming an Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1316
Transformation in Layers View and Effects Tree . . . . . . . . . . . . . . . . . . . . . . . . . 1319
Working with Transform Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1324
Corner Pinning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1331
Working with Motion Paths. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1332

Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1339
Motion Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1340
Choosing a Tracking Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1342
Using the Trackers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1344
Tracking Composited Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1348
Combining Tracking with Other DVEs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1362
Tracking Shapes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1363
Stabilizing Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1370
4-Point Corner Pinning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1377
Tracking Difficult Shots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1379

Painting and 2D Titling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1383
Workflow: Painting and 2D Titling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1384
Applying Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1387
Using Presets in Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1393
Setting Drawing Tool Properties. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1397
Defining Color. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1409
Working with Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1411
Working with Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1439
Manipulating Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1451
Tracking Graphics Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1461
Working in Raster Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1463
Creating Mattes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1467
Scratch Removal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1470
Blending Frames . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1472
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Blending Graphics Objects or Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1473
Importing Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1474
Importing Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1477
Importing Subtitles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1478
Processing Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1483

Paint Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1487
Clone Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1488
Color Blend Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1492
Cutout Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1496
Dodge and Burn Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1500
Noise Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1501
Paper Grain Images . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1504
Reveal Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1507
Stack Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1508

3D DVE and 3D Titling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1511
Workflow: Creating 3D DVEs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1512
Workflow: 3D Titling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1513
Working in the 3D World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1514
Setting Preferences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1517
Working with the Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1526
About Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1533
Manipulating Objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1535
Working with 3D DVEs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1548
Working with Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1552
Working with Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1562
Working with Surfaces and Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1588
Working with Lights and Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1601
Importing and Exporting Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1612
Setting the Output Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1616

Image Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1619
3D Warp Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1620
AVX Host Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1635
Channel Switcher Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1638
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Color Space Adjustment Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1639
Defield Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1640
Deflicker Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1641
Depth of Field Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1643
Drop Shadow Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1646
Field Invert Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1649
Fog Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1650
Frame Average Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1652
Graphics Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1653
Optical Glow Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1656
Outsource Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1658
Source Generator Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1661
Warp Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1663

Reference
Desktop Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1681
Using the Mouse, Pen, and Keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1682
Property Editors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1683
Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1707
Command Mapping Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1708
Edit Layout Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1714
Load Preset Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1714
Preference Management Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1714
Save Preset Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1717
User Preferences Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1718
Help Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1732
Layout Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1733
Slider Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1735
Splitter Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1736
Taskbar Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1736
Text Box Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1737
View Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1737
View Switcher Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1738
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Viewer Property Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1739

Capture and Output Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1745
AAF/AFE View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1745
ALE (Avid Log Exchange) Import View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1749
Audio Input Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1753
Audio Output Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1754
Capture Error Log Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1754
Capture List Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1755
Capture Settings View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1756
Conform Error Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1764
Capture Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1765
Capture File Formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1774
Deck Configuration View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1776
EDL View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1782
Explorer Recapture Options Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1789
Export Preferences Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1790
Export to File Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1791
External Controller Setup View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1791
Import Preferences Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1792
Insert Tape Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1793
MediaManager Setup View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1796
MediaManager View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1797
OMF (Open Media Framework) View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1798
Output Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1802
Script Editor View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1818
Tape Library View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1821
Tape Tool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1824
Timeline Recapture Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1829

Editing Reference. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1831
Animation Controls (Global in Status Bar) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1831
Animation Key Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1832
Animation Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1833
Animation Editor Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1835
xvii

Animation Editor Preferences. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1841
Animation Graph Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1846
Animation Tree Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1850
Edit Animation Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1851
Edit Filter Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1851
Expression Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1853
Insert Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1854
Audio Media Conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1861
Audio Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1863
Avid Explorer Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1877
Avid Explorer Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1880
Bin Tools (Top). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1881
Bin Tools (Bottom) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1882
Bin Columns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1883
Blend Property Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1886
Cache List View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1887
Clip Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1888
Clip Activeness Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1890
Clip Property Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1890
Clip Transition Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1893
CmdLine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1894
Container Clip Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1895
Image Transition Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1895
Locator Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1903
Locator Property Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1903
Locator View Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1904
Media Storage Configuration Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1905
Media Storage Information Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1907
Media Options (1/2) Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1908
Media Options (2/2) Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1909
Media Properties Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1910
Mixer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1914
Navigation Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1923
xviii

NLE Tools Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1924
Project Manager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1929
Slip/Slide Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1932
Surround Panner. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1934
Test Pattern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1935
Timecode Display Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1935
Time Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1936
Timeline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1956
Timeline to MC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1972
Timeline to Clip Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1975
Transport Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1978
Trim Mode Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1984
Video Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1986
Viewers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1990
Creating Media Archive Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1998
New Project Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1999
Open Sequence Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2007
New Sequence Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2007
Open Project Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2014
Processing Options Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2016
Purge Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2022
Sample Rate Conversion Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2025
Save Sequence Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2026
Save Snapshot Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2027
Sequence Preferences Dialog Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2027
Sequence View Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2035
Throttle Manager Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2036
Cache Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2037
Cache Node Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2039
Cache Processing Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2041
Data Management Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2042
Edit View Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2042
Edit Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2043
xix

File Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2044
Swift Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2046
Web Viewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2047
Avid Event Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2048
Avid DS RP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2051

Paint & Titling Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2053
Graphics Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2053
Graphics Property Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2056
Graphics Combo View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2057
Graphics Object View (GOV) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2059
Graphics Toolbars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2068
Bas Relief Brush. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2074
Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2074
Chrome Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2075
Clip Holder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2076
Clone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2078
Color Blend. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2079
Cutout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2084
Dodge and Burn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2085
Edit Shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2087
Edit Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2091
Ellipse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2091
Erase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2092
Font . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2092
Freehand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2093
Glass Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2094
Graphics Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2095
Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2100
Magic Wand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2100
Masks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2102
Paint Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2103
Polyline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2106
Rectangle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2106
xx

Reshaper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2106
Reveal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2112
Smear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2112
Special Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2113
Stack Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2113
Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2114
Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2114
Textured Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2115
Time Span (Graphics) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2116
Titling Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2118
Titling Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2119
Transformations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2121
Color Editor Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2122
Mini Color Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2124
Import Image Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2127
Import Subtitles Dialog Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2127

3D DVE and 3D Titling Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2133
3D DVE Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2133
3D DVE Combo View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2141
3D DVE Object View (3D OV). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2142
Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2158

Compositing Reference. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2179
Layers View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2179
Effects Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2197
Compositing Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2205

Image Effects Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2255
3D Warp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2255
Accented Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2260
Angled Strokes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2260
Bas Relief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2261
Blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2262
Bubble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2264
Chalk and Charcoal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2264
xxi

Channel Switcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2265
Charcoal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2267
Chrome. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2268
Clouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2268
Color Gradient . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2269
Color Space Adjustment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2271
Colored Pencil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2272
Conte Crayon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2273
Craquelure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2275
Crop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2275
Crosshatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2275
Custom Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2276
Cutout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2278
Dark Strokes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2279
Defield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2279
Deflicker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2280
Depth of Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2281
Deterministic Noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2283
Diffuse Glow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2285
Dip to Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2287
Drop Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2288
Dry Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2289
Edge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2289
Emboss Image . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2290
Field Invert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2291
Film. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2291
Film Grain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2293
Fog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2294
Fractal Noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2295
Frame Average. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2300
Fresco . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2302
Glass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2302
Glowing Edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2303
xxii

Grain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2304
Granite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2305
Graphic Pen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2306
Halftone Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2307
Impressionist Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2308
Ink Outlines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2319
Linear Gradient . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2320
LogLin Remapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2322
Marble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2326
Morph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2326
Mosaic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2330
Motion Blur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2331
Negative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2332
Neon Glow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2332
Noise/Grain Remover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2334
Note Paper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2335
Optical Glow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2336
Outsource . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2340
Paint Daubs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2341
Palette Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2342
Patchwork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2343
Pattern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2344
Photocopy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2345
Picture-in-Picture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2346
Plaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2346
Plastic Wrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2347
Polar Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2348
Poster Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2349
Posterize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2350
Premultiplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2351
Radial Blur. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2352
Radial Gradient . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2354
Reticulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2356
xxiii

Ripple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2357
RGB-YUV Dither . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2358
Rough Pastels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2358
Scatter Noise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2359
Sharpen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2361
Smudge Stick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2362
Solarize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2363
Solid Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2364
Spatter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2364
Special Filter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2365
Spherize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2365
Spill Correction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2366
Sponge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2367
Sprayed Strokes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2368
Stained Glass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2369
Stamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2370
Sumi-e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2371
Texturizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2372
Threshold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2373
Timecode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2374
Torn Edges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2375
Tracker/Stabilizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2376
Twirl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2384
Underpainting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2385
Watercolor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2386
Waterpaper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2387
Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2388

Color Correction Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2391
HSL Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2391
Channels Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2402
Levels Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2404
Curves Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2407

xxiv

Common Property Pages Reference . . . . . . . . . . . . . . . . . . . . . . . . . . 2413
Alpha Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2413
Border Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2415
Color Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2415
Color Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2416
Colors Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2419
Crop Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2420
DVE Property Page. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2421
External Data Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2423
General Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2424
Key Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2426
Key Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2428
Key Values Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2430
Masking Property Page. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2432
Matte Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2434
Matte Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2436
Options Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2438
Shapes Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2439
Source Property Page. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2442
Spill Matte 2 Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2443
Spill Replace Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2444
R1–R4 and L1–L4 Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2445
Tracker Property Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2448

Avid Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2451
Glossary:Numerics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2451
Glossary: A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2452
Glossary: B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2458
Glossary: C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2462
Glossary: D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2471
Glossary: E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2476
Glossary: F . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2479
Glossary: G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2482
Glossary: H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2483
xxv

Glossary: I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2486
Glossary: J . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2488
Glossary: K. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2489
Glossary: L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2490
Glossary: M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2493
Glossary: N. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2498
Glossary: O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2500
Glossary: P. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2503
Glossary: Q . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2509
Glossary: R. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2509
Glossary: S. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2514
Glossary: T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2524
Glossary: U. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2530
Glossary: V. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2531
Glossary: W . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2533
Glossary: X. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2535
Glossary: Y. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2535
Glossary: Z . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2536

Keyboard Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2537
Global . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2537
Editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2542
Compositing and Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2546
Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2551
3D DVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2561

Hardware Setup for the Avid Nitris System
Using the Avid Nitris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
If You Need Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Symbols and Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Site Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Rack Mounting the Avid Nitris Enclosure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Avid Nitris Front Indicators and Rear Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . 12
xxvi

Workstation Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Connecting the SCSI Local Storage Systems. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Avid Unity Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Reference Signal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Connecting Audio and Video Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Connecting Serial and MIDI Port Devices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Installing and Removing the Avid Fan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Regulatory and Safety Notices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Technical Support Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Avid Nitris Dual Boot System Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Install the Second Hard Drive and Power Switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Install the Dual-link Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Install the Over-the-Top Fan Assembly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Booting the System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Dual Boot Software Installation
for Avid DS and Avid Symphony . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Installing the Software. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Recovery Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

xxvii

xxviii

Section 1
Using Help

You can get comprehensive task-oriented, background, and reference
information through your Avid DS Nitris Help system.
The following topics provide information that will help you to use Help:
•

Accessing the Help System

•

Understanding the Help System

•

Finding Information Within Help

2

Avid DS Help

The following topics provide general information about the help system:
•

Accessing the Help System

•

Understanding the Help System

•

Finding Information Within Help

Accessing the Help System
Avid DS Nitris comes with a comprehensive help system that contains
information on all the interface elements, as well as task information. If you’re
looking for information on a particular interface element or property page
parameter, or need help performing a task, the online help is the place to look.
The following topics explain how to use the Help system:
•

“Accessing the Help System” on page 3

•

“Understanding the Help System” on page 4

•

“Finding Information Within Help” on page 6

There are two ways to access the Help system:
•

From the Help menu

•

From windows and dialog boxes—see “Getting Context-Sensitive Help”
on page 4.

To open the Help system:

t

Select Help > Contents and Index or press F1.
The Help window opens, and the Help splash screen displays.

Related Topics

Getting Context-Sensitive Help

Avid DS Help

Getting Context-Sensitive Help
Help icon or button

Tooltips

Every view, property page,
dialog box, and pop-up menu
contains a Help icon or button
which displays context-sensitive information when
clicked.

Avid DS Nitris uses small pop-ups called tooltips
to display the name of desktop elements when
they have no text label.
Position the pointer over an interface
element, such as an icon, and pause
for a second. A tooltip with the name of
the element appears.

Avid DS Nitris provides you with a quick way to get Help for many views,
dialog boxes, and property pages. Within these context-sensitive topics, you
can view specific information about items, such as options and individual
buttons, and link to related topics.
To get help for a view, dialog box, or property page with a Help button:

t

Click the Help button (either a question mark or a button labeled Help, or
How To...).
The context-sensitive Help topic is displayed.

Related Topics

Understanding the Help System

Understanding the Help System
The Help system uses the following main display areas:

4

•

Help topics open in the right area of the Help window—see “Help Topics”
on page 5.

•

Buttons for controlling the Help display and for printing Help topics
appear in the top area of the Help window—see “Top Area Buttons” on
page 6.

Understanding the Help System

•

Navigation tools (Contents, Index, Search, and Favorites) open in the left
area of the Help window—see “Finding Information Within Help” on
page 6.

Once the Help window is open, it behaves in much the same way as most other
windows. You can resize it and reposition it to suit your screen layout and
workflow.

Help Topics
The information in the Help is displayed in the right area of the Help window.
All topics have the following items above the main heading:
•

Hierarchy links
These links display the location of the currently displayed topic within its
book and chapter, and let you jump to relevant higher-level topics,
including the Main Topics page.

•

Previous Topic and Next Topic buttons
Use these buttons to browse through the topics in the order in which they
appear in the Contents.
Previous Topic

Next Topic

Hierarchy links

Current topic

The Help system includes task-oriented procedures as well as background and
reference information. At the bottom of many topics are links to related topics.
Showing and Hiding Additional Information

Some Help topics include a link labeled “More Information.” Click this link or
the turn-down arrow to see conceptual or background information related to
the procedure. This information is displayed with a colored border on top and
bottom.
5

Avid DS Help

To return to the original display, click the link or arrow again.
Related Topics

Top Area Buttons

Top Area Buttons
The top area of the Help window contains four buttons that allow you to
change the Help display and print Help topics. The following table describes
these buttons.

Button

Illustration

Hide/Show

Description

Click the Hide button to hide the navigation area on the left and reduce the
width of the Help window. The button changes to the Show button.
Click the Show button to reveal the navigation area on the left and expand
the width of the Help window. The button changes to the Hide button.

Back and
Forward

These buttons work like the Back and Forward buttons in an Internet
browser, such as Microsoft Internet Explorer. Use the buttons to move
among recently visited topics.

Print

Click this button to print one or more topics.

Related Topics

Help Topics

Finding Information Within Help
The left area of the Help window displays the Help system’s main navigation
tools within a tabbed interface.
For more information, see the following topics:

6

•

Using the Contents Tab

•

Using the Index Tab

Finding Information Within Help

•

Using the Search Tab

•

Advanced Search Options

Using the Contents Tab
The Contents tab displays a complete hierarchical list of all topics in the Help
system. You can expand and collapse the contents to view the logical
organization of the Help system. Click on a topic to display the entry to the
right.
Related Topics

Using the Index Tab
Using the Search Tab
Advanced Search Options

Using the Index Tab
The Index tab provides an alphabetized list of entries similar to the index of a
printed book.
To find an index entry, type the first few letters of a keyword in the text box at
the top of the tab. As you type, the index jumps to the range of entries that
correspond to the letters you have typed.
To view the topic associated with an index entry, either click the index entry
and then click Display, or double-click the entry.
Related Topics

Using the Contents Tab
Using the Search Tab
Advanced Search Options

Using the Search Tab
The Search tab lets you search the entire text of the Help system for one or
more words and then lists the topics that include those words. The list of
results is ranked, placing the topics that the Search feature considers most
likely to be relevant at the top of the list.

7

Avid DS Help

Advanced Search Options
Advanced search options let you control how the Search feature operates. If
the Search feature does not produce useful results for a particular topic, you
can often find the specific information you need by modifying the search.
Search Syntax

The following syntax rules control search queries:

8

•

Searches are not case-sensitive, so you can type your search in uppercase
or lowercase characters.

•

You can search for any combination of letters (a-z) and numbers (0-9).

•

Punctuation marks, such as period, colon, semicolon, comma, and hyphen
are ignored.

•

Search for a literal phrase by using quotation marks.

•

If you are searching for a filename with an extension, you should group
the entire string in double quotes (“filename.ext"). Otherwise, the search
will treat the period as an OR operator.

New in this Release...

This section describes enhancements in Avid DS Nitris v8.4 and v8.0.
New in Avid DS Nitris v8.4
New in Avid DS Nitris v8.0

10

New in Avid DS Nitris v8.4

The following new features are available in Avid DS Nitris v8.4.

Hardware/Platform Enhancements
Dual-Link Implementations
Dual-Boot Systems with Avid Symphony Nitris
Avid DS Assist Station
Avid MediaNet 5.0 Compatibility
Licensing

New HP xw8400 Workstation
Avid has qualified the HP xw8400 workstation with the NVIDIA® Quadro®
FX 3500 graphics board to be used with the Avid Nitris.
Featuring quad-core Intel Core2 processors, the xw8400 workstation has
doubled its processing power since the last-released Avid Nitris hardware
platform.
Your Avid® DS NitrisTM DNATM workstation comes pre-installed with the
Microsoft Windows XP Professional x64 Edition operating system, Service
Pack 2, approved Windows Security Updates and all required Avid DS drivers.

Dual-Link Implementations
•

In addition to offering native 64-bit capability, the Avid DS Nitris v8.4
comes with an integrated dual-link HD SDI I/O card for capturing HD
material from HD RGB sources (e.g., HDCAM-SR).

New in Avid DS Nitris v8.4

•

The Dual-Link card is offered as an option for current users of the HP
xw8200 who upgrade to the 64-bit version. It supports 8 channels of AES,
or embedded audio.

•

The Dual-Link card is also supported on the Avid DS Assist Station for
realtime viewing of media—see Avid DS Assist Station.

Dual-Boot Systems with Avid Symphony Nitris
Avid DS Nitris v8.4 comes bundled with Avid Symphony Nitris dual-boot
software, so you can easily configure your system to run Avid DS Nitris or
Avid Symphony Nitris based on the project at hand. Refer to the
documentation on the Avid DS Support Center web site, for instructions on
configuring a dual-boot system.

Avid DS Assist Station
The Avid DS Assist Station now has the option to add HD-SDI and analog
RGB monitoring output which allows you to connect a broadcast monitor to
your station. This allows you to preview your media in realtime, from full
resolution up to dual-link 10bit RGB (if using a Xena 2Ke card from AJA
Video Systems).
The Xena 2Ke or LHe card can be purchased directly from your AJA reseller.
Please refer to the Avid DS Assist Station system specifications on the Avid
DS Support Center web site.
If you already have an Avid DS Assist Station license and you want to add this
monitoring capability, please contact technical support to get an updated
license.

Avid MediaNet 5.0 Compatibility
Avid DS Nitris v8.0 and v8.4 (32-bit only) are now supported on Avid
MediaNet 5.0.
The number of streams and clients supported depends on your MediaNet 5.0
configuration. Refer to the storage table on the Avid DS Support Center web
site.

12

Software Performance Enhancements

Licensing
If you are upgrading from a version prior to Avid DS v8.0, then you should
note that a new licensing scheme has been implemented for version 8.0 and
above. Dongles are no longer required, but you will be required to obtain a
new license key before installing the application.
You need a separate license for each of your Avid DS and Avid DS RP
workstations. Refer to http://www.softimage.com/avidds to obtain your
license.

Software Performance Enhancements
The following enhancements have been made to this version of Avid DS:
•

Reliability of capture on shared storage has improved.

•

There has been a data alias name change in the software that may
invalidate some of your media caches. Simply reprocess any media that
has a red highlight on your timeline ribbon.

•

Customer Support tools—Version Info Extractor and DS Project
Manager—have been updated. These updates are automatically installed
with the Avid DS software.

•

For a list of other software fixes, go to http://www.softimage.com/avidds.

13

New in Avid DS Nitris v8.4

14

New in Avid DS Nitris v8.0

The following new features are available in Avid DS Nitris v8 and subsequent
QFEs.

Hardware/Platform Enhancements
New HP xw9300 Workstation
Avid has qualified the HP® xw9300 dual-core Opteron workstation with the
NVIDIA® Quadro® FX 3450 graphics board to be used with the Avid Nitris
DNA.
Featuring two dual-core AMD Opteron processors, the xw9300 workstation
provides twice the CPU power for the fastest processing of HD-RGB and filebased 2K and 4K material.

64-bit Support
Avid DS Nitris now has a 64-bit version available for the xw8200 and xw9300
workstations. This gives you significantly more memory to facilitate HD-RGB
and high-resolutions file-based 2K and 4K workflows; or make more complex
and larger sequences on SD projects.

Dual-Link Implementations
•

In addition to offering native 64-bit capability, the new Avid DS Nitris
v8.0 comes with an integrated dual-link HD SDI I/O card for capturing
HD material from HD RGB sources (e.g., HDCAM-SR).

New in Avid DS Nitris v8.0

The Dual-Link card is offered in all new Avid DS v8.0 systems (HP
xw9300 or HP xw8200, 64-bits), or as an option for current users of the
HP xw8200 who upgrade to the 64-bit version. It supports 8 channels of
AES, or embedded audio.
•

Alpha archive implementation for HD RGB hardware.

•

Conversion from 10-bit 4:4:4 HD to 10-bit 4:2:2 HD.

•

The HD-RGB workflow has been optimized for an ITU-709 (gamma 2.2)
colorspace.

•

Enable 10/16-bit depth for 4K sequences in 64-bit.

•

Processing 4:4:4 material in 4:2:2 DNxHD 220 for proxy preview.

•

Dual-Link driver detection and installation in the Avid Nitris DNA
installer.

•

Added support for HD RGB 10:10:10 in MXF.

•

Added support for Dual-Link audio.

•

Added support for Big/Little Endian DPX file.

Dual-Boot Systems with Avid Symphony Nitris
The new Avid DS Nitris v8.0 comes bundled with Avid Symphony Nitris dual
boot software, so you can easily configure your system to run Avid DS Nitris
or Avid Symphony Nitris based on the project at hand.

Avid VideoRAID Line Launched
Avid DS Nitris now supports the 10-drive RTR320X Avid VideoRAID disk
arrays. The Avid VideoRAID line provides redundancy for media asset
protection as well as performance for high-bandwidth workflows.
The Avid VideoRAID arrays provide guaranteed real-time access for multistream SD and HD workflows, supporting up to dual stream 1:1 10-bit HD.
They support hardware parity RAID operation and provide continuous data
protection and full performance, even in the event of a drive failure or during a
drive rebuild. The arrays are available with 250GB or 500GB drives.
For Avid DS, you need a minimum of 20 drives.

16

Hardware/Platform Enhancements

For more information, check out the Avid VideoRAID product pages on
Avid.com. Go to www.avid.com/products/videoRAID.

Avid DS Assist Station
Meet the latest addition to the Avid DS Nitris family! The Avid DS Assist
Station is a new software application that can run on any standard system with
a minimal specification of:
•

Dual Intel Xeon or Opteron single core CPU or single dual core Intel or
AMD CPUs

•

1 GB of memory

•

A supported OGL card such as the Nvidia QuadroFX 3400 or FX3450
(sRefer to the Avid web site for a list of additional supported cards).

The new Avid DS Assist Station delivers the complete effect, editing and
compositing toolsets that are found in the Avid DS Nitris configuration. The
Avid DS Assist station is designed to work in a shared workgroup environment
with Avid DS Nitris and, therefore, doesn’t have any I/O capabilities of its
own for signal-based video and audio.
You can, however, capture and output from file. Since it is also capable of full
realtime playback and processing, you can use it offline for all your graphics
and effects work. This is an extremely economical way to grade and finish
features that are captured onto your central storage.

n

Processing of effects is done by the software whose capabilities are only
limited by the underlying hardware and an adequate disk subsystem on the
workstation where it is installed.

Avid DS (automatic SD to HD upgrade)
All Avid DS Equinox SD systems will automatically be upgraded to the full
HD version.

New Licensing Scheme
A new licensing scheme has been implemented for this version of Avid DS.
Dongles are no longer required, but you will be required to obtain a new
license key before installing the application.
17

New in Avid DS Nitris v8.0

You need a separate license for each of your Avid DS and Avid DS RP
workstations.

Support for Avid DMS Broker v5.0
If you are in an Avid workgroup, you MUST upgrade to version 5.0 of the
Avid DMS Broker. Note that this option is not automatically selected. To
install the broker, you need to run the DS Setup program. Under Main
Workgroups Components, select Avid DMS Broker.

Avid Unity ISIS Support
Avid DS Nitris now supports Avid Unity ISIS 1.1, the latest advanced media
network from Avid which delivers enterprise-level reliability, availability, and
scalability.
Avid strongly recommends that you use the 64-bit version of Avid DS Nitris
for best performance with ISIS.
Refer to the Avid DS Support Center web site for a list of supported
configurations.

AVX Plug-in Effects
The AVX1.0 host has been enhanced to support optional inputs—input
naming and 64-bit AVX 1.0 effects when run in 64-bit.
See http://www.avid.com/thirdparty/viewdeveloper.aspx?Type=1 for a list of
supported third-party effects.

Panasonic AJ-HD1200A Deck Template Added
Panasonic AJ-HD1200A deck template added to the supported Machine
Templates.

18

Software Performance Enhancements

Software Performance Enhancements
Over 350 fixes have been made to this version of Avid DS! Here are some of
the highlights.

Sub-Titling Tool
The Sub-titling tool is now a real-time effect.

Timeline Enhancements
Improvements in v8.0 include improved sequence loading and timeline
performance for long form editing.

Timeline to MC
Provides the ability to quickly generate an AAF and MXF file of a timeline
selection that can be later imported directly into Media Composer.

3:2 Contract and Expand Time Effects
A new option has been added in both the 3:2 Expand and 3:2 Contract time
effects:
•

New Mode dropdown list option

•

Allow you to select the pull-down phase

•

Standard: 5 options

•

Advanced: 5 options

3:2 Expand

The phase selected represents the 3:2 pull-down cadence generated by the
effect, with respect to the origin of the created container.
Available choices are:

19

New in Avid DS Nitris v8.0

Standard: AA BB BC CD DD
Standard: BB BC CD DD AA
Standard: BC CD DD AA BB
Standard: CD DD AA BB BC
Standard: DD AA BB BC CD
Advanced: AA BB BC CC DD
Advanced: BB BC CC DD AA
Advanced: BC CC DD AA BB
Advanced: CC DD AA BB BC
Advanced: DD AA BB BC CC
3:2 Contract

The phase selected represents the 3:2 pull-down cadence of the source
material, on which the 3:2 pull-down is removed. The phase is specified with
respect to the origin of the source material.
Note that the phase is automatically determined by positioning the play cursor
on the frame (or first frame of two) containing 3:2 pull-down artifacts prior to
apply the 3:2 Contract. In case of an incorrect play cursor position, this new
option can be used to select the proper phase after the 3:2 Contract effect is
applied.
Available choices are:
Standard: AA BB BC CD DD
Standard: BB BC CD DD AA
Standard: BC CD DD AA BB
Standard: CD DD AA BB BC
Standard: DD AA BB BC CD
Advanced: AA BB BC CC DD
Advanced: BB BC CC DD AA
Advanced: BC CC DD AA BB
Advanced: CC DD AA BB BC
Advanced: DD AA BB BC CC

Tiling of YUV Effects
YUV processing has been enhanced to take advantage of the hardware
capabilities of your workstation. On the new xw9300 workstation, processing
speed is doubled.

20

Software Performance Enhancements

Optimizing File Sources
The Data Management menu has a new command called Optimize File
Sources, which updates the size of the source model file. When you reload the
project, the source model file will be much smaller.

DVE Translation
When translating an image (in either X or Y), the limit has been raised to
100,000 pixels so that the image no longer gets clipped.
Also, the DS world space in 64-bit has been extended to 12K x 12K.

Importing Subtitles
The Import Subtitles tool now generates Graphics On Black clips on a new
track instead of creating Graphics timeline effects.

Expressions & Source Side Effects
Support for the Expressions feature has been enhanced and is now more robust
and easier to use.
Several fixes and enhancements to Source Side effects have also been done.

Source Viewer
You can now successfully load a clip in the Source viewer and recapture it.
This was a known problem in v7.5.

Viewing Locators
When viewing locators in the meta curve region of the animation editor, you
can switch the display between the selected function curve and all function
curves by pressing the button beside the meta curve region. When displaying
the locators of selected function curves, the button appears pressed.

21

New in Avid DS Nitris v8.0

Other Features

Optimization and Performance Improvements
•

Performance improvement when saving and exiting a sequence.

•

Optimization when using DPX linked files.

•

Performance optimization when stepping in or out of containers.

•

Performance optimization when copy/pasting objects in the timeline.

•

SSE2 - Optimize 10-bit alpha encoding/decoding to/from RGBA.

•

64-bit interactive cache size optimizing.

•

User preferences option added to process or skip missing media or effects.

•

Audio improvement: Apple QuickTime v7.0.4 is now support. You can
get QuickTime v7.0.4 from
http://www.apple.com/support/downloads/quicktime704.html.

New Formats Supported
The following is a list of new formats supported in this version of Avid DS
Nitris.
If there is no HW support, then you will see a dot in the front of the format
name in the New Sequence and New Project dialog boxes—see a format is not
A dot is seen in from of the format name in the tilte bar and UI control(in new
seq dlg and seq pref dlg) to indicate that there is no HW support

Format

Description

720p50

HD format.
There is also support of additional cross-conversion to 1080i50.

DNxHD 36

Very low bit rate DNX-HD resolutions for HD offline editing are
available in 1080psf projects.

DNX-TR (thin raster)

Support for MXF media (link, import, conform from MC).

n
22

720P 24/25/30 is not supported.

Other Features

Format

Description

DNxHD-TR for Avid
DS

This light-weight Avid compression codec is now available for Avid DS
when outputting material to file. Once outputted, you can post it online
or burn it on a DVD.
An advantage is that its size does not compromise the HD quality of the
material.

DVCPRO HD

DVCPro-HD/P2 format media in MXF format captured on Adrenaline
and Avid Xpress Pro systems may be relinked via the AFE conform
process in Avid DS Nitris.

DV 100

When working 720p or 1080i formats, you can now output material to
MXF and Gen files using the DV 100 compression codec. The file may
be relinked and played back in real-time.

n

It cannot be captured or used to create sequences.

DCI 2K

Film formats.

DCI 4K

DCI 2K is hardware supported at 24fps.

720p 23.98 fps

HD formats not HW supported.

720p 24fps
720p 25fps
720p 29.97fps
720p 30fps
Super 35mm 3 Perf
(2K)

Film formats.

Super 35mm 3 Perf
(4K)

Non Hardware Support Formats Indicator
If the format you select is not hardware supported, it will have a dot in front of
the name—see “New Project Dialog Box” in the Help.

DigiDesign ProTools Import/Export
•

OMF audio export to Avid ProTools has been rewritten and now only
exports the media effectively used in the timeline.

23

New in Avid DS Nitris v8.0

•

24

AAF/MXF import: Avid DS Nitris can now conform AAF/MXF
sequences from Avid ProTools v7.2.

Documentation & Support
Services

The following topics provide general information about documentation and
support services:

n

•

Using the Product Documentation

•

Contacting Avid Customer Support

•

Avid Training Services

The Avid DS Nitris documentation describes the features and hardware of all
models within the Avid DS family. Therefore, your system might not contain
certain features and hardware that are covered in the documentation.

26

Chapter 1

Using Avid Support and Services
The following topics provide general information about documentation and support
services:
•

Using the Product Documentation

•

Contacting Avid Customer Support

•

Avid Training Services

Using the Product Documentation
The Avid DS Nitris documentation describes the features and hardware of all models within
the Avid DS family. Therefore, your system might not contain certain features and hardware
that are covered in the documentation.
Unless noted otherwise, the material in this document applies to the Windows XP operating
system.
Follow these conventions for mouse or pen usage:
This Term

Means This with a Mouse

Means This with a Pen

Click

Quickly click and release the
left mouse button. Always use
the left mouse button unless
otherwise stated.

Tap the tablet once with the tip of
the pen, or touch the pen to the
tablet with enough pressure to click.

Double-click

Click the left mouse button
twice rapidly.

Quickly tap the tablet twice in the
same screen pixel or press the F5
key to go from single to doubleclick.

Right-click

Quickly click and release the
right mouse button.

Press the top portion of the switch
on the side of the pen or press the
F6 key to go from left to right-click.

Drag

Click and hold the left mouse
button or the wheel while you
move the mouse.

Press the pen to the tablet while
moving the pen.

1 Using Avid Support and Services

This Term

Means This with a Mouse

Means This with a Pen

Alt+key,
Ctrl+key,
Shift+key, etc.

Press and hold the first key while you press the second key. For
example, “Press Alt+F1” means to press and hold the Alt key while you
press the F1 key.

Avid DS Online Library
The Online Library contains the Avid DS Nitris documentation in a single PDF file. This
allows you to easily search through the file and print sections that you require.
If the online library was installed on your system, you can access it from the Help menu in
Avid DS Nitris. You can also access it directly from the Avid DS Software and Drivers
DVD, or download the most up-to-date PDF from the Avid DS Support Center web site at
http://www.softimage.com/avidds.

n

The PDF versions of Avid DS documentation require Adobe Reader 4.0 or later. If you need
to install Adobe Reader, you can download a free installer from Adobe's web page at
www.adobe.com.
To access the Online Library:

t

In Avid DS Nitris, select Help > Online Library,
or

t

Insert the Avid DS Software and Drivers DVD into your drive, and select Online
Library from the main menu.

How to Order Documentation
To order additional copies of the printed documentation from within the United States, call
Avid Sales at 800-949-AVID (800-949-2843). If you are placing an order from outside the
United States, contact your local Avid representative.
You can also download printable PDF versions of the documentation from the Avid DS
Support Center web site at http://www.softimage.com/avidds.

Contacting Avid Customer Support
Avid DS Customer Support offers assistance by phone, email, and the web. You are invited
to send your support requests to any of these channels. For urgent issues taht require
immediate assistance, use your local phone support channel.
If you are having trouble using your system:

28

Contacting Avid Customer Support

1. Retry the action, carefully following the instructions given for that task in this guide. It is
especially important to check each step of your workflow.
Check the Avid DS Support Center at http://www.softimage.com/avidds for the latest
information that might have become available.

E-mail Support
The e-mail address for Avid DS Customer Support is: dssupport@avid.com. You can use it
for sending bug reports, usability questions, and avidds.cab audit reports for system analysis.
All e-mails are logged in the support database and assigned a case number. Send one support
request per e-mail.

n

It is mandatory that you include your SID number in the body of your e-mail message for
verification of your maintenance contract and case logging. Otherwise, response will be
delayed.

Web Support
The Avid DS Support Center at http://www.softimage.com/avidds provides quick access to a
wide range of resources from the Avid DS team—online documentation, tutorials, known
limitiations and other late-breaking information.
All software and driver updates can be downloaded from the Avid Download Center
http://www.avid.com/support/downloadcenter/index.asp.

Upload Utility
For troubleshooting purposes, you can upload your files for Avid Customer Support
personnel to examine. You can upload a project's archive, media files, or other necessary
data. Simply zip the files that you need to upload and use a short name (for easy retrieval),
such as archive.zip or Case274877.zip.
To upload your files:

1. Go to the Avid web site at http://www.softimage.com/avidds.
2. Select Support and Upload Tool from the left menu.

Avid Community Forum
Although the Avid DS community forum is frequently monitored by Avid employees, it is
not part of the official support channels.
The forum has proven to be quite useful for users, and there is a constant stream of new
subscribers.
To subscribe, join the Avid community forums on the Avid web site at http://www.avid.com.
Select Support > Forums.
29

1 Using Avid Support and Services

Avid Training Services
Avid makes lifelong learning, career advancement, and personal development easy and
convenient. Avid understands that the knowledge you need to differentiate yourself is always
changing, and Avid continually updates course content and offers new training delivery
methods that accommodate your pressured and competitive work environment.
To learn about Avid's new online learning environment, Avid Learning Excellerator
(ALEX), visit http://learn.avid.com.
For information on courses/schedules, training centers, certifications, courseware, and
books, visit www.avid.com/training or call Avid Sales at 800-949-AVID (800-949-2843).

30

Best Practices

This section provides information about capturing media, conforming
sequences created on other systems, and outputting material.
•

Assistant Editing

•

Conforming HD Sequences

•

Using Digital Intermediates for Film-based Projects

•

Conforming HDV Media

•

Conforming in an Avid Interplay Environment

32

Chapter 1
Assistant Editing

This chapter describes how to set up the Avid DS Assist station in a shared
workgroup environment:
•

Using the Avid DS Assist Station

Chapter 1 Assistant Editing

Using the Avid DS Assist Station
Avid DS Assist Station offers the full software feature set of Avid DS Nitris in
a software-only application that can be used to off-load tasks from the heavyduty editing stations—tasks such as conform checks, rotoscoping, graphics,
effects, and compositing.
The Avid DS Assist Station is designed to work in a shared workgroup
environment with Avid DS Nitris, so it doesn’t have any I/O capabilities of its
own for signal-based video and audio. You can, however, capture and output
from file.
The Avid DS Assist Station is capable of full realtime playback and
processing, so you can use it offline for all your graphics and effects work.
This is an extremely economical way to grade and finish features that are
captured onto your central storage.

n

Processing of effects is all done by the software. These capabilities are only
limited by the underlying hardware and an adequate disk subsystem on the
workstation where it is installed.
System Requirements

The Avid DS Assist Station can be run on any standard desktop system with
minimal specifications of:
•

Dual Intel Xeon or Opteron single core CPU or single dual core Intel or
AMD CPUs

•

1 GB of memory

•

A supported OGL card such as the Nvidia QuadroFX 3400 or FX3450
(Refer to the Avid web site for a list of other supported cards).

The Avid DS Assist Station is available in both 32-bit and 64-bit. The only
difference is that the 64-bit version offers better overall performance. Projects
and media from both versions can be used on either Avid DS Nitris 32-bit or
64-bit workstations.
For storage, the Avid DS Assist Station can connect to Avid Unity ISIS or
Avid Unity MediaNetwork. However, if you plan on using DNxHD media on
Avid Unity ISIS, you must use the Avid DS Assist Station 64-bit version.

34

Using the Avid DS Assist Station

The Avid DS Assist Station can also use a local storage drive for work that
does not require large amounts of storage. e.g. creating graphics or titles.
Subtopics

t

Scenario: Sharing Projects and Media with an Avid DS Assist Station

35

Chapter 1 Assistant Editing

Scenario: Sharing Projects and Media with an
Avid DS Assist Station
The Avid DS Assist Station is designed to work in a shared workgroup
environment with Avid DS Nitris.
Since it doesn’t have any I/O capabilities of its own for signal-based video and
audio, the media needs to be captured by a Nitris workstation and stored in a
shared folder that can be accessed by the Avid DS Assist Station.
You can, however, capture and output from file which is useful for importing
graphics and images for compositing and effects work.

n

Projects cannot be opened simultaneously. As with all Avid DS projects, you
must first close the project on one workstation before being able to open it on
another.
To work with projects on an Avid DS Assist Station, follow this basic
workflow:

;

Step

Refer to

†

Install the Avid DS Assist station on a workstation
that will be used by an assistant editor.

“Installing Avid DS Software
Components” in the Help.

†

Start Avid DS Assist Station, and open a project from “Opening an Existing Project”
the workgroup where it was created.
in the Help.

†

Check the storage configuration.
You will need to add a storage area to your
configuration that is also used by other workstations
in the workgroup.

n

36

“Configuring the Media
Indexing Service on your
Workstation” in the Help.

If you’re conforming a sequence from Avid
“Configuring Storages for
Media Composer, and will be using media
MXF Files” in the Help.
created by Media Composer, then you need to
configure your storage to point to the folder
where that media is located.

†

Open a sequence that you need to edit.

†

Do the necessary edits to the sequence.

“Opening Sequences” in the
Help

Scenario: Sharing Projects and Media with an Avid DS Assist Station

;

Step

Refer to

†

Process effects that require processing.

“Processing Effects” see the
Help.

n
†

The processed media caches are saved to the
common storage where any other workstations
in the workgroup can also see them.

Save the sequence and close the project.

37

Chapter 1 Assistant Editing

38

Chapter 2
Conforming HD Sequences

This chapter describes typical scenarios for conforming HD projects.
•

Conforming HD

•

Scenario: Conforming HD Sequences from SD Downconvert Sources

•

Scenario: Conforming HD Projects with DNxHD Media

•

Scenario: Transferring MXF Media from Avid DS Nitris to an Avid
Editing System

Chapter 2 Conforming HD Sequences

Conforming HD
Conforming is the process of bringing a project from an offline environment
into Avid DS Nitris, so that you can continue and finish the editing process.
This section describes how to work specifically with HD sequences. It will
explain how to load an Avid File Exchange (AFE) file into Avid DS Nitris and
recreate a sequence on which you can apply further edits and effects.

n

In this information, the general term “Avid editing system” refers to Avid
applications other than Avid DS Nitris, such as Symphony™,
Media Composer®, Film Composer®, Avid Xpress®, and NewsCutter®.
Subtopics

Converting HD Formats

Converting HD Formats
When down-converting HD sequences, you must make sure that the aspect
ratio is respected. Maintaining the proper aspect ratio ensures that all effects,
especially those that rely on X,Y locations are preserved during the downconversion and eventually, the conforming process.
HD uses the aspect ratio of 16:9. Avid editing systems such as Media
Composer or Symphony work with 4:3 or 16:9 aspect ratios. Avid DS Nitris
also supports both these ratios. There are three ways 16:9 HD material can be
down-converted for offline editing sessions.
•

16:9 Anamorphic

•

16:9 Letterbox

•

4:3 Centre Extraction

16:9 Anamorphic
The entire NTSC frame is used to store the 16:9 HD image that will appear to
be stretched vertically when viewed in an Avid editing system. In your
settings, select the Composer window to 16:9 Video to view the image in its
correct ratio. You will need to select the 16:9 setting on your client monitor.
Also, you will have to convert the 16:9 anamorphic images to a 4:3 aspect
ratio on output to tape for client screening copies. You can use the Pan & Scan
tool, an external device or order conversion as part of the dub process.
40

Conforming HD

16:9 Anamorphic is the preferred format if you will be creating complex
effects and composites in offline, because effects and repositions will translate
correctly in the Avid DS Nitris online.
Related Topics

16:9 Letterbox
4:3 Centre Extraction
16:9 Letterbox
The 16:9 HD image is placed in the center of the 4:3 NTSC frame and black
bars are added top & bottom of the image.
16:9 Letterbox is a common method for delivering HD material on an NTSC
tape to offline. The black matte can be used to contain timecode and other
“burnt in” information. This format is fine if the program contains cuts and
occasional transition effects, but effects such as repositions and composites
will not translate correctly in the HD conform. These problems may result in
added expensive because the effects will have to be adjusted in the HD online.
Related Topics

16:9 Anamorphic
4:3 Centre Extraction
4:3 Centre Extraction
The center of the 16:9 HD image is extracted and recorded on the NTSC tape
for offline.
4:3 Center Extraction is the least preferred option for offline because the editor
does not see the entire frame that will be visible in the HD master. As a result,
edit timings may not be correct when the sequence is conformed in HD
because entrances and exits will not be the same in the 16:9 master. Also, the
editor may not see undesirable action cut off in the 4:3 frame that will still be
visible in the 16:9 HD online master. Effects such as repositions and
composites will not translate correctly in the HD conform.
Related Topics

16:9 Anamorphic
16:9 Letterbox
41

Chapter 2 Conforming HD Sequences

Scenario: Conforming HD Sequences from SD
Downconvert Sources
Postproduction house are often faced with this scenario. An editor has
completed an HD project on an Avid editing system such as Media Composer
and has passed it on to a colorist, for example, who must now complete and
finish the project at high quality HD standards on Avid DS Nitris.
Downconverting the HD sequence to SD avoids high production costs and also
allows you to work more efficiently with a light-weight project.
To conform an HD project that was offlined on an Avid editing system, the
offline sequence must be edited at the proper frame rate. The following table
lists the required Avid editing project types for different HD formats and
frame rates.

HD format
Avid DS Nitris project type

Avid editing project type

1080i 50 fields/sec (25 fps)

25i PAL

1080i 60 fields/sec (30 fps) or 59.94
fields/sec (29.97 fps)

30i NTSC

1080PsF 23.97 fps

24p NTSC
23.976p NTSC a

1080PsF 24 fps

24p NTSC or 24p PAL

1080PsF 25 fps

25i PAL

1080PsF 30 fps or 29.97 fps

30i NTSC

720p 60 fps or 59.94 fps

30i NTSC

a. Requires Symphony 4.5 or later, Media Composer or Film Composer 11.5 or
later, Media Composer Adrenaline 1.0 or later, Avid Xpress 5.5 or later, or Avid
Xpress Pro 4.0 or later.

42

Scenario: Conforming HD Sequences from SD Downconvert Sources

To conform an HD project from SD downconvert sources,
follow this basic workflow:

;

Step

Refer to

†

Downconvert the HD source tapes to SD
(standard-definition) tapes, using the 16:9
anamorphic aspect ratio.

“Conforming and Transferring
Projects” in the Avid Media
Composer Help.

For 24p sources, make sure the conversion
uses non-drop-frame timecode and 2:3 pulldown, with the A frame at :00 or any frame
that ends in 0 or 5 (:05, :10, :15, and so on).

n

If you need to convert the timecode of a
sequence (for example, from 30 fps to
24 fps, you can use the EDL Processor.

On an Avid editing system:

†

Create an offline project with the proper frame “Conforming Workflow” in the Avid
rate.
Media Composer Help.

†

Capture the SD source tapes using an offline
resolution

†

Build the sequence.

†

Duplicate the finished sequence, copy the
duplicate into a new bin, and decompose the
duplicate.

“Using Decompose when
Recapturing” in the Avid Media
Composer Help.

The Avid editing system creates new master
clips that use only the media in the sequence,
plus any handles you specify. These new clips
are not linked to media, but are intended for
recapture.

n
†

Except for grouped clips, you can delete
the decomposed clips from the bin,
because Avid DS Nitris recreates the
clips during the conform process.

Export as an AFE file so that you can recreate “Exporting Frames, Clips, and
the sequence or project on Avid DS Nitris.
Sequences” in the Avid Media
Composer Help.
Depending on the version of your Avid editing
system, you can also export through
MediaLog™.

43

Chapter 2 Conforming HD Sequences

;

Step

Refer to

On the Avid DS Nitris system:

†

Create a sequence with a frame rate that
matches that of the source tapes.

“Create a Sequence and Master Clips
from an Imported AFE File” in the
Help.

†

Import the AFE file.

“Importing AFE Files” in the Help.

†

Open the AFE file from DS Explorer and drag “Create a Sequence and Master Clips
the sequence or master clips to the timeline.
from an Imported AFE File” in the
Help.

†

If you are sharing media, then Avid DS will
relink to the SD media. (This is the case
ONLY for MXF files.)

“Sharing Media” in the Help.

If you are not sharing media, then recapture
the HD media from the source tapes into
Avid DS Nitris.

†

Depending on the number and types of effects, “AFE Effects Support Table” for a
you may need to process or recreate effects.
list of supported effects in the Help.
Refer to the AAF/AFE Conform Log as you
review the sequence.

†

44

Finish and output the project.

“Outputting Media” in the Help.

Scenario: Conforming HD Projects with DNxHD Media

Scenario: Conforming HD Projects with DNxHD
Media
To conform an HDTV project that was offlined on an Avid HD editing system
with HD media, make sure the offline sequence is edited at the proper format
and frame rate. Media Composer Adrenaline HD and Avid Xpress Pro HD
support the HD project formats described in the following table. This table
also lists their equivalents in Avid DS Nitris.

HD format
Avid editing project type

HD format
Avid DS Nitris project type

720p/59.94

720p 59.94 fps

1080p/25

1080PsF 25 fps

1080p/23.976

1080PsF 23.97 fps

1080i/50

1080i 50 fields/sec

1080i/59.94

1080i 59.94 fields/sec

For a list of shared DNxHD resolutions, see Avid DNxHD Compressions.

To conform an HD project from HD sources, follow this basic
workflow:

;

Step

†

On an Avid editing system, create an offline “Conforming Workflow” in
project with the proper frame rate.
the Avid Media Composer
Help.

Refer to

“Working with HD Media

†

Capture the HD source tapes into the Avid
editing system using an uncompressed
DNxHD resolution.

“Video-based Television
Workflow” in the Avid Media
Composer Help.

†

Build the sequence.

“Editing in HD” in the Avid
Media Composer Help.

45

Chapter 2 Conforming HD Sequences

;

Step

†

(Optional if sharing media) On the Avid
“Conforming Workflow” in
editing system, duplicate the finished
the Avid Media Composer
sequence, copy the duplicate into a new bin, Help.
and decompose the duplicate.

Refer to

The Avid editing system creates new master
clips that use only the media in the
sequence, plus any handles you specify.
These new clips are not linked to media, but
are intended for recapture. You can delete
the decomposed clips from the bin, because
Avid DS Nitris recreates the clips during the
conform process.

†

Export as an AFE file so that you can
recreate the sequence or project on the
Avid DS Nitris system.

“Exporting an AFE File from
an Avid Editing System” in the
Help.

“Exporting AFE Files Using
Depending on the version of your Avid
editing system, you can also export through MediaLog” in the Help.
MediaLog.
On the Avid DS Nitris system:

†

Import the AFE file.

“Importing AFE Files” in the
Help.

†

Build your sequence from the imported
clips.

“Create a Sequence and
Master Clips from an Imported
AFE File” in the Help.

†

If sharing media, make sure the HD media “Sharing Media” and “Sharing
is placed in the appropriate folders on your MXF Media” in the Help.
storage device.
in the Help.

†

Configure the storage areas so that Avid DS “Configuring Storages for
can index the media.
MXF Files”
If you are not sharing media, then recapture
the HD material from source.

46

in the Help.

Scenario: Conforming HD Projects with DNxHD Media

;

Step

†

Depending on the number and types of
“AFE Effects Support Table”
effects, you may need to process or recreate for a list of supported effects in
effects. Refer to the AAF/AFE Conform
the Help.
Log as you review the sequence.

†

Finish and output the project.

Refer to

“Outputting Media” in the
Help.

47

Chapter 2 Conforming HD Sequences

Scenario: Transferring MXF Media from
Avid DS Nitris to an Avid Editing System
You can share MXF master clips captured on Avid DS Nitris with other Avid
editing systems. You can share MXF HD (DNxHD) media only with other
systems that support MXF HD media.
To share MXF master clips created on Avid DS Nitris, follow this basic
workflow:

1. Make sure any storage devices or Avid Unity workspaces are configured
correctly—see “Configuring Storages for MXF Files” in the Help.
2. On the Avid DS Nitris system:
a.

n

Create a project. In the New Sequence dialog box, select the proper
capture settings: MXF storages (one for audio and one for video),
desired compression, and so on. MXF storage can be shared (in an
Avid Unity environment) or local (and later transferred).

If you are going to capture audio from a multi-stream file, make sure to select
the option “Import audio into separate audio tracks” in the New Sequence
dialog box.
b.

Capture and edit the media.

c.

Export an AAF file—see “Exporting AAF Files from Avid DS Nitris”
in the Help.

3. If you are transferring media to the Avid editing system, rather than
sharing in an Avid Unity environment, do one of the following:
-

If you are transferring media over a network, copy the MXF audio
storage and the MXF video storage to the local drive.

-

If you are transferring media on a removable drive, connect the drive.

4. On the Avid editing system, open a project with a matching frame rate.
5. Import one or more AAF files.
The Avid editing system creates a master clip for each AAF file.
6. Select the new master clips and select Clip > Relink.
The Relink dialog box opens.

48

Scenario: Transferring MXF Media from Avid DS Nitris to an Avid Editing System

7. Deselect the option “Relink only to media from the current project,”
accept the other defaults, and click OK.
The master clips are relinked with the MXF media.

n
n

You can use the Media Tool to create master clips, but this method does not
always work, for example, when a clip from Avid DS Nitris includes alpha.
Media Composer Macintosh systems, and other Macintosh-based Avid editors,
cannot use MXF media created by Avid DS Nitris, due to a 31-character file
name limit. This situation occurs when an Avid DS Nitris system creates a
storage on a Unity volume to share with other Avid editing systems. This
problem does not affect Windows systems.

49

Chapter 2 Conforming HD Sequences

50

Chapter 3
Using Digital Intermediates for
Film-based Projects

This chapter describes how to work with film:
•

The Digital Intermediate Process

•

Setting up Storage and Media for Film Projects

•

Opening a Film-based Project

•

Conforming the Film Sequence from EDL and ALE

•

Capturing DPX Files

•

Editing in Film Proxy Mode

•

Outputting Film Sequences

Checklists

•

Scenario: Using HDCAM-SR Tape for Film-Originated Projects

•

Scenario: Using DPX Scans for Film-Originated Projects

Chapter 3 Using Digital Intermediates for Film-based Projects

The Digital Intermediate Process
The main stages of film production are image capture, offline editing,
finishing, and image output and distribution.
Traditionally, the intermediate stage was done manually by the film lab. This
involved the cutting and splicing of the film negatives, adding special optical
effects, and then printing of the final copy for distribution.
Advances in technology now allow the intermediate stage to be handled
digitally. It is a cleaner and more flexible alternative to the traditional
approach. It provides an easy and cost-effective way to create masters at
different resolutions and formats, and also allows more flexibility for
screening at various stages.
1

2

OFFLINE EDITING
(optional)

3

FILM CAPTURE

INTERMEDIATE EDITING

Avid Film Composer
or Media Composer
Workstation

EDL/ALE

TAPE

TELECINE

EDL/ALE

FILM

Rough edit produces
final ALE, EDL and
film pull list

IMAGE OUTPUT
& DISTRIBUTION
HD 4:4:4
HD 4:2:2
NTSC
PAL
QuickTime

HD 4:4:4
Film
Pull
List

4

Avid DS Workstation

TAPE

EDL
EDL
FILE
Film
Pull
List

EDL/ALE

SCANNER

EDL
EDL
FILE

DPX/
EDL/ALE

DPX
CINEON
(2K, 4K)

DPX
(2K, 4K)

Source material is normally shot on Super 35mm or Super 16mm 3-perf film.
The film can either be scanned to 2K or 4K DPX files, or transferred through
Telecine onto tape in a recommended digital HD format. (Note that, with the
latest digital film cameras, material can also be shot directly in HD RGB
4:4:4.)
When the source material is in digitized form it is referred to as the digital
master. This digital master in either 2K, 4K, or HD-RGB 4:4:4 format is of
superior image quality that is preserved for a much longer term than the
traditional tape format. This master can be offlined in an Avid Media
Composer system or edited directly in Avid DS Nitris.
52

The Digital Intermediate Process

The digital intermediate workflow in Avid DS Nitris allows you to either
capture the digital master into the Avid DS Nitris system, or in the case of
DPX format, simply link to the files. The process is started by building a
sequence directly in Avid DS Nitris; or by conforming a sequence via an
EDL/ALE into Avid DS Nitris.
There is no need to worry about matching source timecode or tape names
during the transfer since the common denominator is the KeyKodeTM
information on the original camera negative. Each frame of picture and sound
carries with it one or more pieces of frame-based metadata (timecode,
KeyKode, etc.), as well as overall metadata such as shoot date, camera roll,
scene, take, etc.
In Avid DS Nitris, the film sequence can be digitally enhanced through the
process of editing, visual effects, and color correction. Avid DS Nitris has
comprehensive HD and SD finishing capabilities, with a range of film and
video editing tools. The system’s special effects and compositing engine
handle special effects and last minute fixes easily and cost-efficiently. Here are
some of the ways in which Avid DS Nitris expedites the workflow:
•

An external video monitor can be used to view (in real-time) your
sequence in the format and resolution closely matching your final
distribution format.

•

Your Nitris workstation will instantly let you play back (in real-time) any
edits and effects applied to your sequence.

•

Look-up tables (LUTs) can be applied to simulate the look of projected
film.

•

You can perform color correction on file-based media the same way as
with traditional video.

•

You can read timecode from, and output timecode to, media files. The
timecode tracking display is based on the conventional time-oriented
techniques of video postproduction.

•

You can add a timecode view if you want to view the timecode of your
sequence at a different frame rate. The timecode view can display multiple
frame rates at a time.

Avid DS Nitris supports output mastering to tape for any of the original
transfer formats; and in the case of a film out, it is possible to output a final
series of DPX or Cineon images for a film recorder.

53

Chapter 3 Using Digital Intermediates for Film-based Projects

Important Considerations when Working on Film-based Projects

Before starting your project, here are some points to consider when working
on a film-quality production.
•

Know your original film format (e.g. Full Aperture, Cineon, Academy,
Super 16mm/35mm).

•

Know the quality at which your film master was scanned or transferred.
The most popular is the 10-bit format and the most frequently used
resolution is 2K.

•

Know the frame rate (fps) at which your film master was scanned or
transferred.

•

Use a limit of 8 characters for your tape/reel names as some 3rd-party
EDL converters truncate reel names over 8 characters long, and as a result
will not create the proper associations between key numbers and
timecodes.

•

Ensure that you have storage that is large and fast enough for high
throughput. (Typically, 2K data takes up over 1 TB per hour of footage.)
Also, to get realtime playback of your media, the digitized media must
reside on your local storage that is connected directly to your
Avid DS Nitris workstation.

•

If you are offlining your sequences on Avid Film Composer, set up your
storage so that you can share the media footage with Avid DS Nitris. This
is explained later in this section.

In Avid DS Nitris there are two ways to import film-originated media—by
capturing from HDCAM-SR tape, or by linking to DPX files.
Topics

54

•

Scenario: Using HDCAM-SR Tape for Film-Originated Projects

•

Scenario: Using DPX Scans for Film-Originated Projects

The Digital Intermediate Process

Scenario: Using HDCAM-SR Tape for Film-Originated Projects
HD resolutions are now used more and more for film work, especially in 4:4:4
RGB color space. Although this method does not support resolutions as high
as film-scanned DPX files (2K, 4K), HDCAM-SR does allow for fairly high
quality resolution (upto 1920 x 1080 HD). Also, Telecines now perform highquality transfer directly to HD in real-time, which is much faster and
economical than a typical film scanner.
There are two possible workflows when using HDCAM tape. You can create
your rough cut offline with an Avid Media Composer or Film Composer
system and then finish online with Avid DS Nitris or—you can do all the
editing from start to finish directly in Avid DS Nitris.
For either workflow, the film is first scanned through a telecine (one-light
pass) to generate one or more dub tapes in HD, DVCAM, or SD format.
Topics

•

Offline Film Workflow with Avid Media Composer or Film Composer

•

Online Editing and Finishing in Avid DS Nitris

Offline Film Workflow with Avid Media Composer or Film Composer
In the workflow shown here, film is run through a Telecine to create work
tapes that will be used for the offline edit on an Avid Media Composer
Adrenaline HD or Film Composer.

n

If you have a Media Composer Adrenaline HD system, you can do your offline
editing with an HD work tape. If you don’t have an HD offline system, then
you need to convert your master tape to a lower-quality SD work tape.

55

Chapter 3 Using Digital Intermediates for Film-based Projects

1

OFFLINE EDITING
(OPTIONAL)
FILM

2

TELECINE

ONLINE EDITING
Film Pull list used
to transfer only
necessary material
to HDCAM tape

TAPE

HDCAM SR 4:4:4

Transfer all material
to dub tape

Produce final
ALE, EDL and
film pull list

TAPE

Media captured/
conformed via ALE

Batch capture
via ALE file
HD 4:4:4

Rough-edit on
Avid Film Composer
or Media Composer
Workstation

Avid DS Nitris
Workstation

Avid Film Composer/Media Composer uses an ALE (also produced during the
Telecine transfer) to capture source video from the dub tape. After the rough
edit is done, the process ends with the production of an EDL of the sequence,
an ALE, and a film pull list.
The film transfer facility uses the film pull list to do a final, high-quality pass
through the telecine. This transfers only the necessary material to tape. This
minimizes costs in the telecine room and also makes for a more efficient final
online edit and finish in Avid DS Nitris.
To offline your sequence on Avid Media Composer or Avid Film
Composer, follow this basic workflow:

You should follow these steps in the order that they are listed. Each time you
link to a topic within a Step, make sure you return to the checklist after you
have completed that procedure. (When viewing this document online, use the
Previous View button in your Help browser or Adobe Reader to return to the
previous link).

56

The Digital Intermediate Process

;

Step

Refer to this section

†

Using Avid Film or Media Composer,
import the film transfer files (FLEx, Evertz,
Aaton, ALE) into the project bins, and log
the necessary clips from the dub tape using
the ALE file.

“Importing Shot Log Files” in
the Media Composer Help.

†

Batch capture the footage from the dub
tapes.

“Batch Capturing from
Logged Clips” in the Media
Composer Help.

†

Capture the audio directly in Avid Media
Composer/Film Composer via file-based
audio recorders using BWF.

“BWF Files” in the Media
Composer Help.

†

Create your sequence on the timeline, and
synchronize the audio with video.

“Preparing to Edit” in the
Media Composer Help.

†

Once the rough edit is complete, generate a “Creating a Cut List with
film pull list (cut list) of the final cut.
Previsualization Marker
Information” in the Media
Avid FilmScribe generates many
Composer Help.
types of lists; Scan is the list type to
facilitate a file-based or tape-based
workflow.

See also “Working in a Film
Project” in the Media
Composer Help.

n
†

Export your sequence to an EDL file.

†

Export your sequence to an ALE file if you
need to associate your film information
(metadata) with the tape information in the
EDL

†

Rescan or retransfer the source material
using the film pull list. Media footage will
only be pulled once, regardless of how
many times it was used in the final
sequence.

†

You can now take the EDL and/or ALE into “Online Editing and Finishing
Avid DS Nitris to do your online editing.
in Avid DS Nitris”

57

Chapter 3 Using Digital Intermediates for Film-based Projects

Online Editing and Finishing in Avid DS Nitris
Once you have transferred your film media onto the final HDCAM-SR tape,
you can use the ALE to edit or conform the project into Avid DS Nitris.
1

OFFLINE EDITING
(OPTIONAL)

2

FILM

TELECINE

ONLINE EDITING
Film Pull list used
to transfer only
necessary material
to HDCAM tape

TAPE

HDCAM SR 4:4:4

Transfer all material
to dub tape

TAPE

Produce final
ALE, EDL and
film pull list

Media captured/
conformed via ALE

Batch capture
via ALE file
HD 4:4:4

Rough-edit on
Avid Film Composer
or Media Composer
Workstation

Avid DS Nitris
Workstation

For the final finishing, you will require:
•

Your film transferred to tape.
To ensure the highest quality of the master tape, transfer to HD format in
4:4:4, which offers the best uncompressed color quality currently
available on video. The 4:4:4 refers to an encoding technique that holds
onto all of the image’s red, green, and blue color data for superior color
fidelity, unlike the traditional 4:2:2 YUV mode, which discards half of the
color data.
It is recommended that the film be transferred as 16:9 anamorphic so that
the conform process will not only be frame-accurate, but also pixelaccurate in the sense that the effects will match the same aspect ratio
(titles, shapes, etc.).

58

•

Audio tapes/data

•

ALE file containing the tape-film source correspondences. An ALE file is
provided along with the tapes to match the original Key Numbers on the
film with the timecode on tape.

The Digital Intermediate Process

To edit and finish your film project in Avid DS Nitris, follow these steps:

You should follow these steps in the order that they are listed. Each time you
link to a topic within a Step, make sure you return to the checklist after you
have completed that procedure. (When viewing this document online, use the
Previous View button in your Help browser or Adobe Reader to return to the
previous link).

;

Step

Refer to this section

†

Determine where your media will be stored.

“Setting up Storage and Media
for Film Projects”

†

Ensure that your workgroup storage areas have been “Configuring your Storage
configured accordingly.
Locations”

†

In Avid DS Nitris, open a project and set the
appropriate project preferences.

“Opening a Film-based
Project”

†

If you are conforming an offline project, use the
EDL/ALE to import your sequence.

“Conforming the Film
Sequence from EDL and
ALE”

†

Edit your sequence.

“Editing in Film Proxy Mode”

†

Recapture the media in full resolution HD format
“Batch Capturing”
with full 4:4:4 RGB color depth. (Avid DS Nitris can
capture an HDCAM tape in either HD 4:4:4 RGB or
HD 4:2:2 YCrCB.)

n

To capture HDCAM RGB 4:4:4, you require
an Avid DS Nitris workstation equipped with
the dual-link card.

†

Add special effects and do the necessary color
correction.

Refer to the Compositing &
Graphics section for relevant
topics.

†

Output your final sequence.

“Outputting Film Sequences”

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Chapter 3 Using Digital Intermediates for Film-based Projects

Scenario: Using DPX Scans for Film-Originated Projects
To preserve your 2K or 4K film resolution, it is best to have your film scanned
to DPX files. DPX (Digital Picture eXchange) is a bitmap file format used to
store a single motion picture frame to a file.
During the scanning process, metadata is inserted into the DPX file such as
KeyKode and timecode, as well as Tape Name if desired. DPX files played in
a sequential manner can be viewed in real time in Avid DS Nitris under certain
circumstances.
DPX files are unique in many ways. Their color space is RGB, they have more
bit-depth, and they also have the possibility of using log space for representing
a wider dynamic range on the negative. This allows for the use of Look-Up
Tables in the import process. The film house where your film master was
scanned will provide you with an LUT file to use when importing your DPX.
2

Pull list/
EDL/ALE

1

OFFLINE EDITING

FILM

ONLINE EDITING
SCANNER
Film Pull list used to scan only
necessary material to DPX

TELECINE

Avid DS Nitris
Workstation
DPX
(2K, 4K)

Copy DPX files
to storage device
Conform of ALE and EDL
automatically links DPX files
into project sequences

Transfer all material
to low-quality
dub tape

Produce final
ALE, EDL and
film pull list

TAPE

Batch capture
via ALE file

Rough-edit on
Avid Film Composer
or Media Composer
Workstation

During the conform, the workstations need to know where to find the DPX
frames, and whether there was a LUT applied to any set of frames. Once this
has been done, the KeyKode to DPX file relationships allow the conform
process.

60

The Digital Intermediate Process

From the Avid DS timeline, simply select “link to file” and the sequence will
look to the DPX files. You can playback a single stream of 2K or 4K in real
time in the viewer. Using the proxy mode, you can add effects in real time for
multiple streams, and process and view the results in HD 4:2:2.
The optimal workflow when using DPX files is to create your rough cut offline
with an Avid Media Composer or Film Composer system, and then finish
online with Avid DS Nitris.
To scan your source material to DPX files, follow these steps:

Follow these steps in the order that they are listed. Each time you link to a
topic within a Step, come back to the checklist after completing the procedure.
(Use the Previous View button in your Adobe Reader to return to the previous
link).

;

Step

Refer to this section

†

Offline your project in Avid Media Composer or
Film Composer.

“Offline Film Workflow with
Avid Media Composer or Film
Composer”

n

You can also start your project directly in
Avid DS Nitris if you already have all the final
DPX files.

†

Determine where your media will be stored.

“Setting up Storage and Media
for Film Projects”

†

Copy your DPX files to your high-capacity storage.

“Placing your DPX Files on
the Storage Device”

†

Ensure that your workgroup storage areas have been “Configuring your Storage
configured accordingly.
Locations”

†

In Avid DS Nitris, open a project and set the
appropriate project preferences.

“Opening a Film-based
Project”

†

If you are conforming an offline project, use the
EDL/ALE to import your sequence.

“Conforming the Film
Sequence from EDL and
ALE”

†

Link to your DPX files.

“Conforming Sequences that
use DPX Files”

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Chapter 3 Using Digital Intermediates for Film-based Projects

62

;

Step

Refer to this section

†

If you are using a shared storage, or if you cannot
playback your media in realtime, then capture your
DPX files into Avid DS Nitris.

“Capturing DPX Files”

†

Edit your sequence.

“Editing in Film Proxy Mode”

†

Add special effects and do the necessary color
correction.

“Linearizing Film-Based
Material”, and also the
Compositing & Graphic
section for relevant topics.

†

Output your final sequence.

“Outputting Film Sequences”

Setting up Storage and Media for Film Projects

Setting up Storage and Media for Film Projects
Since film-based media is large and requires high bandwidth and fast disk
access, you should place your digital master on a storage drive that is
connected directly to your workstation. This allows you to view your sequence
in realtime.
Before you begin, plan out your storage solutions carefully:

n

•

For a complete list of storages supported for film-based media, refer to the
Avid DS Support Center web site.

•

“Planning your Storage Locations”, provides different scenarios
depending on whether you are building your project on a single system, or
if you plan on using multiple systems where you may want to share
media.

You can share and store file-based media for offline-to-online production
between Avid systems. Sequences offlined in Avid Media Composer Adrenaline
HD can be previewed directly in Avid DS Nitris using the real-time proxy
resolution (film proxy mode).
Topics

•

Configuring your Storage Locations

•

Placing your DPX Files on the Storage Device

Placing your DPX Files on the Storage Device
Your DPX files should be placed onto a fast, high-capacity storage device
connected to your workstation. This allows you to link to the master and still
get realtime playback in Avid DS Nitris for any DPX files.

n

You can also place your master on a shared storage, such as Avid Unity,
however you will have to capture the file into Avid DS Nitris to get realtime
playback—see “Capturing DPX Files”.
t

Place your DPX files in an appropriate folder under the \VideoStorage
folder on the storage device. For example,
D:\VideoStorage\DPX\Commercial\...

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Chapter 3 Using Digital Intermediates for Film-based Projects

Opening a Film-based Project
Avid DS Nitris offers HD and 2K/4K digital intermediate capabilities,
including a large number of preset sequence types for various film resolutions
and aspect ratio.
To create a film-based project:

1. In the Open Project dialog box that displays when you start
Avid DS Nitris, click the New Project button.
2. In the New Project dialog box, give your project a name.
3. There are a number of film resolutions and apertures that you can choose
from. Select the film format at which your material was scanned or
transferred. Click the Help button to see which film formats are available.
When you select the format, the frame details are set automatically.

64

Opening a Film-based Project

4. Set the Processing Precision to a bit-depth that will give you the best
quality for your processed effects. To preserve the quality of the bit-depth
of 10-bit material, choose 16-bit. For more information on bit depth, see
“About Video Quality” and “About Bit Depth”.

c

Although Avid DS Nitris can support higher bit depths during processing,
the caches may be stored at a lower bit depth depending on your
resolution and color space settings. Note that, using a higher precision bit
depth generates smoother effects during processing, and still produces
better quality output for lower bit depth outputs.
Optionally, you could set the Precision bit depth to the same setting as the
Storage bit-depth. Then, if you want to process a specific effect at a
higher-quality bit depth, you can change the Precision bit depth within the
Processing dialog box.
5. For the Storage Settings:
-

Set the Resolution for capturing/linking video media to Full.

-

Set the Color Space to RGB 4:4:4.

-

Set the Bit Depth to the format at which the film was scanned
(typically 10-bit).

6. Select Use the closest media available, to allow Avid DS Nitris to
display media of mixed resolutions and frame rates in your sequence.
7. For the Audio Settings, set the Sample Rate and Bit Depth at which you
will output your audio media.
8. Leave the Downconversion settings at default.
9. Click OK to save project preferences.
Avid DS Nitris displays the timeline where you can now begin working on
a sequence.

65

Chapter 3 Using Digital Intermediates for Film-based Projects

Conforming the Film Sequence from EDL and ALE
Typically, the digital intermediate is created by conforming a sequence via an
EDL into Avid DS Nitris. The EDL and/or ALE files are used to create the
necessary source associations between the original tapes and final digital
master. (The ALE file actually contains the film source to tape source
correspondence.) Hence, there is no need to worry about matching source
timecode or tape names during the transfer since the common denominator is
the KeyKodeTM information on the original camera negative.
When conforming your EDL, you have the choice of logging the events in the
Avid Explorer, recreating the list of events on the timeline, or both. As the files
are logged, the media files are automatically linked in Avid DS Nitris. You can
capture the media at any time from either the Avid Explorer or the timeline.
During the capture process, the HDCAM tape frames or the DPX frames are
transferred to the Avid DS Nitris’ local storage. When the conform is
complete, the clips point automatically point to the HD 4:4:4 media on your
local storage.
Before conforming your EDL, you should check if there are any layers to be
composited. Offline editors often create multiple EDLs because the
convention is to put separate layers into separate EDLs. Any audio or video
events in the list are automatically loaded onto the appropriate tracks.
During the conform process, you can set up the appropriate heads and tails
values for each clip. This is important if you need additional material at the
beginning and end of each clip to do minor changes during the final stage of
the edit. You can also configure the audio channel patching for each tape.
If you recreate your sequence on the timeline, you may want to process a
rough cut and proof it against the original EDL. You can do this by reloading
the rough cut onto a new video track, adding a fade or crop effect to the video
track and processing it, and then playing the sequence to make sure that the
cuts and transitions on the two tracks occur in sync.
If the proofing session is successful, you can then remove the video track you
added and continue to add effects and finishing touches to the original
sequence.

66

Conforming the Film Sequence from EDL and ALE

To open an EDL:

1. In the view switcher, click the EDL button.
2. In the EDL view, click the Load EDL button to load a new EDL.
3. In the Open dialog box, select an EDL. If you know the system from
which the EDL was generated, select the appropriate file type.

4. Click the Open button.
The selected EDL is displayed in the EDL view. The EDL view lets you
import an EDL file produced on any external system, and capture material
based on the edits in that EDL. For more information about the EDL view,
click the Help button or see EDL View.
Conform EDL

Record in-point

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Chapter 3 Using Digital Intermediates for Film-based Projects

If you selected the wrong file type, you are prompted to convert the file to
the appropriate type.
5. Click the Conform EDL button.

6. In the EDL Conform dialog box, select whether you want to create Logs
and/or Timeline Clips.
7. If your digital master is in DPX file format, select Use Alternate Video
Sources, and see “Conforming Sequences that use DPX Files”.
If your master is in HDCAM-SR tape format, then continue with this
procedure.
8. If all the necessary information is contained in your EDL, click the
Conform button. The clips are logged in the Explorer or on the timeline
for you to capture—see “Batch Capturing”. After the clips are captured,
they automatically point to the HD 4:4:4 media on your local storage.

68

Conforming the Film Sequence from EDL and ALE

Conforming Sequences that use DPX Files
Once you have loaded your EDL (as described in “Conforming the Film
Sequence from EDL and ALE”), you can proceed with the following steps to
link to your DPX files.
1. In the EDL Conform dialog, click on the Configure button.
The Choose Alternate Video Sources dialog displays.
2. In the Image Files Root Folder, enter the path for your DPX files.
Once the folder is selected, it is immediately scanned.
This process scans each DPX file on the video storage, collecting the
metadata that it contains, so that Avid DS Nitris can associate each DPX
file to each “tape” frame referenced in the EDL.
In addition, the appropriate correspondence is made between the DPXtape frames so that the tape name, timecodes and/or key numbers are
retained.

n

When trying to associate the EDL tape frames to the DPX frames, the
following situations may occur:
•

the DPX files contain the tape source information (i.e. tape name and
timecode). In this case a direct association can be made between the DPX
files and the EDL tapes.

•

the DPX files only contain film source info (i.e. key number). In this case,
you must also specify an ALE file to allow Avid DS Nitris to create the
association between the DPX files and the EDL tapes, going through the
ALE film sources.

•

the DPX files only contain timecodes. In this case, the folder in which the
DPX file is located is used as the EDL “tape name”.
After the scan is complete, the source information associated to each
image file is displayed.
If at least one file has a reference to a film source, the ALE File field is
activated.
3. If you are conforming DPX files from a filmhouse (i.e. digitized from a
Telecine), then you will need the corresponding ALE file to associate the
DPX frames to timecodes.
Under ALE File, enter the path where the ALE file is located.

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Chapter 3 Using Digital Intermediates for Film-based Projects

n

In the example shown above, you will notice that there is an * before the name
ROGER. This is to indicate that the folder name is being used as the tape
name.
4. Click the Match with EDL button.
The bottom view will display a mapping of DPX frames to tape and
corresponding timecode.
5. To view any missing/unmatched DPX frames, select Only View Missing
Frames.

70

Conforming the Film Sequence from EDL and ALE

If the bottom view is empty, then all frames in the EDL were found. If not,
locate the necessary DPX files, place them in the same folder, and click
Match with EDL again.

Shows
missing
frames

This process scans each DPX file, collecting the metadata that it contains,
so that the software can associate each DPX file to each “tape” frame
referenced in the EDL. In addition, the appropriate correspondence is
made between the DPX tape frames so that the tape name, timecodes,
and/or key numbers are retained.
6. Click OK to return to the Conform dialog.
7. Click the Conform button.
The log files are created with the appropriate links to the DPX files.

n

Audio is ignored when digitizing DPX files from HDCAM-SR.
If your DPX files are on a storage device connected to your Avid DS Nitris
workstation, you will get realtime playback simply by being linked to the files.

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Chapter 3 Using Digital Intermediates for Film-based Projects

If your files are on a shared storage, such as Avid Unity, you will have to
capture the file into Avid DS Nitris to get realtime playback—see “Capturing
DPX Files”.

72

Capturing DPX Files

Capturing DPX Files
DPX (Digital Picture eXchange) is an industry-standard, SMPTE file format
that is used to transfer film-originated images to a series of digital files (also
called scanned image files). The Cineon image file format is a subset of the
DPX format.
In Avid DS Nitris, the digital intermediate workflow allows you to either
capture (import) or link to your DPX digital master and edit and add effects in
realtime.
Instead of importing the digital master into Avid DS Nitris, you can link
directly to the file on your local storage and still get real-time playback.
Linking to the file also allows you to mix resolutions and frame rates of
different clips on your timeline while keeping the original pixels.

n

If you have linked to the DPX files, they will be real-time for all HD and film
formats if:
•

The DPX files are on your local videostorage, that is large and fast
enough to support high throughput.

•

The format of the DPX files exactly match the format of the current
sequence.

•

The current sequence storage bit-depth is set to 8 or 10.

•

The data in the DPX files are correctly aligned. This should almost always
be the case. If not, the FixDPX utility can fix any misaligned data DPX
files—see “Aligning your DPX Files”.

If you cannot get realtime playback, you can capture (import) the files into
Avid DS Nitris.
To import the DPX files:

1. In the Avid Explorer, navigate to the storage folder where you have your
DPX files.
2. Select the DPX group folder or individual DPX files that you want to
link/capture.

n

The scanned image files, which are consecutively numbered, are usually
included by default in one or more Avid DS Nitris Group folders.

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Chapter 3 Using Digital Intermediates for Film-based Projects

You can capture all the DPX files to a single clip. The tape name and timecode
will be in encrypted in the header of each DPX file.
3. Right-click either on the group folder or the selected files, and select
Capture Settings.
4. In the Capture Settings dialog box, select the settings that apply to the
files to which you want to capture/link, including the following:

n

-

Input Levels: Graphics

-

Pixel Ratio: Auto

Since captured files are brought into Avid DS Nitris at their original
resolutions, there is no need to convert them to the current sequence’s
resolution. This also means that the Media Conversion modes are not
applicable if you link the file.
5. Close the Capture Settings dialog box.
6. Right-click the selected files and select either Link or Capture.

n

If you selected a sequential list of still files of the same type (such as all .jpg or
all .bmp), you are given the choice of combining the files into one master clip
or capturing individual still frames. Choose Yes if you want to combine them.
The DPX Import dialog box displays and the first file (first frame of the
transfer) is displayed in the viewer.

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Capturing DPX Files

DPX and Cineon files usually store pixel values using a log
representation. To be able to apply effects or simply visualize these
images, a linearization pass using a look-up table (LUT) is usually
preferable. This look-up table can be applied at time of capture, or you
could apply it later directly to the clips on the timeline.
You need to determine what LUT should be used. Your film house should
provide you with the LUT for your digital master. You can import this
LUT, or use a standard LUT provided by Avid DS Nitris. For more
information on creating your own LUT, see “Linearizing Film-Based
Material”.
7. To adjust the color values in the file, you can select one of the following
for LUT Type:
t

If you do not want to apply an LUT at this time, select Linear and
click the Reset button to ensure that Avid DS Nitris takes your color
values exactly the way they are.

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Chapter 3 Using Digital Intermediates for Film-based Projects

t

If you want to apply a specific LUT that was provided with your DPX
file, select From file. From the dialog box that opens, select the .lut
file, and click Open. The name of the selected file will display in the
box beneath.

t

If you want to apply industry-standard LUT settings, select Linear or
Log -> Linear. Avid DS Nitris will apply either a linear
transformation or a log-to-linear transformation. You can then adjust
these values and save them in your own LUT file.
a.

By default, R, G, and B values are locked, even if you adjust one.
If you want to adjust an individual R, G, or B value, clear the box
in the Lock column for the parameter.

b.

Type the new values or use the sliders. The result of the new
values are shown in the viewer and the respective curve displays.

For a linear LUT, you can adjust only the White Point and the Black Point.
For a log LUT, you can also adjust Gamma, Film Gamma, and Softclip.
To return to the default values, click the Reset button.
To save your values in a file, click the Export LUT button. A dialog box
opens for you to name and save your file.

n

The inverse of your LUT is saved as well so that you can use it later when
exporting your DPX file.
8. You can also choose to Import Timecode if you want to preserve the
timecode from the digital master.
When importing a DPX or Cineon file, 24-fps SMPTE timecode may be
included in the clip information. If you import the timecode, the
information is inserted in the header of each frame, and will be read and
saved for later use in Avid DS Nitris.
9. When you are satisfied with your settings, click OK.
As the material is linked/captured, the clip(s) appear in the target bin that
you specified in the Capture Settings. For linked clips, the clip icons are
underlined in red to indicate that no media has actually been captured.
10. Drag the master clips from the Avid Explorer to the timeline to build your
sequence.

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Capturing DPX Files

Aligning your DPX Files
If Avid DS Nitris gives you a message that your DPX files cannot be read, it
may be due to misaligned sectors in the DPX files. This can easily be
realigned using the FixDPX utility.
To align your DPX files:

n

If the sequence using the DPX files is currently open, exit Avid DS Nitris, or
switch to another project.
1. Click the Start button and select Programs > Avid Products > Avid DS >
Tools > FixDPX.
2. In the FixDPX dialog, click the File... button to browse for a specific file
that you want to fix.
If you want to fix several files, then click the Folder... button to select the
folder name.
3. Click Fix it! to begin.
The FixDPX utility will display a summary of the files that were or were
not fixed.
4. Click Done to exit.

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Chapter 3 Using Digital Intermediates for Film-based Projects

Editing in Film Proxy Mode
When editing the digital intermediate in film resolution sequences, you have a
choice of displaying and processing either in full resolution or real-time proxy
resolution. The proxy is a lower-sized resolution (actually HD resolution) that
still provides excellent visual quality for editing and previewing your sequence
in a video monitor.
With proxy resolution, the correct aspect ratio is preserved in the Avid DS
viewer as well as in the external HD monitor. Even an SD monitor can be used
when working with 23.97, 29.97 and 25-fps sequences. In addition, color
space is automatically taken into account by Avid DS Nitris to make the use of
these proxies as transparent as possible.
To work more quickly and efficiently, you can apply effects in the lower, realtime proxy resolution. In this mode, real-time effects do not need to be
processed. If any effects do require processing, the resulting caches are also
generated in real-time proxy resolution to save disk space.

n

If any effects were previously processed in full resolution, then Avid DS Nitris
will use these caches instead of the proxy 4:2:2 caches.
When in a shared collaborative environment using an Avid Unity, the Avid
DNxHD proxies can easily be shared between Media Composer Adrenaline
HD and Avid DS Nitris systems. Avid DNxHD compression ratios are also
available to you when you use proxy mode. For a description of these ratios,
see “Avid DNxHD Compressions”.
When you are ready to output your final sequence, you can switch back to full
resolution to process your effects. Processing in full resolution has the
advantage of highly accurate processing using 4:4:4 RGB values.

n

When working in full resolution, the results of the processing can only be seen
in the Avid DS Nitris viewer, as the external monitor is disabled.
To set your sequence preferences to work in proxy mode:

1. Select File > Sequence Preferences.
2. Set the Resolution to Real-time Proxy so that you can edit and add effects
in real-time.

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Editing in Film Proxy Mode

n

Real-time proxy mode is only available on an Avid DS Nitris workstation. On
other Avid DS systems, you can work in Full resolution. This still gives you
real-time playback of your media in the viewer, but not the external monitor.
3. On Avid DS Nitris workstation, you can change the Compression to one
of the Avid DNxHD compression formats.
This will save you space on your storage device while you are editing
your sequence.
4. Set Downconversion of HD/SD output to the appropriate setting so that
you can feed your output to an external monitor and view the results.
In the Avid DS Nitris viewer, the real-time proxy mode compensates for
change in aspect ratio. For the external monitor output, you have the
flexibility to either see a cropped version of the frames, or a centered and
padded version. Internally, Avid DS Nitris still holds the entire frame.
5. Click OK to set the preferences.
6. Perform the necessary edits, color correction, and addition of effects to
your sequence.

n

You can toggle from Proxy to full resolution to create mattes or keys and view
them at the final resolution. Use the button with the green dot above the viewer
to switch modes.
7. Any effects that you apply to your sequence will have to be processed in
full resolution.

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Chapter 3 Using Digital Intermediates for Film-based Projects

Outputting Film Sequences
Avid DS Nitris supports output mastering of film-based projects to any of the
original transfer formats.
When you’ve finalized all your edits, make sure that:
•

your sequence preferences are set to the quality settings (resolution,
compression, bit-depth) required for output.

•

although the maximum bit depth for output is 10-bit, you should process
your sequence at a resolution higher than 10-bit to get the best quality for
your processed effects.

Topics

Outputting DPX Files
Outputting Film Sequences to Tape

Outputting DPX Files
In the case of a film out, it is possible to output a final series of DPX images
for film recorder compatibility with the proper LUT (look up table).
To output a sequence to file:

1. Select View > Single-Instance Views > Output Tool.

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Outputting Film Sequences

2. Select the material to output.
3. Click the To File button.
4. Select the file format to which you want to export (DPX or Cineon if it’s
the final for film mastering).
The Still Image Export dialog box opens.

5. For DPX or Cineon formats only. If you want to apply an LUT to match
the appropriate film settings, select Linear, Lin>Log or use a specific
LUT file. If you don’t want to apply a LUT, then set the LUT Type to
Linear and click the Reset button.

n

If you are using a specific LUT file, the settings should be the opposite of what
was used when you imported the file into Avid DS Nitris. Use the inverted LUT
file that was automatically created when you originally saved your custom
LUT file. Otherwise, click the Invert LUT button.

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Chapter 3 Using Digital Intermediates for Film-based Projects

6. For DPX or Cineon formats only. If you want to save a timecode on each
frame in the file, select Export Timecode, and set the appropriate
timecode start time.
7. Click OK to save the settings.
8. Keep the frame size to the default.
9. For the Output Settings, select the appropriate Codec (if applicable).
10. Select the Preserve Alpha option if the sequence includes an alpha
channel that you want to keep in the output file.
This is useful if you plan to reuse the matte information in future
compositing or graphics projects. Not all file formats support alpha
channels.
11. Click the Output button to begin the export.
12. Select a folder in which to save your material, enter a name for the file,
and click Save.
The material is processed, if necessary, exported to file, and placed in the
selected folder.
13. Close the Output Tool dialog box.

Outputting Film Sequences to Tape
The process for outputting a film sequence to tape is similar to the
conventional output process.
Topics

Preparing for Output
Outputting to Tape
If you would like to use your final master for broadcast or to create tape copies
for distribution, you need to first downconvert your film sequence to HD or
SD—see “Downconverting a Film Sequence to HD or SD Format”.
Downconverting a Film Sequence to HD or SD Format
When working in real-time proxy resolution on Avid Nitris DNA
workstations, the Output Tool lets you downconvert a film sequence into one
of several high-definition (HD) or standard-definition (SD) formats.

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Outputting Film Sequences

To output to tape in SD or HD:

1. Select View > Single-Instance Views > Output Tool.
2. Select all/portions of the timeline that you want to output.
3. Click the To Tape button.
4. Set the appropriate tape and deck settings.
For more information click the Help button.
5. Click the Downconvert button.
6. Select the required output formats.
The options that are available depend on the current video format. For a
list of the available formats, see “Downconverted Output Formats and
Sync Sources”.
7. Click the Insert button to begin the output process.

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Chapter 3 Using Digital Intermediates for Film-based Projects

84

Chapter 4
Conforming HDV Media

This chapter describes how to do an offline edit with HDV media on an Avid
editing system, such as Avid Media Composer, and how to finally conform an
HDV sequence on an Avid DS workstation.
•

What is HDV Media?

•

Scenario: Conforming an HDV Sequence

Chapter 4 Conforming HDV Media

What is HDV Media?
HDV is a low-cost prosumer format that allows you to record HD video onto
standard DV videocassettes. This is achieved through the use of interframe
compression, where a given frame in the video stream can be composed of
information from adjacent frames. Frames are grouped into a sequence called
a “Group of Pictures,” or GOP. Long-GOP (also known as IPB encoding)
refers to the structure of HDV media.
A GOP contains several different types of compressed frames:
•

I frames, which are compressed frames that do not depend on any frames
around them. I frames anchor the beginning of the GOP.

•

P (predictive) frames and B (bidirectional) frames, which depend on the
frames around them.

Interframe compression is more efficient than frame-based schemes (such as
DV 25), allowing high-bandwidth HD images to be contained on media
designed for standard definition (SD). However, HDV is more difficult to edit
since frames are not independent of one another. Avid provides a workflow
that allows you to edit natively with HDV-compressed video without requiring
a transcode to frame-based media, and without limiting where you make your
cuts.
The Avid editing system uses a technique called long-GOP splicing when
encoding an HDV MPEG-2 sequence for export. For more information, see
“Long-GOP Splicing for HDV Encoding”.
HDV uses MPEG-2 video encoding and MPEG-1 audio encoding. 1080i
records at about 25Mbps and 720p records at about 19Mbps. Sony provides
HDV cameras that record at 1080i/59.94 and 1080i/50. JVC cameras record at
720p/29.97 and 720p/23.976.
In the 1080i formats, the data rate of the video is reduced before compression
by horizontally resizing the video display (raster) from 1920 x 1080 pixels to
1440 x 1080 pixels. In contrast, 720p HDV uses the standard raster size of
1280 x 720. A special resolution, DNxHD-TR (for Thin Raster), improves the
performance of 1080i HDV editing. This resolution matches the 1080i HDV
raster size, reducing artifacts that would come from repeated compressions
when rendering effects and graphics.

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What is HDV Media?

Long-GOP Splicing for HDV Encoding
The Avid editing system uses a technique called long-GOP splicing when
encoding an HDV MPEG-2 sequence for export. When you export to an HDV
device, the application uses splicing to reconstruct only the edited sections of
the media, such as cut points, transitions, and segments that contain effects.
Other areas of the sequence are copied intact. The result is faster encoding at
higher quality.

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Chapter 4 Conforming HDV Media

Scenario: Conforming an HDV Sequence
After HD material is captured and edited on Avid editing system, it can be
exported to an Avid DS Nitris workstation for the post-production finishing.
The following is a basic workflow for conforming an HDV sequence.

;

Step

Refer to

On an Avid editing system:

†

Create an offline project with the proper frame rate. “Conforming Workflow” in the
Avid Media Composer Help.
Select one of the following Avid project types
depending on the format in which your HDV
camera records:
•

1080i/59.94 HDV

•

1080i/50 HDV

•

720p/29.97 HDV

†

Capture HDV media.

“Capturing and Importing
HDV” in the Avid Media
Composer Help.

†

Build the sequence.

“Conforming Workflow” in the
Avid Media Composer Help.

†

Transcode the media. This step will create new
metadata and media.

“Using the Transcode
Command” in the Avid Media
Composer Help.

Select a video format that is valid for Avid DS
Nitris:
•

DNxHD-TR 145

•

DNxHD 220

•

DNxHD 145

n

88

When offlining your project, transcoding to
DNXHD-TR may lead to much better
performance.

Scenario: Conforming an HDV Sequence

;

Step

Refer to

†

Export as an AFE file so that you can recreate the
newly transcoded sequence on Avid DS Nitris.

“Exporting Frames, Clips, and
Sequences” in the Avid Media
Composer Help.

If you are sharing media, be sure to save it on a
workspace that can be accessed by the Avid DS
Nitris workstation.
Depending on the version of your Avid editing
system, you can also export your sequence through
Avid MediaLog.
On the Avid DS Nitris system:

†

Create a sequence with a frame rate that matches
that of the source tapes and is compatible with the
AFE format.

“Create a Sequence and Master
Clips from an Imported AFE
File” in the Help.

†

Import the AFE file.

“Importing AFE Files” in the
Help.

†

Open the AFE file from the DS Explorer and drag
the sequence or master clips to the timeline.

“Create a Sequence and Master
Clips from an Imported AFE
File” in the Help.

n
†

Avid DS will relink to the HDV media. (This
is the case ONLY for MXF files.)

Also refer to “Sharing Media” in
the Help.

Depending on the number and types of effects, you “AFE Effects Support Table” for
may need to process or recreate effects.
a list of supported effects.
Also refer to the AAF/AFE
Conform Log as you review the
sequence.

†

Finish and output the project.

“Outputting Media” in the Help.

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Chapter 4 Conforming HDV Media

90

Chapter 5
Conforming in an Avid Interplay
Environment

A workgroup that contains different Avid hardware and software applications
is better managed by integrating it into the Avid Interplay environment.
Avid Interplay Access is the component that allows you to manage, search,
and browse captured material, AFE sequences, and AAF files in a shared
storage environment. It must be installed on the Avid DS or the Avid DS
Assist workstation. You can choose to install it on the Avid editing system or
use the Interplay Window, which is a built-in lighter version of the Avid
Interplay Access that allows you to work with clips and sequences in a shared
storage environment. For more information on the Interplay Window, see
“Working with the Interplay Window” in Avid Media Composer Help.
This chapter provides a basic workflow for transferring and conforming media
when Avid DS participates in an Avid Interplay workgroup environment.
•

Scenario: Conforming Projects with Avid DS in an Interplay Environment

Chapter 5 Conforming in an Avid Interplay Environment

Scenario: Conforming Projects with Avid DS in an
Interplay Environment
A typical scenario that would warrant the use of Avid DS in an Interplay
environment is when media is captured by Avid AirSpeed, offlined and edited
on an Avid editing system such as Avid Media Composer, and then finished on
Avid DS. The finished sequence is finally sent to Avid AirSpeed for broadcast
or playback. This last step requires the Avid Interplay Transfer application.
The Avid Interplay Transfer server must be running on the Avid Unity ISIS,
while the Avid Interplay Transfer client must be running on Avid Media
Composer.
This workflow assumes that the Avid Interplay database is set up properly and
that Avid Unity ISIS has been configured with the necessary workspaces. It
also assumes that all required media has been captured or ingested from Avid
AirSpeed, and stored on Avid Unity ISIS so that it is available for offline
editing and finishing.
Finished media sent
out for broadcast

Avid AirSpeed

Media files captured and stored
on Avid Unity ISIS

Avid Media Composer
workstation

Avid DS workstation

Avid DS Media Indexer only
indexes media in the
DS workspace
Avid Interplay Media Indexer
indexes media in the
Interplay and DS workspaces

Avid Unity ISIS

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Scenario: Conforming Media in an Interplay Environment

You should follow these steps in the order that they are listed. Each time you
link to a topic within a Step, make sure you return to the checklist after you
have completed that procedure. (Use the Previous View button in your Adobe
Reader to return to the previous link).

;

Step

Refer to

†

Configure Avid DS in an Avid Interplay
Environment.

“Setting up Avid DS in an
Interplay Environment”

On the Avid Media Composer system:

†

Offline edit your project.

“Conforming Workflow” in the
Avid Media Composer Help.

†

Consolidate the sequence to the Avid DS
workspace on the Avid Unity ISIS.

“Consolidating a Sequence to an
Avid DS Workspace”

†

Export the AFE sequence to Avid DS

“Exporting the Finished
Sequence to Avid DS”

On the Avid DS system:

†

Import the AFE sequence and finish.

“Opening the AFE and Finishing
the Sequence”

†

Export the AAF sequence to Avid Media
Composer.

“Exporting the AAF Sequence
back to the Avid Editing System”

On the Avid Media Composer system:

†

Import the AAF sequence.

“Importing the AAF in the Avid
Editing System”

†

Send the finished sequence to Avid AirSpeed for
broadcast.

“Sending Media to Avid
AirSpeed”

Subtopics

Setting up Avid DS in an Interplay Environment

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Chapter 5 Conforming in an Avid Interplay Environment

Setting up Avid DS in an Interplay Environment
For successful conforming and transfer of media between the different
workstations, the administrator configuring the hardware and software
components in the Interplay environment must follow these steps.
Each time you link to a topic within a Step, make sure you return to the
checklist after you have completed that procedure. (Use the Previous View
button in your Adobe Reader to return to the previous link).

;

Step

†

On the Avid Unity ISIS system, create a dedicated “Managing Workspaces” in the
Avid DS workspace. This will ensure that the DS
Avid Unity ISIS Help.
media indexer only indexes files that are pertinent
to Avid DS. This includes media consolidated from
other Avid Editors as well as media captured and
processed with Avid DS.

†

Connect to the Avid Unity ISIS system.

“Connecting to the Avid Unity
ISIS Media Network” in the
Avid Unity ISIS Help.

†

Mount the workspace that you created.

“Mounting and Unmounting
Workspaces” in the Avid Unity
ISIS Help.

†

In the dedicated Avid DS workspace, organize your “Sharing MXF Media”
Create one for each of the following media types:

Refer to

•

DS generic audio

•

DS generic video

•

MXF audio (purgeable) — Read Only

•

MXF video (purgeable) — Read Only

•

MXF audio (non-purgeable)

•

MXF video (non-purgeable)

Name each folder appropriately, e.g.
DS_gen_video.

n

94

The NON-purgeable folders do not need to
be on the dedicated DS workspace. As long
as they are indexed by the DS indexer, they
can be stored on another workspace.

Scenario: Conforming Media in an Interplay Environment

;

Step

†

Make sure that the Interplay Media Indexer has
“Configuring a Media Indexer to
been properly configured. It must be set up to index Monitor Shared Storage” in the
the following:
Avid Interplay Software
Installation and Configuration
• //Avid MediaFiles folder in the DS workspace
Guide.
• MXF audio (non-purgeable)
•

Refer to

MXF video (non-purgeable)

†

On Avid AirSpeed, define the destination for the
captured media.

“Send Tab” in the Avid AirSpeed
Help.

†

Install Avid Interplay Access on the Avid DS
workstation.

Avid Interplay Engine and Avid
Interplay Installation Guide.

†

Install Avid Interplay Access on the Avid Media
Composer workstation.

Avid Interplay Engine and Avid
Interplay Installation Guide.

†

Make sure that Avid Interplay Transfer server is
running on a dedicated Transfer server machine.

Avid Interplay Transfer Setup
and User’s Guide.

†

Make sure that Avid Interplay Transfer client is
installed and running on Avid Media Composer.

Avid Interplay Transfer Setup
and User’s Guide.

†

Connect the Avid editing system and the Avid DS
workstation to the Interplay database.

“Connecting to the Interplay
Database” in the Avid Interplay
Access Help.

†

On Avid DS, make sure the DS Indexer has been
properly configured. It must be set up to index the
following:

“Configuring the Avid DS Media
Indexer in an Interplay
Environment”.

•

//Avid MediaFiles folder in the DS workspace

•

DS generic audio folder

•

DS generic video folder

•

DS MXF audio folder

•

DS MXF video folder
Subtopics

Configuring the Avid DS Media Indexer in an Interplay Environment
Related Topics

Purging Media
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Chapter 5 Conforming in an Avid Interplay Environment

Configuring the Avid DS Media Indexer in an Interplay Environment
The storage areas that hold your Avid DS media must be configured within
your Avid DS workstation’s media indexing service. This service will index
only the Avid DS storage areas rather than the entire Avid Unity ISIS storage.

n

By default, the media indexer sets any new storage areas to automatically have
full read/write access by any user on the network. To restrict access to your
media, you can change the share permissions through Windows—see “Sharing
Folders and Setting Permissions”.
To configure your media indexing service:

1. In Avid DS Nitris, select Data Management > Configure Storages.
The Media Storage Configuration - Current Project dialog box displays
the media indexing services that are configured for your workstation.

Your workstation’s
media indexing
service is indicated by
the computer name

2. Select your workstation’s media indexing service, and click the
Change button.

94

Scenario: Conforming Media in an Interplay Environment

The Media Indexing Service dialog box displays.

3. Leave the workstation name as it is and click the Change button.
4. To add a new storage, click the Add button.
If you need to modify or delete a storage, click the Help button for
instructions.
5. The Available Storage Types dialog box, select Avid Media Storage and
click OK.

You will need to add each of the folders that were created on the DS
workspace on the Avid Unity ISIS for the different media types: generic
audio, generic video, MXF audio, MXF video, and non-purgeable MXF
audio and video.
6. Use the Browse (...) button to locate each folder.
For example, \\Unity\allocation\workspace\folder_name.
Do NOT use a drive letter.

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Chapter 5 Conforming in an Avid Interplay Environment

Make sure you select
the correct media type
for each storage folder

7. Select the media type that you will store in this folder.
You will need to repeat steps 7 to 10 for each of the folders until you
specify the information for the last media storage.

For this storage folder

Select these options

DS generic audio

Avid DS generic audio (.wav)

DS generic video

Avid DS generic video (.gen)

MXF audio (purgeable) —
Read Only

MXF audio files (.mxf)

MXF video (purgeable) —
Read Only

MXF video files (.mxf)

MXF audio (non-purgeable)

•

MXF audio files (.mxf)

•

Prevent purge of media on this storage

•

MXF video files (.mxf)

•

Prevent purge of media on this storage

MXF video (non-purgeable)

When you select Prevent purge of media on this storage, then the media
will not be purged when media from other Avid DS projects are purged.

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Scenario: Conforming Media in an Interplay Environment

8. From the Disk Controller Type list, select the card that is installed in
your workstation.
9. From the Disk Storage Type list, select Avid Unity ISIS.
10. Click OK.
The storage area is added to the Media Storage Configuration list.

Avid DS shared
storage name

Storage areas will
be listed here as
they get added

Each storage area is uniquely identified by the workstation name and
folder on which the media resides. These storages are accessed and
indexed in the order in which they are listed. Use the Move Up or Move
Down buttons to change the order of priority.

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Chapter 5 Conforming in an Avid Interplay Environment

11. Click Close and then OK to return to the Media Storage Configuration Workstation dialog box.

Avid DS shared
storage name

12. Click the Close button to save the configuration for the media indexing
service.
The first time that you configure your storage, the media indexer will need to
index the media on your storage device. This may take a while depending on
the amount of media that is already on your storage.

Consolidating a Sequence to an Avid DS Workspace
After you’ve done the offline editing on the Avid editing system, you must
consolidate the sequence. This step copies only the portions of media files
edited into the sequence and creates new master clips for each clip in the
sequence. The file name extension .new is attached to the master clips, along
with incremental numbering beginning with .01. The sequence is not renamed
but is automatically relinked to the new media files.
Consolidating the finished sequence will also gather any dispersed media and
transfer it from the main Avid Unity worskpace to the Avid DS workspace.
To consolidate the sequence:

1. On the Avid editing system, open the bin and select the finished sequence.
2. From the Clip menu, select Consolidate/Transcode.
94

Scenario: Conforming Media in an Interplay Environment

The Consolidate/Transcode window opens.
3. Do the following:
-

Select the Consolidate option

-

Select Video and audio on the same drives

-

Select the DS Workspace.

4. Click Consolidate.
A progress bar is displayed showing the status of the process.

93

Chapter 5 Conforming in an Avid Interplay Environment

Exporting the Finished Sequence to Avid DS
Avid DS cannot directly open projects from Media Composer or other Avid
editing systems. To use the sequence in Avid DS, you must export it in an
intermediate file format known as AFE.
AFE files are based on the AAF (Advanced Authoring Format) technology
and are designed especially for sharing information among Avid applications.
AFE files let you transfer one or more bins, their contents, and information
about the contents, including master clips, subclips, and sequences.

AFE export
Avid Media Composer
workstation

Interplay
Database

AFE import

Use Avid Interplay Access
to check in
the AFE to the Interplay database

Avid DS
workstation

To export the sequence as an AFE:

1. Select the finished sequence.
2. From the File menu, select Export.
3. In the Export window, navigate to the location where you want to save the
AFE.
4. Select Avid DS for the Export Setting.

5. Click Save.
94

Scenario: Conforming Media in an Interplay Environment

6. Go to File > Export and select the AFE in the Export dialog box.
7. Launch Avid Interplay Access and drag the AFE to the appropriate
destination folder.
8. Click OK. You can enter a comment for the file.
The AFE is now checked in to the Access database.

Opening the AFE and Finishing the Sequence
After you have exported your AFE and media to a location where it can be
accessed by Avid DS, you can import the AFE into your project.

AFE export
Avid Media Composer
workstation

Interplay
Database

AFE import
Use Avid Interplay Access
to check out
the AFE from the Interplay database

Avid DS
workstation

To import the AFE sequence:

1. Open an Avid DS project with the proper frame rate.
2. Launch Avid Interplay Access and navigate to the location of the AFE
file.
3. Right-click the file and select Check out.
4. Click OK.
5. Drag the file from the Avid Interplay Access to the DS Explorer.
6. In the DS Explorer, double-click the AFE to open the bin.

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Chapter 5 Conforming in an Avid Interplay Environment

7. Double-click the bin to display its contents.

Master clips
Sequence

The contents will include master clips, subclips, and sequences.
For a description of Avid editing system icons, see “AAF/AFE List”.
8. Drag the sequence to the first track of the timeline.
Avid DS creates master clips in your project folder, and the sequence
automatically links to the media on your storage device. All cuts, edits,
and effects applied in the Avid editing system are visible on the timeline.
9. You can now finish the sequence in Avid DS.
94

Scenario: Conforming Media in an Interplay Environment

Exporting the AAF Sequence back to the Avid Editing System
Once you have finished the sequence, you must export the sequence to the
Avid Media Composer using the Timeline to MC feature. It allows you to
quickly generate an AAF and MXF file of a timeline selection that can be later
imported directly into Avid Media Composer.
All effects applied in Avid DS will automatically be processed during the
export.

AAF import
Avid Media Composer
workstation

Interplay
Database

AAF export
Use Avid Interplay Access
to check in
the AAE to the Interplay database

Avid DS
workstation

To export a Avid DS sequence to the Avid editing system:

1. Select the timeline ribbon of the entire timeline. This way, all video and
audio tracks including any timeline and track effects are included.

Any unprocessed
area in the timeline
will be processed as
the AAF is generated

Timeline ribbon

2. From the NLE toolbar, select Generate > Timeline to MC.
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Chapter 5 Conforming in an Avid Interplay Environment

n

When you export the sequence, the processed media will be stored in the
non-purgeable MXF storage folder. You must have your MXF storage
correctly configured to access this option—see “Configuring Storages for
MXF Files”.
The Timeline to Media Composer Options window is displayed.

3. In the Locations box, do the following:
-

Directory: Browse to the directory where the AAF will be export to
and stored.
If you save it to your project, then it will be archived when archiving
your project.

-

94

Filename: Enter a name for the AAF

Scenario: Conforming Media in an Interplay Environment

-

AAF Export: Browse to the location where you want the AAF to be
exported to and stored.

-

Make sure that the Video Storage and Audio Storage are pointing to
the correct path on the Avid Unity ISIS.

For more information on the options, see “Timeline to MC”.
4. Click OK.
The AAF is displayed in the DS Explorer.
5. Launch Avid Interplay Access.
6. Check in the AAF file by dragging it from the DS Explorer to the
designated folder on Avid Interplay Access
7. Click OK. You can enter a comment for the file.

Importing the AAF in the Avid Editing System
Now you must import the AAF back to Avid Media Composer so that you can
send it to Avid Airspeed.

AAF import

Interplay
Database

AAF export

Use Avid Interplay Access
to check out
the AAE from the Interplay database

Avid Media Composer
workstation

Avid DS
workstation

To import the AAF:

1. On the Avid Media Composer workstation, launch Avid Interplay Access
and navigate to the folder where you checked in the AAF file.
2. Right-click the file, and select Check Out.

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Chapter 5 Conforming in an Avid Interplay Environment

3. Click OK.

4. Drag the file from Avid Interplay Access to the bin in Avid Media
Composer.
You are now ready to send the media for broadcast.

94

Scenario: Conforming Media in an Interplay Environment

Sending Media to Avid AirSpeed
When sequences are completed and ready for broadcast, they can be sent to
Avid AirSpeed for broadcast.
To send finished sequence to Avid AirSpeed:

1. On the Avid Media Composer, select the finished sequence.
2. Go to Transfer > Send to Playback.

3. Choose the Avid Airspeed device where you want to send the media.
The sequence and associated media files are sent to the Avid Airpseed
device ready for broadcast. A copy of these are also stored on the Avid
Unity ISIS.

93

Chapter 5 Conforming in an Avid Interplay Environment

94

Getting Started

This section includes information to help you get started with
Avid DS Nitris.
•

Prerequisites

•

Starting a Project

•

Working on the Desktop

•

Capturing Material

•

Getting Ready to Edit

•

Creating a First Cut

•

Refining the Edit

•

Applying Effects

•

Working with Effects

•

Processing

•

Adding Graphics and 2D Titles

•

Compositing

•

Outputting a Sequence

•

Conforming

112

Prerequisites
The Avid DS Nitris system lets you create broadcast-quality output, incorporating every
possible production element—from full-speed, high-resolution footage, to multimedia
artwork and animation, to computer-generated effects and titling.

n

The Avid DS Nitris documentation describes the features and hardware of all models.
Therefore, your system might not contain certain features and hardware that are covered in
the documentation.
The Getting Started Guide consists of 13 chapters of the basic information you’ll need to get
working in Avid DS Nitris. The following table lists the approximate amount of time needed
to complete each chapter.

Chapter

Time to complete

Chapter 1: Starting a Projectt

15 minutes

Chapter 2: Working on the Desktop

30 minutes

Chapter 3: Capturing Materiall

60 minutes

Chapter 4: Getting Ready to Edit

30 minutes

Chapter 5: Creating a First Cut

45 minutes

Chapter 6: Refining the Edit

30 minutes

Chapter 7: Applying Effects

90 minutes

Chapter 8: Working with Effects

30 minutes

Chapter 9: Processing

15 minutes

Chapter 10: Adding Graphics and 2D Titles

30 minutes

Prerequisites

Chapter

Time to complete

Chapter 11: Compositing

60 minutes

Chapter 12: Outputting a Sequence

20 minutes

Chapter 13: Conforming

45 minutes

Before you begin...
Before using the Avid DS Nitris Getting Started Guide, your Avid DS Nitris system should
be properly configured with the appropriate hardware. You should also have a working
knowledge of your computer and its operating system. You must know how to use the mouse
or pen, standard menus and commands, as well as how to open, save, and close files. If you
need to review these techniques, refer to Windows online help.
Subtopics

Installing the DivX Codec and QuickTime

Installing the DivX Codec and QuickTime
Before you can view or capture the media files for this guide, you will need to install the
DivX codec and Apple QuickTime (if you do not already have them).
•

DivX codec: Install the free standard codec from: www.divx.com/divx/

•

QuickTime: Install the latest version of QuickTime from www.apple.com/quicktime/

Using the Avid DS Training Edition
If you are using the software-only Avid DS Training Edition, you should know that although
it functions just like the software running on Avid DS Nitris systems, there are some notable
exceptions:

114

•

A license or hardware key (dongle) is not needed to run the Avid DS Training Edition.

•

You won’t be able to output to tape or file, nor export OMF, EDL, or AAF files.

•

There are no indexing services.

•

Any archives created within Avid DS Training Edition can only be used on other
Avid DS Training Editions.

•

Archiving is limited to project data (media cannot be included).

•

Remote processing is not available.

Accessing the Media

•

Captured and processed media, sequences, clips, and presets use a different format than
the standard Avid DS Nitris software.

Accessing the Media
The media files that you’ll be using in this guide were installed along with the
Avid DS Nitris software. You can find the media in the C:\Program
Files\Avid\DS_vX\Media_GetStarted folder. In addition, you’ll need a videotape with some
material on it to practice capturing material from tape and outputting to tape.

Logging on to Your Workstation
Before you start Avid DS Nitris, you must log on to your workstation with your Windows
user name and password. Since many users can work on the same workstation at different
times, Windows gives you security and a unique user profile, so as not to conflict with the
settings of other users.
Your Avid DS Nitris environment can be customized. If you set any personal or project
preferences while logged on, Avid DS Nitris saves them to your user profile. The next time
you log on to that workstation, it recalls your previous settings.
To log on to your workstation:

1. When the Welcome to Windows dialog box is displayed, press Ctrl+Alt+Delete.
2. In the Log On to Windows dialog box, enter your user name and password.
3. Click OK.
Once you have logged on to Windows, you can access your applications and files.
Avid DS button

To start Avid DS Nitris, do one of the following:

t

Double-click the Avid DS vX icon on the Windows desktop.

t

Select Start > Programs > Avid Products > Avid DS vX> Avid DS vX.
The Open Project dialog box displays.

115

Prerequisites

Later on, when you have created a project, here’s how you can exit Avid DS Nitris. For now,
do not exit Avid DS Nitris.
To exit Avid DS Nitris, do one of the following:

t

Select File > Exit.

t

Click the X (close) button at the top-right corner of the title bar.

t

Press Alt+F4.
When you exit Avid DS Nitris, any changes that you made to the desktop layout or user
preferences are saved with your user profile and recalled the next time you log on to the
workstation.

Accessing the Help System
Avid DS Nitris comes with a comprehensive help system that contains information on all the
interface elements, as well as task information. If you’re looking for information on a
particular interface element or property page parameter, or need help performing a task, the
online help is the place to look.
The following topics explain how to use the Help system:
•

“Understanding the Help System” on page 117

•

“Finding Information Within Help” on page 119

•

“Printing Help Topics” on page 122

There are two ways to access the Help system:
•

From the Help menu

•

From windows and dialog boxes—see “Getting Context-Sensitive Help” on page 117.

To open the Help system:

t

Select Help > Contents and Index or press F1.
The Help window opens, and the Help splash screen displays.

Related Topics

Getting Context-Sensitive Help

116

Understanding the Help System

Getting Context-Sensitive Help
Help icon or button

Tooltips

Every view, property page,
dialog box, and pop-up menu
contains a Help icon or button
which displays context-sensitive information when
clicked.

Avid DS Nitris uses small pop-ups called tooltips
to display the name of desktop elements when
they have no text label.
Position the pointer over an interface
element, such as an icon, and pause
for a second. A tooltip with the name of
the element appears.

Avid DS Nitris provides you with a quick way to get Help for many views, dialog boxes, and
property pages. Within these context-sensitive topics, you can view specific information
about items, such as options and individual buttons, and link to related topics.
To get help for a view, dialog box, or property page with a Help button:

t

Click the Help button (either a question mark or a button labeled Help, or How To...).
The context-sensitive Help topic is displayed.

Related Topics

Understanding the Help System

Understanding the Help System
The Help system uses the following main display areas:
•

Help topics open in the right area of the Help window—see “Help Topics” on page 118.

•

Buttons for controlling the Help display and for printing Help topics appear in the top
area of the Help window—see “Top Area Buttons” on page 118.

•

Navigation tools (Contents, Index, Search, and Favorites) open in the left area of the
Help window—see “Finding Information Within Help” on page 119.

Once the Help window is open, it behaves in much the same way as most other windows.
You can resize it and reposition it to suit your screen layout and workflow.

117

Prerequisites

Help Topics
The information in the Help is displayed in the right area of the Help window. All topics
have the following items above the main heading:
•

Hierarchy links
These links display the location of the currently displayed topic within its book and
chapter, and let you jump to relevant higher-level topics, including the Main Topics
page.

•

Previous Topic and Next Topic buttons
Use these buttons to browse through the topics in the order in which they appear in the
Contents.
Previous Topic

Next Topic

Hierarchy links

Current topic

The Help system includes task-oriented procedures as well as background and reference
information. At the bottom of many topics are links to related topics.
Showing and Hiding Additional Information

Some Help topics include a link labeled “More Information.” Click this link or the turndown arrow to see conceptual or background information related to the procedure. This
information is displayed with a colored border on top and bottom.
To return to the original display, click the link or arrow again.
Related Topics

Top Area Buttons

Top Area Buttons
The top area of the Help window contains four buttons that allow you to change the Help
display and print Help topics. The following table describes these buttons.
118

Finding Information Within Help

Button

Illustration

Hide/Show

Description

Click the Hide button to hide the navigation area on the left and reduce the
width of the Help window. The button changes to the Show button.
Click the Show button to reveal the navigation area on the left and expand
the width of the Help window. The button changes to the Hide button.

Back and
Forward

These buttons work like the Back and Forward buttons in an Internet
browser, such as Microsoft Internet Explorer. Use the buttons to move
among recently visited topics.

Print

Click this button to print one or more topics—see “Printing Help Topics”
on page 122.

Related Topics

Help Topics

Finding Information Within Help
The left area of the Help window displays the Help system’s main navigation tools within a
tabbed interface.
For more information, see the following topics:
•

Using the Contents Tab

•

Using the Index Tab

•

Using the Search Tab

•

Advanced Search Options

•

Using the Favorites Tab

Using the Contents Tab
The Contents tab displays a complete hierarchical list of all topics in the Help system. You
can expand and collapse the contents to view the logical organization of the Help system.
Click on a topic to display the entry to the right.

119

Prerequisites

Related Topics

Using the Index Tab
Using the Search Tab
Advanced Search Options
Using the Favorites Tab

Using the Index Tab
The Index tab provides an alphabetized list of entries similar to the index of a printed book.
To find an index entry, type the first few letters of a keyword in the text box at the top of the
tab. As you type, the index jumps to the range of entries that correspond to the letters you
have typed.
To view the topic associated with an index entry, either click the index entry and then click
Display, or double-click the entry.
Related Topics

Using the Contents Tab
Using the Search Tab
Advanced Search Options
Using the Favorites Tab

Using the Search Tab
The Search tab lets you search the entire text of the Help system for one or more words and
then lists the topics that include those words. The list of results is ranked, placing the topics
that the Search feature considers most likely to be relevant at the top of the list.
Advanced Search Options
Advanced search options let you control how the Search feature operates. If the Search
feature does not produce useful results for a particular topic, you can often find the specific
information you need by modifying the search.
Search Syntax

The following syntax rules control search queries:
•

120

Searches are not case-sensitive, so you can type your search in uppercase or lowercase
characters.

Finding Information Within Help

•

You can search for any combination of letters (a-z) and numbers (0-9).

•

Punctuation marks, such as period, colon, semicolon, comma, and hyphen are ignored.

•

Search for a literal phrase by using quotation marks.

•

If you are searching for a filename with an extension, you should group the entire string
in double quotes (“filename.ext"). Otherwise, the search will treat the period as an OR
operator.

•

You can use wildcards such as ? or *.

•

You can use Boolean operators of AND, OR, and NOT.

Searching Within Previous Search Results

To narrow down a search that has produced too many results, select Search previous results
to limit a search to the results of the previous search.
Including Similar Words in Searches

By default, searches include words similar to those you have typed. For example, if you type
“light,” the search will also look for occurrences of the word “lights.” You can narrow a
search by deselecting this option.
Searching Topic Titles Only

To limit your search to the words in topic titles only, select Search titles only.
Related Topics

Using the Contents Tab
Using the Index Tab
Using the Favorites Tab

Using the Favorites Tab
The Favorites tab allows you to keep a list of topics you want to access frequently.
To add the currently displayed topic to your list:

t

Click Add.
The topic name appears in the Topics list.

To display a favorite topic, do one of the following:

t

In the Topics list, click the name of the topic, and then click Display.

t

In the Topics list, double-click the name of the topic.
121

Prerequisites

The topic appears in the right area of the Help window.
To remove a topic from the list of favorites:

t

In the Topics list, click the name of the topic, and then click Remove.

Related Topics

Using the Contents Tab
Using the Index Tab
Using the Search Tab

Printing Help Topics
The Help system gives you the option of printing either the currently displayed topic or all of
the topics within the current chapter.
Print button

To print the currently displayed topic:

1. In the top button area, click Print.
2. In the Print Topics dialog box, select Print the selected topic, and then click OK.
3. In the Print dialog box, select any print options you want, and then click Print.

n

The printed version of the topic shows only the text that is currently displayed on screen. If
the topic includes additional information and you want that information to appear in the
printed version, make sure that the additional information appears onscreen.
To print all topics in the current chapter:

1. In the top button area, click Print.
2. In the Print Topics dialog box, select Print the selected heading and all subtopics, and
then click OK.
3. In the Print dialog box, select any print options you want, and then click Print.

n
122

Topics that you print from the Help have limited page layout and formatting features. For a
higher quality version of the information, print from the PDF version of the manuals
included on the Avid DS Nitris Software and Drivers DVD.

Finding Other Resources

Finding Other Resources
The Help is your one-stop source for answers to your questions. There are web links to the
Avid DS community forums, training resources, Customer Service, and the Knowledge
Center.
We’re always looking for ways to provide you with better information. The Support Center
web site has a feedback form, where you can send us requests for more information.

Contacting Avid Customer Support
Avid DS Customer Support offers assistance by phone, email, and the web. You are invited
to send your support requests to any of these channels. For urgent issues that require
immediate assistance, use your local phone support channel.
If you are having trouble using your system:
1. Retry the action, carefully following the instructions given for that task in this guide. It is
especially important to check each step of your workflow.
2. Check the Avid DS Support Center at http://www.softimage.com/avidds for the latest
information that might have become available.

E-mail Support
The e-mail address for Avid DS Customer Support is: dssupport@avid.com. You can use it
for sending bug reports, usability questions, and avidds.cab audit reports for system analysis.
All e-mails are logged in the support database and assigned a case number. Send one support
request per e-mail.

n

It is mandatory that you include your SID number in the body of your email message for
verification of your maintenance contract and case logging. Otherwise, response will be
delayed.

Web Support
The Avid DS Support Center at http://www.softimage.com/avidds provides quick access to a
wide range of resources from the Avid DS team—online documentation, tutorials, known
limitations and other late-breaking information.
All software and driver updates can be downloaded from the Avid Download Center
http://www.avid.com/support/downloadcenter/index.asp.

123

Prerequisites

Upload Utility
For troubleshooting purposes, you can upload your files for Avid Customer Support
personnel to examine. You can upload a project's archive, media files, or other necessary
data. Simply zip the files that you need to upload and use a short name (for easy retrieval),
such as archive.zip or Case274877.zip.
To upload your files:

1. Go to the Avid web site at http://www.softimage.com/avidds.
2. Select Support and Upload Tool from the left menu.

Avid Community Forum
Although the Avid DS community forum is frequently monitored by Avid employees, it is
not part of the official support channels.
The forum has proven to be quite useful for users, and there is a constant stream of new
subscribers.
To subscribe, join the Avid community forums on the Avid web site at http://www.avid.com.
Select Support > Forums.

Avid Training Services
Avid makes lifelong learning, career advancement, and personal development easy and
convenient. Avid understands that the knowledge that you need to differentiate yourself is
always changing, and Avid continually updates course content and offers new training
delivery methods that accommodate your pressured and competitive work environment.
To learn more about Avid’s new online learning environment, Avid Learning Excellerator
(ALEX), visit http://learn.avid.com.
For information on courses/schedules, training centers, certifications, courseware, and
books, visit www.avid.com/training or call Avid Sales at 800-949-AVID (800-949-2843).

124

Chapter 2

Starting a Project
This chapter introduces you to the Avid DS Nitris post-production process. You will learn
how to create a project in Avid DS Nitris.
This chapter takes approximately 15 minutes to complete.
•

The Digital Post-Production Process

•

Working with Project Files and Media

•

Creating a New Project

Chapter 2 Starting a Project

The Digital Post-Production Process
The Avid DS Nitris system is a digital post-production environment. Once you’ve acquired
your footage in a digital format and put it on a storage device, Avid DS Nitris gives you
complete, random access to the media with instant retrieval of clips and sequences. You also
have quick, nonlinear access to any part of your sequence, as well as the ability to apply a
wide variety of digital effects at any stage of your production.
You can use the different tools and techniques available in Avid DS Nitris to complete your
projects. You can build a production from start to finish, or you can import sequences
“offlined” on other systems and proceed with your finishing tasks in Avid DS Nitris.
After a project is complete, you can archive the media and files, making space for your next
project. If you need to go back and re-edit a project, you can restore it at any time.
The following illustration gives you an overview of the Avid DS Nitris production cycle.

126

The Digital Post-Production Process

2

“Offline” edit
Create a rough cut of clips and
decide on timing of cuts and
transitions.
If offlined externally, load *AAF, AFE,
OMF files or EDLs, and digitize
material from file, tape, or audio.

Redigitize source
material in full,
uncompressed
resolution from file
or tape.

1

3

Capture material

Fine-tune edit

Digitize source material at
low resolution directly from
file or tape.

Fine-tune timing of cuts,
transitions, and other effects.

4
Apply effects
- Create composites.
- Add 2D and 3D effects.
- Mix and sweeten audio.
- Add titles and graphics.
- Perform dust/scratch
removal and color correction.

7
Archive the project
- Archive project and/or media to tape.
- Project and media can be restored at
any time.

Repeat if necessary

5
Process
6
Output media
Output sequence to tape or
file, such as .avi.

Process all effects applied to
clips and create new media
files (source media remains
untouched).

*AAF: Advanced Authoring Format, AFE: Avid File Exchange,
OMF: Open Media Framework, and EDL: Edit Decision List.

127

Chapter 2 Starting a Project

Working with Project Files and Media
It is important to understand how Avid DS Nitris handles your data, so that you can work
efficiently when using large sizes of digitized video and audio files.
When you capture material, the digitized media is placed on an external storage device, and
the project files representing this media are stored in the DS Projects folder on your
workstation’s local disk drive. The project files point Avid DS Nitris to the location of the
corresponding digitized media on the storage device.

Source material

Clips refer to
media on
storage
device.

Captured video and/or audio are
represented as master clips in
Avid DS Nitris.

Subtopics

What is a Project?

128

Actual digitized material
(media) is on storage device.

Working with Project Files and Media

What is a Project?
A project contains all the clips and sequences required for your work in Avid DS Nitris. In
Avid Explorer, which is a file browser similar to Windows Explorer, a project is represented
as a folder that can contain many subfolders to organize all the elements related to your
project.

Projects contain
master clips,
sequences, and any
special presets and/or
scripts you create.

Master clips are
representations of the
digitized source media.
Sequences contain
information about the
edit decisions,
composites, and
effects you’ve applied
to your clips.

Master clips can be
shared between
sequences in the
same project.

A project also links and tracks master clips and sequences with their associated media,
making file management easier.
When you place clips on the timeline to build your sequence, they maintain pointers to the
source media on the storage device. Any edits or effects that you apply to the clips are noted
in the sequence when you save it. Clips, sequences, and presets (a customized set of
properties saved for reuse on other projects) are all considered project files, and must be
stored in the project folder. That way, you can easily archive, restore, and/or purge all files
related to a project.
When you archive a project, a copy of the media is saved to tape or disk and the project files
are saved in the DS Archives folder on your local workstation. With the archived project
files and associated media, you can reconstruct everything in your project when necessary.

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Chapter 2 Starting a Project

Creating a New Project
As soon as you start Avid DS Nitris, you are prompted to open or create a project and
sequence. When you create a project, you define the format for each sequence that you
create in that particular project.
You can change the video and audio quality settings during the course of your work
according to the amount of storage space available. For example, if you want to conserve
disk space, do a rough cut on material captured at low resolution or in compressed form.
When the sequence is ready for finishing, redigitize the material you need, so you can work
at the quality at which you will be outputting.

n

To change the default location of your project, select Add Project Root and follow the
onscreen prompts.

n

Media Composer comparison: All sequences in a Media Composer project must use the
same format. In Avid DS Nitris, a project can contain sequences with different formats.
To create a project:
1

When you start Avid DS Nitris, the Open Project dialog box displays.
Select the Local Projects Only option at the bottom-left.
2 Click the New Project button.

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Creating a New Project

3 Give your project a name. We named ours My First Project.

4 Select the
NTSC 4/3
video format.

5 Set the
resolution,
bit depth, and
compression for
capturing the
video media.

The frame
details are
usually set
automatically.

6 Set the sample
rate and bit
depth for the
audio media.

8 Save project preferences.

7 Get more information on each
setting in this dialog box.

A new sequence is opened and the Editing layout is
displayed for you to start building a sequence.
9 Select File > Save. In the Save Sequence dialog
box, name it Sequence1 and click OK.

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Chapter 2 Starting a Project

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Chapter 3

Working on the Desktop
In this chapter, you will be familiarizing yourself with some of the basic elements in
Avid DS Nitris, such as the layouts, toolbars, dialog boxes, and menus.
This chapter takes approximately 30 minutes to complete.
•

Restoring the Default Layout

•

Title Bar

•

Layouts

•

Using the Menus

•

Undoing and Redoing Actions

•

Status Bar

•

Accessing the Views

•

Using the Toolbars

•

Dialog Boxes

•

Entering Values

•

Using Keyboard Shortcuts

Chapter 3 Working on the Desktop

Restoring the Default Layout
If your system was previously used by a different user, then you might not be viewing the
default Editing layout. Before you start exploring the Avid DS Nitris desktop, you should
restore the layout to its defaults.
To restore the layout:

1. Select Layout > Restore Default Layout.
A message window displays.
2. Click OK.
3. Close and restart Avid DS Nitris.
In the Open Project dialog box, the name of your project is already highlighted.
4. Select Sequence1 and click the Open Sequence button on the right side of the dialog
box.

Name of last opened
project is highlighted.

Sequences available
in this project.

The layout is restored to its default settings. For more information, see “Layouts” on
page 136 to see how the Editing layout should display.

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Title Bar

Title Bar
The title bar at the top of the Avid DS Nitris window displays the name of the project and
sequence, sequence video format, and buttons for minimizing, maximizing and closing the
application window.
Project name

Sequence name

Sequence settings

Close/exit window

Minimize window
Maximize window

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Chapter 3 Working on the Desktop

Layouts
A layout contains tools for performing specialized tasks. Whether you’re digitizing media,
editing, compositing, painting, or titling, there’s a corresponding layout for the job. The
default layouts in Avid DS Nitris include: Editing, Effects, Graphics, Compositing, and
3D DVE.

n
n

Tip: You can maximize any part of the desktop by selecting the section, for example, the
Timeline or the Viewer, and hitting F12. If you want to maximize the viewer from anywhere
on the desktop, hold down the Ctrl key and press F12.
Media Composer comparison: Layouts are similar to Toolsets and Workspaces in Media
Composer. Layouts contain views; some views are similar to tools, but others are collections
of tools with options for customization.
Layouts are customizable; you can add, remove, reposition, and resize most of the elements
in a layout. You can also create custom layouts from scratch. You can rearrange the views on
the desktop, or add new views and toolbars.

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Layouts
Toolbar contains commonly used tools grouped together to
make certain tasks quicker and easier. All toolbars can be
customized to accommodate your style of working.
Menu bar contains
commands, such as
opening and saving
projects and
sequences, editing
your layouts, and
getting help.

View is an area that contains a
group of tools that are specific to the
tasks you’ll perform in a layout. The
Editing layout below shows the Avid
Explorer view, a file management
tool that is useful when handling files
and editing.

Taskbar is a navigational aid that
lets you move between layouts that
are optimized for particular tasks:
editing, effects, graphics,
compositing, or 3D DVE.

Viewers display the output
of your sequence at the
position indicator. During a
graphics session, they
serve as an area to create
and arrange titles and
graphics objects.

Status bar displays the
timecodes of selected objects
on the timeline, and provides
toolbar, warning, error, and
active command information.

Transport controls
let you preview media
in the viewer or play
sequences that have
been edited on the
timeline.

Timeline is where you place
and edit clips to build a
sequence. It graphically
displays the position of video
and audio clips, transitions, and
effects over time.

View switcher lets you access
different toolsets or views.

Subtopics

Accessing the Default Layouts
Creating a New Layout
Copying Layouts
Saving Layouts
Editing Existing Layouts
Restoring Default Layouts
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Chapter 3 Working on the Desktop

Importing a Layout
Related Topics

Avid Explorer
Using the Menus
Status Bar
The Timeline
Using the Toolbars
Transport Controls
Source and Record Viewers

Accessing the Default Layouts
Switching between the different layouts lets you access tools for particular tasks, such as
editing, creating effects and graphics, compositing, and adding 3D DVE elements. When
you click one of these buttons in the taskbar, its corresponding layout, views, and tools are
displayed.

n

Tip: If you hover over active buttons on the desktop, such as the taskbar or transport
controls, tooltips will appear to help you identify icons and provide keyboard shortcuts.

Editing layout
Taskbar

Effects layout
Graphics layout
Compositing layout
3D DVE layout

Compositing button

Go to Top Timeline button
Editing button

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Layouts

To switch layouts:

1. In the taskbar, click the Compositing button.
The Compositing layout displays. Notice that the timeline and view have changed. You
are now in a nested clip called a composite container clip. You’ll learn more about this
later in “Compositing” on page 277.

n

Some of the layouts can’t be accessed unless a clip is selected on the timeline.
2. Return to the main timeline by clicking the Go to Top Timeline button at the lower end
of the taskbar.
A clip called Composite is created on the B1 background track on the timeline. This clip
was automatically created when you switched to the Compositing layout. Background
tracks are usually used for compositing.
3. Switch back to the Editing layout when you’re done.

Creating a New Layout
You can redesign the default layouts to best suit the tasks that you perform. You can create a
completely new layout from scratch or base your layout on an existing one.
To create a new layout:

1. In the taskbar, switch to the layout on which you want to base your blank one.
2. Select Layout > New Layout > Blank.
3. In the New Layout Name dialog box, enter a name for your layout and click OK.
A new layout button is added to the taskbar.
4. Switch to the new layout by selecting the new layout button in the taskbar.
The new, blank layout is displayed.
5. Select Layout > Edit Layout.
To split the new layout into different sections, right-click and select one of the
following:

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Chapter 3 Working on the Desktop

Split Horizontally to split the layout
horizontally.

Split Vertically to split
the layout vertically.

Split Both Ways to
split the layout
horizontally and
vertically.

6. Drag the split lines to the desired location and click to set the lines in place.
7. To add a view switcher, right-click the desired area of the new layout and select Add
View Switcher.
An empty view switcher is added to your layout.
8. To add a view, toolbar, or property editor, right-click and select Set View and one of the
options from the menu.
In this example, the animation editor is added to the layout. Its button appears in the
view switcher.

9. Continue adding elements to your layout. When you’re done, turn off the Edit Layout
mode by selecting Layout > Edit Layout.
You are prompted to save your layout.

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Layouts

10. Click the Save button.
The changes are stored in your user profile. Each time you start Avid DS Nitris, these
layouts are available.

Copying Layouts
Instead of creating a new, blank layout, it is sometimes more convenient to copy an existing
layout from either the taskbar or the Layout menu, and then modify it to your liking.
To copy a layout from the taskbar:

1. On the taskbar, right-click the button of the layout you want to copy and select Copy
Layout.
2. In the New Layout Name dialog box, enter a name for your layout and click OK.
A copy of the layout is displayed and a button is added to the taskbar.
To copy a layout from the Layout menu:

1. From the Layout menu, select one of the following:
t

New Layout > Copy Layout and select a layout to copy.

t

New Layout > Copy Current Layout.

2. In the New Layout Name dialog box, enter a name for the layout.
A copy of the layout you chose is displayed on the desktop. A button for the layout is
added to the taskbar.

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Chapter 3 Working on the Desktop

Saving Layouts
When you save the changes you made to the layouts, they are stored in your user profile.
Each time you start Avid DS Nitris, these layouts become available.
To save a layout:

1. From the Layout menu, do one of the following:
t

Select Save Layouts.
or

t

Deselect Edit Layout.

A dialog box indicating the modified layouts is displayed.
2. To save changes to the layouts for future sessions, click Save.

Editing Existing Layouts
You can modify existing layouts by adding new tools or views, or resizing areas.
To edit a layout:

1. Use the taskbar to switch to the layout that you want to modify.
2. Select Layout > Edit Layout.
You can now edit your layout.
3. Deselect Layout > Edit Layout again to turn off the Edit Layout mode.

Restoring Default Layouts
If necessary, you can easily remove any modifications that you made to a specific layout by
restoring its default settings. You can only restore the layout that you are currently in. So if
you're in the Editing layout and restore it, only the Editing layout will be reverted to the
default. You could, for example, revert the 3DDVE layout while keeping any customization
for the Editing and Graphics layouts.
To restore a layout:

1. Switch to the layout that you want to restore.
2. Select Layout > Restore Default Layout.
You are prompted to restart Avid DS Nitris.
3. Exit and restart Avid DS Nitris.
The layout is restored to its default settings.

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Layouts

Importing a Layout
You can easily load an existing layout from another user or version of Avid DS Nitris. To use
a personalized layout, you first have to export it before applying the following procedure.
To import a layout:

1. Select Layout > Import/Export Preferences.
2. In the Preference Management dialog box, select the Import Preferences tab.
3. Do one of the following:
-

In the File Name text box, enter the name and location of the layout (preference set)
that you want to import and press Enter.

-

Click Browse. In the Import Preferences file chooser, select a .AvidPrefs file to
import and click OK.

4. Select the layout(s) that you want to import and click the Import button.
You will be prompted to restart Avid DS Nitris when the import is complete. If you
created your own layout, additional buttons appear in the taskbar.

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Chapter 3 Working on the Desktop

Using the Menus
Menus appear in different places to make it easy for you to access commands.
•

n

The menu bar is displayed across the top of the desktop directly below the title bar. The
commands in the menu bar include general operations related to opening and saving
projects, as well as setting project preferences, customizing layouts, and accessing Help.

When you open a menu, you will notice keyboard shortcuts to the right of some commands.
Instead of opening a menu, you can use the keyboard shortcut. For example, to save a
sequence, press Ctrl+S on the keyboard.

Arrows indicate that additional
commands are available.

Keyboard shortcut

•

Pop-up menus are displayed by right-clicking individual elements or specific areas of
the interface, such as the timeline, viewers, or tracks. These menus provide commands
that are specific to the particular interface element you’ve chosen.

Right-click an area of the desktop,
such as the timeline. A pop-up menu
displays with a list of commands that
are related to that area.

Click the Help button for detailed information
on each command on this menu.

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Undoing and Redoing Actions

Undoing and Redoing Actions
To correct errors while you’re working, you can undo and redo most operations. For
example, you can recover the properties of an object that you recently edited by undoing the
commands that you just applied to the object.
You can undo commands as far back as the system memory can recall. This is limited by the
number of undo levels that you have specified in your user preferences, and by the
complexity of the operation you want to undo. An operation, such as purging media from a
project, cannot be undone. For more information, see “User Preferences Dialog Box”.
To undo a command or operation:

t

Select Edit > Undo or press Ctrl+Z.
The command or operation is undone. You can keep using the Undo command until you
recover the desired properties.

To redo a command or operation:

t

Select Edit > Redo or press Ctrl+Y.
The command or operation is redone.

Status Bar
The status bar at the bottom-right of the desktop displays the timecodes of selected objects
on the timeline and provides status, warning, error, toolbar, and active command
information, as well as the global animation controls.
Avid DS Nitris Workgroup Status indicator shows
the workgroup to which your workstation belongs.

Timecode boxes display the timecodes of
selected objects on the timeline.

Hardware Sync Status indicator shows when
external video and audio devices are synced.

Audio Scrubbing
button turns audio
output on/off while
scrubbing timeline.

Viewer button
turns viewer
on/off.

Global animation controls for
recording keyframes and navigating
between keyframes.

Related Topics

Animation Controls (Global in Status Bar)
Timecode Boxes (Timeline Status Bar)
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Chapter 3 Working on the Desktop

Accessing the Views
Views contain groups of tools for creating, managing, and editing media. Clicking a button
on the view switcher at the bottom-center of the desktop lets you switch to the different
toolsets within a layout. In the Editing layout, Avid Explorer is the main view displayed on
the left side of the desktop.
View switcher

Avid Explorer button

To switch views:

1. Click any of the buttons in the view switcher to see each view.
2. Switch back to Avid Explorer view when you’re done.
Subtopics

Customizing the View Switcher
Splitting Views
Combo Views

Customizing the View Switcher
You can customize the view switcher by adding and removing views, as well as
repositioning and resizing the buttons. You can also add a new customized view switcher to
a layout.
To add a view to the view switcher:

1. select Layout > Edit Layout.
2. Right-click the view switcher and select Add View.
An empty button is added to the view switcher.

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Accessing the Views

3. Right-click the area on the desktop where the new view will be located and select
Set View. From the list, select a view, toolbar, or property editor for your new view.
t

To change the button in the view switcher, right-click a button in the view switcher and
select Icon.
4. In the Change Icon dialog box, select an icon.
5. In the Name text box, enter a name for your icon and click OK.

To customize the size and type of buttons in the view switcher:

t

Right-click the view switcher and select Text Buttons, Small Buttons, or Big Buttons.

Text buttons

Small buttons
Big buttons

To reposition the view switcher on the desktop:

t

Right-click the view switcher and select Position:Top, Position:Right,
Position:Bottom, or Position:Left.
The view switcher is repositioned at the top, right, bottom, or left of the view.

To align the buttons:

1. Right-click the view switcher and select Align:Top, Align:Center, or Align:Bottom.
2. Select Layout > Edit Layout to exit the Edit Layout mode.
3. Save your new layout if desired.
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Chapter 3 Working on the Desktop

To remove a view button from the view switcher:

1. Select Layout > Edit Layout.
You are now in Edit Layout mode.
2. On the view switcher, right-click a button and select Remove View.
To hide the view switcher:

1. Select Layout > Edit Layout.
You are now in Edit Layout mode.
2. Right-click the view switcher and select Hide.
3. Select Layout > Edit Layout again to exit the Edit Layout mode.
The view switcher is hidden.
To add a view switcher to a view:

1. Select Layout > Edit Layout.
2. Right-click the area on the desktop where the new view switcher will be located and
select Add View Switcher.
An empty view is added to the layout.
3. Resize the view switcher by dragging the splitter bar to the desired position and click.
To adjust the position of the splitter bar, drag it to a new position.
4. Select Layout > Edit Layout to exit the Edit Layout mode.
5. Save your new layout if desired.

Splitting Views
You can further customize your desktop by splitting a view. You can split views horizontally,
vertically, or in both directions.
To split a view:

1. Select Layout > Edit Layout.
2. In the area that you want to split (boundaries are highlighted in red), right-click and
select one of the following:

148

-

Split Horizontally

-

Split Vertically

-

Split Both Ways

Accessing the Views

Split Horizontally to split the view horizontally.

Split Vertically to split
the view vertically.

Split Both Ways to split
the view horizontally and
vertically.

3. Select Layout > Edit Layout to exit the Edit Layout mode.
You can display a view that’s not part of the current layout by opening it in a floating
window. You can move floating views anywhere on the screen. If you switch layouts before
closing a floating view, the view is hidden until you return to the layout in which you opened
it.
To open a view in a floating window:

t

Select View > Multi-Instance Views > view.
If the view is not part of the current layout, it is displayed in a floating window. When
you select a view that is part of the current layout, the view switcher updates and
displays the tools of the view.

Combo Views
A combo view contains a group of tools for a particular task, such as the Graphics combo
view. Unlike the fixed layouts, you can move the combo views around on the desktop.
To open a combo view:

1. Select View > Default Combo Views > Graphics from the menu bar at the top of the
application.
The Graphics combo view displays.

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Chapter 3 Working on the Desktop

This may be different
than what you see in
your version of
Avid DS Nitris.
It depends on what was
last displayed.

2. Some of the tools in the Graphics combo view are dimmed for the moment. For now,
move the combo view around on the desktop by dragging it by the title bar.
3. Close the combo view by clicking the close (X) button at the top-right corner. Later,
you’ll learn more about the tools in this view—see “Adding Graphics and 2D Titles” on
page 259.

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Using the Toolbars

Using the Toolbars
The toolbars contain commonly used tools and effects. The buttons on the toolbar let you
activate tools or commands, and apply effects. You’ll see one or more different types of
toolbars in the layouts. The most common type of toolbar looks like this:
NLE Tools toolbar
Click a button to see
additional commands.

Other types of toolbars include the buttons above, beside, and below the viewers.

Toolbars

Subtopics

Closing Toolbars Automatically
Customizing Toolbars
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Chapter 3 Working on the Desktop

Closing Toolbars Automatically
Automatic closing of a toolbar lets you execute commands from any floating toolbar and
then automatically closes the toolbar. This streamlines your desktop.

n

You can only auto-close floating toolbars.
To set a toolbar to close automatically:

t

Right-click a floating toolbar and select Auto-Close Toolbar.

To execute a command on a toolbar:

1. Select a clip, track, region, or node in an Effects Tree, and do one of the following:
t

Drag a preset from the floating toolbar to the timeline or an Effects Tree.

t

Click a preset button on the floating toolbar.

The command is executed and the toolbar is automatically closed.
To reopen a toolbar that closes automatically:

t

n

Select View > Default Toolbar or User Toolbars, or use its keyboard shortcut.

Tip: For quick access to a floating toolbar, assign a keyboard shortcut to it in the Command
Mapping dialog box.
Related Topics

Command Mapping Dialog Box

Customizing Toolbars
Customizing the toolbars lets you personalize a toolbar with your favorite commands. You
can also create a new toolbar and add commands, presets, and scripts to it.
To show/hide the title bar:

t

Right-click a toolbar button and select or deselect Display Title bar.

To customize the look of a toolbar:

t

To change the look of a toolbar, right-click a toolbar button, and select Button Theme >
theme. There are eight different themes.

To manipulate a toolbar:

152

t

To copy a toolbar, right-click a toolbar and select Copy Toolbar.

t

To delete a toolbar, right-click a toolbar and select Delete Toolbar.

Using the Toolbars

To add presets to a toolbar:

Presets let you preserve definitions for effects, transitions, graphics tools, etc. for later use.
The default presets shipped with Avid DS are stored in the \DSPresets folder. Avid DS also
creates a \DSPresets folder within each project folder, which lets you store presets specific to
a particular project.
1. Drag or select a preset(s) from one of the following areas:
-

Avid Explorer or Windows Explorer.

-

A preset button on a toolbar.

-

The preset thumbnail in a property page.

2. Drop the preset(s) on one of the following:
-

An empty area of a toolbar.
Buttons are created for each preset added to the toolbar.

-

A menu button on a toolbar.
Each preset is added to the menu list.

n

Tip: A name is automatically given to the presets you add to a toolbar. To give the preset a
name, press Shift while dropping the preset on a toolbar. In the Save Preset dialog box, type
a name and description.
To display hidden characters in a toolbar:

t

Right-click a button on a toolbar and select Show Hidden Items.
The hidden characters in a toolbar are displayed in red.

Subtopics

Creating New Toolbars
Customizing Toolbar Buttons
Related Topics

Saving Effects
Creating New Toolbars
To create a new toolbar:

1. To create a new toolbar, select Layout > New Toolbar.
2. Type in a name for the toolbar.
3. To add commands to your new toolbar, right-click the toolbar and select Customize
Toolbar.
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Chapter 3 Working on the Desktop

a.

To add commands to the toolbar, select a category from the Command Categories
list.

b.

From the Available Commands list, select a command and drag it to your toolbar.
or

a.

To add a menu button to the toolbar, select Menu Button from the Available
Commands list and drag it to your toolbar. You can add multiple commands to the
menu button.
or

a.

To add a preset to toolbar, open a property editor whose values you want to save as
a preset. Drag the thumbnail from the property editor to a toolbar.

b.

In the Save Preset As dialog box, enter a name for the preset and add any comments.
or

a.

To add a script to a toolbar, select View > Single-Instance Views > Script Editor.
Drag a script from the Script Editor to a toolbar.

Customizing Toolbar Buttons
You can easily customize the size and look of toolbar buttons. To save space on the desktop,
you can display them as long, thin buttons or display them larger for better visibility. You
can also display the buttons in icon or text form, as well as choose from eight different
“themes”.
To customize toolbar buttons:

t

To change the buttons from text to icons or vice versa, right-click a toolbar and select
Button Mode > mode.

t

To change the theme of the buttons, right-click a toolbar and select Button Theme >
theme.

t

To change the size of the buttons, right-click a toolbar and select Button Size > size.

t

To move a button from one toolbar to another, press Shift and drag the button.

t

To copy a button, press Ctrl and drag the button to another toolbar.

t

To delete a button from a toolbar, right-click a button and select Remove Button.

To add a button to a toolbar:

t

154

Drag a button from another toolbar, the transport controls, or the viewer area to the
desired toolbar and do one of the following:
t

Place the button on an empty area of a toolbar.

t

Place the button on a preset list button, which is indicated by a small triangle at the
bottom-right of the button.

Using the Toolbars

The button is highlighted to indicate that you can add it to the list.
To add a button to a toolbar using the Customize Toolbars window:

1. Right-click an empty area of a toolbar and select Customize Toolbars.
2. From the Command Categories, make a selection.
3. From the Available Commands list, select a command and drag it to the toolbar.
To rearrange the items on a menu button:

1. Right-click a menu button (it has a small triangle at the bottom-right) and select
Customize Menu Button.
2. Select an item on the left and use the Move Up, Move Down, and Remove Buttons.
To rearrange toolbar buttons:

1. Right-click the toolbar and select Show Hidden Items to display all the hidden marks
and line separators on the toolbar. This makes it easier to rearrange buttons.
2. Right-click and select Customize Toolbars.
The Customize Toolbars windows is displayed.
3. From the Command Categories, select Toolbar.
4. From the Available Commands, drag any of the following to the toolbar, placing it
where desired:
Option

Description

Menu Button

Creates a button from which you can access a pop-up menu

Menu Separator

Adds a line to the bottom of a pop-up menu. Drag it to a
menu button.

Preset List Button

Creates a button from which you can access all the default
effects

Toolbar Empty Line

Inserts a blank, horizontal space between buttons

Toolbar Group Label

Adds a label for a group of buttons

Toolbar Horizontal Line Separator

Inserts a horizontal line between buttons

Toolbar Horizontal Space Separator

Inserts an empty, horizontal space between buttons

Toolbar Line Break

Inserts a line break in a toolbar

5. When you’re done, right-click the toolbar and deselect Show Hidden Items.

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Chapter 3 Working on the Desktop

Dialog Boxes
A dialog box lets you set options and parameters. When you select a command in Avid DS
Nitris, it often opens a dialog box, requiring you to provide input before the command can be
executed. You cannot proceed with further operations while a dialog box is open.
To open a dialog box:

1. Select File > User Preferences.

To exit without applying
changes, select the
Cancel button or the
close (X) button, or
press the Esc or Alt+F4
keys.

The changes you made
are cancelled and the
dialog box is closed.

To apply any changes you made in
this dialog box, click OK.

2. Keep the dialog box open for the next section on entering values.

Entering Values
The following example serves to illustrate one of several ways to enter numerical values in
text boxes. You can choose the method that is the most convenient for you. There are also
keyboard shortcuts available that let you quickly enter values and timecodes.
To enter values in a text box:

(The following example shows how to set the number of undo levels and the auto-save
frequency.)
1. In the User Preferences dialog box (General property page), click in the Number of
Undo Levels text box.

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Dialog Boxes

The contents of the text box is highlighted in blue.

2. Type in a new value for the number of times you can undo a task in Avid DS Nitris. The
default is 50 and the maximum is 1000.
3. In the Autosave box, enter a new length of time to automatically save your sequence at
regular intervals.
4. Click the Help button for detailed information on each parameter. You’ll find Help
buttons or Help icons on all dialog boxes and property editors.
5. Click OK to apply the values and close the User Preferences dialog box.

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Chapter 3 Working on the Desktop

Using Keyboard Shortcuts
Keyboard shortcuts let you quickly execute commands and access tools and views using a
key or combination of keys on your keyboard. In Avid DS Nitris, you can define your own
keyboard shortcuts.
To customize keyboard shortcuts:
1 Select File > Command Mapping.
In the Command Mapping dialog box, click
2 the New button.

3 Enter a name for the new template.
A copy of the existing template is created and saved under
the new name. You can customize it to optimize your work.

4 Select an item,
depending on the
shortcut you want
to customize.

5 Select the
command whose
keyboard shortcut
you want to
change. Drag the
command to a key
on the onscreen
keyboard. The key
that you highlight
will be your new
shortcut.
Tip: Press the
Shift, Ctrl, or Alt
keys to use them
in a shortcut.

158

6 Click the Help button for detailed information on keyboard shortcuts.
7 Click OK when you’re done.

Chapter 4
Capturing Material
Capturing material is the process of creating media files from video or audio source
material. This chapter describes how to capture material from different sources, such as
videotape and file.
This chapter takes approximately 60 minutes to complete.
•

Capturing Source Material

•

Configuring the External Device

•

Capturing from Tape

•

Capturing from File

Chapter 4 Capturing Material

Capturing Source Material
Source material is the original, unaltered material from videotapes or digital recordings. This
source material may come from a variety of sources, such as video, audio, animated
sequences, graphics, and still images. When you capture material with Avid DS Nitris, you
digitally transfer the source material to a format and storage disk that Avid DS Nitris can
work with.
During capture, Avid DS Nitris creates media files (in the form of master clips) based on
parameters you set, such as in-points, out-points, and compression. Master clips contain
information about the location of the media on your storage disk, the source data’s tape
name, and the original in and out timecodes. With this information, you can recapture the
material at any time. Master clips also include information about the video format,
resolution, compression, audio format, and so on.
Subtopics

Avid Explorer
Organizing your Project Files
Changing the View Mode
Identifying File Types in a Folder

Avid Explorer
Avid Explorer displays the hierarchical structure of files, folders, and drives on your
workstation. When you select a project folder in Avid Explorer, it displays the related project
files (clips, sequences, effects) in a window. This window is similar to the bin view in other
Avid products like Media Composer and Film Composer.
From Avid Explorer, you can capture clips, as well as organize sequences, clips and effects
within your project.
Avid Explorer (Main) button

To access a bin:

1. Use the view switcher to switch to Avid Explorer if you are in a different view.
2. In the Project panel, double-click your project folder named My First Project. The
contents of the folder are displayed on the right.

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Capturing Source Material

Avid Explorer tools let you control the
content and arrangement of the folders
and windows, and perform tasks.

Windows display the contents of
folders. You can display multiple
windows. When a project is selected,
this window displays master clips,
sequences, and other project files.

Panels display the
contents of your
system in a tree
structure. Each panel
can display one of
three views: My
System, Project, or
Shortcuts.

View modes include large icons, list,
details, thumbnail, and script views.

Folders usually contain source clips and other objects for use in your sequence. At the
moment, the folders are empty because nothing has been captured. Avid Explorer tools let
you navigate through and manage the contents of folders.
The tools at the top of Avid Explorer let you navigate to different folders and change the
display of information in a window.
Show/Hide
Panel 1

Cascade Capture Settings

Show/Hide Panel 2 Tile

Path

Help

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Chapter 4 Capturing Material

Subtopics
Organizing your Project Files
Changing the View Mode
Identifying File Types in a Folder
Related Topics

Avid Explorer Tools
Bin Tools (Top)

Organizing your Project Files
Before capturing any material, you will create additional folders in your project folder to
hold master clips. You may want to create separate folders for your video clips, audio clips,
still images, and even one for custom presets. By organizing your project using a system of
folders, you can locate files quickly and easily.
To create a folder:

1. Make sure your project folder is selected in Avid Explorer.
2. Right-click an empty area of the window on the right and select New > Folder.
A new folder is created within the project folder.
3. Type in a new name and press Enter. We created a folder called Master Clips for storing
the master clips.
4. Continue adding as many folders as you need. You can create additional folders inside
the new folders.
Although it’s not necessary right now, here’s how you can delete any extra folders that are
not needed.
To delete a folder:

t

162

Right-click a folder and select Delete.

Capturing Source Material

Changing the View Mode
In a window, there are several views to help you locate clips for a sequence. The tools at the
bottom of the window let you change the way the contents of the window are displayed. Go
ahead and click any of the icons to see the various views.
Large Icons view displays clips as large icons.
List view displays clips as a list without details.
List lets you select a
customized view.
Details view displays
clips as a list with details.

Script view displays both pictorial
icons and clip information.
Thumbnail view displays clips
with pictorial icons.

Related Topics
Working with Bins

Identifying File Types in a Folder
Avid DS Nitris media files have their own icons, which appear on or beside clips. When an
icon is highlighted in red, it means that Avid DS Nitris could not find any media associated
with a clip. This clip must be recaptured before you can work with it.
Icon

File type

Icon

File type

Audio clip

Background or composite
container clip

Video clip

Sequence

Combined audio and video clip

Still image

Audio container clip

Linked still image

You may find it useful to see the extensions of file names.

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Chapter 4 Capturing Material

To see file name extensions on your system:

1. Open Windows Explorer.
2. Select Tools > Folder Options.
3. Select the View tab.

Deselect this option.

4. Deselect the Hide extensions for known file types option and click OK.

Configuring the External Device
You’ll probably capture material from videotape or audiotape most of time. First, you’ll
need to configure the device from which you will be capturing. To specify the settings for an
external device, such as a videotape recorder (VTR) or deck, you’ll be using the Deck
Configuration view.

n

Media Composer comparison: The Deck Configuration view combines the Deck
Configuration and Deck Preference settings.
Avid DS Nitris includes templates for many different types of devices. You can use the
settings in the templates, or adjust them to suit your own requirements.
You can also save the settings for your device as a preset, so that you don’t have to
reconfigure the device each time you use it for capture or output. A preset is a customized
set of properties that you save for reuse later on or for other projects.

n
164

For the following procedure, you will need access to videotape material and a deck.

Configuring the External Device

To configure your tape deck:
1 Open the Deck Configuration view by selecting
View > Multi-Instance Views > Deck Configuration.
2 Click the Fast
Menu button and
select Add New
Deck Preset.
Give the new
preset a name.

3 Select the
Thumbnails view.

4 Double-click the preset you created.
A green checkmark indicates that
it’s active.

6 Click the Help button
for details on each
parameter.

7 Click the Check
Machine button.
5 Set the options
for your device.

8 Click the Save button to
save your deck preset.
9 Close the Deck
Configuration view.

Related Topics
Configuring the External Device

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Chapter 4 Capturing Material

Capturing from Tape
Although there are several ways to capture from tape, you’ll be using the Capture Tool to log
and capture clips, so that you can later recapture them using frame-accurate timecode.
To log and capture clips:
1 Open the Capture view by selecting View > Single-Instance Views > Capture Tool.
2 Click the Tape button.

3 Set the Log/Capture button to Capture.

4 Select your deck
preset and click
the Check button.

5

7 Enter number of extra
frames to record before
the in-point and after the
out-point.

Select a tape or
name a new one.

6 Click the Target
button and select a
folder to hold the
captured clips. If you
created a folder for
master clips, set this
as the target folder.

9

Enter a base clip
name to prefix all
captured clips.

The capture settings
are displayed. Set the
relevant options for
your system. Do the
same for the other four
settings:

Specify a storage
location.

Input
Monitor

166

Select the channels you
want to capture.

10 Click the Capture
Settings button.

11 Set a compression
level.
12

8

Audio
Input

Video
Input

Sync
Source

Capturing from Tape

13 On the transport controls in the Capture Tool, click the Play button to play the source material.
Mark In

In timecode

Out timecode

Play

Duration
timecode

Mark Out

Position indicator
timecode

14 Click the Mark In button at the point at which you want to start the capture.
The timecode of the in-point you selected is displayed in the In timecode box.
15 Use the transport controls in the Capture Tool to play or shuttle the tape to advance to the point
at which you want to end the capture and click the Mark Out button.
Tip: If you already know the in and out timecodes, you can type them in the In or Out timecode
boxes. You can also enter a value for the duration and Avid DS Nitris will calculate the
out-point, which is displayed in the Out timecode box. The Duration timecode box displays
the length of material to be captured.
16 Click the Start Capture button in the upper-right corner of the Capture Tool.
The clip appears in the folder you specified, according to the in and out times you set.
Continue to capture clips.
17 In the Project panel of Avid Explorer, double-click your project name. A bin opens and displays
its contents.
18 Double-click a clip in the bin. Click the Play button under the Source viewer (left side).
The clip plays in the viewer, but is not loaded on the timeline.
19 Close the Capture Tool.

Related Topics
Logging and Capturing Material
Capture Tool

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Chapter 4 Capturing Material

Capturing from File
Avid DS Nitris lets you capture various file formats. Besides video, you can capture still and
animated graphics files, and audio files. To capture from file, you will be using Avid
Explorer in Avid DS Nitris.
Logging and capturing from file is like capturing material from tape. That is, you can log the
material without capturing, or log and capture at the same time. Logging creates information
about the source material and in/out timecodes in a clip, so that you can perform a batch
capture later on. Before you capture the files, you’ll need to specify the capture settings.

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Capturing from File

To log and capture from file:

1 At the top of Avid Explorer, click the Capture Settings button.
Media Composer
comparison: The
Capture Settings view
is similar to Import
Options. There is no
Import or Batch Import
dialog box.

2 Set the video quality at
which you want to
capture material. You
can choose a lower
resolution, or use
compression to save
space on your storage
device while you do a
rough cut.

3 Click the Help button for
more information on each
parameter.

4 Select the storage folder for
the media.

5 Keep the default setting for
the audio quality.
6 Select the storage folder for
the audio media.
7 Click the browse button
(it has three dots) to select a
folder to hold the master
clips. We selected the
Master Clips folder we
created earlier.
8 Keep the default conversion
settings.

9

Keep the default settings for
the source files.

10 Close the Capture Settings
view.

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Chapter 4 Capturing Material

After choosing your setup, go to Avid Explorer to capture the files.

11 In Avid Explorer, both Show/Hide Panel buttons should be highlighted. If
they’re not, click both to make sure the two panels are displayed.

12 Click the arrow next to
the first Show/Hide Panel
button and select My
System.
The panel updates to
display the folders on
your system.
13 Click the arrow next to the second Show/Hide Panel button and set the second
panel to Project.
The Project panel updates to display the folders for the factory presets and the
project folder.
14 Select your project folder to open the project bin
15 Type the following in the Address line: C:\Program Files\Avid\DS_vX\Media_GetStarted.
Make sure to type in the exact path.

The contents of the
folder is displayed.

16 Click the Details button to see the details of the files.
17 Press Ctrl and select these file types: PICT images (.pic files), QuickTime movies (.mov files), .avi
files and TIFF images (.tif files). Do not select the MXF folder or the Avid File Exchange (.afe) file.

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Capturing from File

18 Right-click one of the selected files and select Capture.
A progress bar appears to show you the status of the capture. Captured files
are placed in the folder you specified in the Capture Settings view.
19 Repeat step 16 and capture the .wav file.
20 In the Project panel, click the name of your project: My First Project. Then click
the folder that you created for the master clips.
The clips you captured are displayed in the bin.

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Chapter 4 Capturing Material

172

Chapter 5

Getting Ready to Edit
Before starting an editing session, it’s important to understand how to organize and
manipulate your clips.
This chapter takes approximately 30 minutes to complete.
•

Editing Layout

•

Previewing Clips

Chapter 5 Getting Ready to Edit

Editing Layout
The Editing layout is where you perform most editing tasks. Once you place clips on the
timeline, you can apply transitions and effects, trim, move, slide, slip, and synchronize clips.
The Editing layout consists of the Source and Record viewers, transport controls, timeline,
NLE Tools toolbar, and timeline navigation bar. The buttons in the view switcher let you
access Avid Explorer and several other views that are handy in the Editing layout.
Editing button

To access the Editing layout:

t

174

If you are not in the Editing layout, click the Editing button in the taskbar.

Editing Layout

NLE Tools toolbar lets you perform general editing tasks, apply
transitions and effects, find and add locators, navigate the timeline,
work with container clips and reference clips, and process and
purge material from the timeline.

Taskbar lets you switch
between layouts.

Avid Explorer lets you explore and
organize clips, sequences, and custom
effects.

Transport controls let you mark in/out-points,
add locators, and control playback of sequences.

Source Viewer
displays the current
source clip.

Record Viewer displays the
frame of the sequence at the
position indicator.

Timeline lets you build
and edit a sequence.

Timeline navigation bar lets you pan the timeline,
zoom in and out on the timeline, step into and out of
container clips, switch between the Source and Record
timelines, select Source/Record, Color Correction,
Trim, or Slip/Slide modes.

Status bar displays the timecode of
selected objects on the timeline and
provides status, warning, error, toolbar,
and active command information, as
well as the global animation controls.

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Chapter 5 Getting Ready to Edit

Related Topics

Working with the Avid Explorer
Source and Record Viewers
Timeline
Transport Controls
Timeline Navigation Bar
Status Bar
Accessing the Default Layouts
NLE Tools Toolbar

176

Previewing Clips

Previewing Clips
The Source viewer lets you view and mark source clips before including them in your
sequence. With a clip loaded in the Source viewer, you can review the clip to find and mark
footage for use in your sequence. You can move through the clip using the navigation keys
on the keyboard or use the transport controls below the Source viewer.

n
n

If you have not yet captured the clips needed for the lessons, see Capturing from File.
Media Composer comparison: If you are using the Media Composer keyboard template, you
will not be able to move the video and audio separately. You must break the sync lock by
pressing the Editing > Sync Lock button on the NLE Tools toolbar.
To preview clips:

1. Drag the Man_Front clip from the bin to the Source viewer (left).
2. Drag the green position indicator under the Source viewer back and forth to preview the
clip.

Position indicator

3. Press Enter to begin playing the clip.
4. Press Enter again to stop playback.

n

Tip: Go to the start of the clip or sequence by pressing the Home key.
You can use the Home, End, and arrow keys on the keyboard to move through footage when
a clip is loaded in a viewer.

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Chapter 5 Getting Ready to Edit

Press this key

To

Home

Go the beginning of a clip or sequence.

End

Go to the end of a sequence.

Left Arrow

Move the footage one frame backward.

Right Arrow

Move the footage one frame forward.

Use the Step buttons under the viewer to play the clip backward or forward in 1-frame or 10frame increments.
1 frame backward

1 frame forward

10 frames backward

10 frames forward

Related Topics

Transport Controls

Using J-K-L Keys for Three-Button Play
The J-K-L keys on the keyboard let you play, step, and shuttle through footage at varying
speeds. This feature, also referred to as three-button or variable-speed play, lets you use
three fingers to manipulate the speed of playback for greater control.
To shuttle through footage using the J-K-L keys:

1. Use the following keys to shuttle at varying speeds:
-

178

Press the L key to move forward through the footage at normal speed.
Press the L
key

To play footage at

NTSC rate

PAL rate

24p rate

2 times

2x normal speed

60 fps

50 fps

48 fps

3 times

3x normal speed

90 fps

75 fps

72 fps

4 times

5x normal speed

150 fps

125 fps

120 fps

5 times

8x normal speed

240 fps

200 fps

192 fps

-

Press the J key to move backward at the same shuttle speed increments as the L key.

-

Hold down the K+L keys for slow forward.

Previewing Clips

-

Hold down the J+K keys for slow backward.

2. To stop shuttling, press the space bar.

Marking In and Out-Points in the Source Viewer
Marking the in and out-points of clips in the Source viewer gives you several advantages:
•

You can play back and mark clips in the bin before loading a single clip, saving several
steps.

•

You can quickly build a sequence by splicing the marked clips into place one after
another.

•

You can use the process of rough-cut or storyboard editing, which allows you to
instantly splice several prepared clips into a sequence—see “Placing Multiple Clips on
the Timeline”.

Even if your marks are not accurate now, you can later trim the edit points and fine-tune the
sequence on the timeline.
Use the transport controls under the Source viewer to mark your clips:
Position bar In-point

Out-point

In
timecode

Mark In

Out
timecode

Mark Out

Position indicator (green)

Duration
timecode

Position
timecode

To mark a clip for use in your sequence:

1. Move the green position indicator under the Source viewer to the desired in-point.
2. Click the Mark In button.
3. An alternate method to move the position indicator to the desired out-point is by
entering the timecode in the P (position) timecode box.
4. Click the Mark Out button.
An in-point and out-point appear in the position bar. If you need to adjust these points,
simply drag them to a new location.

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Chapter 5 Getting Ready to Edit

Creating Subclips
Subclips break up longer master clips into smaller segments of selected footage. When you
mark footage with in and out-points, you can either save over the existing clip along with the
new marks, or you can create new subclips between the in and out-points that you set. The
master clip maintains its original in and out-points.
Unlike master clips, subclips do not directly reference the original media. Subclips remain
linked to the master clips from which they were created.
Instead of placing the marked clip on the timeline, you can first create a subclip from it. This
leaves the original length of the master clip untouched, while a copy of the original clip with
new in and out-points is saved.
Update Thumbnail
Create Subclip

Create Subclip button

To create a subclip:

n

Tip: Before creating a subclip, you may want to place the subclip you’re about to create in a
different file window. To do this, click the Capture Settings button in Avid Explorer toolbar.
In the Capture Settings dialog box, change the Capture Target (Media Capture section)
settings.
1. After you’ve previewed a clip in the Source viewer and marked the in and out-points,
click the Create Subclip button.
2. In the Create Subclip dialog box, type a name for the subclip.

n

You can use the default name, which is the original clip name appended with a number, such
as Man_Front - 001.
3. Click OK.
The new clip is created and saved in the same folder as the original clip.

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Previewing Clips

Related Topics

Media Capture Settings

Changing the Thumbnail of a Clip
It is easier to identify clips in Avid Explorer if you set the thumbnail to display a particular
frame in that clip.
Thumbnails
Update Thumbnail button

To change a clip’s thumbnail frame in the bin:

1. At the bottom of the bin in Avid Explorer, click the Thumbnails button to display your
files as thumbnails.
2. Move the green position indicator to the frame you want to display as the thumbnail
frame.
3. Under the Source viewer, click the Update Thumbnail button to change the thumbnail
frame of the clip.
The thumbnail view of the master clip in the bin updates.
4. Save your sequence. Select File > Save.

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Chapter 5 Getting Ready to Edit

182

Chapter 6

Creating a First Cut
There are several ways to build a sequence. This chapter describes how to place clips on the
timeline to create a sequence.
This chapter takes approximately 45 minutes to complete.
•

The Timeline

•

Working with Tracks

•

Navigating the Timeline

•

Selecting Objects on the Timeline

•

Placing Clips on the Timeline

Chapter 6 Creating a First Cut

The Timeline
The timeline is where you place and edit clips to build your sequence. The timeline displays
all the elements that make up your sequence, such as video and audio clips, transitions, and
effects.
In-point indicates the
starting point when adding
clips to a sequence.

Clip indicates the
location of a clip in the
sequence.

Out-point indicates the
ending point when adding
clips to a sequence.

Timeline ribbon
displays locators,
in/out-points, and
loop markers.

Activeness bar
indicates the
sections of the clip
that will be used in
the final sequence.

Tracks contain the
components of the
sequence.

Edit point lets you
trim the clip.
Position indicator
(blue) shows your
place in the sequence.
Timeline navigation bar lets you pan the timeline, zoom in
and out on the timeline, step into and out of container clips,
switch between the Source and Record timelines, and select
modes (Source/Record, Color Correction, Trim, or Slip/Slide).

n

Media Composer comparison: The concept of activeness is unique to Avid DS Nitris.
Activeness refers to the sections of a clip used in the final sequence. Active frames are
indicated by an activeness bar below a clip.
Related Topics

Timeline

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Working with Tracks

Working with Tracks
There are three types of tracks on the timeline:
•

Audio tracks contain the audio clips and audio container clips of a sequence.

•

Video tracks contain the video clips and container clips that are composited over clips
on the video and background tracks.

•

Background tracks contain the video clips and background/composite container clips
of a sequence.
Timeline controls

Overview area: The white bar (called visible time
span) can be shortened, lengthened, or moved.

Ruler
Timeline ribbon
Timeline effect track

Track
selector
Track
button
Audio track

Video track

Background track

While working with multiple tracks, you can use the Track selector to select, manipulate,
delete, ripple, and patch tracks, as well as scroll and adjust the heights of tracks. You can use
multiple tracks to layer audio effects and sound, or to add video titles and other effects.

n

Media Composer comparison: The ripple feature is unique to Avid DS Nitris. You’ll learn
more about it later on when trimming clips.
You can change track properties, such as the track name or the level of detail at which the
clips are displayed on a track. By default, tracks are numbered sequentially (V1, V2, A1, A2,
and so on) as they are created on the timeline.

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Chapter 6 Creating a First Cut

To show or hide the Track selector:

1. Right-click the overview area and select Display > Display Control Area.
The Track selector is hidden.
2. Make sure to turn the display of the Track selector back on.
Subtopics

Selecting Tracks and Regions of Tracks
Adding, Reordering and Deleting Tracks
Setting the Track Height
Muting Audio and Video Tracks
Setting Tracks to Solo
Related Topics

Track Selector

Selecting Tracks and Regions of Tracks
You can select one or more tracks at the same time. When you select a track, you can
perform editing operations on the entire track. For example, you can select two tracks and
apply a track-based effect by clicking Video Effect from the NLE Tools toolbar and
choosing an effect from the pop-up menu. This effect will be applied over all the clips on the
selected tracks. When you select a region, you can apply edits to a portion of a track.
Track button

To select a track:

t

Click the Track button of a track.
The Track button for the selected track is highlighted.

To deselect a track:

t

Click the Track button of a selected track.
The unselected track button is dimmed.

To select a region on a single track:

t

186

On a video or audio track, drag right or left to select a region.

Working with Tracks

Selected region is highlighted

To select a region on multiple tracks:

1. Drag over a section of the track to select a region.
2. Hold down the Ctrl key and click another track.
The region is highlighted on all selected tracks.

Adding, Reordering and Deleting Tracks
You can add any number of audio, video, or background tracks to the timeline. Video tracks
are grouped at the top of the timeline, and audio tracks are grouped at the bottom of the
timeline. Background tracks are inserted between the audio and video tracks.
You can change the order of the video, audio, and background tracks. You cannot, however,
place a video track below a background track. Also, you can delete any tracks that are no
longer required in the sequence.
To insert a track on the timeline:

t

Right-click the overview area and select Create Video Track, Create Background
Track, or Create Audio Track.
An empty track is added to the timeline.

n

Tip: You can automatically insert a track when dragging a clip from the viewer or Avid
Explorer to the timeline. Simply drag the clip to the timeline ribbon.

Timeline ribbon

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Chapter 6 Creating a First Cut

Track button

To reorder tracks:

t

Drag one Track button over another Track button.

To remove a track from the timeline:

t

Right-click an empty area of a track and select Delete Track.
The selected track is deleted from the timeline.

Setting the Track Height
You can enlarge or reduce the height of the tracks to improve visibility and display more
information within the tracks. You can reduce the track height if you need more space on the
timeline to view other tracks. Increasing the height of the video tracks lets you see larger
thumbnails of your clips.

n

Reducing the track height may hide any effects you have applied on the timeline.
To enlarge or reduce the height of tracks:

t

Press Ctrl and drag the bottom of a Track button to change the height of the track.

Place pointer here

Muting Audio and Video Tracks
If there are several tracks on the timeline and you need to exclude clips from the preview,
you can turn off the audio on selected audio tracks or turn off the video on a selected video
track. When the sequence is played, any video or audio on the tracks that are ‘muted’ are not
displayed or heard.
The settings of the Mute and Solo buttons on each track are saved along with the sequence.

n
188

Muted tracks do not contribute to the final sequence.

Working with Tracks

Mute
button

To mute a track:

t

Click the Mute button on an audio track to turn off the audio.

t

Click the Mute button on a video track to turn off the video.
The Mute button turns red.

Setting Tracks to Solo
When you solo a track, it plays the contents of that track during the preview. Both active and
inactive video clips are displayed in the viewer. With video, you can only solo one track at a
time. With audio, however, you can solo more than one track. Any tracks that do not have the
Solo button activated are not displayed or heard.

Solo button

To solo a track:

t

Click the Solo button of the tracks that you want to preview.
The Solo button turns green.

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Chapter 6 Creating a First Cut

Navigating the Timeline
The timeline has various controls to quickly move through a sequence and adjust your view
of the tracks while editing. The position indicator (the vertical blue line) in the timeline
shows your place in the sequence. Also, the Record viewer displays the frame of the
sequence on which the position indicator is parked.

Selection Mode button

To view the timecode of a clip:

1. To select items on the timeline, you must be in Selection mode.
Click the Selection Mode button just above the status bar. The button should be
highlighted.
2. Drag the Composite clip towards the right on the timeline. Let go of the clip.
The Start and End timecodes boxes on the status bar update.
Position indicator

End

Start

Duration

In timecode

Out timecode

Duration between
in and out

3. Right-click the Track button of the background track (B1) and select Delete Track.

Track button

Subtopics

Using the Scale and Scroll Bars

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Navigating the Timeline

Using the Scale and Scroll Bars
Depending on the length of your sequence, you might not be able to see the entire sequence
on your timeline. Using the scale and scroll bars at the bottom of the timeline, you can pan
the timeline, or zoom in and out to view the entire timeline.
To scale or scroll the timeline:

1 Drag the scale bar to zoom in and
out around the position indicator on
the timeline.

2 Click the arrows or drag the timeline scroll bar to
pan back and forth along the timeline.

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Chapter 6 Creating a First Cut

Selecting Objects on the Timeline
By selecting objects on the timeline, you can move clips to different tracks, view the
properties of a clip, and select a region of a track. The objects you can select include: clips,
effect bars, edit points, regions, markers, and more. But before you can select anything from
the timeline, you must be in Selection mode. If you’re not already in Selection mode, make
sure to turn it on now.
To turn on the Selection mode:

t

Click the Selection Mode button on the timeline navigation bar.
The button is highlighted to indicate that you’re in Selection mode.

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Placing Clips on the Timeline

Placing Clips on the Timeline
You can build a rough cut of your sequence by dragging, inserting, overwriting, and
replacing clips on the timeline. You can only place video clips on video or background
tracks, and audio clips on audio tracks.
Subtopics

Dragging and Dropping Clips
Inserting Clips
Overwriting Clips
Replacing Clips
Related Topics

Workflow: Working with Sequences

Dragging and Dropping Clips
An easy way to place create a rough cut of your sequence is to simply drag clips from the
Source viewer and drop them on an open area in a track on the timeline. If you drop a clip on
the ribbon area, a new track is automatically created to accommodate the clip.

n

If you have not yet captured the clips needed for the lessons, see “Capturing from File”.

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Chapter 6 Creating a First Cut

To drag and drop a clip to the timeline:
1 From Avid Explorer, select the Basket clip and drag it to the Source viewer for
previewing.
2 Mark appropriate in-point and out-points on the clip.
3 Drag the Basket clip from the Source viewer to the V1 video track on the timeline,
and drop it at the beginning of the timeline.
Name of clip

Activeness bar

Edit point

4 Repeat steps 1 to 3 using the Smell clip. Place the Smell clip beside the Basket
clip on the timeline.
5

From the Most Recently Used Items list in the upper-left corner of the Source viewer,
select the Man_Front clip. The clip is displayed in the Source viewer. Mark the in and
out-points and then place the clip on the timeline.
Most Recently-Used Items list

Recent clips

Visible time span (white area)

6

194

Drag the right edge of the visible time span
towards the right to display more of the
timeline.

Placing Clips on the Timeline

Inserting Clips
You can also insert clips on the timeline between other clips. When you insert clips, it
pushes forward any existing clips on the timeline.

n

If you have not yet captured the clips needed for the lessons, see Capturing from File.

Insert Clip button

To insert a clip:

1. Make sure that none of the clips are selected. If one or more clips are selected, a red
border surrounds each clip. Click an empty area of the track to deselect clips on the
video track.
2. Drag the Wake-Up clip to the Source viewer.
3. On the timeline, place the pointer over the ruler and drag the position indicator over the
Smell clip.
4. Using the transport controls under the Record viewer (right), click the Mark In button or
press I to set an in-point.
An in-point maker is displayed on the timeline ribbon.
5. On the transport controls, click the yellow Insert Clip button.
The Wake_Up clip is inserted on the timeline at the location of the in-point marker.

n

Tip: Adjust the visible time span or use the scale and scroll bars at the bottom of the desktop
to adjust your view of the clips on the video track.
Inserted clip

n

In-point

Tip: To undo an insert or any other operation, press Ctrl+Z.
The main Ripple button is deactivated by default. For more information, see “Rippling
Clips”.

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Chapter 6 Creating a First Cut

Overwriting Clips
You can place a clip on the timeline and overwrite a portion of an existing clip on the
timeline using the Overwrite Clip button. This method is more precise than dragging and
dropping clips on the timeline.
Overwrite Clip button

To overwrite a clip on the timeline:

1. On the timeline, drag the in-point marker to the middle of the Man_Front clip.
2. Click the red Overwrite Clip button to place the clip at the in-point and overwrite any
existing clips over the section that it covers.
A section of the Man_Front clip is overwritten by the Wake-Up clip.
In-point

Wake-Up clip
overwrites a portion of
the Man_Front clip.

Replacing Clips
Replacing is a way to place a clip on the timeline and delete a selected clip at the same time.
Replace Clip button

To replace a clip on the timeline:

1. Drag the Clouds clip to the Source viewer.
2. On the timeline, select the first Wake-Up clip.
A red border surrounds the clip.
3. Click the blue Replace Clip button to overwrite the selected clip with the one that is
currently in the Source viewer.
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Placing Clips on the Timeline
A gap is left because the Clouds clip is
shorter than the clip it replaced.

Clouds clip replaces Wake-Up clip.

4. Delete the Wake-Up clip as it is not needed.
5. Select File > Save to save your sequence.

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Chapter 6 Creating a First Cut

198

Chapter 7

Refining the Edit
After you create a rough sequence on the timeline, you can refine your edits to sharpen the
look and improve the relationship between pictures and sound. This chapter describes how
to rearrange, overwrite, and remove material in a sequence. You can also trim the edit points
between clips to fine-tune transitions.
This chapter takes approximately 30 minutes to complete.
•

Rearranging Clips

•

Trimming Clips

Chapter 7 Refining the Edit

Rearranging Clips
After selecting one or more clips, you can rearrange them on the timeline by moving them
along the same track or to a different track. When you move a clip to a new location, blank
space or silence remains in the previous position.

n

If you have not yet captured the clips needed for the lessons, see Capturing from File.
To rearrange clips on the same track:

1. Open Sequence1 if it is not already open.
2. Select the Clouds clip on the timeline. Drag it above the other clips on the timeline and
drop it into its new position between the two Man_Front clips. You should see a gray
shadow representing the clip as you move it.

The Clouds clip is moved
further in time on the
same track.

3. To close the gap between the clips, select the second Smell clip, and drag left until the
gap is closed. Do the same for the remaining clips.

4. Save your sequence.
If Ripple mode is active on the track before you move the clip, then the selected clip is
removed from its previous position and the gap is closed.
Synchronized video and audio clips always move together. If you need to move them
independently, you must unlock them first.
Subtopics

Copying Clips
Removing Clips from the Timeline
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Rearranging Clips

Rippling Clips
Synchronizing Clips

Copying Clips
You can easily make copies of clips on the timeline. When you copy a clip, you do not
duplicate the media on the storage device. Both clips refer to the original media.
To copy a clip:

1. Select one or more clips to copy.
2. Right-click one of the selected clips and select Copy Clip.
3. On the same track, move the position indicator to where you want to paste the clips.
Right-click the track and select Paste.
A copy of the clip appears at the location of the position indicator. The name of the copy
is prefixed by “Copy of...”.
4. To paste the clips on a different track, right-click the desired track and select Paste.
5. To rename the clip, right-click the clip and select Properties.
A property editor displays the properties of the clip.
6. In the Name text box, enter a new name for the clip and close the property editor by
clicking the Close (X) button at the top-right corner.

n

You can use the standard cut (Ctrl+X), copy (Ctrl+C), and paste (Ctrl+V) shortcuts in
Avid DS Nitris.

Removing Clips from the Timeline
You can remove any clip on the timeline. The master clip in Avid Explorer and its media are
not deleted.
To remove a clip:

t

Select one or more clips and press Delete.
The clip(s) are removed from the timeline.

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Chapter 7 Refining the Edit

Trimming Clips
Trimming is the process of fine-tuning the move from one clip to another. Each clip has two
elements that you can select and edit: the trim handles and the edit points. Edit points are
located at the ends of the activeness bar of a clip, or where it transitions to another clip.
There are two ways to trim clips: by directly manipulating the clips on the timeline or by
using the Trim mode.
Trim-in handle
changes the incoming
frame on clip B

Trim-out handle
changes the outgoing
frame on clip A

Activeness bar

Edit points
change edit time without moving clips

To trim a clip on the timeline:

1. Select the edit point between two clips on the timeline.
2. Select a trim handle and drag left or right.
The clip is trimmed.
3. Select and then drag an edit point left or right to see the difference between showing the
trim handle versus its edit point.
The trim handles affect only the selected clip. The edit points affect the point of transition
between the two clips. In either case, you cannot extend the trim or edit points beyond the
length of the actual clip.
Subtopics

Using the Trim Mode
Using Ripple Mode When Trimming Clips

Using the Trim Mode
The Trim mode provides a close-up view of a clip, so you can trim the clip on a frame-byframe basis. The results are the same as if you were dragging the clip’s trim handles or edit
points on the timeline, except there are more tools to work with in Trim mode.

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Trimming Clips

Trim Mode button

To enter Trim mode:

1. Select an edit point between two clips. If you do not select an edit point before entering
Trim mode, the edit point closest to the position indicator is selected for trimming.
2. On the timeline navigation bar at the bottom of the timeline, click the Trim Mode
button.
The Source/Record viewers are replaced with the Outgoing and Incoming viewers and
trim controls.
Outgoing frame

Trim Nudge buttons

Incoming frame

Transition buttons

Frame Offset counters

Transition Alignment button

Transport controls

Transition Duration timecode box

To trim the edit point of a clip:

t

With the edit point selected, use the trim nudge buttons to move the edit point forward or
backward, and trim frames at the selected edit point. As you trim the edit point, the
frames of the clip are hidden or revealed to reflect the new incoming or outgoing frame.

Nudge left 10 frames
Nudge left 1 frame

Nudge right 10 frames
Nudge right 1 frame

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Chapter 7 Refining the Edit

These buttons appear dimmed when there are no more frames available at the head or
tail of the clip.
To review the most recent trim edit:

t

Click the Play Preview button below the Outgoing frame.
A playback loop begins playing in the Incoming viewer. The loop begins several frames
before the transition and ends several frames after, pausing briefly before beginning
playback again.
3. Click the Play Preview button again to stop playing.

To exit the Trim mode:

t

Click the Trim Mode button again.

Related Topics

Entering and Exiting Trim Mode
Trimming Clips in Trim Mode
Understanding Trim Mode

Using Ripple Mode When Trimming Clips
The Ripple mode lets you preserve the integrity of previous edits on the timeline as you
continue making other edits. As you trim clips on the timeline, the Ripple mode allows clips
that follow the edit point to move to accommodate the change.
The following illustrations show how clips are affected when you trim an
in-point with and without the Ripple mode.

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Trimming Clips

Trimming an in-point to the left

Before
Trimming to the left
Ripple mode off
After

Edit point remains
fixed on timeline
Ripple mode on
The following clip(s)
ripple
Edit point moves

n

When trimming a clip with the trim handles, to preserve the integrity of edit points on
subsequent clips, activate the Ripple mode on the timeline.
To enter the Ripple mode:
Ripple button

1 Click the Ripple button to activate the Ripple mode.
The main Ripple button and the Ripple buttons for each track are
activated. You can deactivate the Ripple mode on individual
tracks that you do not want to be affected.

3 Drag the trim handle to the right
or left to trim the clip.

2 Select an edit point to trim.

The trim handle can only be moved
as far as there is extra material
available on the clip.
4 Turn the Ripple mode off.
5 Do NOT save this sequence.

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Chapter 7 Refining the Edit

Related Topics
Rippling Clips
Trimming with the Trim Handles

206

Chapter 8
Applying Effects
Avid DS Nitris offers a wide variety of effects that you can apply to media. This chapter
describes the effects library, the different ways to apply effects, the Effects layout, and
property editors.
This chapter takes approximately 90 minutes to complete.
•

The Effects Library

•

Applying Effects

•

The Effects Layout

Chapter 8 Applying Effects

The Effects Library
The term effect refers to a range of filters, DVEs, keyers, and transitions. Each effect has
several properties that allow for unlimited variations. You can save custom property settings
and use them on other projects.
The effects are grouped into these categories:
Effect categories

Description

3D DVE

Effects that let you create 2D/3D titles, as well as 3D
DVEs.You can apply these effects to clips, tracks, or
trees.

Audio

Effects that let you adjust the output signal of your
audio clip. You can apply these effects to audio clips,
tracks, or mixer strips in the Mixer view.

DVE

Effects that are either a transition from one clip to
another clip or a 3D transformation between layers
in a composite. You can apply these effects to clips,
tracks, layers, or trees.

Image filter

Effects with single inputs that encompass a wide
variety of effects that you can apply to video clips,
tracks, layers, and trees. These include blur, fade-in,
fade-out, and noise, to name a few.

Image transition

Effects with two inputs that let you transition from
one clip to another, such as the dissolve, wipe, fade,
DVE, or crossfade effects. You can apply these
effects between two clips or to trees.

Source generator

Effects that create a clip for you, such as solid or
gradient colors, 3D Warp effects, or patterns. This new
clip is useful as the background for a compositing
session or to create a fade-to-color transition.

Subtopics

Effect Bar Colors
Using the Property Editors

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The Effects Library

Effect Bar Colors
When you apply an effect, an effect bar appears on the timeline in various colors depending
on the type of effect. This makes it easy to identify the different types of effects on the
timeline.
These are the colors you’ll see on the effect bars:
Color

Effect

Blue

Keyer

Gray

Color Correction Classic

Green

Edge and Blur

Light blue

Fade

Light green

Color Correction

Orange

AVX Host

Purple

Graphics

Red

Image and audio

Yellow

DVE and Picture-in-Picture

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Chapter 8 Applying Effects

Applying Effects
There are basically two ways to apply effects:
•

On the timeline: All effects applied on the timeline are based on what you’ve currently
selected, including clips, tracks, or portions of the timeline (called regions), transitions
between clips, as well as the layers and the Effects Tree in the Compositing layout.

•

In the Effects layout: By switching to the Effects layout, you can begin an effects
session with all the tools available in this layout. Although this layout is optimized for
color correction, you can use it for all kinds of video effects.

The following illustration shows the timeline with different effects on clips:
Process button

Track effects

Transition effect

Clip effect

Generated effect

After applying or creating effects, you might have to process an effect to play it in real time.
When the Process button on the timeline turns red, it means that one or more effects on a
section of the timeline require processing. The region that requires processing is highlighted
on the timeline ribbon. For more information, see “Processing Overview” on page 254.

n

Tip: Press Ctrl-click to select multiple effect bars on the timeline.
Subtopics

Applying Effects to Clips
Applying Effects to Tracks
Applying Transition Effects
Applying Audio Effects
Creating a Stack of Effects

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Applying Effects

Related Topics

Understanding Processing
Working with Real-Time Effects

Applying Effects to Clips
Effects applied to individual clips are called clip effects. They are useful when you want to
apply an effect only to one clip on the timeline. Clip effects are attached to the clip, so when
you move or edit it, the effects travel with it.
You can apply an unlimited number of clip effects to a clip; this is called a stack of effects.
You can build complex effects by editing and stacking simple effects. As effects are added,
effect bars are placed on top of one another on the timeline. The effect at the bottom is
processed first, followed by each effect directly above it.
To apply a clip effect:

1. Open Sequence1.
2. Select the first Man_Front clip on the timeline.
You should still be in Selection mode. On the timeline navigation bar, click the
Selection Mode button so you can select objects on the timeline.
3. From the NLE Tools toolbar beside the timeline, click Video Effects > Wipe.

n

Media Composer comparison: When applying effects in Media Composer, you must use the
Effects Palette. In Avid DS Nitris, you can apply effects from different places, such as the
toolbars, pop-up menus, or Avid Explorer.

Alternatively, you can:
t

Drag an effect from a toolbar to the selected clip(s).

t

Drag an effect from Avid Explorer to the selected clip(s).
or
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Chapter 8 Applying Effects

t

Right-click the selected clip and select Add Clip Effect.
The Load Preset dialog box displays the effects in the \Image Effects folder. Select
the Wipe effect and click OK.

n

The address line in the dialog box should be: C:\Program
Files\Avid\DS_vX\DSPresets\Image Effects. If it is not, navigate to the correct folder.

Wipe effect

The Wipe effect is applied to the clip you selected, an effect bar appears over the entire
length of the clip, and the property editor displays.

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Applying Effects

Global controls
Property pages contain
additional properties.
List of options.
Click to turn an option on.
If the box is already
checked, click to turn it off.
Dimmed options
are not available.

Click to display the
calculator.
Drag the scroll bars to view
additional parameters on
the property page.

Animate a specific
parameter.

Text box

Slider area

Subtopics

Using the Property Editors

Using the Property Editors
Whenever you use an effect, you’ll encounter its property editor. The property editor
displays the properties of a selected object or tool, and can have one or more pages of
properties. You can adjust these properties to achieve a desired effect using the text boxes,
lists, options, and sliders. Any values that you change are immediately applied.
There are also global controls for loading, saving, and viewing presets, processing,
animating properties, and previewing clips. Different property editors have different global
controls.
To edit the effect:

1. To see how the Wipe effect looks on your clip, drag the position indicator slowly back
and forth (scrub) on the timeline.
2. In the property editor, adjust the values of the effect by doing any of the following:
t

Click anywhere in the slider area and drag to the right to increase values, or to the
left to decrease them.
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Chapter 8 Applying Effects

t

Press Shift and drag the slider to adjust values slowly.

t

Press Ctrl and drag the slider to adjust values quickly.

t

Click in a numerical text box and circle clockwise with your mouse to increase
values or circle counterclockwise to decrease values.

Drag clockwise or counterclockwise to
increase or decrease values.

3. Click the calculator next to a slider to make calculations.
4. Go ahead and adjust any of the parameters. Click the Help button for detailed
information on each parameter. When you’re done, close the property editor to save the
settings.
5. Save your sequence.
Related Topics
Property Editors

Applying Effects to Tracks
Effects applied to tracks on the timeline, such as the video and audio tracks, are known as
track effects. Track effects are useful when you want to apply the same effect to several clips
on the same track.
You can apply effects to one or more tracks, or to a specific area of a track called a region.
The region of the track that you select can be empty or it can contain one or more clips.
Like clip effects, you can apply an unlimited number of track effects to a track or build a
stack of effects one on top of another to create more complex effects.
To apply an effect to a track:

1. Make sure that no clips are selected on the timeline.
2. Right-click the upper area of the V1 video track.
The entire track is highlighted.
3. Select Add Track Effect from the menu.

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Applying Effects
Upper area of track

The Load Preset dialog box displays the effects in the \Image Effects folder.
4. Select any effect, such as Blur, and click OK.
The effect, in this case Blur, is applied to all the clips on the track and its property editor
displays.
Track effect

5. Close the property editor.

n

Tip: As you add multiple effects, you can insert a cache bar at any point. This lets you
process all effects below the cache bar, so you don’t have to reprocess them as you add more
effects. For more information, see “Creating Caches at Any Level”.
Tip: When you want to change an effect within a stack of effects, be sure to bypass the effects
that are above the effect on which you want to work. This will ensure that the changes are
added before the other effects are applied. For more information, see “Bypassing Effects”
To apply an effect to a portion (region) of a track:

1. Hold down the left mouse button and drag towards the right to select the region of the
track on which you want the effect to be placed.
Selected region

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Chapter 8 Applying Effects

2. Do one of the following:
t

From the NLE Tools toolbar beside the timeline, click Video Effects > any effect.

t

Drag an effect from a toolbar to the selected region.

t

Drag an effect from Avid Explorer to the selected region.

t

Right-click the white selected region and select Add Track Effect. In the Load
Preset dialog box, select an effect and click OK.
An effect bar is applied to the region and its property editor displays.
Effect applied to region

3. Close the property editor and save your sequence.
Subtopics

Applying Effects to the Timeline Effect Track
Creating Clips with Source Generator Effects
Applying Effects to the Timeline Effect Track
The timeline effect track is a track that appears above all the other tracks on the timeline; this
track can only accept track effects. When you apply an effect to the timeline effect track, it
modifies the clips on all the tracks below it. This lets you, for example, place a graphics
effect (such as a title) on the timeline effect track, so that it will be displayed over the
resulting video sequence. You can apply effects to the timeline effect track in the same way
that you apply track effects.
Track effects

216

FX track

Applying Effects

To apply an effect on the timeline effect track:

1. On the timeline effect track, drag to select a region.
Region highlighted for effect

Timeline effect track

2. Do one of the following:
t

From the toolbar, click Video Effects > effect.

t

Drag an effect from a toolbar to the selected region.

t

Drag an effect from the Avid Explorer to the selected region.

t

Right-click the timeline effect track and select Add Timeline Effect. In the Load
Preset dialog box, browse through the folders and select an effect.
The effect is applied to the selected region. The effect’s property editor is displayed
for you to make any adjustments.
Effect bar

n

Tip: If you want the effect to move with the clips below it, click the Ripple button on the
timeline effect track. For more information, see “Rippling Clips”.

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Chapter 8 Applying Effects

Creating Clips with Source Generator Effects
You can create new clips based on a selected region of a track. When you create a new clip,
you can choose from a list of effects (called source generator effects), such as the Solid
Color or Wood Grain effect. These types of clips are useful as the background for a
compositing session or to create a fade-to-color transition.
To create a clip with effects:

1. Add a new video track to the timeline by right-clicking the overview area (directly
above the ruler) and selecting Create Video Track.
Overview area

A new track, labeled V2, appears above the V1 track.
2. On the new track, drag to select a region at the end of the sequence.
Selected region

3. From the NLE Tools toolbar, click Generate > Source Generator Clip.
The Load Preset dialog box displays the available source generator effects.
4. Select an effect. We chose the Marble effect for our example.
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Applying Effects

A clip is created on the track and given the name of the effect, which is appended with
the term “Generated”. The effect’s property editor displays.
A clip created with
the Marble effect.

5. Close the property editor.
6. Save your sequence.

Applying Transition Effects
Transition effects include dissolves, wipes, fades, Digital Video Effects (DVEs), or cuts that
you can apply to or between clips on the timeline. You can apply transitions to the beginning
or end of a single clip, or between two clips.
Transitions on the timeline can be created only when there is extra material available on one
of the clips to accommodate the transition.
To apply a transition effect between two clips:

1. Start a new sequence by selecting File > New > DS Sequence.
2. Drag the Basket and Clouds clips to the video track on the timeline. Leave some space
between the clips.

n

Tip: Use the overview area at the top of the timeline or the scroll bar at the bottom of the
timeline to adjust the view of your clips.

Edit point

3. Select the edit point at the end of the Basket clip.

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Chapter 8 Applying Effects
Trim-out handle

4. Drag the trim-out handle left to trim in by a few frames. Now you’ll have extra material
for the transition.
5. Move the Clouds clip beside the Basket clip.
6. Select the edit point between the two clips.

Edit point

7. From the NLE Tools toolbar, select Transition Effects > effect. We chose the Wipe
effect.
The transition’s property editor displays. The transition is represented as a gradient
below the clip.

Transition

8. Close the property editor.
9. Drag the position indicator back and forth (scrub) on the timeline to preview the
transition.
Related Topics

Applying Transitions

Applying Audio Effects
There is a range of audio effects that you can apply to clips or tracks on the timeline, as well
as on the mixer input strips in the Mixer view.

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Applying Effects

To apply an audio effect on the timeline:

1. Place the FinalMix clip on the audio track.
2. From the NLE Tools toolbar, click Audio Effects > effect. The Dynamics effect is a
good one to try.
3. To view the effect’s waveform, place the pointer at the bottom of the Track button and
press Ctrl. The pointer should now look like a double-pointed arrow. Drag downwards.
The farther you drag, the larger the waveform becomes. It will take a second or two for
Avid DS Nitris to generate the waveform.

n

Tip: You can also Ctrl-drag on the video tracks to see thumbnails of your clips.

Place pointer here

The clip’s waveform

4. Scrub the timeline or click the Play button to hear the result.
5. Close the property editor.
Subtopics

Applying Audio Effects in the Mixer
Applying Audio Effects in the Mixer
The mixer combines the audio signals coming from the audio tracks and routes them to the
mixer output strips. You can assign the channels of an audio track to a specific output strip.
When you add an effect to a mixer input strip, the effect is applied to an entire audio track.

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Chapter 8 Applying Effects

Master Mute button
Solo indicator

Routing View button

Standard View button

Mixer Configuration
Animation controls

Mixer input strips
control volume
from audio tracks.

Mixer output strips
control volume of
sound being output.

Mixer button

To access the mixer:

t

From the view switcher, click the Mixer button.

To add an effect to a mixer input strip:

1. Right-click the effects box of a mixer input strip and select Add Effect.
The Load Preset dialog box displays.

Effects box

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Applying Effects

2. Select an effect from the \Audio Effects folder, such as the Reverb effect.
The effect is applied to the input strip.

3. Double-click on the effect to open the property editor and experiment with the
properties. Play the clip to hear the result. You can also add more audio effects. Click
the Help button for details on all the parameters.
4. Close the property editor when you’re done.
5. Switch back to the viewer by clicking its button on the view switcher.
6. Save your sequence as Sequence2.
Related Topics

Mixer

Creating a Stack of Effects
A stack of effects is simply one effect piled on top of another, which altogether creates a
more complex effect. You can apply an unlimited number of effects to individual clips, the
timeline effect track, and regions on the timeline. Simply keep adding effects and
experimenting with them until you’re satisfied. In the example below, there are stacks of
effects on the video clip and audio clip, as well as on the timeline effect track and on regions
of the video track.
Video and audio clips

Regions of timeline

Audio track

Timeline effect track

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Chapter 8 Applying Effects

The Effects Layout
The Effects layout provides an efficient way of working with video effects. This layout is
optimized for color correction and will automatically load the Color Correction effect when
you first switch to the layout. You can easily change the Color Correction effect for another
effect.
Transport controls let you preview media in the viewer
or play sequences that have been edited on the timeline.

Avid Explorer lets you explore
and organize clips, sequences,
and custom effects within a
hierarchy of folders.

n

View switcher let
you access
different toolsets
or views.

Viewers display three consecutive clips on the
timeline at the location of the position indicator.

Large property editor lets you
adjust the properties of the
selected effect.

Timeline is where you
place, edit, and apply
effects.

If you have not yet captured the clips needed for the lessons, see Capturing from File.

Effects button

To access the Effects layout:

1. Start a new sequence.
2. Place the following clips side-by-side on the video track on the timeline: Smell,
Wake_Up, Clouds, and Basket.
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The Effects Layout

n

Tip: Adjust the overview area so that all the clips are visible on the timeline.
3. Place the position indicator over the Wake_Up clip.
4. From the taskbar, select the Effects button.
By default, the Color Correction effect, with its large property editor, is displayed. A
gray effect bar above the Wake-Up clip on the timeline indicates that the Color
Correction effect is loaded, but inactive. When you edit the values on the property
editor, the effect bar changes to a light-green (active) color.

n

Tip: If there was already a video effect on the timeline that you wanted to edit, select the
effect bar before switching to the Effects layout. Instead of the default Color Correction
effect, the Effects layout will display the property editor of the selected effect.
5. Place the position indicator over the next clip, so you can view sequential clips in the
viewers.
6. Save your sequence as Sequence3.
7. Now is a good time to restore the layout to ensure that you’re using the default settings
in the Effects layout—see “Restoring the Default Layout” on page 134.
8. Restart Avid DS Nitris and open Sequence3.
9. Click the green effects bar to switch to open the effects property editor.
Subtopics

Using the Viewers
Related Topics

Property Editors
Working with the Avid Explorer
Timeline
Transport Controls

Using the Viewers
By default, the viewers in the Effects layout let you see three consecutive clips on the
timeline, making it easy to compare clips. The middle viewer displays the clip that the
position indicator is on in the timeline. The transport controls beneath the viewers let you
preview media in the viewer and play the clips.

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Previous clip

Current clip

Next clip

Position indicator

Next Clip

1 Frame Backward

Previous Clip

10 Frames Backward

Loop

10 Frames Forward
1 Frame Forward

Play

Editing button

To configure the display in a viewer:

1. Move the position indicator over a clip on the timeline.
The middle viewer updates, displaying the clip on which your position indicator is
located. The other viewers also update to maintain the relationship between the
displayed clips.
2. You can change the clip that is displayed on these viewers by selecting an option from
the Source menu.

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The Effects Layout
Source menu

3. Save your sequence.
4. Switch to the Editing layout.
Related Topics

Configure Viewer Display Menu
Transport Controls

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Chapter 8 Applying Effects

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Chapter 9

Working with Effects
Now that you’ve experimented with applying effects and editing the parameters, you will
learn how to select effects from the timeline, open the property editors of effects, and
bypass, view, and animate effects.
This chapter takes approximately 30 minutes to complete.
•

Editing Effects

•

Animating Effects

•

Mix Parameter for Effects

Chapter 9 Working with Effects

Editing Effects
After you’ve applied an effect to a clip or track, you can manipulate it in many ways. You
can copy, move, delete, and trim effects. You can also select multiple effect bars on the
timeline to simultaneously perform such functions as cut, copy, paste, or delete.
To select effect bars:

1. Select File > Open > Sequence and open Sequence1.
2. Click an effect bar.
The selected effect becomes highlighted.
3. To select additional effect bars, hold down the Ctrl key and click the effect bars (if an
effect was already selected, it becomes deselected).
The selected effect becomes highlighted.
4. Copy the effects by pressing Ctrl+C.
5. To paste the effects, select a clip or region on the timeline and press Ctrl+V.
6. Cut the effects by pressing Ctrl+X.
7. To undo, press Ctrl+Z.
8. To deselect effect bars, click anywhere on the timeline.
9. Return to the original sequence by reopening Sequence1. Press Ctrl+O and select
Sequence1.

Opening an Effect’s Property Editor
An effect’s property editor automatically opens when you first apply an effect. By default,
you can only view one property editor at a time, but if you need to, you can view multiple
property editors simultaneously.
To access an effect’s property editor:

1. Do one of the following:
t

Double-click an effect bar.

t

Right-click an effect bar and select Effect Properties.

The property editor of the effect displays.

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Editing Effects

2. To view multiple property editors, click the Lock button at the top-right corner of the
property editor.

Lock button

The property editor of the effect you opened will now stay open when you open other
property editors. As you open each property editor, it appears on top of the previous
property editor.
3. Move the property editor to a different location, so you can see all of them. Placing the
property editors side-by-side lets you compare the values of each effect.
4. Open and “lock” each property editor that you want to view.

n

Tip: You can open the property editor of a transition effect by double-clicking the transition
beneath a clip.

5. Click the Help button for detailed information on the parameters of each effect.
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Chapter 9 Working with Effects

6. Close the property editors when you’re done.

n

If you were switched to a different layout when you opened an effect, then switch back to the
Editing layout.
Related Topics

Title Bar Controls

Moving Effects
You can easily move effect bars to another location on the same clip or track. However,
when you move a clip effect, the movement is restricted to the length of the clip.
To move an effect on the timeline:

1. On the timeline, select a clip or track effect bar.
2. When you see the double-headed arrow, drag left or right along the track.
Double-headed arrow

Copying Effects
If you like a certain effect and want to replicate it, you can copy and paste it to any track or
clip on the timeline.
Subtopics

Copying Effects to Another Clip or Track
Copying Effects to a Section of a Track
Copying Multiple Effects
Copying Effects to Another Clip or Track
To copy an effect to another clip or track on the timeline:

1. On the timeline, select an effect bar and press Ctrl+C.
The effect is copied to the Clipboard.
2. Do one of the following:
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Editing Effects

t

Select a clip to paste the effect on the entire clip (clip effect).

t

Select a track to paste the effect at the location of the position indicator (track
effect).

t

Select a region to paste the effect on the selected region (track effect).

3. Press Ctrl+V.
The effect is pasted on the clip or at the selected point on the track.
Copying Effects to a Section of a Track
To copy an effect to a section of a track:

1. On the timeline, select an effect bar and press Ctrl+C.
The effect is copied to the Clipboard.
2. On the timeline, drag to select a region.
The selected region is highlighted.
3. Press Ctrl+V.
The effect is pasted into the region you selected on the track.

n

When you paste an animated effect into a region that is shorter or longer than the original
effect, the animation is either cropped or scaled depending on the Crop Curves option in the
effect’s property editor.
Related Topics

Trimming Animation
Copying Multiple Effects
To copy and paste multiple effects on the timeline:

1. On the timeline, press and hold down Ctrl and click on each effect bar.
The effect is copied to the Clipboard.
2. Do one of the following:
t

Select a clip to paste the effect on the entire clip (clip effect).

t

Select a region to paste the effect on the selected region (track effect).

3. Press Ctrl+V.
The effects are pasted on the clip or at the selected point on the track.

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Chapter 9 Working with Effects

Reordering Effects
As you add effects, effect bars are placed on top of one another. You can rearrange the order
of clip, track, or timeline effects by using the commands from the pop-up menu of the effect.
The effect at the bottom of the stack is processed first.

n

You can also reorder effects by using the Cut (Ctrl+X) and Paste commands (Ctrl+V).
To change the order of an effect:

1. Right-click a clip or track effect bar, or an effect in the effects box of the mixer input
strip.
2. From the menu, select one of the following:
Command

To

Bring to Top

Move the selected effect to the top of the stack.

Raise

Move the selected effect up one position in the stack.

Lower

Move the selected effect one position lower in the stack.

Push to Bottom

Move the selected effect to the bottom of the stack.

Viewing Effects
Outputting a selected effect to a viewer is useful for seeing how different effects look at the
different stages of production.
You can also use the floating viewer. You can open an unlimited number of floating viewers
to see each effect—see Opening a Floating Viewer.
Reconnect Viewer button (highlighted when selected)

To view effects:

1. Select an effect bar on the timeline.
2. Click the Reconnect Viewer button above the Record viewer (right viewer) to turn on
the view mode.
3. Right-click the Reconnect Viewer button and select an output mode. We chose Current
Selection for our example.
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Editing Effects

4. Move the position indicator to the frame you want to view.
5. Select an effect bar above the clip that you are viewing.
The viewer displays the results of the effect and any other effects below it in the stack.
6. Select another effect to see a different result.
Each effect you select is displayed in the viewer when the position indicator moves to
the selected object.
7. Click the Reconnect Viewer button again to turn off the view mode.
You are not limited to viewing the result of the current timeline in the viewer. Later, you will
learn to work with containers (nested timelines). The Reconnect Viewer will let you select
different levels of the timeline and display their output in the viewer—see “Reconnect
Viewer Menu”.

Bypassing Effects
At times, you may want to see what your clips look or sound like without some of the effects
you’ve applied to them. When you use the reconnect viewer feature and select an effect in a
stack, you also see the results of any effects below it. You can isolate an effect for viewing
by bypassing any effects under the selected effect.
To bypass a clip or track effect:

t

On the timeline, right-click an effect bar and select Bypass.
The effect bar turns a light-orange color. The effect is ignored when you play the track.

To bypass an entire track:

t

Click the M (mute) button beside the track you want to bypass.
The Mute button turns red, and the track is ignored when you play the sequence.
Bypassed effect
(light-orange)

Mute button

Muted track

n

Make sure you deselect the Bypass option before processing your effects or they will not be
applied. For more information, see “Processing Overview” on page 254.
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Chapter 9 Working with Effects

To bypass a layer effect:

t

In the Layers view, deselect Effect Bypass beside the effect you want to bypass.
Effect Bypass option

The effect is ignored when you play the track.
To bypass a strip effect:

t

In the mixer, right-click an effect in the effects box of the mixer input strip, and select
Bypass.

Effects box

The effect is ignored when you play the track.

n

You can also select the Bypass option from the effect’s property editor.
Related Topics

Viewing Effects

Trimming Effects
You can trim clip and track effects interactively using the effect bars or timecodes. When
there is animation associated with an effect, you can crop or rescale the animation. You can
also interactively trim effects in much the same way as you trim clips.

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Editing Effects

To trim an effect using the trim handles:

1. On the timeline, select an effect bar and position the pointer at the left or right end of the
bar.

Trim-in and trim-out handles of a clip

The pointer changes to the trim-in or trim-out handle.
2. Drag the trim-in or trim-out handle left or right, respectively, to trim the effect.

n

If you are trimming a clip effect, you cannot trim out past the length of the clip.
Subtopics

Trimming Effects Using Timecodes
Trimming an Animated Effect
Trimming Effects Using Timecodes
You can change the duration of any effect on the timeline by entering new values directly in
the timecode boxes on the status bar. This is useful when you know the exact position on the
timeline where you want an effect to start or how long you want it to extend.
Start

End

Duration

Position

In

Out

Duration

To trim an effect using timecodes:

1. Select the effect bar that you want to trim.
2. From the status bar, do one of the following in the timecode boxes:
t

Enter the new timecode in the S (start) or E (end) timecode box.
The effect is trimmed according to the new timecodes.

t

Enter the number of frames to trim, followed by a plus (+) or minus (-) sign. For
example, if want to trim 10 frames from the start of an effect, then you can type 10+
in the S timecode box and the start of the effect bar will move forward 10 frames.

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Chapter 9 Working with Effects

Trimming an Animated Effect
When you trim an animated effect, you can either rescale the function curves of the effect or
crop them.
To specify how the animation is trimmed:

1. Open the property editor of the effect that you want to trim.
2. In the property editor, do one of the following:
t

Deselect the Crop Curves option to rescale the function curves.
When you trim the effect on the timeline, the function curves are rescaled in the
animation editor.

t

Select the Crop Curves option.

When you trim the effect bar on the timeline, the function curves are cropped in the
animation editor. On the animation graph, the highlighted area of the function curve
shows the new length of the animated effect.

n

Tip: In an Effects Tree, you can crop the curves of all effects simultaneously using the Crop
Curves option on the Effects Tree property editor. Right-click an empty area of an Effects
Tree, and select Properties to display the Effects Tree property editor.
Related Topics

Workflow: Animating Properties

Adjusting Effect Lengths
You can resize an effect from its beginning or end, such as when you want to adjust the
length of a fade-out from the end of the effect instead of the beginning.
To adjust an effect from the beginning:

1. From the timeline, select an effect bar.
2. On the status bar, click in the D (duration) box, and enter the value to which you want to
resize the effect.
To adjust an effect from the end:

1. From the timeline, select an effect bar.
2. On the status bar, click in the D (duration) box.
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Editing Effects

3. Press the minus (–) key and enter the value to which you want to resize the effect.

Saving Effects
After editing the properties of an effect, you can save them as a preset for work on other
clips, tracks, or regions on the timeline, or even other projects. You can also share presets
with other Avid DS Nitris users. Presets are an efficient way to reuse the same effects or
transitions on other sequences or projects.
You can create presets by:
•

Saving from an effect property page, using the Save Preset dialog box,
or

•

Dragging the thumbnail from an effect’s property editor to a toolbar or to Avid Explorer.
Saving an effect to a toolbar gives you quick access any effects you use frequently.
Save Preset
button

To save an effect through the Save Preset dialog box:

1. Open the property editor of an effect you want to save.
2. Customize the effect by adjusting the parameters.
3. From the property editor, click the Save Preset button in the top-right corner.
The Save Preset dialog box displays.
4. Select the folder in which to store this effect. You can store the effect in the existing
folder or create a folder for your own effects.
5. In the File Name text box, enter a name for your effect.
6. Add any comments to the Comments text box and click OK.
The new effect is added to the folder.
To save an effect to Avid Explorer:

1. Select your project in the Project panel.
2. Right-click an empty area of the bin and select New > Folder.
3. Name the new folder My Presets and open the folder.

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Chapter 9 Working with Effects
Project panel

4. Open the property editor of the effect you want to save. We opened the Wipe effect.
5. Customize the effect by adjusting the parameters.
6. In the property editor, drag the effect’s thumbnail to the folder view area in Avid
Explorer.

Drag the effect’s
thumbnail to the
folder view area.

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Editing Effects

7. In the Save Preset dialog box, give the preset a name, add some comments, and click
OK.
The new effect is added to the folder.
8. Keep the property editor open for now.
To save an effect to a toolbar:

t

In the property editor, drag the effect’s thumbnail to the empty User toolbar beside the
Source viewer.

Effect’s
thumbnail

User toolbar

A button is created for your preset and automatically named.

n

Tip: If you want to give the preset a name, press Shift before dropping the effect’s thumbnail
at the new location.
To apply the preset you created:

1. From the timeline, do one of the following:
t

Select a clip or track.

t

Select a region of a track by dragging.

2. In the User toolbar, click the effect preset you created.
The effect is applied to the clip or region you selected.

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Chapter 9 Working with Effects

If you’ve created a number of presets, such as when color correcting a sequence, you can
quickly apply these presets to the current effect.

n

The effect that you select and the preset you apply to it must be the same effect. Otherwise, a
new effect is created.
To apply a preset to the same current effect:

1. Select an effect bar from the timeline or a node from the Effects Tree.
2. Press Ctrl and click the preset you want to apply.
The preset is applied to the selected effect/node.
To copy a preset/script text from Avid Explorer or Script Editor to a toolbar:

1. Do one of the following:
t

Select a preset from Avid Explorer

t

Select script text from the Script Editor.

2. Drag it to a toolbar.
A button is created for the preset/script.
Related Topics

Using the Toolbars

Substituting Effects
After you apply an effect, you can substitute a different effect or a preset effect. For
example, when you apply an image effect to your clip, such as a blur, its property editor is
displayed. From the property editor, you can load a custom blur effect or modify any of its
properties, and then save it as a new preset.

n

There are a wide variety of effects you can load. Occasionally, you might be restricted to a
specific family of effects, depending on which type of effect you start with.

Load Preset
button
To substitute an effect:

1. Open the Wipe property editor and click the Load Preset button.
The Load Preset dialog box is displayed.
2. Select the Posterize effect.
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Editing Effects

The Posterize effect replaces the Wipe effect and the posterize property editor displays.
Keep the property editor open.

Replacing Effects
Replacing or substituting one effect for another lets you experiment with effects until you’re
satisfied with the look of an effect. You can replace effects on a toolbar, through an effect’s
property editor or, if you’re working on a graphics session, through the graphics property
tree.

n

If the thumbnail of an audio effect is dissimilar to the one you’re replacing it with, then the
audio effect cannot be replaced. You must delete the effect and apply another one.
Subtopics

Replacing a Preset Effect on a Toolbar
Replacing Effects Using the Property Editor
Replacing Effects Using the Graphics Property Tree
Replacing a Preset Effect on a Toolbar
If you’ve saved a preset effect and placed it on a toolbar as a button, you can easily replace it
by just selecting a new effect from the timeline or Effects Tree, or by dragging a thumbnail
from a property editor.
To replace a preset effect on a toolbar by selecting a new object:

1. Select one of the following:
t

On the timeline, select the effect bar, transition, or source generator

t

In the effects tree, select a node.

2. Press Alt and click the preset effect button.
The button is updated with your selection and given a name.

n

Tip: If you want to give the preset a name, press Shift+Alt before clicking the button.
To replace a preset effect on a toolbar by dragging a thumbnail from a property editor:

1. Do one of the following:
t

Timeline: Double-click an effect bar.

t

Effects Tree: Double-click a node.

2. In the property editor that is displayed, drag the effect’s thumbnail to a toolbar button.
The toolbar button is updated.
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Chapter 9 Working with Effects

n

Tip: If you want to give the preset a name, press Shift before dropping the effect’s thumbnail
to the toolbar button.

Replacing Effects Using the Property Editor
You can replace effects through the property editor. For example, if you’ve applied the Blur
effect to a clip, you can replace it by loading the Negative effect in its place.
You can also replace an existing generated clip with another type of generated clip. For
example, you can replace a generated color gradient clip with a marble clip.
Load Preset button

To replace an effect through its property editor:

1. On the timeline, double-click an effect bar to display its property editor.
2. From the property editor, click the Load Preset button.
3. From the Load Preset dialog box, select a different effect.
The effect is replaced by the selected effect. The new effect’s property editor is
displayed.
To replace an effect through its property editor:

1. On the timeline, double-click an effect bar to display its property editor.
2. Drag an effect button from a toolbar and drop it on the thumbnail of a property editor.
The effect in the property editor is replaced by the selected effect. The new effect’s
property editor is displayed.
Replacing Effects Using the Graphics Property Tree
When working in the Graphics layout or the Graphics combo view, you can replace the
following effects in the graphics property tree:
Object

Replaceable effects

Shapes

Brush, Brush Fx, Fill Fx

Titles

Titling Style: Face Fx, Edge Fx, Shadow Fx
Titling Format: Layout, Paragraph, Font

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Editing Effects

To replace an effect in the graphics property tree:

1. In the Graphics property tree, right-click one of the following property buttons:
t

Shapes: Brush, Brush Fx, or Fill Fx

Replaceable effects

t

Titles: Face Fx, Edge Fx, Shadow Fx, Layout, Paragraph, or Font

Replaceable effects

2. From the menu, do one of the following:
t

Select an effect.

t

Select Load, browse through the folders, and select an effect.

The effect you selected replaces the previous effect.
Related Topics

Adding Graphics and 2D Titles

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Chapter 9 Working with Effects

Deleting Effects
If you decide that you no longer want an effect, you can delete it from the timeline. You can
also delete audio strip effects from the effects box of the mixer input strip.

n

Although you can’t delete layer effects, you can bypass them by deselecting the Effect
Bypass button next to the effect button. For more information on layered effects, see
“Applying Effects to Layers”.
To delete an effect on the timeline, do one of the following:

t

Right-click an effect bar and select Delete Effect.

t

Select an effect bar and press Delete.
The effect bar is removed from the timeline.

To delete an input strip effect:

t

In the Mixer view, right-click an effect in the effects box, and select Delete Effect.
The effect is removed from the mixer input strip.

Related Topics

Bypassing Effects

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Animating Effects

Animating Effects
Animation is the change of an object and/or its properties over time. By animating the
properties of an effect, you can control how the effect changes over time. You can animate
an effect, as well as access the animation editor from an effect’s property editor.
The animation editor displays an animation graph from which you can add, delete, or
modify the function curves of animated properties. Once animation is created, you can
process the clip to view the animated frames in real time. You can adjust the animated
properties or remove the animation at any time.
Animation Key button

To animate an effect:

1. Use the transport controls to move to the frame on which you want the animation to
begin.
2. In the Posterize property editor, select the Unlock option.
3. Adjust one or more of the colors to obtain the desired effect.
4. Do one of the following:
-

Click the Animation Key button in the property editor to set a keyframe.

-

Click the Animation button of a specific parameter on the property editor.

The button turns red to indicate that animation is present.
5. Use the transport controls to move the position indicator to the next frame on which you
want to add keyframes. Make some more adjustments to the effect’s property editor, and
set another keyframe.

n

Tip: Depending on the accuracy you need, you can move frame by frame or set larger
intervals between animated points.
6. Continue adding as many keyframes as you need.
7. When you’re done, save your sequence and close the property editor. The next step is to
process the animation to see the effect. You’ll be doing this in the next chapter.
Related Topics

Workflow: Animating Properties
Creating Animation

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Using Presets
A preset is a customized set of properties for an effect. You can use the presets that come
with Avid DS Nitris, or you can create your own by saving the properties that you have
already set and reusing them. Either way, presets let you work more efficiently. Most presets
are in the \DSPresets folder.
You can also use presets in the Graphics layout—see “Using Presets in Graphics”.
Subtopics

Loading and Saving Presets

Loading and Saving Presets
You can load and save presets through the property editors or toolbars.
Load Preset button
Save Preset button

To load or save a preset using a property editor:

1. In the property editor, click the Load Preset or Save Preset button.
2. In the Load Preset dialog box, do one of the following:
t

To load a preset, select a preset.
The property editor displays the properties of the preset you selected.

t

To save a preset, type a name for the preset you’re saving.
The preset you saved appears in the folder in which you saved it.

To load a preset using the toolbars:

1. Select a clip, track, or region to apply the preset.
2. Depending on where you saved your preset, from the NLE Tools toolbar, click Time
Effects, Video Effects, Transition Effects, or Audio Effects, and then select your
preset.
The preset is applied to the clip, track, or region you selected.

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Using Presets

To save a preset using the toolbars:

1. In a property editor, drag the thumbnail to a toolbar.

Thumbnail is
dragged to toolbar.

2. In the Save Preset As dialog box, type a name and description for the preset in the
corresponding text boxes.
A toolbar button is created in the toolbar.

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Mix Parameter for Effects
The Mix parameter gives you the ability to blend the result of the effect with the original
input or with a color. You can use the animation editor to precisely control or modify
the blend.
Subtopics

Mixing Effects to the Input
Mixing Effects to Color

Mixing Effects to the Input
With mix to input you can control the intensity of the effect. It ranges from 100 (the effect is
fully applied) to 0 (the effect is disabled).

n

Tip: You can avoid processing effects for certain time regions by setting the minimum value
to 0 for those areas.
To mix an effect to the input:

1. Apply an effect to a clip.
2. Use the effect’s property editor to edit the clip properties as necessary.
3. On the Masking property page, select Apply, and then in the Mix To box, Input.
4. Using the slider, adjust the Amount.
5. If desired, animate the mix by adjusting the curve on the Timing property page, as
described in “To animate an effect:”.
6. Process the mix.

Mixing Effects to Color
Mixing effects to color lets you fade the result of the effect to any color. It ranges from 100
(only the effect is visible) to 0 (only the color is visible).
To mix an effect to a color:

1. Apply an effect to a clip on the timeline.
2. Use the effect’s property editor to edit the clip properties as necessary.
3. On the Masking property page, select Color from the Mix To box.

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Mix Parameter for Effects

Color swatch

4. Click the color swatch.
5. Use the Color Picker and click anywhere on your screen to select a color.
6. If desired, animate the mix, as described in “To animate an effect:”.
7. Process the mix.
Related Topics

Workflow: Animating Properties
Processing Effects

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Chapter 9 Working with Effects

252

Chapter 10

Processing
Some of the effects in your sequence will require processing. In this chapter, you will learn
how to select an area or effect, and set the most appropriate options for it.
This chapter takes approximately 15 minutes to complete.
•

Processing Overview

•

Processing

Chapter 10 Processing

Processing Overview
Before you can play most of the effects, you will have to process them. When you process
effects, a final image or sequence of images is created and stored in a new media file, called
a cache, so that your source media remains unaltered. During playback, this new cache file is
used instead of the source media.

n

Media Composer comparison: In Avid DS Nitris, rendering is referred to as processing.

Clips without effects point
directly to source media.

Source media

Clip with an effect that
needs processing.

Source media

Cache media

After processing, the generated cache file is
used instead of source media.

Processing is usually needed for video images and graphics. Some video effects do not need
processing as Avid DS Nitris can compute the effects during playback.
When you apply an effect to a clip, the timeline ribbon above it changes color to indicate that
processing is needed. Before the effect is processed, there are three possible colors that may
appear on the timeline ribbon: red, yellow, or green.

254

Processing Overview
Red indicates that the effect
cannot be played in real time and
needs to be processed first.

Yellow indicates that the clip
can be played in real time
and processing is optional.

Green indicates that the clip is
guaranteed to play in real time
and processing is not required.

Process
button turns
red or
yellow.

Timeline ribbon
When the red highlighted area in
the timeline ruler is played back,
the viewer does not show the
resulting image. You will see the
“Processing Needed” message

If you have the Avid DS Nitris DNA workstation, you get guaranteed real-time playback and
output of some real-time effects because of the accelerated hardware in the workstation.
These effects have a green color on the timeline ribbon where they are applied.
If you are not using the Nitris DNA workstation, then all effects are processed with the
Avid DS software. If your workstation has sufficient processing power, many effects can be
computed in real time by the software, allowing you to view the results during playback.
These effects are indicated by a yellow color on the timeline ribbon.
Any effects that cannot be processed in real-time by the hardware or the software will have a
red color on the timeline ribbon. When you play back areas where these effects are applied,
you will see a “Processing Needed” message displayed in the viewer.
The Process button also turns red or yellow to indicate when processing is needed. You can
process effects even if they are real-time effects. When you process effects, a cache is
created with the new processed media. This guarantees perfect playback and output of your
sequence. (Once a cache is created for a given effect, the timeline ribbon above is cleared.
That is, there will no longer be any colored sections.)
Related Topics

Working with Real-Time Effects
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Chapter 10 Processing

Processing
You can process a specific effect, a specific region, or the entire sequence. To work more
efficiently, you can process the more complex effects at different stages in your sequence.
For example, if you have effects nested within a container clip, you can open the container
and process the individual effect instead of processing the entire container clip.
To process an effect:
1 Open Sequence1.

2 On the timeline, select a region or object to process. An object can be a clip, track,
effect, or transition bar.

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Processing
3 Click the red/yellow Process button on the timeline. If the button is not highlighted, open the property editor of
the effect you want to process and click the All button in the property editor.
The Processing Options dialog box displays.
4 Select what needs to
be processed.
Note: You can even
process real-time
effects.

5 Select Minimal for
quicker processing.
7 Set the precision bit
depth to optimize the
processing quality of
the video media.

6 Choose whether you
want to process in
fields or frames.

8 Set the resolution at
which the caches are
created. The lower the
resolution, the faster
the processing times
and the less storage
space used.

9 Select the storage
areas for audio and
video.

10 Click Help for more
details on all the
options in this dialog
box.

11 If you have sufficient space on the storage device,
click OK to begin processing.
12 Save your sequence.

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Chapter 10 Processing

A progress bar appears at the bottom of the desktop to show the status of the process. The
progress bar shows the number of passes, frames, and the estimated time that Avid DS Nitris
will take to process your selection. These passes are based on the number of container clips
and the levels of processing required within the selected region.
Related Topics

Setting the Processing Options

258

Chapter 11

Adding Graphics and 2D Titles
Avid DS Nitris provides you with a set of graphics tools and effects to create original images
or to touch up existing clips without losing the original content. Using these tools, you can
create graphics objects, such as paint strokes and titles.
This chapter takes approximately 30 minutes to complete.
•

Starting a Graphics Session

•

The Graphics Combo View

•

The Graphics Layout

•

Displaying the Safe Action/Title Guides

•

Graphics Property Tree

•

Setting the Drawing Tool Properties

•

Defining Color

•

Creating Graphics and Titles

•

Finishing a Graphics Session

Chapter 11 Adding Graphics and 2D Titles

Starting a Graphics Session
Before creating graphics or titles, you must first decide how the graphics will fit into your
sequence. You can apply graphics as a clip effect or as a track effect, depending on how you
want the graphics and/or titles to appear in your sequence. When you apply graphics to:
•

A clip: The graphics you create exist only on that clip.

•

A region of the timeline effect track: The graphics will appear over all the tracks on
the timeline within that region, despite possible changes to the clips and/or sequences.

•

A region of a video track: The graphics will appear on the region and clips of the video
track.

The following illustration shows the timeline with different effects on clips:
Clip effect

n

Timeline region effect

Track region effect

For more information, see “Global Controls”.

Displaying the Safe Action/Title Guides
The viewer serves as an area to create and arrange graphics and titles. The safe action/title
guides ensure that the graphics you create will be visible on any broadcasting system. The
outer frame defines the safe action area, while the inner frame defines the safe title area.
Graphics button

To display the safe action/title guides:

t
260

Right-click the viewer and select Safe Action/Title.

Starting a Graphics Session

Safe action

safe title guides

To add graphics to a clip:

1. Open Sequence1.
2. Select the first Smell clip from the timeline and move the position indicator over this
clip.
Position indicator over
selected Smell clip.

3. Do one of the following:
t

In the taskbar, click the Graphics button to open the Graphics layout.

t

Ctrl-click the Graphics button in the taskbar to open the Graphics combo view.

A Graphics effect is applied to the selected clip and the Graphics layout or Graphics
combo view displays.
4. Save the sequence and restore the layout to ensure that you’re using the default
settings—see “Restoring the Default Layout” on page 134.
5. Reopen Sequence1 and double-click the purple effects bar over the Smell clip to return
to the Graphics layout.
Related Topics

Applying Effects
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Chapter 11 Adding Graphics and 2D Titles

The Graphics Combo View
The Graphics combo view is a floating view that you can access from many locations in
Avid DS Nitris to perform painting and titling tasks. This view contains all the same tools as
the Graphics layout; however, in the combo view the Editing layout timeline remains visible.
Graphics property tree
displays the properties of a
selected tool or graphics object.

Property editor lets you set and modify
various graphics properties, such as brush
options, paint style, color, and titling style.

Toolbars contain tools for
drawing and manipulating
graphics objects.

Graphics Object view (GOV) displays graphics objects and their
time spans in the current graphics session. You can also select,
trim, move, rename, and delete any of your graphics objects.

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Starting a Graphics Session

The Graphics Layout
The Graphics layout is where you perform painting and titling tasks. You can create graphics
objects, such as text and vector-based strokes, and apply colors, textures, and effects to them.
Once created, you can edit and animate their properties.

Graphics Object view (GOV)
displays graphics objects and
their time spans in the current
graphics session. You can
also select, trim, move,
rename, and delete any of
your graphics objects.

Toolbar
contains
drawing tools
for creating
graphics and
titles.
Graphics property tree
displays the properties of a
selected tool or graphics object.

View switchers let
you access different
toolsets or views.

Viewer displays the output of your sequence at
the location of the position indicator. During a
graphics session, it also serves as an area to
create and arrange titles and graphics objects.

Toolbars contains tools for drawing
and manipulating graphics objects.
Property editor let you set and
modify various graphics properties,
such as brush options, paint style,
color, and titling style.

Transport controls let you
preview media in the viewer or
play sequences that have been
edited on the timeline.

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Chapter 11 Adding Graphics and 2D Titles

Related Topics

Graphics Object View (GOV)
Graphics Property Tree
Property Editors
Source and Record Viewers
Toolbars
Transport Controls
Displaying the Safe Action/Title Guides

264

Starting a Graphics Session

Graphics Property Tree
The graphics property tree displays the properties of a selected tool or graphics object
(stroke or text). Using this tree, you can set the default properties of a drawing tool or edit
the properties of selected graphics objects.

Click the plus sign (+)
to expand the tree.

Additional
properties are
displayed.
Collapsed view

Expanded view

Setting the Drawing Tool Properties
Before you start drawing or creating titles, you should set the default properties of the
drawing tool that you will use. The properties are immediately applied to any objects you
subsequently create. Click the name of a graphic tool to see or modify its properties. Click
the graphic tool icon, or right-click the name, to see other options.
When you select a drawing tool, the “Current Tool” name appears above the graphics
property editor. Any properties you now set will become your default drawing properties for
that tool.
If you select an existing graphics object from the viewer, “Selected Object” appears above
the graphics property tree. Any properties you now set will apply only to the selected
graphics object(s).

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Chapter 11 Adding Graphics and 2D Titles

To set the drawing tool properties:
Drawing tools
Text tool

1 Select a drawing tool for graphics or the text tool for titles.

2 At the top of the graphics property tree, click
the name of the drawing tool you chose.

3 In the property editor that appears, set the properties
for the tool.
Note: Not all tools have an associated property editor.

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Starting a Graphics Session

Defining Color
In Avid DS Nitris, color is considered to be an effect, called Color Blend, that you can apply
to an image using the brush or fill properties of a stroke, or to the face, edge, or shadow
properties of a title.
To define colors, you can pick a color from the palette or the color wheel in a property page,
or use the color picker to select a color from an existing image.
For graphics...

For titles...
1 Click one of these to open
the Color Blend property
editor.

2

Define a color by
selecting one from the
palette, or...

Click the Pick
button and select
a color from the
image in the
viewer.

3 Select other properties from the property tree, and define their colors.

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Chapter 11 Adding Graphics and 2D Titles

Creating Graphics and Titles
The graphics toolbar includes the following tools.

Pick tool
Freehand tool
Rectangle tool
Edit shape (Bezier)
Text tool
Rotate
Skew
Magic Wand
Eraser/Scratch Removal

Polyline tool (Bezier)
Ellipse tool
Reshaper (Points)
Insert Cursor
Scale
Duplicate
Tracker
Reset All

Properties

When you first paint or create titles in the viewer, the graphics are displayed with the default
properties. After creating graphics, you can select and edit them to change individual
properties.
To create graphics or titles:

After selecting a drawing tool and adjusting its properties in the graphics property tree, use
any of the following in the viewer:

268

t

Polylines: click to create line segments. Press Esc to end the polyline or Ctrl to close the
polyline.

t

Freehand strokes: drag to create a freehand stroke. Once you release the mouse or pen,
the stroke is complete.

t

Rectangles and ellipses: Drag to create a rectangle or ellipse. To maintain the aspect
ratio, press Shift and drag.

t

Titles: Click to create a text box and type in the text for your title. Press Esc when
you’re done.

Starting a Graphics Session

Draw a stroke

Type in text

The graphics toolbar contains additional tools for editing graphic elements. In addition, the
GFX1 through GFX4 toolbuttons open other graphic toolbars for editing and ordering
graphics.

GFX1 though GFX4 toolbuttons

Subtopics

Using the Graphics Object View (GOV)
Changing the Properties of Objects

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Chapter 11 Adding Graphics and 2D Titles

Using the Graphics Object View (GOV)
Each graphic in the viewer and its time span is represented by a corresponding object in the
Graphics Object View (GOV). The most recently created object is on top. This lets you
clearly see the timing relationships between all the objects in a graphics session and gives
you the ability to manipulate them in the GOV.
A graphics session is the time span over which graphics objects appear; it is created when
you:
•

Switch to the Graphics layout or Graphics combo view.

•

Apply the Graphics effect to a clip or track.

Once you’re created graphics objects, you can select, delete, move, and trim (in time) them
in the GOV.
To access the Graphics Object View:

t

Select View > Multi-Instance Views > Graphics Objects (GOV).
The Graphics Object View and the current graphics session are displayed.
Graphics Object View
Dark gray area represents length of
current graphics session.

Click to select graphics objects. Objects are named
by their shape and numbered sequentially.

270

Using the Graphics Object View (GOV)

Related Topics

Graphics Object View (GOV)

Changing the Properties of Objects
After creating a graphics object, you can edit any of its properties. However, you must first
select an object before you can move it or edit its properties or shape. When you select an
object, the graphics property editor displays the properties of that object.
Select button

To edit a graphics object:

1. From the Tools toolbar, click the Select button.
The graphics object you last created is automatically selected.
2. To select a different object, click an object in the viewer or GOV.
Press Shift to select multiple objects.
In the viewer, a yellow bounding box surrounds each selected object. For a single object,
or if all graphic objects have the same properties, the graphics property editor displays
the properties. For multiple graphic objects that do not share properties, the editor
remains blank.
In the GOV, selected objects are highlighted in yellow.
3. Use the graphics property tree to edit the properties of the stroke or title.

n

When you edit titles using the graphics property tree, the changes you make are applied to
the entire contents of the text body.
To edit the individual letters in a text body, select the text body, click the Edit Text button in
the Tools toolbar, and then select the letter(s) or word(s) you want to edit.

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Chapter 11 Adding Graphics and 2D Titles

Finishing a Graphics Session
Once you’ve finished creating graphics and titles, you can process and then switch to any
other layout. For more information, see “Processing Overview” on page 254.
Timeline button

To process graphics:

1. From the view switcher, click the Timeline button. In the Graphics layout, the view
switcher is a vertical bar in the middle of the desktop.
The timeline is displayed.

Process button

Highlighted section of timeline
ribbon indicates unprocessed
area of the sequence.

2. In the timeline controls, click the Process button.
3. In the Processing Options dialog box, select the appropriate options.
4. Click OK to begin processing.
Once the effect is processed, you can scrub the clip to see the graphics or titles you
created.
5. Save your sequence.
Related Topics

Processing Overview

272

Chapter 12

Outputting a Sequence
Outputting a sequence is the process of converting the digital media of your sequence into
one of several output formats. You can output a sequence to tape, to a single file, to a series
of files, or as a QuickTime movie.
This chapter takes approximately 20 minutes to complete.
•

Outputting to Tape

•

Outputting to File

Chapter 12 Outputting a Sequence

Outputting to Tape
When outputting to tape, you’ll be using the Output tool to record a sequence to a videotape
deck.
Before you output to tape, do the following:
•

Make sure your deck and the Avid DS Nitris system are correctly connected.

•

To ensure fluid output, process all your effects, including any real-time effects. For more
information, see “Processing” on page 256.

To output to tape:
1 Open Sequence2.
2 Select View > Single-Instance Views > Output Tool.

3 Select the material
to output.
4 Click the To Tape
button.
5 Select the external
device and click
the Check button.
6 Set the Edit
Mode to Auto.
7 Select the tracks
you want to
output.

8 Set the
Timeline/Deck
button to Deck.
9 Specify video output settings,
downconvert parameters, and
sync source.

Related Topics
Outputting to Tape
274

10 Use the transport controls to set the inpoint where you want to start recording.
11

Click the Insert/Auto button to start
recording.

Outputting to File

Outputting to File
The Output Tool also lets you output a sequence as a single file (such as a QuickTime
movie) or as a series of files (such as a sequence of DPX files). Avid DS Nitris supports a
wide range of video and audio file formats.
Now you’ll output your composite image to a graphic file.
To output a sequence to file:
1 Open Sequence4.
2 Select View > Single-Instance Views > Output Tool.
3 To output the sequence, select the Entire Sequence option.
To output a frame or series of frames, set in and out-points on the timeline,
and select the Sequence In/Out option.
4 Click the To File button.

5 Select the file format.

6

Select a standard
frame size or specify
a custom size.

7 Select the file
compression
(if applicable).

8 Select the Preserve Alpha option if the sequence includes
an alpha channel that you want to keep and the format
supports alpha.

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Chapter 12 Outputting a Sequence

9 Click the Output button at the top-right corner to start the
export.
The Export to File dialog box displays.

10 Type a file name.

Related Topics
Output File Formats
Outputting to File

276

11 Click the Save
button.

Chapter 13
Compositing
This chapter describes the ways in which you can layer two or more images to create a new
image. This is known as compositing.
This chapter takes approximately 60 minutes to complete.
•

About Compositing

•

Compositing Methods

•

Creating a Basic Matte

•

Simple Track Compositing

•

Using Composite Container Clips

Chapter 13 Compositing

About Compositing
Compositing is the layering of clips or images to create a new integrated image called a
composite. The underlying layers in a composite are only visible if your clip has a matte; a
grayscale image that lets you isolate and protect specific parts of an image.
If an image already has a matte (called an internal matte), it is stored in its alpha channel.
The alpha channel is one of the four components of an image: R (red), G (green), B (blue),
and A (alpha). If an image does not have a matte, you can create one or use a matte from
another image (called an external matte).

n

If a clip has a matte you want to use, you can simply import the alpha channel when
capturing a clip.
In Avid DS Nitris, foreground images are composited over a background image using a
matte from the foreground image’s alpha channel.
Foreground image

+

=

Background image

Matte in alpha channel of
foreground image

278

Foreground image composited
over background

Compositing Methods

Compositing Methods
In Avid DS Nitris, there are three methods that you can use to create a composite, depending
on how complicated your composite will be. Before you begin compositing, you should
know which clips you want to use and how you want to composite them.
In this chapter, you’ll learn how to create mattes, and perform composites using three
different methods.

Method 1: Simple track compositing
lets you use the video and background
tracks to composite images. You can add
as many video tracks to the timeline as
needed.

Method 2: Composite container clips
let you create multiple layers and
composites that can contain tracking,
external mattes, or animation. You can
also apply effects, such as color
correction, DVEs, graphics, and keyers to
each layer and blend composite
operations between layers and mattes.

Clips on video tracks feed into layers
in the Layers view.

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Chapter 13 Compositing

Method 3: Effects Trees are useful when
you want to reuse the treatment of an
element repeatedly within a composite. In
an Effects Tree, you can apply any
combination of image effects. This lets you
combine multiple images on one layer,
which serves as the input to the layer
above it.
Note: Effects Trees are an advanced topic
that is discussed in detail in the
Compositing and Graphics section—see
“Using the Effects Tree to Composite”.

Related Topics

Using the Effects Tree to Composite

280

Creating a Basic Matte

Creating a Basic Matte
A matte is a grayscale image that defines the transparency of an image when it is composited
over another image. In Avid DS Nitris, there are several ways to create mattes.
Subtopics

Viewing the Alpha Channel
Keying out the Blue Background

Viewing the Alpha Channel
Before creating a composite, you should determine whether the clip already has a matte. A
quick way to check whether a clip has a matte in its alpha channel is by using the Viewer
Alpha Full button above the Record Viewer.
The alpha channel is one of the four channels (or components) of information that is
contained in each pixel of an image. This channel specifies the transparency of each pixel,
allowing portions of the foreground image to reveal or block out the background image
when two images are composited.

n

If you have not yet captured the clip needed for this lesson, see Capturing from File.
To view the alpha channel of a clip:

1. Open a new sequence.
2. Place the Rectangle clip at the beginning of a video track on the timeline.
3. Move the position indicator over the clip, select the clip and click the Viewer Alpha Full
button above the Record viewer.
The matte is displayed in the alpha channel of the clip. It is displayed as a grayscale
image. By default the viewer displays the matte opacity at 100%. You can select the
percentage of the matte opacity by right-clicking the Viewer Alpha Full button.
If a clip does not have a matte in its alpha channel, the entire channel would be white.

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Chapter 13 Compositing

4. Click the Viewer Alpha Full button again.
5. Delete the Rectangle clip.

Keying out the Blue Background
Keying is an easy way to create a basic matte from a color in a foreground clip. You can
create a key based on the HLS, YCbCr, or RGB color values, or on luminance values.In the
following example, you’ll be using the Blue-Green Keyer effect to create a matte based on a
blue background color. You’ll learn how to create a matte for a musician who was filmed
against a blue screen.
To create a basic matte:

1. Right-click the overview area of the timeline and select Create Background Track.
Overview area

A background track appears under the V1 video track.
2. Place the Musician clip at the beginning of the V1 video track.
3. Place the GiantWide-Bckg clip at the beginning of the B1 background track.
4. Select the Musician clip and view the alpha channel.
Notice that the clip has no matte. Therefore, you cannot successfully composite this clip
over the background clip.
282

Creating a Basic Matte

5. Click the Viewer Alpha button to see the musician in the viewer.
6. Apply the Blue-Green Keyer effect to the Musician clip.
The Blue-Green Keyer property editor displays.
7. Click the Pick Key Color button.
The cursor changes to an eyedropper cursor when you move it over the viewer.

Eyedropper cursor

8. In the viewer, click the blue background color.
Now you can see the background image in the viewer. In the property editor, the color
you chose is displayed in the color swatch beside the Pick Key Color button.

9. In the property editor, select the Output Matte option to see the grayscale matte you
created.
Transparent area is keyed out.

Opaque area is the foreground image
that to be uses in the composite.

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Chapter 13 Compositing

To make sure that the white foreground is completely white and the black background is
transparent, you must clean the matte. The following procedure shows you how to do a
simple clean-up.
To clean the matte:

1. Select the Matte property tab and make sure that the Output Matte option is still
selected.
2. In the Map box, adjust the Pick BG (background) slider until you get a solid black color
background in the viewer. This will make the background that you have keyed out
completely transparent and ready for compositing over another clip.
3. Adjust the yellow Pick FG (foreground) slider until you get a solid white color in the
foreground. This removes all semitransparent areas, ensuring that the foreground image
is completely opaque.
4. To view the result, deselect the Output Matte option.

n

Tip: If you make a mistake, press Ctrl + Z to undo. If you’re not satisfied with the matte, you
can redo the entire procedure by clicking the Reset button.
To bypass the keyer and view the original clip, deselect the Output Matte and Apply Key
options on the Key property page.
5. Delete the clips on the timeline.
6. Delete the B1 background track.
Related Topics

About Keying
Using the Blue-Green Keyer
Fine-tuning the Matte

284

Simple Track Compositing

Simple Track Compositing
Simple track compositing on the timeline lets you use an unlimited number of video tracks
in the Editing layout to create quick and simple composites. As you add clips to the tracks,
the result is displayed in the viewer. Remember, the overlaid clip must contain a matte in its
alpha channel for the composite to display in the viewer.
If your clip does not have a matte, you can create one. You will learn how to do this later in
this chapter.

Tracks are composited in the order in which
they appear in the timeline. The topmost video track
is the top layer in the composite.

On the timeline, you can add, remove, or reorder video tracks, as well as hide one or more
tracks to see the impact of each video track independently—see “Working with Tracks” on
page 185.

n

If you have not yet captured the clips needed for this lesson, see Capturing from File.
To create a composite on the timeline:

1. Place the Circle clip at the beginning of the video track. This will be the bottom-most
layer of your composite.
2. Right-click the overview area of the timeline and select Create Video Track.

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Chapter 13 Compositing

Overview area

Timeline
ribbon

A new video track appears on the timeline above all the other tracks.
3. Place the Rectangle clip at the beginning of the new video track.
4. Drag the Triangle clip to the beginning of the timeline ribbon.
A track containing the Triangle clip is automatically created at the top of the timeline.

The clip on this track is composited
on top of the clips that fall within the
same time span on the tracks below.

The result of composite
corresponds to the video tracks and
the order of the layers.

5. Place the position indicator over the clips to view the result in the viewer.
6. Save as Sequence4.

n

Tip: If you have a clip on a video track and no clips on the video tracks below it, you can
force the overlay to use the matte of the clip, so that it is composited over black. To do this,
select the Force Premultiplied Output option from the Sequence Preferences dialog box.
This behavior is similar to the Force Premultiplied Output command in the Layers view.
Related Topics

Working with Effects

286

Using Composite Container Clips

Using Composite Container Clips
Working with layers in the Compositing layout lets you create complex composites that can
contain tracking, external mattes, or animation. It is where you organize multiple layers of
video clips and images. When compositing with layers, you are actually working within a
composite container clip as soon as you switch to the Compositing layout.
Layouts are customizable; you can add, remove, reposition, and resize most of the elements
in a layout. You can also create custom layouts from scratch. You can rearrange the views on
the desktop, or add new views and toolbars.
You can also create an Effects Tree in which you can add multiple clips for compositing and
multi-input effects.

Layers view is where you add clips and
establish the order of clips that are placed on
the composite container clip timeline.

Avid Explorer is where you can
drag and drop clips to the Layers
view, the composite container clip
timeline, and the Effects Tree.

Viewer displays the output of your sequence
at the location of the position indicator.

Effects Tree is where you can
drag and drop input images and
effect nodes. It is mostly used for
complex compositing operations.

Composite container timeline
holds all clips in your composite.
You can also drag clips here.

A composite container clip lets you focus on the clips that you want to composite. When you
create a composite container clip, you get a new timeline for layering clips on the video
tracks of the Compositing layout. When you close the composite container clip, the result is
displayed as a single clip on the timeline in the Editing layout; this is the top timeline.
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Chapter 13 Compositing

You can reopen a container clip at any time to add, modify, or delete its contents. You can
also apply effects on individual clips, as well as the entire composite container clip.
Compositing button

To create a composite container clip:

1. Make sure the position indicator is placed over the clips on the timeline.
2. From the taskbar, click the Compositing button.
A composite container clip is automatically created and the Compositing layout is
displayed. Two new buttons appear at the bottom of the taskbar; the top button lets you
switch back to the top timeline in the Editing layout and the button beneath it represents
the composite container clip that you are now working in.
Go to Top Timeline
Container clip

3. All three clips are now in your composite container clip.

n

The content of the composite container is based on where the position indicator is on the
timeline when you switched to the Compositing layout. If it is over a clip(s) on the timeline,
this clip becomes the first layer. If the position indicator is over a transition, both clips
become part of the composite.
To close a composite container clip:

t

From the taskbar, click the Go to Top Timeline button at the lower end of the taskbar.
The current container clip is closed and the top timeline is displayed.
All composited clips are represented as a single container clip on the top timeline. To
make any changes to the composite, reopen the composite container clip.

Composite container clip on the
top timeline in the Editing layout.

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Using Composite Container Clips

To reopen a composite container clip, do one of the following:

t

Click the Container Clip button of the composite container clip on the timeline.

Container
Clip button

t

Double-click the container clip to open it.

t

Place the position indicator over the container clip and click the Compositing button on
the taskbar.
The composite container clip opens and the Compositing layout displays the contents of
the container clip.

n

Tip: If you notice unexpected results with your composited images, such as dark areas
around the edges, it may be due to the premultiplication setting. For more information, see
“Compositing with Premultiplied Images”.
Subtopics

The Layers View
Applying Effects to Layers
Viewing the Results of Composited Layers
Related Topics

Working with the Layers View
Using the Result Area
Using Composite Container Clips
Composite Container Property Editor
Applying Effects to Layers
Compositing with Premultiplied Images
Simple Track Compositing
Using Composite Container Clips
Using the Effects Tree to Composite

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The Layers View
The Layers view in the Compositing layout lets you apply animation, tracking, or external
mattes to your layered clips. You can also change the order and appearance of the
composited clips.
You can do the following for each layer:
•

Apply the Color Correction, DVE, Graphics, and Keyer effects.

•

Apply one or more external mattes to individual layers.

•

Apply compositing and blend operations between the RGB and alpha components of
adjacent layers. This is an advanced topic that is not covered in this guide.
Layers view

Result
area

Layers

Animation controls

In this example, the layers were automatically created from the clips on the top timeline. You
can, however, drag and drop other clips for your composite from Avid Explorer to the
timeline, or to the Layers view.

n

If you have not yet captured the clip needed for this lesson, see Capturing from File.
To create and view layers:

1. Drag the Clouds clip from Avid Explorer to an empty area at the top of the Layers view.
A layer is created and a track is automatically created on the timeline. The clouds,
however, are obscuring the shapes.
2. To rearrange the layers, drag the Clouds layer and place it at the bottom of the layers.

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Using Composite Container Clips

Layer button

Clouds appear behind the shapes.

n

Tip: If you notice unexpected results with your composited images, such as dark areas
around the edges, it may be due to the premultiplication setting. For more information, see
“Compositing with Premultiplied Images”.
Related Topics
Compositing
Result Area
Result Area Menu
Working with the Layers View
Using External Mattes in the Timeline and Layers View
Applying Blending Operations in the Layers View

Applying Effects to Layers
When you apply an effect to a layer, it affects the duration of all material on its
corresponding track on the timeline. You can bypass an effect to view the composite without
the effect. For more information, see “Bypassing Effects” on page 235.
You can apply four types of effects on each layer: Color Correction, DVE, Graphics and
Keyer. Applied from bottom to top, the effects on each layer work on the original image and
are independent of each other.
Color correction
DVE
Graphics
Keyer

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At processing time, the image is processed on the results of the preceding effect.
To apply an effect to a layer:
The final composite

1 Select the layer on which
you want to apply an effect.
Note: When you select a
layer, an Effects Tree
displays in the area below
the layers. Each layer has its
own Effects Tree.
2 To apply an effect, select one
of the options and click the
button beside it.

The Key and DVE effects
open a property editor.
The CC and Gfx effects
switch to the Effects and
Graphics layouts
respectively.
Tip: You can also open the
floating Graphics combo
view by pressing Ctrl and
clicking the Gfx button.

3 Use any open property editor to edit and animate
the effect. If you were switched to another layout,
switch back to the Compositing layout by clicking
the Compositing button on the taskbar.
4 Close any property editors that were displayed.
5 Save your sequence.

Viewing the Results of Composited Layers
The viewer displays the resulting composite of all the layers. You can view each layer
independently of the other layers by soloing or muting layers.
When you solo a layer, only that layer is displayed in the viewer. Soloing a layer has no
effect on the processed result, which is useful when you want to view one layer without
seeing the effects from other layers. You can only solo one layer at a time.
If there are several layers in your composite and you want to preview two or more layers and
not the others, you can mute them. When these layers are muted, they are not displayed in
the viewer. Muted layers are not included in the processed result either.

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Using Composite Container Clips

To mute or solo a layer in the Layers view:

t

Click the Mute or Solo button on a layer.

Mute button
Solo button

Depending on your viewer’s settings, the corresponding layer’s RGB or alpha channels
are displayed in the viewer.
To solo a layer on the timeline:

t

n

Click the Solo button on a video track on the timeline.

Keep in mind that as you add layers when the Force Premultiplied Output option is ON, they
are always composited on top of a black layer, which is under the bottommost layer. This is
helpful when you want to composite one layer over black. For more information, see
“Compositing Clips over a Black Background”.
Related Topics

Using the Result Area
Using Composite Container Clips
Working with the Avid Explorer
Working with the Layers View
Timeline
Transport Controls
Using the Result Area
The result area at the top of the Layers view displays the final composite of all your layers
and Effects Trees. There is a thumbnail for the RGB and alpha channels, so you can see the
resulting image and matte separately.

RGB thumbnail

Result Alpha thumbnail

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You can hide the result area if you need more working space. As an option, you can view the
output of the result area in a separate floating viewer. This lets you view the output of your
effect.
To use the result area:

t

294

Right-click the result area and select one of the following:
-

Display Result Area to show or hide the result area.

-

Open Viewer to view the output of the result area in a separate, floating viewer that
you can reposition anywhere on the desktop. Close the viewer when you’re done.

Chapter 14
Conforming
Avid DS Nitris provides you with additional tools to finish projects that were created on
other Avid editing systems, such as Media Composer. If your original media is stored on a
shared storage device, such as an Avid Unity MediaNetwork system, Avid DS Nitris links
directly to the media, so that you have immediate real-time playback.
You can use one of several file formats to transfer the sequence or project, and create logged
clips. In Avid DS Nitris, you can later recapture the clips in an uncompressed or HD format,
and you’re ready to add the final touches to complete the project.
This chapter takes approximately 45 minutes to complete.
•

Methods for Conforming

•

Conforming a Project

Chapter 14 Conforming

Methods for Conforming
Conforming is the process of bringing a project from an offline environment into
Avid DS Nitris, so you can continue the editing process. Avid DS Nitris supports a variety of
conforming file formats.
Edit Decision Lists (EDLs) have long been the standard for conforming an offline session.
An EDL is a detailed list of the edits contained in a sequence, including all the timecode and
supported effects information. EDLs work well, but they are limited by the amount of effects
information that can be transferred.
Open Media Framework (OMF) was developed to allow users to transfer edit information,
as well as many effects from the offline to the online session. Although OMF is more
powerful than EDLs, it still has some limitations.
As a result, a new format was developed called Advanced Authoring Format (AAF). AAF
was built on the strengths of the OMF format and was designed to avoid its limitations.
Avid DS Nitris supports the AAF format for conforming single clips or simple sequences.
Avid File Exchange (AFE) files expand on the AAF technology to let you recreate
complete projects, including all bins, edit information, and a wide variety of effects. You can
use an AFE file to link to the media captured during an offline session. If your original
media is stored on a shared storage device, such as an Avid Unity MediaNetwork system,
Avid DS Nitris links directly to the media for immediate real-time playback.
For the latest information on the conform process, such as which versions of Avid editing
products are supported and the level of support for effects and titles, consult the
Avid DS Nitris Conform Table, which is available on the Avid DS Support Center web site
and the Avid Knowledge Center.

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Conforming a Project

Conforming a Project
Projects offlined on an Avid editing system, such as Media Composer, can be totally
recreated in Avid DS Nitris using the AFE file format. After exporting your Media
Composer project as an AFE file, you can move the clips or sequences directly onto the
Avid DS Nitris timeline. AFEs bring over a wide variety of effects. If your original media is
stored on a shared storage device, such as an Avid Unity MediaNetwork system,
Avid DS Nitris links directly to the media, so that you have immediate real-time playback.

n

Avid DS Nitris will link to source media in the original project only.
You can practice the conform process by using the supplied sample project. The project
includes a 7-second sequence, which is composed of three video clips, two audio tracks, a
dissolve, and a picture-in-picture effect (DVE). The sequence was created on Avid Xpress
Pro using DV25 MXF media. Information about the sequence was exported in an AFE file.
The Material Exchange Format (MXF) is an industry-standard container format that
encapsulates both media and production metadata into a single file. MXF is supported as a
common file format on Avid DS Nitris and other Avid applications, making it easier to share
projects and media.
You’ll be copying the media files to your media storages. This is one way to perform a
conform; other ways include sharing media over an Avid Unity system or importing an AFE
file and recapturing.

Defining Your Storages
Before you conform the project, you’ll need to define the storages for the MXF files.
To create folders for your MXF files:

t

Open a Microsoft Explorer window and create the following folders either on your local
storage, or on an Avid Unity storage that you are sharing with other Avid systems:
-

\Avid MediaFiles\Video Storage

-

\Avid MediaFiles\Audio Storage

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Chapter 14 Conforming

To copy the MXF media:

1. Open another Microsoft Explorer window and navigate to this folder: C:\Program
Files\Avid\DS_vX\Media_GetStarted\MXF.

Audio files
Video files

2. Copy the two audio files to the \Avid MediaFiles\Audio Storage folder.
3. Copy the four video files to the \Avid MediaFiles\Video Storage folder.
4. Close both Microsoft Explorer windows.
Next, you will point your workstation to these folders by configuring a storage connection in
Avid DS Nitris.
To add MXF storage to your media indexing service:

1. In Avid DS Nitris, select Data Management > Configure Storages.
The Media Storage Configuration - Current Project dialog box displays the media
indexing services that are configured for your workstation.

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Conforming a Project

Select your
workstation’s
media indexing
service.

Click to add
storage areas
to the
selected
indexing
service.

2. Select your workstation’s media indexing service, and click the Change button.
The Media Indexing Service dialog box is displayed.

3. Leave the workstation name as is and click the Change button.
The list of storage areas in this indexing service is displayed.

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Chapter 14 Conforming

4. To add a new storage, click the Add button.
The Available Storage Types dialog box displays.

5. Select Avid Media Storage and click OK.
The Avid Media Storage dialog box displays.
6. For the video storage, enter the full Windows path name (drive:\folder_name or
\\workstation_name\folder_name) where the storage area is located, or use the browse
(...) button to find it. For example, D:\\Avid MediaFiles\Video Storage or
\\DSStorage4\\Avid MediaFiles\Video Storage.

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Conforming a Project

If you are configuring a folder on an Avid Unity system, then click the browse (...)
button and locate the Avid Unity workspace folder. For example,
\\AvidUnity\allocation\workspace\mediafolder. Do NOT use a drive letter.
7. Select the Enable throttling for this storage option if you are working in a workgroup
where an Avid DS RP is installed. The Avid Throttle Manager allows for more efficient
bandwidth management between your workstation, storage areas, and the Avid DS RP
workstation.
8. Select MXF video files (.mxf) as the media type.
9. From the Disk Controller Type list, select the card that is installed in your workstation.
10. From the Disk Storage Type list, select the storage type that you are using.
The disk options set the appropriate bandwidth for the application to use when
transferring data to the storage. You may choose Generic Adapter and Generic Storage
but these settings may not fully utilize bandwidth available to you. Therefore, choose
the options according to your storage device to obtain the best performance for real-time
effects.
Click the Help button for more information on these settings.

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Chapter 14 Conforming

11. Click OK.
The storage area is added to the Media Storage Configuration list.
12. To add the audio storage, click the Add button.
13. Select Avid Media Storage and click OK.

14. Enter the full Windows path name (drive:\folder_name or
\\workstation_name\folder_name) where the storage area is located, or use the browse
(...) button to find it. For example, D:\Avid MediaFiles\Audio Storage or
\\DSStorage4\\Avid MediaFiles\Audio Storage.
15. Select the Enable throttling for this storage option if you are working in a workgroup
where an Avid DS RP is installed. The Avid Throttle Manager allows for more efficient
bandwidth management between your workstation, storage areas, and the Avid DS RP
workstation.
16. Select MXF audio files (.mxf), as this is the media type.
17. From the Disk Controller Type list, select the card that is installed in your workstation.
18. From the Disk Storage Type list, select the storage type that you are using.
19. Click OK.
The storage area is added to the Media Storage Configuration list.

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Conforming a Project

New storages

n

These storages will be accessed and indexed in the order in which they are listed. Use the
Move Up or Move Down buttons to move the MXF storage lower in the list.
20. Click Close and then OK to return to the Media Storage Configuration dialog box.
21. Click the Close button to save the configuration for the media indexing service.

n

By default, the media indexer sets any new storage areas to automatically have full
read/write access by any user on the network. To restrict access to your media, you can
change the share permissions through Windows.
sharing folders and setting permissions$$

Conforming the Sequence
Now that your storages are defined, you can conform the project. You’ll be starting a new
project, and then opening the sequence created in Avid Xpress Pro.
To conform the sequence:

1. In Avid DS Nitris, select File > New > Project and name it Special Delivery.
2. Select NTSC 4/3 as the video format.
3. Accept the other defaults. Make sure to select the Use the closest media format
available option.

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4. Click OK.
5. In Avid Explorer, use the My System panel to navigate to the
C:\Program Files\Avid\DS_vX\Media_GetStarted folder.

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Conforming a Project

6. Double-click the Special Delivery.afe file.
The AAF/AFE View opens and displays a copy of the original folder, called “Special
Delivery.”

Bin icon

7. Drag the bin to a folder in the Avid Explorer.
In this case, the sequence is already created. Note that the bin includes an offline clip for
the dissolve effect. Avid DS Nitris does not use processed media during the conform
process.

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Chapter 14 Conforming

Sequence

8. Double-click the Special Delivery bin icon to see the master clips and sequence inside it.

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Conforming a Project

Sequence

9. Leave the default settings as they are.
10. Drag the sequence to the first track on the timeline.
Avid DS Nitris creates master clips in your project folder, and the sequence
automatically links to the media on your storage device.

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Chapter 14 Conforming

You can now edit the sequence in the same way as you edit any other Avid DS Nitris
sequence.
11. Double-click the yellow DVE effect bar on the CU chick clip to open its property editor.
A yellow bounding box surrounds the image in the viewer.
12. Scale down the size of the chick image and place it in the middle of the rear view mirror
by doing one of the following:
t

Select one of the interactive tools in the DVE property editor and transform the
image interactively in the viewer by repositioning the image box or adjusting its
handles to change the dimensions.

t

Enter the values in the DVE property editor.

13. Save your sequence as Special Delivery.

n

If there are red sections on the timeline ribbon, you will need to process the DVE effect
before you can play the sequence.
14. Play the sequence.

n

308

If you do not hear any audio, make sure the audio is set to 48 kHz in the Sequence
Preferences dialog box. Select File > Sequence Preferences.

Installation and Administration

This section includes information for installation and administration.
•

Setting up your Avid DS Environment

•

Configuring Windows XP

•

Installing Avid DS Software and Services

•

Installing the Remote Processing Software

•

The Avid DMS Broker

•

Licensing Avid DS Software

•

Managing Your Storage Areas

310

Chapter 1

Setting up your Avid DS Environment
The information in this section describes the various ways in which you can set up your
post-production environment with Avid DS.
Whether you are installing a new system or upgrading from an existing system, you must
ensure that your workstation(s) is prepared with the proper operating system, drivers, and
network and storage connections.
The Avid DS Support Center web site http://www.softimage.com/avidds, has all the most
recent software updates, hardware component and firmware drivers.
•

Recovery Procedures for Avid DS

Chapter 1 Setting up your Avid DS Environment

Installation Scenarios
Due to the various types of hardware platforms and Avid DS workgroup configurations,
there are different installation checklists for upgrading your Avid DS workstation software.
These checklists have specific steps that must be followed in the correct order. Each step will
point you to an appropriate section with more detailed instructions. Return to the checklist
each time that you complete a step.
This section shows different ways to set up your Avid DS workgroup, and where each of the
various Avid DS software components or services should be installed.

Installing a Standalone Avid DS Workstation
When you have a single Avid DS workstation that is running alone, you only need to install
the Avid DS software. A single workstation is it’s own controller running the project and
media indexing services.

Setting up an Avid DS Workgroup
When you have two or more Avid DS workstations (even if one of them is an Avid DS RP
workstation), then it is possible to connect them together in an Avid DS workgroup. In a
workgroup, you can share projects and media between workstations or offload the media
management and processing services to a dedicated workstation.
CONTROLLER

CLIENT

Avid DS Workstation
Could run any one of the following:
- Avid DS RP
- Avid DMS Broker
- Avid Throttle Manager

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Installation Scenarios

To optimize the operation of your workgroup, we recommend that you connect an ordinary
machine (i.e. a non-Avid DS workstation) to your workgroup and designate it as the
controller. The controller then manages all indexing and remote processing services, so that
you can use your Avid DS workstations solely for editing tasks.

n

This workstation would have the same system requirements as an Avid DS RP—see
“Minimal Requirements for Avid DS RP Workstation” on page 369.
In a more elaborate environment, you may have more than one RP workstation to provide
services to several Avid DS workstations. (You can’t run Avid DS RP and Avid DS
simultaneously on a workstation.)
ADDITIONAL RP WORKSTATION

CONTROLLER
Running:

Running Avid DS RP

- Avid DS RP
Each RP workstation added to the
workgroup should be configured
the same as this one.

- Avid DMS Broker
- Avid Throttle Manager

CLIENT 1

CLIENT 3

Avid DS Workstation

Avid DS Workstation
LOCAL AREA NETWORK

Running Avid DS

Running Avid DS

Each Avid DS workstation added to
the workgroup should be configured
the same as this one.

CLIENT 2

Avid DS Assist Workstation

To properly configure an Avid DS workgroup, you should have a basic understanding of
Windows user account management. All workstations should be connected to the same
network so that they can access each other’s project files and media when necessary.
You should also refer to “Planning your Storage Locations” on page 406, for the different
ways that your media storage can be configured. If you are using Avid Unity MediaNetwork
as your storage, you may use it in any one of these workgroup scenarios.

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Chapter 1 Setting up your Avid DS Environment

Installing New Avid DS Workstations
Use the following checklists when installing new Avid DS workstations.
1. Checklist: Preparing a New Avid DS Workstation
2. Checklist: Installing a Standalone Workstation
or
Checklist: Installing Multiple Workstations

Checklist: Preparing a New Avid DS Workstation
Before you start to install the Avid DS software, you must prepare your workstation(s) with
the proper operating system, drivers, and network and storage connections.

n

This checklist only applies to workstations on which you are installing Avid DS. It is not
required if you are only installing Avid DS RP on the workstation—see “Install Avid DS RP
on the appropriate Workstations” on page 321.
Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

†

Read the online release notes and pre-installation
Go to http://www.softimage.com/avidds and
instructions on the Avid DS Support Center web site. select Download > Software.

†

Request an Avid DS license for each workstation on
which you are going to install Avid DS.

“Requesting a License File” on page 402.

†

Make sure the workstation is properly connected to
any necessary peripheral and storage devices.

“Site Planning” in the Avid DS System Setup
Guide. in the Help.

†

Start the workstation.

314

Refer to this section

Installing New Avid DS Workstations

;

Step

†

On new Avid DS systems, the Windows XP operating “Creating User Accounts” on page 345.
system is already installed, but you may need to enter
your Windows XP product ID for license
confirmation.

Refer to this section

You will be asked to create a user account (other than
Administrator).
After setting up a user account, switch to the
administrator account to install Avid DS.
1. Press Ctrl+Atl+Del twice to get the Windows
login dialog.
2. Type administrator for the User ID and leave the
Password field blank.
3. After you log in as administrator, add a password Microsoft Windows online help. Click Start >
for the administrator, so that the Avid DS indexing Help and Support.
services function properly.

†

The workstation MUST have an unique IP address.
Make sure that you have a valid network connection
for your Avid DS workstation whether it is connected
to a network or running alone.

n
†

†

“Configuring the Network Connection” on
page 336.

If you are running a standalone workstation,
“Installing the Microsoft Loopback Adapter on
and don’t have a valid network connection, you aStandalone Station” on page 338.
need to simulate one by creating a loopback
connection.

Create user accounts for each person that will use the
workstation.
•

If you are part of a Windows Workgroup...

“Microsoft Windows Workgroups: Account
Management” on page 340.

•

If you are part of a Windows Domain...

“Microsoft Windows Domains: Account
Management” on page 341.

Name your workstation to uniquely identify it within “Naming your Workstation” on page 342.
your Avid DS workgroup.

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Chapter 1 Setting up your Avid DS Environment

;

Step

†

You must turn off ‘simple file sharing’, or other
Avid DS software components will not be allowed to
access the shared folders for data and media.

Refer to this section

From Windows Explorer, select Tools > Folder
Options... > View. Under Advanced settings, deselect
the Use simple file sharing (Recommended) option.

†

Use some type of network timing software to maintain
synchronization between the workstations within a
workgroup.

†

Install the necessary drivers for your workstation.
When installing the drivers, reboot your workstation
each time you are asked to do so.

n

If you purchased a new Avid DS Nitris system,
the drivers and firmware needed to run
Avid DS Nitris are already installed on your
system.

†

If the workstation has a local storage device, make
sure the stripe volume has been created.

†

You are now ready to install Avid DS on your
workstation(s).

Use the Avid DS Nitris Software & Drivers
DVD, or download the the latest drivers from the
Avid DS Support Center web site:
http://www.softimage.com/avidds (see
Download area).

“Striping your Drives” on page 426.

Use the appropriate checklist for installing:

316

•

a single standalone Avid DS workstation

“Checklist: Installing a Standalone Workstation”
on page 317.

•

more than one Avid DS and/or Avid DS RP
workstation(s) connected together

“Checklist: Installing Multiple Workstations” on
page 318.

Installing New Avid DS Workstations

Checklist: Installing a Standalone Workstation
If you have a single Avid DS workstation that is running alone, you will only need to install
Avid DS.
Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

Refer to

†

Make sure that you have fully prepared your
workstation(s) for the install.

“Checklist: Preparing a New Avid DS Workstation” on
page 314.

†

Login to the workstation.

†

Install Avid DS.

“Installing Avid DS Software Components” on
page 350.
Use the Avid DS Nitris Software & Drivers DVD, or
download the software from the Avid Download Center
http://www.avid.com/support/downloadcenter/index.as
p

†

Install the latest Avid DS upgrades and/or fixes (if Download the latest upgrades and/or fixes.
any).
Follow the online instructions to install software
updates, and then reboot your workstation.

†

Create the license file for this workstation.

†

Any new storage areas automatically have full
“Sharing Folders and Setting Permissions” on
read/write access by any user on the network. To page 343.
restrict access to your media, you can change the
share permissions through Windows.

†

Configure the media storage areas on each Avid
DS workstation.

“Installing the Registered License File” on page 403.

“Configuring your Storage Locations” on page 415.

By default, the Avid DS installation configures
one audio and one video storage on each
workstation. Check your storage device
configuration to set the Disk Controller Type and
Disk Storage Type correctly.

†

Set the path to your projects folder.

“Establishing the Project Folder” on page 424.

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Chapter 1 Setting up your Avid DS Environment

;

Step

Refer to

†

Test Avid DS by starting it and creating a new
project.

“Creating a New Project” in the Avid DS Nitris Getting
Started Guide.

n

If you receive a Project Indexer message
when you create a new sequence, contact
Avid DS Support Center immediately to
resolve the problem.

Checklist: Installing Multiple Workstations
If you are upgrading an existing Avid DS workgroup, then follow the instructions in this
section. The order in which you install the Avid DS software and services is critical,
especially when configuring RP workstations.
Install the Controller

Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

Refer to

†

Determine the workgroup configuration that
you are going to use.

“Installation Scenarios” on page 312.

†

In a workgroup, you must first install the
controller.

“Installing the Avid DS Controller” on page 356.
Use the Avid DS Nitris Software & Drivers DVD, or
download the software from the Avid Download Center
http://www.avid.com/support/downloadcenter/index.asp

†

†

318

If you installed the DMS Broker on this workstation:

†

1. Atttach the DMS dongle to the
workstation.

“Attaching the Dongle” on page 381.

†

2. Start the DMS Broker.

“Starting the DMS Broker” on page 383.

After the controller has been installed, you can Follow the checklist below on how to “Install Avid DS
install and connect other workstations in the
on the appropriate Workstations”.
workgroup.

Installing New Avid DS Workstations

Install Avid DS on the appropriate Workstations

Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

†

Make sure you have fully prepared each Avid “Checklist: Preparing a New Avid DS Workstation” on
DS workstation(s) for the install.
page 314.

†

Login to the workstation.

†

Run the Avid DS Setup and install Avid DS.

†

n

Refer to

In a workgroup environment, the
controller must be installed before you
install Avid DS on the workstations.

“Installing Avid DS Software Components” on page 350.
Use the Avid DS Nitris Software & Drivers DVD, or
download the software from the Avid Download Center
http://www.avid.com/support/downloadcenter/index.asp

Install the latest Avid DS updates and/or fixes Download the latest upgrades and/or fixes.
(if any).
Follow the online instructions to install these
software updates, and then reboot your
workstation.

†

Create the license file on each workstation
where Avid DS is installed.

†

Any new storage areas automatically have full “Sharing Folders and Setting Permissions” on page 343.
read/write access by any user on the network.
To restrict access to your media, you can
change the share permissions through
Windows.

†

Configure the media storage areas on each
Avid DS workstation.

“Installing the Registered License File” on page 403.

“Configuring your Storage Locations” on page 415.

By default, the Avid DS installation configures
one audio and one video storage on each
workstation. Check your storage device
configuration to set the Disk Controller Type
and Disk Storage Type correctly.

†

Set the path to your projects folder.

†

If you are using Avid Unity as your storage,
“Checklist: Installing Avid DS with Avid Unity” on
install the Avid Unity MediaNetwork software page 422.
on each client workstation.

“Establishing the Project Folder” on page 424.

319

Chapter 1 Setting up your Avid DS Environment

;

Step

†

Test Avid DS by starting it and creating a new “Creating a New Project” in the Avid DS Nitris Getting
project.
Started Guide.

n
†

Refer to

If you receive a Project Indexer
message when you create a new
sequence, contact Avid DS Customer
Service immediately to resolve the
problem.

Test remote processing on an Avid DS RP
workstation (if you have one in your
workgroup).
1. Start Avid DS RP on the controller, and
check the messages in the interface to
make sure that no error is displayed.
2. Start Avid DS on any workstation in the
workgroup.
3. Create a sequence, apply an effect on a
“Processing” in the Avid DS Nitris Getting Started Guide.
short clip and send the job to be processed
Select the Process Remotely option in the
remotely. After processing is complete,
Processing dialog box.
verify that the processed effect plays back
correctly on the timeline.

n

320

Installing New Avid DS Workstations

Install Avid DS RP on the appropriate Workstations

After the controller has been installed, you can install Avid DS RP on the workstations that
will serve as remote processing workstations.
Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

†

Run the Avid DS Setup and install Avid DS RP. “Installing Avid DS RP” on page 372.

Refer to

Use the Avid DS Nitris Software & Drivers DVD, or
download the software from the Avid Download Center
http://www.avid.com/support/downloadcenter/index.asp

†

Test remote processing on the newly installed
RP workstation.
1. Start Avid DS RP and check the messages
in the interface, to make sure that no error is
displayed.
2. Start Avid DS on any workstation in the
workgroup.
3. Apply an effect on a short clip and send the “How Do I Process?” in the Avid DS Nitris Getting
job to be processed remotely. After
Started Guide.
processing is complete, verify that the
Select the Process Remotely option in the
processed effect plays back correctly on the
Processing dialog box.
timeline.

n

n

If you have more than one RP
workstation in your workgroup, Avid DS
will direct your request to the first
available RP workstation. You can test
individual RP workstations by closing
Avid DS RP on the other RP
workstations.

321

Chapter 1 Setting up your Avid DS Environment

Upgrading Existing Avid DS workstations
This section describes how to perform a software upgrade on either a Compaq EVO W8000,
HP xw8000, or Avid Nitris DNA™ workstation.
If you only need to reinstall hardware component drivers or system firmware, refer to the
Avid DS Support Center web site at http://www.softimage.com/avidds for the most recent
updates.

n
c

If you are upgrading from a version earlier than v7.5, refer to the Avid DS Support Center
web site for detailed instructions.
If you have an Equinox HP xw8000, and would like to upgrade your hardware to an
Avid Nitris DNA system, contact your Avid DS Customer Service respresentative for
instructions on changing your hardware boards. You must perform the hardware
upgrade before installing the Avid DS v8.x software.
Use the following checklists when upgrading your Avid DS workstations.
1. Checklist: Preparing your Workstation for an Upgrade
2. Checklist: Upgrading a Standalone Avid DS Workstation
or
Checklist: Upgrading a Workgroup with Multiple Avid DS Workstations

Checklist: Preparing your Workstation for an Upgrade
Before you upgrade your software, it is very important to archive your existing projects and
save your Avid DS user preferences. You can then update your system drivers and firmware,
and lastly, upgrade your software.
Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

Refer to

†

Read the online release notes and Readme instructions on
the Avid DS Support Center web site.

Go to http://www.softimage.com/avidds
and select Download > Software.

†

Request an Avid DS license for each workstation on which
you are going to install Avid DS.

“Requesting a License File” on page 402.

322

Upgrading Existing Avid DS workstations

;

Step

Refer to

†

Archive your existing projects.

“Archiving Projects” in the Help.

You must NOT directly open projects from earlier versions
of Avid DS without first archiving them. Once a sequence is
opened in v8.0, it cannot be opened in a previous version.
Therefore, it’s best to archive your projects before
upgrading.
All media from v7.x onwards is compatible with v8.x, so
you don’t need to archive the media. Caches, however, are
not compatible and will have to be reprocessed in v8.x.

†

Save your current Avid DS layouts and preferences.

“Saving your Avid DS Nitris System
Settings” on page 364.

†

Uninstall your previous version of Avid DS as well as any
plug-ins.

“Removing Avid DS” on page 328.

†

All workstations must be upgraded to Windows XP Service http://www.softimage.com/avidds Home
Pack 2, or Windows Professional x64 Edition and Service
page
Pack 1.

†

Install the latest Windows XP hot fixes from the Microsoft
web site.

http://v4.windowsupdate.microsoft.com/e
n/default.asp

†

Download the latest drivers and firmware files for your
workstations.

Avid Download Center:
http://www.avid.com/support/downloadce
nter/index.asp

Install these files as instructed on the web site.

†

After the operating system and necessary hardware drivers
have been updated, use the appropriate checklist below to
install the software on:
•

a single standalone Avid DS workstation

“Checklist: Upgrading a Standalone Avid
DS Workstation” on page 324.

•

more than one Avid DS and/or Avid DS RP
workstation(s) connected together

“Checklist: Upgrading a Workgroup with
Multiple Avid DS Workstations” on
page 325.

323

Chapter 1 Setting up your Avid DS Environment

Checklist: Upgrading a Standalone Avid DS Workstation
If you have a single Avid DS workstation that is running alone, you will only need to install
Avid DS. The Project Indexer and Media Indexer are automatically installed.
Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

Refer to

†

Make sure that you have fully prepared your
workstation for the install.

“Checklist: Preparing your Workstation for an
Upgrade” on page 322.

†

Insert the Avid DS Software and Drivers DVD into
your drive,
OR
Download the latest Avid DS software and updates
from the web.

†

Install the necessary Avid DS components on this
workstation.

Avid Download Center:
http://www.avid.com/support/downloadcenter/
index.asp
“Installing Avid DS Software Components” on
page 350.

If there are any fixes for this version, install them as
well.

†

Create the license file for this workstation.

†

Test Avid DS by starting it and creating a new project. “Creating a New Project” on page 130 of the Avid
DS Nitris Getting Started Guide.
If you receive a Project Indexer message when you
create a new sequence, contact Avid DS Support
Center immediately to resolve the problem.

†

Configure the Media Storage.
By default, the Avid DS installation configures one
audio and one video storage on each workstation. If
you had existing storage, you will notice that your
storage areas are now shared using ds_media names
(e.g. ds_media, ds_media_1, ds_media_2).
Determine the physical storage devices/drives to
which these correspond, and that you are capturing
your media to the correct location. You should also
check your storage device configuration to set the
Disk Controller Type and Disk Storage Type
correctly.

324

“Installing the Registered License File” on
page 403.

“Configuring your Storage Locations” on
page 415.

Upgrading Existing Avid DS workstations

;

Step

Refer to

†

Restore your Avid DS layouts and preferences that
you saved from your previous version.

“Saving your Avid DS Nitris System Settings” on
page 364.

Checklist: Upgrading a Workgroup with Multiple Avid DS Workstations
If you are upgrading an existing Avid DS workgroup, then follow the instructions in this
section. The order in which you install the Avid DS software and services is critical,
especially when configuring RP workstations.

n
n

This checklist assumes that you are keeping your existing workgroup configuration. If you
need to change the configuration of your workgroup (for instance, if you need to designate a
different workstation as the controller), see “Managing a Workgroup” on page 331.
If you want to keep one or more workstations running earlier versions of Avid DS, then you
must create a separate workgroup for these workstations.
Use these steps to upgrade each workstation. Follow the steps in the order that they are
listed. Each time you link to another topic within a step, make sure you return to the
checklist after you have completed that procedure. Use the Previous View button in your
Adobe Reader to return to the previous topic.

;

Step

Refer to

†

Make sure that you have fully prepared your
workstation for the install.

“Checklist: Preparing your Workstation for an
Upgrade” on page 322.

†

Insert the Avid DS Software and Drivers DVD into
your drive,
OR
Download the latest Avid DS software and updates
from the web.

Avid Download Center:
http://www.avid.com/support/downloadcenter/
index.asp

†

Install the Controller

†

First, install the necessary Avid DS components on the “Installing the Avid DS Controller” on
controller.
page 356.
If there are any fixes for this version, install them as
well.

†

If the DMS Broker is installed on this workstation:
325

Chapter 1 Setting up your Avid DS Environment

;

Step

Refer to

†

Make sure the DMS dongle is attached to the
workstation.

“Attaching the Dongle” on page 381.

†

Obtain a new license for the dongle.

.“Updating the Dongle” on page 382

†

Start the DMS Broker.

“Starting the DMS Broker” on page 383.

Install the Other Workstations

†

Install Avid DS on each workstation.

†

Create the license file for each workstation.

.

†

Test Avid DS by starting it and creating a new project.

“Creating a New Project” on page 130 of the
Avid DS Nitris Getting Started Guide.

If you receive a Project Indexer message when you
create a new sequence, contact Avid DS Support Center
immediately to resolve the problem.

†

Configure the media storage areas on each Avid DS
workstation.

“Configuring your Storage Locations” on
page 415.

By default, the Avid DS installation configures one
audio and one video storage on each workstation.
Check your storage device configuration to set the Disk
Controller Type and Disk Storage Type correctly.

†

If you are using Avid Unity as your storage, install the
Avid Unity MediaNetwork software on each client
workstation.

†

Test remote processing on an Avid DS RP workstation
(if you have one in your workgroup).
1. Start Avid DS RP on the controller, and check the
messages in the interface to make sure that no error
is displayed.
2. Start Avid DS on any workstation in the workgroup.

326

“Checklist: Installing Avid DS with Avid Unity”
on page 422.

Upgrading Existing Avid DS workstations

;

Step

Refer to

3. Create a sequence, apply an effect on a short clip
and send the job to be processed remotely. After
processing is complete, verify that the processed
effect plays back correctly on the timeline.

“Processing” on page 256 of the Avid DS Nitris
Getting Started Guide.

n
†

Select the Process Remotely option in the
Processing dialog box.

If you have more than one RP workstation in
your workgroup, Avid DS will direct your request
to the first available RP workstation. You can
test individual RP workstations by closing Avid
DS RP on the other RP workstations.

Restore your Avid DS layouts and preferences that you “Saving your Avid DS Nitris System Settings”
saved from your previous version.
on page 364.

327

Chapter 1 Setting up your Avid DS Environment

Removing Avid DS
Checklist: Removing Avid DS
If you need to uninstall the Avid DS software, you MUST first remove any plug-ins or
codecs that were installed on your system.

c

If you uninstall Avid DS before uninstalling the plug-ins, the uninstall procedure will
fail.
Follow these steps in the order that they are listed. Each time you link to another topic within
a step, make sure you return to the checklist after you have completed that procedure. Use
the Previous View button in your Adobe Reader to return to the previous topic.

;

Step

Refer to

†

Save your Avid DS layouts, presets, preferences, toolbars,
and key command maps.

“Saving your Avid DS Nitris System
Settings” on page 364.

†

Remove all the Avid DS plug-ins or codecs.

http://www.avid.com/partners/avx/
displayPartners.html for a list of
Avid DS plug-in vendors.

1. Click the Start button, and select Settings > Control
Panel > Add/Remove Programs.
2. In the Currently Installed Programs list, check for any
installed plugs-ins.
3. Select the plug-ins one at a time, and click the
Change/Remove button. Repeat this step until they are
all removed.

n
†

328

If you cannot remove some plug-ins, continue with
the next one until completion, and then manually
delete the \Plug-in folder.

Remove the necessary drivers and firmware via Settings >
Control Panel > Add/Remove Programs.

Removing Avid DS

;

Step

†

Remove Avid DS.

Refer to

1. Click the Start button, and select Settings > Control
Panel > Add/Remove Programs.
2. In the Currently Installed Programs list, select the
Avid DS software that you want to remove.
3. When the setup program starts, select the Remove
option, and click the Next button.
4. Select Yes to remove all components.
5. When all components are removed, click Yes to restart
the workstation.

329

Chapter 1 Setting up your Avid DS Environment

Recovery Procedures for Avid DS
In the event of a complete system failure, the Avid DS Support Center web site provides
details on the recovery process for your particular system.
If you have an HP workstation, you can rebuild the C: partition of your Avid DS Nitris
workstation using the HP Recovery Manager. The recovery manager will rebuild your
workstation with the Windows XP operating system and drivers, as well as any project data
from the last recovery point that you made. It will not install the Nitris board drivers and
firmware.
The first user to log on to the HP workstation will be prompted to create the necessary
recovery CDs and a recovery point. Wait until after you have installed all the necessary
Avid DS components, and then follow this checklist:

;

Step

Refer to this section

†

Create an operating system CD.

Go to http://www.softimage.com/avidds and
select Documentation > Recovery Procedures.

†

Create an HP Restore Plus CD.

†

Create an HP Supplementals CD.

†

Create a recovery point.
This step should be done at key intervals
during the year.

In the event of a system or hard drive failure, refer to the HP recovery procedures to recover
your operating system and data. The procedures are available on the HP CD as well as on the
HP web site.

330

Managing a Workgroup

Managing a Workgroup
If, at any point, you need to change the controller of your workgroup, connect more
workstations, or create a new workgroup, then you can refer to the following sections.

Adding a Workstation to a Standalone Avid DS Workstation
To connect new workstations (either Avid DS or Avid DS RP) to a standalone workstation,
you need to set up an Avid DS workgroup. In a workgroup, at least one workstation must be
designated as the controller.
If you are connecting an RP workstation, we strongly recommend that you make your RP
workstation the controller of the workgroup. This offloads the project indexing tasks from
the Avid DS workstation onto a dedicated RP workstation.
Follow the instructions in “Checklist: Installing Multiple Workstations” on page 318.

Connecting Other Workstations in the Workgroup to the Controller
If you are installing a new workstation in the workgroup, then follow the checklist for
“Install Avid DS on the appropriate Workstations” on page 319. (Assuming that you have
already installed the controller for the workgroup).
If you already have an existing workstation with the necessary Avid DS components
installed, and you simply want to connect it to the workgroup, then follow the instructions
below.
To connect a standalone workstation to a workgroup:

1. On the workstation that you want to connect to the workgroup, click the Start button
and select All Programs > Avid > Avid DS 8 > Configure DS Workgroup.
2. Click Join workgroup.
3. Select Join a different DS Workgroup, and click the Next button.
4. In the left pane, select the name of the appropriate Avid DS Workgroup on the network
and click the Next button.
5. Validate the User Account and Password to authenticate the Avid indexing services
(These must match the Controller User Account and Password entries). Click Next.
6. Do these same steps for any other workstation that you want to connect to the
workgroup.

331

Chapter 1 Setting up your Avid DS Environment

Designating a New Controller for the Workgroup
To designate a different workstation in the workgroup as the controller, you must first
separate your existing controller from the workgroup.
To designate a new controller:

1. Separate the existing controller from the workgroup by following the instructions for
“Separating a Workstation from the Workgroup” on page 332.
2. On the workstation that will be the new controller, click the Start button and select All
Programs > Avid > Avid DS 8 > Configure DS Workgroup.
3. Select Install Avid DS Workgroup Controller.

n

Depending on the type of workgroup you are configuring, you may need to select other
options in this setup—see “Installation Scenarios” on page 312.
4. Enter the name of the workgroup.
When the installation is complete, this workstation will be the new controller of the
workgroup.
5. You can now connect the other workstations to this workgroup—see “Connecting Other
Workstations in the Workgroup to the Controller” on page 331.

Separating a Workstation from the Workgroup
To separate a workstation from the workgroup:

1. On the workstation that is to be separated, click the Start button and select All
Programs > Avid > Avid DS 8 > Configure DS Workgroup.
2. Click Work standalone and click the Next button.
This workstation is now no longer part of the workgroup.

Restarting a Workgroup
When restarting all workstations in an Avid DS workgroup, it is always good practice to start
the controller workstation first. Once it is running, then others may be started.
If the controller is the only workstation that needs to be restarted, then one or more of the
other client workstations may not remain connected to the Avid DS workgroup. As a result,
access errors may occur. If this happens, restart the workstation in question.
If you have the DMS Broker in your workgroup, you also need to restart the Avid DMS
Broker—see “Starting the DMS Broker” on page 383.
332

Managing a Workgroup

333

Chapter 1 Setting up your Avid DS Environment

334

Chapter 2

Configuring Windows XP
Avid DS Nitris is supported on both Windows XP Professional and Windows Professional
x64 Edition.

Chapter 2 Configuring Windows XP

Configuring the Network Connection
If you are installing a standalone Avid DS workstation with no network connection, then
ignore this section, and see “Installing the Microsoft Loopback Adapter on aStandalone
Station” on page 338. This simulates an active network connection.
If you are on a Microsoft Windows domain, then do only steps 1 to 4 to set up network
connections on each of the workstations.
If you are part of a Microsoft Windows workgroup, follow all these steps to set up network
connections on each of the workstations.

n

The Avid Project Indexer will not operate correctly if the network adapter or connection is
not set properly.
To configure the network connection on Windows XP:

1. On the Windows desktop, right-click the My Network Places icon and select
Properties.
The following window displays.

2. Right-click the Local Area Connection icon and select Properties.
A dialog box similar to the following displays.

336

Configuring the Network Connection

n

The TCP/IP network protocol must always appear at the top of the list of protocols.
3. Double-click the TCP/IP protocol and click Properties.
4. Do one of the following:
t

Windows workgroup: select Use the following IP address.

t

Windows domain: select Obtain an IP address automatically.

5. On a private network, enter a valid IP address from your Internet Service Provider and
the correct Subnet Mask.
6. Enter the Gateway address if required. Otherwise, leave it blank.
7. Click OK.
8. Repeat these steps for all workstations in the Windows workgroup.
To confirm that all workstations are part of the workgroup:

1. On the Windows desktop, right-click the My Network Places icon.
2. Click Computers Near Me.
You should see all the workstations that you just configured to be part of the workgroup.
If not, restart the workstation to reinitialize the network adapter card.

337

Chapter 2 Configuring Windows XP

Using Two Network Cards
If any of the workstations are configured with two active network cards, the Avid indexing
services require small modifications to work properly.
1. Open the C:\Winnt\slp.conf file with the Windows Notepad application.
2. Locate this line at the bottom of the file:
net.slp.isBroadcastOnly = false

3. Change ‘false’ to ‘true’.
4. Save the file and restart the workstation to reset the indexing services.
If the Avid DS RP workstation chooses the slower network adapter for processing, you can
force Windows to use the fastest network adapter by doing the following:
1. Open the C:\winnt\system32\drivers\etc\hosts file with the Windows Notepad
application.
2. At the bottom of the file, under the default 127.0.0.1 localhost line, declare the fast
network adapter IP Address and computer name (example: 200.200.200.1 DS1).
3. Save the file and restart the workstation.
If that does not resolve the problem, open a Command Prompt window, type ROUTE
PRINT and press Enter.
The result should display your two network adapters’ IP addresses. If you see only one
address returned, you have a networking conflict to resolve.
Do not use the same IP class for both adapters. For example, the following is not valid:
100.100.100.1

and

100.100.100.2

The following is valid:
100.100.100.1

and

200.200.200.1

Installing the Microsoft Loopback Adapter on aStandalone Station
If your Avid DS workstation will not be operating on a network, the Microsoft Loopback
adapter must be installed and configured with a static IP address as directed here.
Before you begin, make sure that your workstation is disconnected from any network:

338

•

the Local Area connection must be disabled (click Network Connections desktop icon),
and

•

the network cable must be disconnected.

Configuring the Network Connection

To install the Microsoft LoopBack adapter:

1. Go to the Control Panel and double-click the Add Hardware icon.
The Welcome to the Add Hardware Wizard displays.
2. Click the Next button.
The wizard searches for installed components.
3. Select Yes, I have already connected the hardware and click the Next button.
4. Select Add a new hardware device and click the Next button.
5. Select Install the hardware that I manually select from a list (Advanced) and click
the Next button.
6. Select Network Adapters and click the Next button.
7. First select Microsoft in the list on the left, then select Microsoft loopback adapter,
and click the Next button.
8. Click the Next button again, and click the Finish button.
To test the Microsoft LoopBack adapter:

t

In a Command Prompt window, type PING "computername" (where
computername is the name of the workstation).
The result should be:
Reply from 127.0.0.1: bytes=32 time<1ms TTL=128

n

127.0.0.1 is the default Microsoft XP loopback address.

339

Chapter 2 Configuring Windows XP

Microsoft Windows Workgroups: Account
Management
A workgroup configuration is usually most appropriate for smaller facilities. The only
difference is between a workgroup and a domain is that the Windows account management
for a workgroup is decentralized and requires more complicated security configurations for
the Avid DS software components.
When an Avid DS workgroup operates within a Windows workgroup, do the following:
•

n

When setting up accounts, log on with the local administrator account. For example:
administrator or \administrator

After you log on, you must set a password for the administrator account.
•

A user account must be created for each person on each Avid DS workstation. Each
account must have the same username and password on all workstations. For example, if
the Avid DS workgroup belongs to a Windows workgroup called POST, and if Alice,
Bob, and Charlie are Avid DS operators, then the following accounts must be created:
Alice
Bob
Charlie

•

Add the user account to the Administrators group, on each of the workstations in the
Avid DS workgroup.
For example:
If a new Avid DS user, Mikayla, needs to be given access to the workgroup, then simply
create a new account (Mikayla) on each workstation, and add this account to the
Administrators group on each workstation.
If an existing user, Bob, must be removed from the Avid DS workgroup, then remove
Bob from the Administrators group on each workstation.

340

•

Enter a unique name for each workstation in the workgroup—see “Naming your
Workstation” on page 342.

•

Configure the network connection on each workstation—see “Configuring the Network
Connection” on page 336.

Microsoft Windows Domains: Account Management

Microsoft Windows Domains: Account
Management
A domain configuration is usually most appropriate for larger facilities where the Avid DS
workstations are part of an existing corporate network. In a domain, the Windows account
management is centralized and simplifies security configuration of all the Avid DS software
components.
When an Avid DS workgroup operates within a Windows domain, do the following:
•

When setting up accounts, log on with a valid domain and user account with local
administrative privileges (\userid)

•

Each person that will use an Avid DS must be given a separate Windows user account
within the domain. For example, if the Avid DS workgroup belongs to a domain called
POST, and if Alice, Bob, and Charlie are Avid DS operators, then the following
accounts must be created:
POST\Alice
POST\Bob
POST\Charlie
Domain accounts must be set up by your network administration personnel. Avid does
not provide nor support domain networking issues, as network environments differ from
one company to the next.

•

n

Add each user account to the Administrators group, of all workstations in the Avid DS
workgroup.

By administrators group, we mean the local administrator of the workstation, not the
Domain administrator. The Avid DS services and hardware require administrative privileges
to run on Windows.
For example:
Once these accounts are properly configured, it becomes quite easy to add and remove
new users from the workgroup. If a new Avid DS user, Mikayla, needs to be given
access to the workgroup, then simply create a new account (POST\Mikayla) and add
this account to the Administrators group.
If an existing user, Bob, must be removed from the Avid DS workgroup, then simply
remove POST\Bob from the Administrators group.
•

Make sure there is a proper network connection on each workstation. Your network
administrator should perform this step.

341

Chapter 2 Configuring Windows XP

Naming your Workstation
If your workstations are members of a Windows workgroup, each workstation should be
given a unique name.
Also, it is better to give different names to the workstation, the Windows workgroup, and the
Avid DS workgroup to avoid confusion.
To set your workstation name on Windows XP:

1. Click the Start button and select Settings > Control Panel.
2. Double-click the System icon.
3. Select the Network Identification tab, and click the Properties button.
4. Under Computer Name, type in a unique name for this workstation.
5. Select Member of: Workgroup.
6. For the workgroup name, type Workgroup or the name of your company.

n

342

The workgroup name must be the same on all workstations.

Sharing Folders and Setting Permissions

Sharing Folders and Setting Permissions
The Avid DS Setup program creates folders to hold project data and media files. By default,
these folders will inherit security permissions from the parent folder. In a default installation,
these folders are automatically shared, and the default permissions give full access to
everyone.
These permissions may be changed as needed:
Shared folder name

Shared path

Description

\DS_Projects

F:\DS Projects\DS_v8.x

Avid DS Nitris project
folder

\ds_media

D:\VideoStorage

Avid DS Nitris media
storage

\ds_media_1

F:\AudioStorage

Avid DS Nitris media
storage

If a user creates new media folders or stores project data in other folders, then Avid DS
automatically shares those folders. The share permissions and security of these folders
should also be verified.
For media and project folders, if permissions are not set properly on the share or the folder,
you will get an error message.

Sharing Folders in a Windows Workgroup
To disable simple file sharing:

1. Open an Explorer window and select Tools from the menu.
2. Select Folder Options.
3. Select the View tab.
4. Under Advanced Settings, deselect Use simple file sharing (Recommended).
5. Click Apply, and then OK to exit.
Now you can share folders over the network.
To set folder permissions:

1. Right-click the folder and select Properties.
2. On the Sharing tab, select the Share this folder option.
3. Enter the Share name.
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Chapter 2 Configuring Windows XP

4. Enter a comment: ‘Avid DS project for shared projects; DS Media storage for shared
media’.
5. Click Permissions.
6. Select Full Control, then click Apply and OK.

c

Do not store or create projects outside of an existing DS Projects folder. For example:
F:\projectname is not valid
However,
F:\DS Projects\projectname is valid (where F:\DS Projects is shared)
F:\DS Projects\DS_v8.x\projectname is valid
(where F:\DS Projects\DS_v8.x is shared)

n

Additionally, the Avid Project Indexer does not allow a shared project folder to reside within
another shared project folder. You will get an error message from the indexer if you do so.

Sharing Folders in a Windows Domain
To share folders and set permissions on a computer that is part of a Windows domain:

1. In Windows Explorer, right-click the folder and select Sharing and Security.
2. Select Share this folder, and click the Permissions button.
3. Select Full Control, then click Apply and OK.
4. Add the user that runs the Project Indexer and allow full control.

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Creating User Accounts

Creating User Accounts
You can change your password, and create and modify user accounts by accessing the
Windows XP Computer Management console, which lets you define security features, such
as permissions, rights, accounts, user groups, and audit policies.
Avid recommends that all users within the Avid DS Workgroup have accounts in the
Administrators group on each workstation in the workgroup.
When creating user accounts, make note of whether your workstation is part of a Windows
workgroup or domain network.
•

n

If it is part of a Windows workgroup, log on with the local administrator account. For
example:
administrator or computer_name\administrator

The administrator account must have a password.
•

If it is part of a Windows domain, log on with a valid domain and user account with
local administrative privileges. For example:
domain_name\userid

To create a user account:

1. On the Windows desktop, right-click the My Computer icon and select Manage.

2. Use the tree (left) to navigate to System Tools > Local Users and Groups > Users.
3. Select Action > New User.

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4. Enter the new user information and click the Create button.
5. Repeat step 4 until you’re finished adding new users and click the Close button.
The new user accounts display in the Computer Management console.
To modify an account:

1. In the Computer Management console, navigate to System Tools > Local Users and
Groups > Users.
2. Double-click the user account you want to edit.
The Properties dialog box for this user account displays.

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Creating User Accounts

3. Select the General tab to specify password options.
4. Select the Member Of tab to add the user to groups.

n

All Avid DS users must be members of the Administrators group.
5. Click OK when you’re finished.

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Chapter 2 Configuring Windows XP

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Chapter 3

Installing Avid DS Software and
Services
This section describes how to install the various Avid DS products and services.

w

Before you begin installing Avid DS, all the operating system updates, required device
drivers, and the stripe volume (for local storage), must be configured correctly—see
“Setting up your Avid DS Environment” on page 311.

Chapter 3 Installing Avid DS Software and Services

Installing Avid DS Software Components
To install Avid DS, you must log on with an account that has Administrator privileges.
To install Avid DS software components:

1. Use the Avid DS Nitris Software & Drivers DVD, or download the Avid DS Nitris
software from the Avid Download Center.

n

The installers for the software are also available from the Avid Download Center at
http://www.avid.com/support/downloadcenter/index.asp.
2. Double-click the Setup.exe file. You have the following choices:
-

Avid DS Software: to install Avid DS Nitris, Avid DS RP, Avid DMS Broker, the
controller, and/or other services.

-

Drivers and Support Utilities: to install hardware drivers for your workstation.

-

Avid Codecs: to install Avid codecs, plug-ins, and other utilities.

3. Click the Avid DS Software button.
4. Select Avid DS 32-bit Edition or Avid DS 64-bit Edition.
5. Select Install Avid DS.
6. When the Avid DS Installation Wizard displays, click the Next button.
Each time you run the Avid DS install program, it automatically detects your hardware
and any previously installed Avid DS software.
If you already have Avid DS installed, the following Welcome dialog will display to let
you remove any unecessary components, or install additional components.

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Installing Avid DS Software Components

7. Select one of the above options and click Next.
8. In the Select Main Components dialog box, select or deselect any component by
clicking the checkbox beside it.

Refer to the Legend for an explanation of the icons that appear beside each component.

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With existing installations, note the following:
-

If you deselect a component, it will be uninstalled.

-

Components that are already installed, will not be reinstalled. If you need to
reinstall any existing components, then choose the Repair option from the Welcome
dialog.

After you select the components, a summary is displayed of the software components
that will be installed or removed. If you are satisfied with the choices, proceed with the
installation.

n

If you are installing the workgroup controller, go to “Installing the Avid DS Controller” on
page 356.
9. In the License Agreement dialog box, read the End User License Agreement and accept
the terms of the agreement to continue the installation.
10. In the Customer Information dialog box, enter your name and company name, and click
the Next button.
11. In the Reseller or Dealer Information dialog box, enter the requested information and
click the Next button.
12. Choose the default destination location to install Avid DS and click Next.
13. If you are installing Avid DS on a client workstation, you will be asked if you want to
Work Standalone or Join Workgroup.
-

Click Work Standalone if you only have one Avid DS workstation that will run on
its own.

-

Click Join Workgroup if you want this workstation to be part of an Avid DS
workgroup. You can then remain in the existing workgroup or join a different
workgroup. If you decide to Join a Different Workgroup, then you will be asked
to select the name of the workgroup that you want to join.

14. When the Service Configuration window displays, enter the login profile of the user
account that will run the Avid DS services on this workstation.
You must specify the computer name before the user id (that is, computer_name\userid).

n

If your workstation is part of a Windows domain, then you need to specify the domain name
before the user id (domain_name\userid).
15. Click the Next button.
The second Service Configuration window displays.
t

352

If you are part of a Windows workgroup, then you only need the Administrator in
this list.

Installing Avid DS Software Components

t

If you are part of a Windows domain, then all user names must be configured with
the domain name (domain_name\userid). If these user accounts are not configured
correctly, then the services will not work.

For more information on domain versus workgroup accounts, see “Microsoft Windows
Workgroups: Account Management” on page 340 or “Microsoft Windows Domains:
Account Management” on page 341.
16. Determine the users or group that you want to access the Avid DS workgroup.
t

To give everyone full read/write permissions, click Allow Everyone.

t

To add new users or a new group, do the following:

-

Click the Add button.

-

Add individual user IDs/group names in the Add Names box.

-

Select the Type of Access for each user/group.

t

To remove a user or group:

-

Select a name from the list, and click the Remove button.

t

To change user or group privileges:

-

Select a name from the list and click Change.

-

Select the Type of Access for the user.

17. Click the OK button to save the user access permissions.
18. Click the Next button.
19. When the Start Copying Files dialog box displays, review your installation settings and
if you’re satisfied, click the Next button.

n

If you need to change options, use the Back button to go as far back as you need to change
the options.
A progress indicator displays while the Avid DS files are copied to your system.
20. The Storage Setup dialog box displays.

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-

n

Video Storage: Select the actual drive letter for your video media.

If you are connected to Avid Unity, select None even if it is available in this list. It will need
to be added later via the Storage Configuration dialog in Avid DS (using the full UNC path
name).
-

Audio Storage: Select the actual drive letter for your audio media.

-

Projects Storage: Select the actual drive letter for your projects and presets storage
area.

-

Archives Storage: Select the actual drive letter for your archives storage area.

-

Interactive Cache: Select the actual drive letter for your interactive cache storage
area. The interactive cache location must be either one of the local video storage
drives, or a drive partition other than your local system partition (An RP
workstation will also return processed media to this location).

21. Change the storage locations if necessary, and click the Next button.
22. Select any additional components that you need to install.

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Installing Avid DS Software Components

23. When the Start Copying Files dialog box displays, review your installation settings and
if you’re satisfied, click the Next button.

n

If you need to change options, use the Back button to go as far back as you need to change
the options.
A progress indicator displays while the Avid DS files are copied to your system.
24. Click the Finish button.
25. Close the Avid DS Setup window by clicking the close (X) button in the top-right
corner.
26. Restart your workstation if prompted.

n

If you are installing any updates or fixes, you must restart your workstation. Avid DS must
first register all its original files prior to a new addition.

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Chapter 3 Installing Avid DS Software and Services

Installing the Avid DS Controller
Follow this procedure if you need to install the Avid DS workgroup controller. You must log
on with an account that has Administrator privileges.
To install the workgroup controller:

1. Use the Avid DS Nitris Software & Drivers DVD, or download the Avid DS Nitris
software from the Avid Download Center.
2. Double-click the Setup.exe file and from the main menu, click Avid DS Software.
3. Select Avid DS 32-bit Edition or Avid DS 64-bit Edition.
4. Select Install Avid DS.
5. When the Avid DS Installation Wizard displays, click the Next button.
The Avid DS install program allows you install, reinstall, and remove any Avid DS software
components.
If Avid DS is not installed on a workstation, the following dialog displays:

6. In the Select Main Components dialog box, select Workgroup Components and, if
necessary, expand the tree to see all subcomponents that can be installed.

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Installing the Avid DS Controller

7. Deselect Avid DS. We do not recommend that you install Avid DS on the controller as
this workstation is designated to run the administrative services like Avid DS RP and
Avid DMS Broker.
Other software components that can be installed on the controller:
-

Avid DS RP—see “Installing Avid DS RP” on page 372.

-

Avid DMS Broker: If you have one or more RP workstations in your
workgroup—see “About the Avid DMS Broker” on page 376. (The DMS Broker
setup must be run separately.)

-

Avid Throttle Manager—The Throttle Manager is only required when you have an
Avid DS RP workstation in your workgroup—see “Avid Throttle Manager” on
page 374.

8. Click the Next button.
9. In the License Agreement dialog box, read the End User License Agreement and accept
the terms of the agreement to continue the installation.
10. In the Customer Information dialog box, enter your name and company name, and click
the Next button.
11. In the Reseller or Dealer Information dialog box, enter the requested information and
click the Next button.
12. Choose the default destination location to install any Avid DS software and click Next.
13. Avid DS checks if this workstation was previously a controller.
If it was a controller, then choose:
-

Keep existing workgroup configuration to keep the current workgroup settings.
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Chapter 3 Installing Avid DS Software and Services

-

Create a different DS workgroup if you want to create a new workgroup with this
controller.

If this is the first time that you are installing the controller software on this workstation,
then enter a unique workgroup name to which this controller will belong, and click the
Next button.

14. If you have one or more RP workstations in your workgroup, you must install and start
the Avid DMS Broker before installing Avid DS. For more information, see “Installing
Avid DMS Broker” on page 378.
You need to tell Avid DS where the DMS Broker resides:
-

Click Use local Avid DMS Broker if the broker is on this workstation.

-

Click Use remote Avid DMS Broker to use the broker that has been installed on
another workstation in your workgroup. (You will be required to specify the
workstation where it is installed.)

-

Click Do not use Avid DMS Broker if you do not need the broker.

15. When the Service Configuration window displays, enter the login profile of the user
account that will run the Avid DS services on this workstation.
You must specify the computer name before the user id (that is, computer_name\userid).

n

If your workstation is part of a Windows domain, then you need to specify the domain name
before the user id (domain_name\userid).
16. Click the Next button.

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Installing the Avid DS Controller

The second Service Configuration window displays.
t

If you are part of a Windows workgroup, then you only need the Administrator in
this list.

t

If you are part of a Windows domain, then all user names must be configured with
the domain name (domain_name\userid). If these user accounts are not configured
correctly, then the services will not work.

For more information on domain versus workgroup accounts, see “Microsoft Windows
Workgroups: Account Management” on page 340 or “Microsoft Windows Domains:
Account Management” on page 341.
17. Determine the users or group that you want to access the Avid DS workgroup.
t

To give everyone full read/write permissions, click Allow Everyone.

t

To add new users or a new group, do the following:

-

Click the Add button.

-

Add individual user IDs/group names in the Add Names box.

-

Select the Type of Access for each user/group.

t

To remove a user or group:

-

Select a name from the list, and click the Remove button.

t

To change user or group privileges:

-

Select a name from the list and click Change.

-

Select the Type of Access for the user.

18. Click the OK button to save the user access permissions.
19. Click the Next button.
20. When the Storage Setup dialog box displays, accept the default settings and click Next.
21. When the Start Copying Files dialog box displays, review your installation settings and
if you’re satisfied, click the Next button.

n

If you need to change options, use the Back button to go as far back as you need to change
the options.
A progress indicator displays while the Avid DS files are copied to your system.
22. If you want to install the DMS Broker, return to the main menu and select Avid DMS
Broker.

n

Important: You MUST install and start the DMS Broker before setting up the other
workstations in the workgroup.

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Chapter 3 Installing Avid DS Software and Services

Loading Plug-Ins
Avid provides some plug-ins for use with Avid DS Nitris. These plug-ins are automatically
installed whenever Avid DS Nitris is installed on your workstations.
Should you remove these plug-ins and then need to reinstall them, follow the instructions
below.
To reinstall plug-ins:

1. Use the Avid DS Nitris Software & Drivers DVD, or download the Avid DS Nitris
software from the Avid Download Center.
2. Double-click the Setup.exe file and from the main menu, click the Avid DS Nitris
Software button.
3. Select Avid DS 32-bit Edition or Avid DS 64-bit Edition.
4. Select Install Avid DS.
5. From the Welcome dialog box, choose Modify.
6. In the Select Main Components dialog box, choose Avid DS and click the Next button.
7. Follow the online instructions until you see the Additional Components dialog. Select
Plugins and click Next.
8. Complete the installation.

n

Important: Any plug-ins that you install on your client workstation should also be installed
on the RP workstation to ensure compatibility. The same applies to any third-party plug-ins.
Avid DS Nitris supports AVX 1.0 and native Avid DS plug-ins. For a list of compatible
third-party plug-ins, refer to the Avid DS Support Center web site. Contact the vendor
directly for compatibility with this version of Avid DS Nitris.
Avid DS Nitris also supports VST audio plug-ins. For details contact Avid DS
Customer Service.

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Installing and Removing Fonts

Installing and Removing Fonts
Avid DS Nitris includes 500 fonts from the Bitstream typeface library in the \Fonts folder of
the Avid DS Nitris Software and Drivers DVD.
Avid DS Nitris supports the following typeface formats:
•

Type 1

•

TrueType (PC-formatted)

Avid DS Nitris does not require any additional software to access TrueType fonts, but does
require Adobe Type Manager (ATM) software to access Type 1 fonts.

n
n

Installing too many fonts on your workstation can noticeably degrade computing
performance. Keep the number of fonts installed on your workstation to the minimum
necessary to complete your projects.
Important: Any fonts that you install on an Avid DS workstation should also be installed on
the RP workstation to ensure consistency between processed results in titles and graphics.

Installing and Removing Type 1 Fonts
Type 1 font support in Avid DS Nitris is available only if you have the Adobe Type Manager
or Adobe Type Manager Deluxe software (version 4.0 or later) installed and active. Consult
the documentation that came with the Adobe Type Manager or Adobe Type Manager Deluxe
software for instructions on how to install and remove Type 1 fonts.

Installing and Removing TrueType Fonts
TrueType font support in Avid DS Nitris does not require any additional software.
To install TrueType fonts:

1. Click the Start button and select Settings > Control Panel > Fonts.
The Fonts window displays.
2. From the File menu, select Install New Font.
3. Whe Add Fonts dialog box displays, use the Folders and Drives lists to navigate to the
folder that contains the TrueType fonts you want to install. On the Avid DS Nitris CD,
they’re in the \Fonts folder.
The available TrueType fonts in the selected folder display in the List of Fonts list.
4. Select the fonts to install from the List of Fonts list, as follows:
-

To select a single font, click the name of the font.
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Chapter 3 Installing Avid DS Software and Services

-

To select a range of fonts, click the name of the first font. Then Shift-click the last
font in the range.

-

To select all fonts in the directory, click Select All.

-

To switch the selection of a font, press the Ctrl key and click a font name.

5. (Optional) You can use the selected fonts from their current folder by deselecting the
Copy fonts to Fonts folder option. This will save disk space on your local workstation.
By default, fonts will be added to your workstation’s local disk space. If you are adding
several fonts, consider using the fonts from their current locations to save local disk
space.
6. Click OK.
The selected fonts are installed on your system.
7. If Avid DS Nitris is currently running on this workstation, restart it to access the newly
installed fonts.
To remove TrueType fonts:

1. Click the Start button and select Settings > Control Panel > Fonts.
The Fonts window displays.
2. Select the fonts to remove.
3. Press Delete.
You are prompted to confirm the deletion of the selected fonts.
4. Click Yes.
5. Close the Fonts and Control Panel windows.
6. If Avid DS Nitris is currently running, restart it to update the list of available fonts.

Installing Non-European Fonts
If you are working with a non-European, customized Windows operating system, such as
Windows XP Japanese, you can use the DSFontSetting.exe application, which is distributed
with Avid DS Nitris. You can use this application to change the default font used in
Avid DS Nitris dialog boxes or reset it to default.
The new font is used only in dialog boxes; menus and toolbar buttons are not affected by this
new information. You can customize the menu font size through the Windows Appearance
tab of the Desktop Properties.

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Installing and Removing Fonts

For non-European languages, Avid DS Nitris selects a font (by default) that comprises the
European character set and is part of the character set of the foreign Windows system, such
as Windows XP Japanese. However, the chosen font is very small and does not display
properly, especially in dialog boxes. For regular systems, the default font for dialog boxes is
Arial 11.
This application does not ensure that the font will fit properly in the dialog box. Whenever
the new selected font is too large for the various text contents of the dialog box, a smaller
default font will be used as in previous versions. You must be careful to choose a font that
still contains a European character set, since the displayed text is still English. This new
feature is not restricted only to Asian systems; any customer of any country can change the
Avid DS Nitris default font. However, layouts work best with the default font (Arial 11).
Each time a new font is set or reset, you must restart Avid DS Nitris before it takes effect.
To install non-European fonts

1. Browse to the C:\Program Files\Avid\DS_7.x folder.
2. Double-click the DSFontsettings.exe file.
3. From the Settings menu, you can select one of two options:
-

Reset Font to reset the fonts to their default setting.

-

Set DS Font to choose the Font and size you want to use in the dialog click. Click
OK.

Some Tips
•

For best results, use a font size between 8 and 14 points.

•

If the font selected is a little too big to be displayed in its designated area, it will be
substituted by the default font size.

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Chapter 3 Installing Avid DS Software and Services

•

If the font size is really too big, the layout will not appear correctly, and you may need to
refresh the screen.

Saving your Avid DS Nitris System Settings
Before uninstalling Avid DS Nitris, save your preferences and presets by exporting them to a
convenient folder. Then, after you’ve upgraded, you can import the presets into your new
version of Avid DS Nitris.

n

Do not save your preferences to a network folder.

Saving your Preferences
The Preference Management dialog box in Avid DS Nitris lets you import and export
preference sets. A preference set is a collection of Avid DS Nitris layouts, toolbars, combo
views, and/or key maps. Importing and exporting preference sets lets you share customized
controls with other users.
When you import or export a preference set, its internal hierarchy is preserved. For example,
if you export an entire layout, any toolbars contained in the layout are automatically
exported with it.

n

Preference sets with the same name are appended with a number to differentiate them.
When you export a preference set, you can only include the layouts and keymaps that you
customized. You can export any toolbar.
To export a preference set:

1. Select Layout > Import/Export Preferences.
2. In the Preference Management dialog box, select the Export Preferences tab.
3. Select the invidual controls that you want to export (or Select All). Use the Type list to
switch between the layouts, toolbars, and keymaps in the preference sets.
4. Click Export to export the selected controls.
5. Do one of the following:
t

In the File Name text box, enter the path to the folder in which you want to save the
preference sets.

t

Use the Avid Explorer to navigate to the folder in which you want to save the
preference sets.

6. Enter a name for the preference set in the File Name text box and click OK.

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Installing and Removing Fonts

To import a preference set:

When you import a preference set, you can import all of the controls in the set, or you can
select only the controls that you need.

n

When you import an entire layout from an existing preference set, its components are
automatically imported as well. Some types of layouts are unsupported and cannot be
imported.
Also, you cannot import preferences from a network drive.
1. Select Layout > Import/Export Preferences.
2. In the Preference Management dialog box, select the Import Preferences tab.
3. Do one of the following:
t

In the File Name text box, enter the name and location of the preference sets that
you want to import.

t

Click Browse.

The Import Preferences dialog box displays.
4. Locate the preference sets that you want to import and click OK.
5. Select the controls that you want to import. Use the Type list to switch between the
layouts, toolbars, combo views, and keymaps preference sets.
6. Click the Select All button to select all controls.
7. Click the Import button to import the selected controls.
You will be prompted to restart Avid DS Nitris when the import is complete.
If you imported a layout, additional layout buttons appear in the taskbar.
Saving your Avid DS Deck Presets
To export deck presets:

1. In the top panel of the Deck Configuration view, right-click and select Export Deck
Presets.
2. Select the folder into which you want to export the presets.
3. Click the Select button to begin the export.
To import deck presets:

1. In the top panel of the Deck Configuration view, right-click and select Import Deck
Presets.
2. Select the folder from which you want to import the presets.
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3. Click the Select button to begin the import.

366

Chapter 4

Installing the Remote Processing
Software
This chapter describes how to install software on an Avid DS Remote Processing
workstation.
Processing, or rendering, is a normal and necessary part of the Avid DS workflow, as with
any system that handles complex compositing and effects. Unfortunately for editors, artists,
and their clients, processing takes up time and resources on the workstation being used, and
can present frequent and lengthy interruptions to the creative process.
Instead of waiting for Avid DS to process your effects, you can send a processing job to a
remote workstation that is running Avid DS RP and continue working on your sequence.
You can install the remote processing software on any number of workstations in your
workgroup. When you send a job to be processed remotely, your job is routed by the Avid
DMS Broker to the first available RP workstation. Avid DS RP processes the effects, returns
the cache media to the Avid DS client storages, and notifies the client workstation when the
job is complete.

n

This version of Avid DS RP cannot accept processing requests from earlier versions of
Avid DS.

Chapter 4 Installing the Remote Processing Software

Remote Processing Concepts
Before you begin configuring your workstations for remote processing, there are a few terms
you need to understand:
Client Workstation: This is the workstation on which Avid DS is installed. The client
workstation is where the processing request is initiated. The request is sent to the remote
processing workstation, and the result is eventually returned to the client.
Remote Processing Workstation: This is the workstation where Avid DS RP is installed.
The RP workstation handles requests from client workstation(s) and updates the clients’
timeline as each request is processed.
Each RP workstation keeps a log of the jobs that have been processed on that station. The
log provides full details on each job sent to that station for processing. A shortcut to access
this log (ds_server_log.txt) is available on the RP workstation desktop.

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Minimal Requirements for Avid DS RP Workstation

Minimal Requirements for Avid DS RP Workstation
The remote processing workstation must meet the following requirements:

n

n

•

Supports Windows XP Professional and Windows XP Profession x64 Edition operating
system.

•

Intel Pentium 4 (single or dual CPU; MMX enabled).

AMD processors are now supported.
•

1.5 GB RAM (x86) and 4 GB RAM (x64 Edition)

•

1 GB of hard drive space

•

SVGA monitor with a recommended resolution of 1280×1024

•

Network card with a minimum of Gigabit Ethernet (1000 Mbps)

•

Network protocol: All of the workstations being used for your workgroup must reside
on a network that uses the TCP/IP protocol. Each workstation must be able to see the
others over the network.

•

OpenGL for 3D DVE: In Avid DS Nitris, only the 3D DVE layout uses OpenGL. An
Avid DS RP workstation does not require an OpenGL card to process OpenGL effects.
However, these effects will process significantly faster if the RP workstation has an
OpenGL card.

It is recommended that you use the same type of OpenGL card in both the RP workstation
and the client workstation.

Network Hardware and Remote Processing Performance
To optimize your network hardware and the performance of remote processing:
•

n

The HP workstation uses an on-board Gigabit Ethernet adapter.
•

n

The recommended minimum speed of your network card is Gigabit Ethernet and full
duplex capability as this speed matches that of the client workstation.

A network switch is the best way to isolate the remote processing traffic from a
corporate network. We recommend a minimum bandwidth of Gigabit Ethernet and full
duplex capability, however, a gigabit switch is preferable. For the highest quality
components, purchase brand name products, such as 3Com, Cisco, etc.

Hubs are not recommended.
•

Use 24AGW gauge network cable (category 5 and up). Connectors must be assembled
properly, with a minimal length of unshielded wire on both ends.
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Chapter 4 Installing the Remote Processing Software

CPU Usage on Avid DS RP Workstations
In some cases, you may find that the CPU usage on the RP workstation or the client
workstation is low during processing. This may be more obvious when the RP workstation is
a faster machine, and in some cases the CPU usage may be lower on the RP workstation than
on the client workstation. This is a normal occurrence.
CPU usage is an indicator of processor activity. The faster the processor, the faster it
completes its job (processing the current frame). If the CPU has to wait for the next frame
read from disk to start processing the frame, the CPU usage is lowered.
This is normal, and it depends on the effect being processed. For simple light effects, such as
color correction, the processing is fast enough that the CPU is actually idling most of the
time. This appears as a low CPU usage value. These effects are said to be “I/O-bound”,
meaning that the read/write operations for each processed frame are more significant than
the actual processing. Because Avid DS is fully multi-threaded, the processing itself and the
I/O operations are done in parallel. However, if the CPU is idling most of the time, a low
CPU usage value is to be expected.
Most native Avid DS effects support multi-threading and, in addition to this, processing jobs
can be divided among the CPUs available in the workstation. For example, when a blur
effect is processed on a dual-CPU workstation, half the frame is processed on one CPU
while the other half is processed on the other. This dramatically improves the overall
processing time.

n

Some third party effects (such as all AVX effects) do not support multi-threading. In these
cases, because only one of the CPUs is being used, the CPU usage never goes above 50%.
To verify if an effect is single or multi-threaded:

1. Click the Start button and select Run.
2. In the Run window, type perfmon to run the Performance Monitor.
3. Add one counter for each CPU Time.
For multi-threaded effects, the two curves move together while processing. In singlethreaded effects, they move in opposite directions.
CPU usage can be affected by the RP license (single or dual). An RP license for one
processor will force the RP workstation into single-thread mode, and the CPU usage will
never exceed 50%.

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Minimal Requirements for Avid DS RP Workstation

CPU usage usually appears higher on the client workstation (if it has the same processor
type as the RP). This is because the read/write operations are faster on the client (local
storage). As a result, the processor spends less time waiting for input frames before
processing them.

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Chapter 4 Installing the Remote Processing Software

Installing Avid DS RP
To install Avid DS RP, you must log on with an account that has Administrator privileges.

c

If you have one or more RP workstations in your workgroup, you must install and start
the Avid DMS Broker before installing Avid DS—see “Installing Avid DMS Broker
5.0” on page 379.
To install Avid DS RP:

1. Use the Avid DS Nitris Software & Drivers DVD, or download the Avid DS Nitris
software from the Avid Download Center.
2. Double-click the Setup.exe file and from the main menu, click the Avid DS Software
button.
3. When the Avid DS Installation Wizard displays, click the Next button.
4. In the Select Install Components dialog box, choose Avid DS RP as one of your
options.
5. Click the Next button.
6. In the License Agreement dialog box, read the End User License Agreement and accept
the terms of the agreement to continue the installation.
7. In the Customer Information dialog box, enter your name and company name, and click
the Next button.
8. In the Reseller or Dealer Information dialog box, enter the requested information and
click the Next button.
9. Choose the default destination location to install Avid DS and click Next.
10. If this is a client workstation, then you will need to choose the workgroup to which you
want to join.
If this workstation is the controller, then choose:
-

Keep existing workgroup configuration to keep the current workgroup settings.

-

Create a different DS workgroup if you want to create a new workgroup with this
controller.

11. When the Service Configuration window displays, enter the login profile of the user
account that will run the Avid DS services on this workstation.
You must specify the computer name before the user id (that is, computer_name\userid).

n
372

If your workstation is part of a Windows domain, then you need to specify the domain name
before the user id (domain_name\userid).

Installing Avid DS RP

12. The Storage Setup dialog box displays.

On an RP workstation, set the Projects Storage to the actual drive letter where you will
store your projects and presets. All other options (Video/
Audio Storage, Archives and Interactive Caches), can be set to None.

n

If you are connected to Unity, do not select the Unity storage to store your projects. The
Unity is only for media storage.
13. Change the storage locations if necessary, and click the Next button.
14. Install any plug-ins and fonts that you may require for titling and graphics work on your
Avid DS client workstation(s). The RP workstation also requires these fonts and plugins to process your Avid DS requests.
15. When the Start Copying Files dialog box is displayed, review your installation settings
and if you’re satisfied, click the Next button.

n

If you need to change options, use the Back button to go as far back as you need to change
the options.
A progress indicator is displayed as the Avid DS RP files are copied to your system.
16. Click the Finish button.

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Avid Throttle Manager
The Throttle Manager is only required when you have an Avid DS RP workstation in your
workgroup. The Throttle Manager is part of the Avid DS Services options and can only be
installed on the Avid DS RP or workstation that will be the controller for the DS Workgroup.

n

Do not install the Avid Throttle Manager on a workstation running the Avid DS software.
On an Avid DS workstation, playback, capture, and output to tape are critical operations
which require guaranteed bandwidth between the workstation and its storage. During these
operations, the Throttle Manager will pause any RP workstations using the same storage for
processing in order to maintain that bandwidth. Once the playback, capture, or output to tape
operation is complete, the Throttle Manager restarts the processing on the RP workstations.
For instance, if you want to play back your sequence on the timeline, the Avid Throttle
Manager temporarily suspends any processing requests to an RP workstation, or capture or
output from/to a deck, to allow for the full bandwidth to be used for real-time playback.
Once the sequence playback is complete, the Avid Throttle Manager resumes the other
processes.
The Avid Throttle Manager also manages the bandwidth to shared storage locations for each
workstation in the Avid DS workgroup. For example, since an Avid DS client workstation
and an RP workstation can share the same storage, the Throttle Manager manages access to
shared storages, so that the RP workstation doesn’t interfere with the client workstation
during critical times such as playback, capture, and output to tape.

n

374

The Throttle Manager can only be installed on a Windows XP workstation.

Chapter 5

The Avid DMS Broker
This chapter describes how to install, configure and use the Avid DMS Broker.
If you have one or more RP workstations in your workgroup, you must install the Avid DMS
Broker as this service is responsible for directing the remote processing requests within an
Avid DS workgroup.

Chapter 5 The Avid DMS Broker

About the Avid DMS Broker
Avid DS v8 uses the Avid DMS Broker to distribute and monitor any remote processing
requests in the workgroup.
When an Avid DS Nitris workstation submits a job for remote processing, the DMS Broker
routes the processing job to the first available RP workstation. The RP workstation then
starts to process the job, and reports the progress to the DMS Broker. When the job is
complete, the RP workstation copies the processed media (caches) to the appropriate Avid
DS client storage and notifies the DMS Broker that the job is complete (You can view the
DMS Web page to monitor the RP jobs.). The caches generated from the processing are
automatically linked back to your current project.
The main DMS Broker window displays current information about the status of the Broker
including the computer name for the system on which the Broker resides. The DMS Broker
uses the computer name to identify itself on the network. Any RP workstations in the Avid
DS workgroup are configured to use this computer name when sending out RP requests.
The DMS Administration Tool is a Web-based application that is accessed through a
browser. It communicates with the DMS Broker’s built-in Web server. This communication
allows you to manage Distributed Media Services through a browser from anywhere using
the Internet.
The DMS Administration Tool performs two types of functions:
•

Provides detailed information based on lists of jobs, encoders, profiles, and users.

•

Provides controls for managing and canceling jobs, and creating or deleting users.

System Requirements
The DMS Broker software should not reside on the same computer as Avid DS. The DMS
Broker software should be installed on a dual-processor machine if you are also using it as
the RP workstation.
The DMS Broker runs on Windows 2000 or Windows XP.

n

If you are using an Avid Unity shared storage in your workgroup, then the DMS Broker is
only qualified to run on Windows 2000.
The DMS Broker requires the following minimum specifications, running a Windows-based
operating system:

376

•

Pentium® III class processor 1.2 GHz or faster

•

512 MB of RAM

About the Avid DMS Broker

•

800 x 600, 16-bit display

•

Microsoft® Internet Explorer 5.5 or later

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Chapter 5 The Avid DMS Broker

Installing Avid DMS Broker
If you are upgrading your Avid DS Workgroup from a previous release, you must first
remove the previous version of the Avid DMS Broker before continuing—see “Removing
Avid DMS Broker 2.1” on page 378.
If you are installing the DMS Broker for the first time, go to “Installing Java v1.4” on
page 378.

Removing Avid DMS Broker 2.1
To install and use the Avid DMS Broker 5.0 with Avid DS 8.0, you must first remove Avid
DMS Broker 2.1 and update the dongle (application key).
To remove Avid DMS Broker:

1. From the Start menu, select Control Panel.
(The Control Panel is located under Settings if you are using the Windows Classic
menus).
2. Double-click Add or Remove Programs.
3. Select Avid DMS Broker and click the Change/Remove button.
4. When the Broker is removed, restart the workstation.

c

Remove the dongle (application key) and do not reconnect it to a USB port until you
install the new DMS Broker.
To remove residual Broker files:

1. Browse to the C:\Program Files\Avid folder.
2. Delete the ProEncode folder.
To remove Java v1.2:

Since Avid DMS Broker 5.0 requires Java v1.4, you can safely remove Java v1.2.

n

Important: Java v1.3 is required for the Avid Storage Manager application and you should
keep this version.

Installing Java v1.4
Avid DMS Broker 5.0 requires Java v1.4 to operate correctly.

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Installing Avid DMS Broker

To install Java 1.4:

1. Use the Avid DS Nitris Software & Drivers DVD, or download the Avid DS Nitris
software from the Avid Download Center.
2. Run the Avid DS Setup program, and select Avid DMS Broker from the menu.
3. Select Java v1.4.
4. Select Run twice to launch the installer.
5. After its install, and if your workstation is connected to the internet, Java may prompt
you for an update. We do not recommend that you install any updates as they have not
been tested with Avid DMS Broker 5.0.

Installing Avid DMS Broker 5.0
The latest Avid DMS Broker requires the installation of the Microsoft SQL database. This
will automatically be installed during the Avid DMS Broker installation.
Proceed with a default installation and do not change the default options.

c

Do not connect the dongle (application key) to a USB port until you install the DMS
Broker.
To install the Avid DMS Broker:

1. Double-click the Setup.exe file and from the main menu, click the Avid DS Software
button.
2. When the Avid DS Installation Wizard displays, click the Next button.
3. In the Select Main Components dialog box, choose Avid DMS Broker.

n

You can check the state of the icon beside the DMS Broker to determine if it has already been
installed on this workstation.
4. Click the Next button.
5. When the Service Configuration window displays, enter the login profile of the user
account that will run the Avid DS services on this workstation.
You must specify the computer name before the user id (that is, computer_name\userid).

n

If your workstation is part of a Windows domain, then you need to specify the domain name
before the user id (domain_name\userid).
6. When the Start Copying Files dialog box displays, review your installation settings and
if you’re satisfied, click the Next button.

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n

If you need to change options, use the Back button to go as far back as you need to change
the options.
7. The DMS Broker install program will now run.
8. Choose United States for the country in which you purchased this product.
9. When the installation is complete, click Finish.
After the install is complete, you MUST start the DMS Broker before setting up the other
workstations in the workgroup.

Configuring the Microsoft SQL Database
Before you start the Avid DMS Broker, you must run two batch files to complete the
Microsoft SQL database configuration.
1. From the Start menu, select All Programs > Accessories > Command Prompt.
If the Command Prompt does not open on the C: partition by default, type C: and press
Enter.
2. Type cd "Program Files\Avid\DMS\Broker\DBScript" and press Enter.
3. Type DBInstall and press Enter.
The registered information displays.

4. Next, type DBUpgrade and press Enter.
The registered information displays.

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Installing Avid DMS Broker

The Microsoft SQL database is configured and ready to be used by the Avid DMS
Broker.

Attaching the Dongle
The dongle, also known as the application key, allows the DMS Broker software to run on
your system. It also lets you access only the number of RP workstations for which you have
purchased licenses.

w

Make sure you install the DMS Broker before connecting the application key (dongle)
to the USB port.
To attach the application key:

1. On the workstation that will run the DMS Broker, locate an available USB port.
2. Connect the dongle to the USB port.
3. Windows automatically detects a “USB dongle SuperPro” device.
The Found New Hardware Wizard displays.
4. Keep the Install the software automatically (Recommended) option, and click Next.
“Rainbow USB SuperPro” is detected and installed by Windows.
5. When the Completing the Found New Hardware Wizard dialog box displays, click
Finish.

w

Do not lose the application key. Your DMS software does not function without it. If you
lose your application key, you must purchase another key from Avid.
6. If the dongle is programmed for Avid DMS Broker 2.1, you need to update the dongle
for Avid DMS Broker 5.0—see “Updating the Dongle” on page 382.

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Chapter 5 The Avid DMS Broker

Updating the Dongle
If you were using a previous version of Avid DMS Broker, your USB dongle requires an
update.
1. Run the Dongle Dumper (located in the /DMS_Broker/utility folder on the Avid DS
Nitris Software and Drivers DVD) to extract the required information from your dongle.
2. Copy this information in the Avid DS License Request Form.
The license form is available on http://www.softimage.com/licensing/request
3. Submit the license request.
The dongle update package will be emailed to you from Avid.
4. When you receive the dongle update package, save it in a folder on the workstation
where the dongle is attached.
5. Double-click the DongleUpdater.exe file.
This reprograms the dongle for Avid DMS Broker 5.0.
6. Click the Update (DMS Broker) button.
7. Click Quit to exit the utility.

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Starting the DMS Broker

Starting the DMS Broker
After the DMS Broker dongle is installed, you can start the service.

n

The installation process automatically creates an Administrator account and uses the
computer name of this workstation as the DMS broker name. Any client workstations in the
Avid DS workgroup use this computer name when sending or processing RP requests.
Similarly, you do not need to add any Avid DS users to the DMS Broker configuration as
these will automatically be created when a user sends a processing request.
To start the DMS Broker:

1. Click the Start button, and select Programs > Avid > DMS Broker.
The welcome dialog displays.
2. Click Ok.
The Broker Settings dialog displays. For Avid DS, you do not have to fill out this dialog.
3. Click Ok.
You will receive the following message: “The Broker is currently running.”

4. Leave the service running; you can minimize the interface.

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Using the DMS Administration Tool
The DMS Administration Tool performs two types of functions:
•

Provides detailed information about DMS, based on lists of jobs, encoders, and users

•

Provides controls for managing DMS such as canceling jobs, and creating or deleting
users

Administrators can perform the following tasks:
•

View details on any job

•

Delete jobs submitted by any user

•

Purge the jobs list of every user

Regular users can only perform administrative tasks on their own jobs.
The DMS Administration Tool may be used on any Windows-based computer that has an
Internet connection to the workstation running the DMS Broker.
To open the DMS Administration Tool:

1. Do one of the following:
t

In the DMS Broker window, click the Admin Tool button.

t

In Avid DS, click on the RP button in the bottom right of the status bar.

t

Open a Web browser, either on the computer running the DMS Broker or on another
networked computer. You must use Internet Explorer 5.5 or higher.
2. Type a URL for the DMS Broker in the following form:
http://computername:8080
The computername is the name of the computer where the DMS Broker software runs.
For instance, a URL for the Broker may appear as follows:
http://broadcastPE:8080

n

The DMS Broker name is found in the Name field of the DMS Broker window. The numeric
part of this URL following the colon (:) is the port number, 8080.

n

A firewall must allow connections to and from the system running the DMS Broker using
port 8080 in order to run the DMS Administration Tool.
3. Press the Enter key. The DMS Administration Tool login screen displays.
4. Enter your User Name and Password. For more information, see “The Users Page” on
page 397.

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Using the DMS Administration Tool

5. Click the Login button. If the User Name and password are accepted, the DMS Jobs
page will display. For more information, see “The Jobs Page” on page 388.

Changing the Password
The DMS Administration Tool is installed at the same time as the DMS Broker. The default
login for the DMS Administration Tool is the login name Administrator, with a blank
password. This account should be given a password after installing the Broker software.

n

Non-administrators can see and edit only their own user’s page. When using Media Browse,
a user must be created which matches the Media Browse user designated for DMS.
To change the Administration Tool password:

1. Open the DMS Broker (Select Start > Programs > Avid > DMS Broker), and click on
the Admin Tool button in the DMS Broker dialog.
The DMS Administration Tool login screen displays in the web browser.
2. Type Administrator in the User Name text box. You must login as an administrator to
change the administrator password.
The Password text box is blank by default.

n

User names and passwords are case sensitive.
3. Click the User Name link for the user you want to edit. The Edit User window displays.

4. Type a password in the Password text box. Then, type it again in the Retype Password
text box.
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n

Passwords are case sensitive and can contain only letters, numbers, and underscores. They
can be up to 255 characters. While passwords are optional, Avid recommends a password
for the Administrator account. If you forget the Administration password, it must be reset.
Contact Avid Customer Support.
5. Type a Real Name as you want it to appear on the Users page.
6. (Optional) You may enter an e-mail address and a phone number.
7. If the user you are editing is an administrator, select the Is Administrator check box.
8. Click Save.
9. Close the Users page by closing the browser window.

Configuring Users in the DMS Broker
The user profile on an Avid DS workstation is automatically added to the DMS
Administration Tool the first time a remote processing job is sent from that user.
You may create additional users from the DMS Users page. You must be logged in as an
administrator to create users.
When you login, the DMS Jobs page displays.

To create users:

1. Click the Users tab. The Users page displays.
2. Click the Add button. The Create User window displays.
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Using the DMS Administration Tool

3. Type in the user name.
4. Type a password in the Password text box. Then, type it again in the Retype Password
text box.
5. Type a Real Name as you want it to appear on the Users page.
6. (Optional) You may enter an e-mail address and a phone number.
7. If the user you are editing is an administrator, select the Is Administrator option.
8. Click Save.
For more information, see “The Users Page” on page 397.

DMS Administration Tool User Interface
The DMS Administration Tool user interface is made up of the following areas:
Navigation Controls

Control Frame

Results Frame

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Area

Description

Section Reference

Jobs tab

Displays the status and other information about
jobs submitted to the DMS Broker. Lets you
cancel or retry jobs, depending on your level of
privilege.

See “Customizing the Jobs List”
on page 390.

Providers tab

Displays information about systems that are
running Avid DS or Avid DS RP in the same
Avid DS workgroup as the DMS Broker.

See “The Providers Page” on
page 394.

Profiles tab

Reserved for future use.

Services tab

Displays a list of services and service
See “The Services Page” on
information. Lets you install and delete services. page 396.

Users tab

Displays a list of user accounts. Lets you create See “The Users Page” on
and delete accounts, depending on your level of page 397.
privilege.

Navigation
Controls

The navigation controls appear on the Jobs page See “Navigation Controls” on
and determine what jobs are displayed.
page 389.

Control Frame The Control frame displays different options,
depending on the mode in which you are
working.
Results Frame The Results Frame displays information based
on the user’s login profile and the options
selected in the Control Frame section. A user
logged in as an Administrator is allowed to view
all of the jobs in a queue, and other users are
only allowed to view their own jobs.

The Jobs Page
The Jobs page displays information about jobs submitted to the DMS Broker, and allows the
user to cancel, delete, and retry jobs.
To open the Jobs page:

t

Open the DMS Administration Tool.
The Jobs page displays by default after you log in to the DMS Administration Tool.

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Using the DMS Administration Tool

The following table describes the information displayed on the Jobs page.
Jobs Page Column

Description

Status

The colors and icons in the display indicate the status of the job:
•

Yellow bar with no icon = Job is processing.

•

Green bar with Check Mark icon = Job is completed.

•

Gray bar with Stop icon = Job has been canceled.

•

Caution icon = Job has failed with an error.

•

Gray bar with no icon = Job is pending or is in a queue.

Service

The name of the service to which the job was sent.

Job

The file name submitted by the client to DMS. This may have a suffix (
determined by the particular service) appended to it.

User

The name of the user who submitted the job. For instance, Proxy Transcode
jobs display the Media Browse user name.

Progress indicator (%)

The percentage of the job completed.

Start Time

The date and time that the job was sent.

End Time

The date and time that the job was completed.

Navigation Controls
The navigation controls appear on the Jobs page and determine what jobs are displayed. The
DMS Administration Tool displays jobs in blocks of fifteen jobs. It also organizes jobs into
groups of 100. Use the navigation controls to view the list of jobs.
To view the previous fifteen jobs or the next fifteen jobs:

t

Click the Previous or Next button.

To view the previous group or the next group of 100 jobs:

t

Click the Previous Group or Next Group button. The DMS Administration Tool
displays the first 15 jobs of the group.

To view the beginning or the end of the entire list:

t

Click the First or Last button. The DMS Administration Tool displays the first 15 or the
last 15 jobs of the list.

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Chapter 5 The Avid DMS Broker

Customizing the Jobs List
By default, the Jobs page displays all jobs that the DMS Broker is currently monitoring. You
may customize your view to show only your jobs, to show jobs for a specific service, or to
show only jobs in a selected state.
To customize the Jobs list:

1. Open the DMS Administration Tool. For more information, see “Using the DMS
Administration Tool” on page 384.
The Jobs page displays by default after you log in to the DMS Administration Tool.
2. In the Control frame of the Jobs page, click the Service list, and select a service.
3. Click the User Name list, and select All Users or a specific user name.

n

Users with Administrator privileges are allowed to cancel or delete any job. Users not
having administrator privileges may only cancel or delete jobs submitted by that user.
4. In the Control frame, click the Status pop-up menu, and select one of the following:
-

All States: Displays all jobs with their current status

-

Processing: Displays only jobs that are currently being processed

-

Completed: Displays only jobs that have been successfully processed

-

Canceled: Displays only jobs that have been canceled by a user with administrator
privileges

-

Error: Displays only jobs that have stopped with an error

-

Pending: Displays only jobs that are waiting to be processed

5. Click the Filter button.
In the Results frame, the Jobs page displays jobs that meet the criteria you selected.
Updating the Jobs list
The Jobs list is automatically updated to show the progress and status of a job.
If any jobs have been added or deleted since opening the Jobs page, the Refresh button is
enabled in the upper right portion of the interface.
To update the Jobs list, do one of the following:

390

t

Click the Refresh button, if available.

t

Click any navigation button.

Using the DMS Administration Tool

Purging the Jobs List
The purge function is only available to users with administrator privileges.
To purge the Jobs list:

1. Log on as a user with administrator privileges.
2. On the Jobs page, click the Purge button. The Purge Jobs dialog box displays.

3. Click the Service list, and select the applicable service.
4. Click the Submitted By list, and select a particular user or Any User, depending on the
jobs you want to purge.
5. Select which States of jobs you want to purge.
6. Click the Purge button.
The Jobs list no longer contains the jobs you selected. If a purge fails, a dialog box opens
with a list of the jobs that failed to delete and a reason for the failure.
Viewing Details About a Job
To view details about a job:

t

On the Jobs page, click the hyperlinked job name that appears in the Job column. The
Job Details window displays in a separate browser window.

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n

You must be logged in as the job owner or an administrator to see these details.
The following table provides descriptions of the type of job information displayed in the Job
Details window.
Entry

Description

Job Information

392

Name

The name of the file submitted by a client to DMS. It may include
information appended to the file name, depending on the service
requirements.

Service

The DMS service for which the job was submitted; for instance, Avid DS RP
or ProEncode.

State

The current state of the job.

Submitted By:

The user name associated with the job, as submitted by the client.

Priority

The priority of the job, as submitted by the client.

Provider

(Not used by Avid DS) The name of the encoder, as registered with the DMS
Broker.

Using the DMS Administration Tool

Entry

Description

Requested Provider

(Not used by Avid DS) The name of the provider requested, if one was
specified.

Job ID

A number automatically generated by the DMS Broker.

Batch ID

(Not used by Avid DS) The number of the batch containing the job.

Submitted At

The date and time the job was submitted by the client to the DMS Broker.

Started At

The date and time the DMS Broker picked up the job.

Completed At

The date and time the job was reported as complete.

Progress

The percentage of the job that has been processed.

Notification

(Not used by Avid DS) Displays whether notification of job completed or
job error is enabled or disabled.

Canceling a Job
Jobs may be canceled during the Pending or the Processing state. A user may only cancel
jobs that have been submitted under their DMS user name. An administrator may cancel any
job.
When a job is canceled, it may take a short time for the job to actually stop and the status
change to be reflected. It is also possible that a job may finish before it can be canceled. In
this case, you may receive a dialog stating that the DMS Broker was unable to cancel the job.
To cancel a job:

1. Open the DMS Administration Tool.
2. On the Jobs page, click the hyperlinked job name that appears in the Job column.
The Job Details window opens in a separate browser window.
3. Click the Cancel button. A dialog box displays and asks if you are sure you want to
cancel the job.
4. Click OK to cancel the job.
The job remains in the Jobs list but the state changes to canceled.

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Deleting a Job
To delete a specific job or all jobs on the Jobs page:

1. Open the Jobs page, select the specific job(s) to delete by clicking the checkbox next to
the name of the job(s). You may select all of the jobs by clicking the Select All button.
2. Click the Delete button.
Retrying a Job
You may retry a job that is in the canceled state.
To retry a job:

1. On the Jobs page, click the hyperlinked job name that appears in the Job column.
The Job Details window opens in a separate browser window.
2. Click the Retry button.
The DMS Broker changes the state to Pending and places the job in the queue for the next
available RP workstation.

The Providers Page
The Providers page displays information about workstations that are running Avid DS RP
and are registered with the DMS Broker. You may also view specific provider details and
capabilities.
To open the Providers page:

t

394

In the mode selector, click Providers. The Providers page displays.

Using the DMS Administration Tool

The following table describes the information displayed on the DMS Providers page.
Providers Page

Description

Provider Name

The name of the workstation, as registered with the DMS Broker.

Service

The name of the DMS service that has been registered.

Host Name

The computer name of the provider.

Application Name

The name of the service provider application.

Status

Indicates whether or not the workstation is connected to the DMS Broker.

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Customizing the Providers Display
By default, the Providers page displays all Avid DS and Avid DS RP workstations that are
registered with the DMS Broker (and within the same Avid DS workgroup as the DMS
Broker). You can customize your view to show only the connected providers or providers of
a particular service.
To customize the Providers display:

1. In the mode selector, click Providers. The Providers page displays.
2. In the Control frame of the Providers page, click the Service list, and select the
applicable service.
3. Click the Connection Status list, and select All Providers or Connected.
4. Click the Filter button.
In the Results frame, the Providers page displays providers that match your selections.
Deleting Providers
If a workstation is connected to the DMS Broker, the workstation may not be deleted until it
has been disconnected and all processing jobs are stopped.
You must be logged in as an administrator to delete any workstations.
To delete a Provider:

1. In the mode selector, click Providers. The Providers page displays.
2. Click the check box to the left of the provider’s name, and click Delete.
A dialog box opens and asks if you are sure you want to delete the provider.
3. Click OK.
The provider is no longer registered with the DMS Broker and needs to be reregistered.

The Profiles Page
The Profiles page is reserved for future use.

The Services Page
The Services page displays information about the Distributed Media Services that are
installed and allows the user to install new services or delete services that were previously
installed.

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Using the DMS Administration Tool

To display information about a specific service:

1. Click Services in the mode selector. The Services page displays.
2. In the Results frame of the Services page, click the name of the service about which you
want information.
The specific information displayed on the Service Details page differs for each installed
service.

The Users Page
The Users page lets you create and manage user accounts.The default login for the DMS
Administration Tool is the user name Administrator, without a password. Avid recommends
assigning a password to this account after installing the DMS Broker. For more information,
see “Changing the Password” on page 385.
To open the DMS Users page:

t

In the mode selector, click Users. The Users page displays with user accounts listed in
the User Name column.

Setting Up User Accounts
To set up a user account:

1. Click the Add button. The Create User window displays.
2. Type a user name in the User Name text box.
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User names and passwords are case sensitive and can contain only letters, numbers, and
underscores. They may be up to 255 characters.
3. (Optional) You may assign a password by typing a password in the Password text box.
Then, type it again in the Retype Password text box.
4. Click the Save button.
Deleting User Accounts
You must be logged in as an administrator to delete user accounts.
To delete a user account:

1. In the mode selector, click Users.
The Users page displays.

2. Click the check box to the left of the User Name for each account you want to delete.
3. Click the Delete button.
A dialog box opens and asks if you are sure you want to delete the user account.
4. Click OK.
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Using the DMS Administration Tool

Reassigning Passwords
To reassign a user password:

1. Log on as an administrator.
2. Open the DMS Administration Tool and click Users. The Users page displays.
3. In the User Name column, click the link for the user you want to edit. The Edit User
window displays.
4. Type a password in the Password text box. Then, type it again in the Retype Password
text box.
5. Click the Save button.
To delete and re-create all accounts:

1. On the Users page, click the Select All button.
2. Click the Delete button.
A dialog box opens and asks if you are sure you want to delete the user accounts.
3. Click OK.
The user accounts are deleted. To re-create user accounts, see “Setting Up User Accounts”
on page 397.

n

The user “Administrator” cannot be deleted. If you try to delete Administrator, you will
receive an error message.
If a user forgets his or her password, a new one must be assigned. If you forget the
Administration password, it must be reset. Contact Avid DS Customer Support.

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400

Chapter 6

Licensing Avid DS Software
You can install your Avid DS software before licensing the product. However, you will not
be able to run an Avid DS product, until you have a registered license. Avid DS will only
start if the dongle identification number matches the information in the license file.
This chapter describes how to license an Avid DS, Avid DS Assist Station, or Avid DS RP
workstation.

Chapter 6 Licensing Avid DS Software

Requesting a License File
Avid DS uses a software license that is linked directly to the system where you have Avid
DS installed. The license is an encoded string generated from the IDs of different hardware
components on your system. Each workstation needs its own license file.

n

The licensing system allows you up to three hardware component changes. After you make
the third hardware change, you will be notified that you need a new license.
To generate your license ID:

1. Go to the Avid DS Support Center web site http://www.softimage.com/avidds and click
Licensing.
2. Follow the online instructions to generate a Dongle ID, and submit a license request to
Avid.

n

You must provide all the information requested in order to obtain your license in a timely
manner.
Avid DS Customer Service does not generate permanent licenses. However, if your license is
incorrect or if you haven’t received it within 72 hours of your request, Customer Service can
generate a limited one-week license.
3. If you have other workstations in your workgroup for which you need to install licenses,
click the Back to License Request button, and repeat the licensing instructions.

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Installing the Registered License File

Installing the Registered License File
1. When you receive your registered license from Avid, you need to save it to a folder
(C:\DSLicense) on the workstation where you generated the Dongle ID.
2. Click the Windows Start button and select All Programs > Avid > Avid DS v8 >
Licensing Instructions.
3. Follow the online instructions to install your license for this workstation.

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Chapter 6 Licensing Avid DS Software

404

Chapter 7

Managing Your Storage Areas
This section contains information on the storage connected to your Avid DS workstation
and/or workgroup. It provides guidelines on the configuration and maintenance of your
storage areas.

n

In this information, the general term “Avid editing system” refers to Avid applications other
than Avid DS Nitris, such as Symphony™, Media Composer®, Film Composer®,
Avid Xpress®, and NewsCutter®.

Chapter 7 Managing Your Storage Areas

Planning your Storage Locations
Your Avid DS workstation typically includes a base tower with a storage device (disk array).
The video media is stored on the drives in the storage device, while all software, projects,
and audio media are stored on the local drive in the base unit. For more information on the
software and project folders on your local disk, see “About your Local Storage Area” on
page 430.
If your Avid DS workstation is operating on its own, then the storage configuration is
simple. You just need to configure the storage device(s) connected to your workstation.
If your Avid DS workstations are connected in a workgroup, you can share media located on
your storage device, and also use media on storage devices that belong to other workstations
in your workgroup. Configure the appropriate storage devices for each workstation (local
and remote).
Later you will learn how Avid DS uses the indexing services to manage these storage areas
more efficiently.
Subtopics

The Avid Indexing Services
Workgroup with Private Projects and Storage
Workgroup with Private Projects and Centralized Storage
Workgroup with Shared Projects and Storage

The Avid Indexing Services
The Avid Media Indexer and the Avid Project Indexer manage your projects and media more
efficiently. These services actively monitor and index the storage areas that you’ve defined to
allow for improved performance, better sharing of media across a network, and better
interaction between Avid DS and an Avid DS RP (remote processing) workstation.
The Media Indexer can manage media of different formats, such as video, audio, source,
cache, .gen files (the native Avid DS format), .omf files (the native Symphony and Media
Composer format), and .mxf files (industry-standard format that encapsulates media and
production metadata into a single file).
Each workstation has its own media indexer which indexes the audio and video storage areas
on that workstation. The media indexing service on a workstation contains a list of storage
areas that the workstation requires. These storages are accessed and indexed in the order in
which they are listed.

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Planning your Storage Locations

Actual path to storage area

Workstation Name

In a workgroup, the Project Indexer works with the media indexing service on each
workstation and keeps an up-to-date index of the location of all media. So, for example,
when the Purge command is executed from any workstation within the Avid DS workgroup,
the correct media for the selected project is purged.
The following sections show the different workgroup setups, and explain how your media
indexing services should be configured in each situation.

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Workgroup with Private Projects and Storage
This scenario is best used when you do not anticipate much sharing of media between
workstations.
Each Avid DS workstation has its own local storage for project files and media.
CONTROLLER

Avid DS RP Workstation

Controller indexes all
projects in workgroup

LOCAL AREA NETWORK

CLIENT 1

CLIENT 2

Avid DS Workstation

Avid DS Workstation

Each workstation indexes
its own media

PROJECT
DATA

MEDIA

MEDIA

PROJECT
DATA

For each Avid DS workstation, configure a media indexing service with video and/or audio
local storage. For example:
•

local video storage - d:\videostorage

•

local audio storage - f:\audiostorage

An RP workstation does not need a media indexing service since it processes directly to the
Avid DS client storage area. It just needs permission to access the storage devices on each
Avid DS workstation so that it can return processing requests.

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Planning your Storage Locations

Workgroup with Private Projects and Centralized Storage
This configuration is very similar to the one for “Workgroup with Private Projects and
Storage” on page 408, except that workstations are using a shared central storage instead of
their local storage. If you don’t anticipate much sharing of media, but would like all media
for your workgroup to be on one storage device (that is an Avid Unity storage), then use this
centralized storage scenario.
CONTROLLER

Avid DS RP workstation

Controller indexes all
projects in workgroup

LOCAL AREA NETWORK

CLIENT 1

CLIENT 2

Avid DS workstation

Avid DS workstation

Avid Unity
PROJECT
DATA

Each workstation indexes
its own media on Unity

PROJECT
DATA

MEDIA

CLIENT 1
workspace

MEDIA

CLIENT 2
workspace

Should you require sequences or media from any other workstation, you can import the
sequence/clip and link to media on that workstation’s Unity workspace. You will also need
to change the share permissions on that workspace to access the media.

n

If the Avid DS workstations need to share projects and media on a more consistent basis, we
recommend that you follow “Workgroup with Shared Projects and Storage” on page 411.

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Before configuring the storage areas inside Avid DS, the Avid Unity storage needs to have a
workspace for each Avid DS client (An RP workstation does not need a workspace since it
processes directly to the Avid DS client workspace). The Avid Unity administrator can limit
the permissions for each workspace to the client to which the media belongs.
The RP workstation also needs permission to access the Unity workspaces for each Avid DS
workstation (for remote processing requests). For more information, see “Checklist:
Installing Avid DS with Avid Unity” on page 422.
For each Avid DS workstation, configure a media indexing service with the client’s
audio/video workspaces on Avid Unity.

410

•

Unity video storage - \\Unity\allocation\workspace_name\videostorage

•

Unity audio storage - \\Unity\allocation\workspace_name\audiostorage

Planning your Storage Locations

Workgroup with Shared Projects and Storage
In this scenario, media storage is also centralized on an Avid Unity storage. Use this scenario
if you anticipate that there will be a large need to share projects and media between
workstations.
CONTROLLER

Avid DS RP workstation

Controller indexes all
projects in workgroup

LOCAL AREA NETWORK

CLIENT 1

CLIENT 2

Avid DS workstation

Avid DS workstation

Avid Unity
PROJECT
DATA

PROJECT
DATA

MEDIA

Each workstation indexes
its own media and any
Unity workspaces to
which it is connected

CLIENT 1
workspace

MEDIA

Media
Composer
workspace

Media Composer
workstation

MEDIA

CLIENT 2
workspace

MEDIA

Symphony
workspace

Symphony
workstation

Before configuring the storage areas inside Avid DS, the Avid Unity storage needs to have a
workspace for each Avid DS client (An RP workstation does not need a workspace since it
processes directly to the Avid DS client workspace). The Avid Unity administrator can limit
the permissions for each workspace to the client to which the media belongs.

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The RP workstation also needs permission to access the Unity workspaces for each Avid DS
workstation (for remote processing requests). For more information, see “Checklist:
Installing Avid DS with Avid Unity” in the Installation and Administration section.
The Avid DS workstations can also directly access media created on other Avid editing
systems, and stored on an Avid Unity workspace.
For each Avid DS workstation, configure a media indexing service with the client’s
audio/video workspaces on Avid Unity.
•

Unity video storage - \\Unity\allocation\workspace_name\videostorage

•

Unity audio storage - \\Unity\allocation\workspace_name\audiostorage

If you need media from another Avid DS client’s workspace, then add a similar storage
connection to that client’s media indexing service.
If you need media from another Avid editing system’s (Media Composer or Symphony)
storage workspace on Avid Unity, then add a storage connection to its workspace.
•

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412

Unity video storage - \\Unity\allocation\workspace_name\foldername

On other Avid editing systems, audio and video are stored in the same folder.

Sharing Media

Sharing Media
Sharing media saves you time and disk space as you only have to capture the media once. If
other users in your workgroup want to use the media, they can import the sequence or master
clip into their project. The clips will then link directly to the associated media.

n

Avid DS can also share compressed and uncompressed media with other Avid editing
systems. For more information, see “Converting HD Formats” in the Help.
In a workgroup environment, the location of your media and projects can make a big
difference to your performance and processing times. For instance, if you are working in
isolation on a project, then having the related media on your local storage gives you realtime playback of the sequences.
On the other hand, if you are working on the same project with other Avid DS workstations
that need access to the same media, then it would be more efficient to store the media in one
location. You save on storage space as there is no redundancy of media on each workstation.

n

When sharing media on storage areas connected on a network, there may not be sufficient
bandwidth to provide real-time playback of the media. An Avid Unity storage, however, does
have enough bandwidth to handle real-time playback.
Points to consider when sharing media:
•

One workstation, preferably the controller, should hold all projects and take care of the
indexing and processing services. The Avid DS indexing services will be configured to
index media on all connected storage devices (including workspaces on Unity).

•

If your workstations are sharing Avid Unity storage, then each workstation using this
storage must have a fibre-optic cable connection to the Avid Unity system for optimal
performance.

•

If many workstations are working on the same project and will be sharing the same
media, then place all media on one storage device.

•

You cannot share media between a Unity and other type of storage device within the
same sequence. Avid DS cannot play back media that resides simultaneously on an
Unity workspace and a local storage. The media used in a given sequence must reside on
only one storage at a time. Either on your local storage or on a Unity workspace.

•

If you are sharing media on an Avid Unity workspace, make sure that both the offline
and the online systems have access to the workspace.

Points to consider when sharing projects:
•

In a workgroup, a user can open a project from any Avid DS workstation in the
workgroup.
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•

A project can only be opened by one user at a time.

•

If you need to work on a sequence within a project that is already open by another user,
you can import the sequence and link to media (so that you are still sharing the media).
This sequence can later be imported back into the original project.

Related Topics

•

Sharing MXF Media

•

Sharing OMFI Media

Sharing MXF Media
MXF (Material Exchange Format) is an industry-standard container format that encapsulates
media and production metadata into a single file. MXF is a common file format for direct
media interchange among Avid applications, as well as with third-party MXF-compliant
products. MXF supports both standard-definition and high-definition formats.

n

Avid DS Nitris can share HD projects and Avid DNxHD media with Media Composer
Adrenaline HD systems. Avid Xpress Pro HD systems can also share this media, but cannot
capture it. DNxHD media is compression format also used for MXF media so that you can
deliver mastering-quality HD media at standard-definition data rates and file sizes. To share
this media, you must be running Avid DS Nitris v7.5 QFE 3 or later, which is available from
the Avid DS Support Center (www.softimage.com/avidds).
For a list of shared DNxHD resolutions, see “Avid DNxHD Compressions” in the Help.
To create the MXF folders:

Avid DS Nitris requires separate storage areas (one for audio and one for video) to write
MXF media.

n

Other Avid editing systems create a single folder for MXF media, named Avid
MediaFiles\MXF, and can write both audio and video files to the same folder.
t

If you are only creating or linking to MXF media within Avid DS Nitris, create the
following folders on your videostorage using the Windows Explorer:
D:\Avid MediaFiles\MXF\
D:\Avid MediaFiles\MXF\Video
D:\Avid MediaFiles\MXF\Audio

t

414

If you are sharing media with other Avid editing systems on an Avid Unity, create the
following folders:

Sharing Media

\\server_name\workspace_name\Avid MediaFiles\MXF
\\server_name\workspace_name\Avid MediaFiles\VideoStorage
\\server_name\workspace_name\Avid MediaFiles\AudioStorage
Make sure to use the correct syntax:
•

Include a space between Avid and MediaFiles

•

Don’t include a space for MediaFiles, VideoStorage, and AudioStorage

•

Use the correct uppercase and lowercase letters.

Sharing OMFI Media
To create the OMFI folders:

t

t

If you are linking to OMFI media within Avid DS Nitris, create the following folders on
your videostorage using the Windows Explorer:
-

D:\OMFI MediaFiles\VideoStorage

-

D:\OMFI MediaFiles\AudioStorage

If you are linking to OMFI media on an Avid Unity, create the following folders:
\\server_name\workspace_name\OMFI MediaFiles\VideoStorage
\\server_name\workspace_name\OMFI MediaFiles\AudioStorage

Make sure to use the correct syntax:
•

Include a space between OMFI and MediaFiles

•

Don’t include a space for MediaFiles, VideoStorage, and AudioStorage

•

Use the correct uppercase and lowercase letters.

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Chapter 7 Managing Your Storage Areas

Configuring your Storage Locations
After all workstations in your Avid DS workgroup have been set up and installed with the
necessary software, you need to specify your storage areas so that they can be viewed or
shared by other clients in the workgroup. This configuration of storage areas is done through
the Media Storage Configuration tool in Avid DS.

n

Examples of different storage scenarios in a workgroup, and explicit storage configurations
for each of these scenarios have been described earlier.

Configuring the Media Indexing Service on your Workstation
The storage areas for your media are configured within your workstation’s media indexing
service. If you need to define additional storage areas, you must add them to your media
indexing service. The media indexer will index all the storage areas defined in this service
configuration.

n

If you need to access media on another workstation, you will need to add that workstation’s
media indexing service to your storage configuration (rather than directly to its
storage)—see “Accessing Storage on another Workstation” on page 419.
To configure your media indexing service:

1. In Avid DS Nitris, select Data Management > Configure Storages.
The Media Storage Configuration - Current Project dialog box displays the media
indexing services that are configured for your workstation.

Your workstation’s
media indexing
service is
indicated by the
computer name

2. Select your workstation’s media indexing service, and click the Change button.
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Configuring your Storage Locations

The Media Indexing Service dialog box displays.

3. Leave the workstation name as it is and click the Change button.
The list of storage areas in this indexing service displays.
Actual path to storage

Avid DS shared
storage name

4. Each storage area is uniquely identified by the workstation name and folder on which
the media resides. These storages are accessed and indexed in the order in which they
are listed. Use the Move Up or Move Down buttons to change the order of priority.
5. To add a new storage, click the Add button.
If you need to modify or delete a storage, click the Help button for instructions.
6. The Available Storage Types dialog box, select Avid Media Storage and click OK.

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7. Enter the full Windows path name (drive:\folder_name or
\\workstation_name\folder_name) where the storage area is located, or use the browse
(...) button to find it. For example, D:\VideoStorage or \\DSStorage4\VideoStorage.
If you are connecting to a folder on an Avid Unity, then click the browse (...) button and
locate the Avid Unity workspace folder. For example,
\\Unity\allocation\workspace\folder_name.
Do NOT use a drive letter.

8. If you are working in a workgroup where an Avid DS RP is installed, select the Enable
throttling for this storage option. The Avid Throttle Manager allows for more efficient
bandwidth management between your workstation, storage areas, and the Avid DS RP
workstation.
9. Select the media type that you will store in this folder: audio or video.
For regular Avid DS media, select generic audio (.wav) or generic video (.gen).

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Configuring your Storage Locations

For MXF media that can be exchanged with other Avid editing systems, select Read
only or MXF video or MXF audio files—see “Configuring Storages for MXF Files”in
the Help. Also, select Prevent purge of media on this storage so that this media is not
purged when media from other Avid DS projects are purged.
For OMFI media that can be exchanged with other Avid editing systems, select None.
This is a read-only storage.
You can also select None if you want media in this storage area to be viewed, but not
overwritten.
10. From the Disk Controller Type list, select the card that is installed in your workstation.
If you are configuring a remote storage on your network, then select CIFS Network.
However, if the remote storage is a Unity, then select Atto.

n

A storage set to Generic or CIFS will be considered non-realtime.
11. From the Disk Storage Type list, select the storage type that you are using.
The disk options set the appropriate bandwidth for Avid DS to use when transferring
data to the storage. You may choose Generic Adapter and Generic Storage but these
settings may not fully utilize bandwidth available to you. Therefore, choose the
appropriate options for your storage device to obtain the best performance for real-time
effects.

n

If your storage device does not appear in the list, it may be because it was installed after
Avid DS was installed. To make sure that it appears in the list, restart Avid DS so that the
software detects the device.
12. Click OK.
The storage area is added to the Media Storage Configuration list.
13. Click Close and then OK to return to the Media Storage Configuration - Workstation
dialog box.
14. Click the Close button to save the configuration for the media indexing service.

n

By default, the media indexer sets any new storage areas to automatically have full
read/write access by any user on the network. To restrict access to your media, you can
change the share permissions through Windows—see “Sharing Folders and Setting
Permissions” on page 343.
The first time that you configure your storage, the media indexer will need to index the
media on your storage device. This may take a while depending on the amount of media on
your storage.

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Configuring Storages for MXF Files
Using the Avid DS Nitris Media Storage Configuration tool, configure storage areas that
point to the MXF folders that you created. Use the table below when following the steps as
explained in “Configuring the Media Indexing Service on your Workstation” in the Help.

Type of
configuration in
Media Storage
Configuration tool

Folder

Description

\Avid MediaFiles\MXF

Where MXF video and audio files
Read-only
can be written so that Avid DS Nitris
can link to them.

\Avid MediaFiles\Video Storage Where Avid DS Nitris writes MXF MXF video files
video files so that other Avid editing
systems can link to them.
\Avid MediaFiles\Audio
Storage

n

Where Avid DS Nitris writes MXF MXF audio files
audio files so that other Avid editing
systems can link to them.

Avid DS Nitris and other Avid editing systems can link to MXF media in the same shared
folder but cannot create MXF media in the same shared folder.

Accessing Storage on another Workstation
A media indexing service is defined for every Avid DS workstation in the workgroup. To
access media on another workstation, you need to add that workstation’s media indexing
service to your own storage configuration. (It is more efficient to connect to the media
indexing service on that workstation rather than directly to its storage area.)

n

When you import a sequence or clip from another project, Avid DS creates a connection to
the media even if it resides on another workstation. If the storage where this media resides is
not already configured on your workstation, Avid DS will automatically add a media
indexing service for that storage in your workstation’s storage configuration.
To access a media indexing service on another workstation:

1. Select Data Management > Configure Storages.
The Media Storage Configuration - Current Project dialog box is displayed with a list of
existing services.

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Configuring your Storage Locations

Your workstation’s
media indexing
service

2. To add a new service, click the Add button.
The Available Storage Types dialog box is displayed.

3. Select Avid Media Indexing Service and click OK.
Avid DS scans the network for all workstations in your workgroup that are running
media indexing services.

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4. Select the workstation whose media indexing service you need to access, and click
Change.
5. Click Close to accept this configuration.
The other workstation’s service configuration is now added to your storage
configuration.

Your workstation’s
media indexing
service
Other
workstation’s
media indexing
service

6. Click the Close button to exit the Media Storage Configuration - Current Project dialog
box.
To remove a media indexing service:

1. In the Media Storage Configuration - Current Project dialog box, select the service that
you want to delete.
2. Click the Remove button.
The indexing service is no longer defined for the current project.
3. Click the Close button.

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Checklist: Installing Avid DS with Avid Unity

Checklist: Installing Avid DS with Avid Unity
Each Avid DS workstation connected to Avid Unity™ MediaNetwork requires its own
workspace. This workspace is then added to the storage configuration in each Avid DS
workstation. For more information on configuring the workspaces and setting permissions
on the Avid Unity, refer to your Avid Unity MediaNetwork documentation.

c

Do not install any Avid DS software components (such as the indexing services) directly
on Avid Unity.

;

Step

Refer to

†

Install all Avid DS client workstations.

“Setting up your Avid DS Environment” on
page 311.

†

Install Avid Unity MediaNetwork client software on Avid Unity MediaNetwork documentation.
each Avid DS workstation that is connected to Avid
Unity.

†

Install the latest updates for the Avid Unity
MediaNetwork software (if any).
Follow the online instructions to install this software
update, and then reboot your workstation.

†

Avid Download Center
http://www.avid.com/support/downloadcenter/inde
x.asp

On the Avid Unity, create a video workspace and an Avid Unity MediaNetwork documentation.
audio workspace for each Avid DS workstation (the
RP workstation does not need a workspace).
Important: Do NOT use the Unity Connection
Manager to connect the Unity workspaces for Avid
DS.

†

Use the Administration Tool to assign the
permissions on each workspace. If some
workstations need to share media, you can assign
permissions for these workstations on the
appropriate workspaces. (You should also give the
RP workstations permission to each workspace).

Avid Unity MediaNetwork documentation.

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Chapter 7 Managing Your Storage Areas

;

Step

Refer to

†

In Avid DS, use the Storage Configuration tool to
add a Unity storage connection to your local
indexing service.

“Configuring the Media Indexing Service on your
Workstation” on page 415.

Important: Do NOT use a drive letter, instead
browse the network to the Avid Unity server, using
only a UNC path to access your media folder on
Avid Unity.

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Establishing the Project Folder

Establishing the Project Folder
If you upgrade to a new version of Avid DS or decide to change the location of the projects
folder, you will need to reset your working projects location.
To set the project location:

1. Start Avid DS.
2. If the Open Project dialog box does not automatically open, select File > Open New
Project.
3. From the Open Project dialog box, select:
-

Display Projects on this workstation only, if you are working on a standalone
workstation, or

-

Display All Projects in the Workgroup, if you are sharing projects with other
workstations in a workgroup.

4. If your projects do not display in the list, then click the Add Project Root button.
5. Browse to the F:\Projects/Audio drive, and select the DS Projects folder.
The new project location will appear in your project list.
e.g. \\xw8200-DS\ds_projects.
6. Expand this folder to see all the projects.

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Chapter 7 Managing Your Storage Areas

s

Maintaining Disk Space on your Drives
To prevent problems, you should keep at least 10% of the disk space on each drive free at all
times.
When you run Avid DS, it creates two interactive cache files on the Video Storage drive.
These two files (DS_interactive_cache.tmp and DS_interactive_cache.tmp.lowres) can use
up as much as 500 megabytes of your video storage area, and are mandatory for Avid DS.
If there isn’t enough available space for these files to be created, the system performance
will drop dramatically. You may even experience a system failure.
As a first step, you should purge unnecessary media files from the system to allow Avid DS
to work properly. For more information, see Defragmenting Media in the help.
If your disks are getting badly defragmented, you can also perform a defragmentation on the
disk drives.You can use third-party software, or the Windows XP Disk Defragmenter utility
(on XP workstations) to defragment your disk drives.

n
c

Defragmentation on Unity drives is not possible. Also, the Unity file system has been
designed to handle video media in the most efficient way, so that defragmentation of drives is
not necessary.
Do not defragment your drives while Avid DS is capturing, outputting, or processing
media.
You should not defragment your disks too often.
Stopping defragmentation prior to completion can leave the storage media in a worse
condition than before defragmentation.
To defragment the drives on Windows XP workstations:

1. On the Windows desktop, right-click the My Computer icon and select Manage.
The Computer Management console is displayed.
2. Use the tree (left) to navigate to Storage > Disk Defragmenter.
3. Right-click the disk you want to defragment and select Defragment.

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Striping your Drives

Striping your Drives
Striping is the process of configuring hard drives to allow the system to see two or more
drives as a single drive. When you transfer files to striped drives, the files are split between
the drives, and the data transfer rate increases. Striping is required to work with
uncompressed and high video resolutions. The capability for striping drives is built into the
Windows XP operating system.

n

Refer to the Avid DS Support Center web site http://www.softimage.com/avidds for a list of
supported drives.
Keep the following in mind when striping drives:

n

•

Avid DS requires at least eight drives (for SD) and twelve drives (for HD) striped
together to sustain real-time performance.

•

Hard drives of different sizes cannot be striped. For example, you can stripe eight 73GB drives or eight 146-GB drives, but you cannot stripe six 73-GB drives and six 146GB drives together.

•

Striping drives deletes any material on them.

•

Striping is cumulative. For example, when you stripe twelve 146-GB drives, you can
create an approximate 1.7 TB partition.

•

If one drive in a striped volume becomes damaged or inoperable, the data on the
remaining drives will be lost.

If you are using Avid Unity storage, it does provide backup security in case of drive failure.

Creating a Stripe Volume
With Windows XP, the disks in a stripe volume must be dynamic disks. Since drives are not
usually shipped in this format, you may need to upgrade your drives before you can stripe
them. The Disk Manager in the Computer Management console automatically detects
whether your drives need to be upgraded to dynamic disks.

n

If you attempt to create a stripe volume from non-Avid drives, Avid makes no guarantee that
the stripe volume will perform to Avid specifications for your application or sequence.
Consequently, Avid DS Customer Service will not be able to support any system issues
caused by the non-Avid drives or the stripe volume.
Once the drives in your disk array have been upgraded to dynamic disks, you can create the
stripe volume.

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Chapter 7 Managing Your Storage Areas

To create a stripe volume:

1. Log on to the system using the local administrator account and close any applications
that are currently running.
2. Right-click the My Computer icon and select Manage.
The Computer Management window opens.
3. Use the tree (left) to navigate to Storage > Disk Management.
If the storage is new and unformatted, the Initialize and Convert Disk Wizard is
displayed, otherwise go to step 7.
4. Click the Next button.
The Select Disks to Initialize window opens.
5. Select the disks that you want to initialize and click the Next button.
The Select Disks to Convert window opens.
6. Select the disks that you want to convert to dynamic drives (mandatory to create the
stripe volume) and click the Next button and then click the Finish button.
If the storage was attached to a Windows computer, the drives may show up as
Dynamic/Failed. If this happens, right-click the drive and select Delete Volume.
You may also have a ‘missing’ disk in the window. If this appears, right-click and select
Remove Disk.
If the drive shows as Basic, right-click the drive icon on the left and select Convert to
Dynamic Disk. The drive should show as Dynamic and Unallocated.
7. Right-click one of the unallocated drives and select New Volume.
The New Volume Wizard is displayed.
8. At the Welcome window, click the Next button.
The Select Volume Type window opens.
9. Select the Striped button and click the Next button.
The Select Disks window opens. The original disk you selected is displayed on the
Selected side of the window.
10. Select the other drives on the Available side of the window and click the Add button.
When completed, click the Next button.
The Assign Drive Letter or Path window opens.
11. You can leave the default drive letter or select a new drive letter from the pull-down
menu. Click the Next button.
The Format Volume window opens.

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Striping your Drives

12. Format the volume as NTFS and Default Allocation unit size. You can also name the
volume.
13. Select Perform a Quick Format.

n

Formatting without “Quick format” may take several hours or several days depending on
the size of your storage device.
14. Do not enable compression.
15. Click the Next button and then click the Finish button.
The Computer Management window opens and the drives should begin formatting. Let
the system finish formatting the drives before you begin using any applications.
Once complete, the drives will say NTFS, Healthy. You will also see the new volume
when you double-click My Computer. The striped volume is ready to use.

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Chapter 7 Managing Your Storage Areas

Importing Foreign Disks
If you have used a Recovery CD, or you have transferred a volume set from one Windows
XP system to another, your stripe volume will not display all the disks. You will have to
import the striped disks into your Disk Management configuration.
To import the disk into the system

1. Right-click the My Computer icon and select Manage.
2. In the left pane, click Disk Management, and then highlight the foreign disk in the right
pane.
3. From the Action menu, select All Tasks > Import Foreign Disks.
4. Follow the instructions that are displayed on the screen to recreate your stripe set.

430

About your Local Storage Area

About your Local Storage Area
Your Avid DS workstation includes a tower base unit and a storage device (disk array). All
software, projects, and audio media are stored on the disk drive in the base unit, while the
video media is stored on the drives in the storage device.
External
Storage Device
Avid DS
Workstation

Base unit

Storage device

C: and D:
drives

F: drive

Except for the (C:) system partition, the letters for the above drives are only suggestions.
Depending on the storage choices that were made when your workstation was installed,
several folders were created to hold various system files, project files, as well as media and
cache files.
Folder

Description

Location

\DS_v8.x

Contains the files required to run Avid DS C:\Program Files\Avid\DS_v8.x

\DS Archives

Contains information on archived
projects

D:\DS Archives

\DS Projects

Contains the projects, sequences, and
clips that you create in Avid DS

D:\DS Projects\DS_v8.x

\VideoStorage Contains the video media and cache files F:\VideoStorage
captured or processed in Avid DS
\AudioStorage Contains the audio media and cache files D:\AudioStorage
captured or processed in Avid DS
\Services

Containes the files required to run the
Avid DS services

C:\Program Files\Avid\Services

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Chapter 7 Managing Your Storage Areas

The DS_v8.x Folder
The Avid DS executable and the various .DLL files required by the application are in the
C:\Program files\Avid\DS_v8.x folder.

c

Do not move or modify any of the folders in the \DS_v8.x folder.
Folder

Description

\Command Maps Contains the command maps for the different views and layouts in Avid DS
\DSPresets

Contains customized effects that you can use in Avid DS when creating graphics,
transitions, compositing, etc.

\Help

Contains all the files required to use the online help, which provides task and
reference information on Avid DS functions

\Preferences

Contains the user preferences and customized layouts, toolbars, and key maps

\DSSystem

Contains system files

The DS Archives Folder
The \DS Archives folder is used by Avid DS to keep track of archived projects. When you
archive a project, an archive log file is saved in this folder, so that you can later restore your
media. The archive log file also contains the Avid DS version number, so you know which
version you were using when the archive was created.
Video media is always archived to tape and an EDL is generated called ArchiveTape.log.
Only Avid DS can read this EDL during the restore process. If this file is missing from the
archived project folder, the media cannot be restored.
Archived audio media or archived audio cached media is stored in this folder. Under each
project archive folder, the audio (.wav) media files are stored in a folder called Archive
Media Files\audio, which contains each audio storage ID, labelled #1, #2, and so on.

When the project is restored, these folders are copied to their corresponding audio storages.
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About your Local Storage Area

The DS Projects Folder
The \DS Projects folder must be shared (default at install). It contains the projects that you
create with Avid DS. Each time you create a new project, you are prompted to select a
location for the project folder. You must keep all your projects under the root \DS Projects
folder.
The project folder contains the clips and sequences associated with a project. Each project
folder also contains the \System folder.

n

Note the following:
•

Do not move, delete, or modify the contents of the \System folder.

•

Never manually move a project between Avid DS workstations. Use the Archive/Restore
feature of Avid DS instead.

•

Never duplicate a project within an Avid DS workgroup.

The \System folder contains the following information:
Source models: These data structures allow Avid DS to manage the relationship between
clips, sequences, and their media. Each time you capture media from a new source, Avid DS
creates a corresponding source model, which tracks the time span, quality, and location of
the different media files captured from that source. When you play back a clip from that
source, Avid DS consults the appropriate source model to locate the media.
Dsprojectinfo: This file contains information about the project format and other project
preference settings. For more information on project preferences, see Creating a New
Project in the help.

The DSPresets Folder
The \DSPresets folder contains presets, which you can use to define effects, transitions,
graphics tools, and so on. The presets that are shipped with Avid DS are stored in this folder
by default.
Avid DS also creates a \DSPresets folder in each project folder. This lets you store user
presets that are specific to a particular project with that project. You can also specify, as part
of your user preferences, locations for your own and shared workgroup presets.

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Chapter 7 Managing Your Storage Areas

The VideoStorage and AudioStorage Folders
The \VideoStorage folder must be shared (default at install). It contains individual folders for
each project. Each folder contains the video media and cache files for that project. Each
folder's name is generated by the software and is based on a unique identification string
(called a GUID) that identifies each project.
The \AudioStorage folder must be shared (default at install). It contains individual folders
for each project. Each folder contains the audio media files for that project.

n

Do not delete audio or video media files or folders using Windows Explorer. If you want to
delete a media file, use the Purge or Delete command in Avid DS. For more information on
deleting clips and/or purging media, see Managing Media in the help.

The DSSystem Folder
The C:\Program Files\Avid\DS_v8.x\DSSystem folder contains system files and several
folders used by Avid DS.
Folder

Description

\DSSystem\temp\user_account_name Contains the autosave files, viewer and test
pattern bitmaps, some critical Avid DS system
files, RP jobs log, and the crash log. Before
modifying anything in this folder, contact
Avid DS Customer Service.

n

434

\Rsrc

A resource folder for the 3D database

\SoftDB

Contains the 3D database used by the 3D
Warp effect

The Autosave files are saved under \Program Files\Avid\DS_v8.x\DSSystem\Temp.username
and have four duplicates. Keep monitoring your sufficient disk space, otherwise the software
and/or operating system may cease to operate. After the installation, the drive must have
over 20% of free space at all times.

Capture and Output

This book provides information about capturing media, conforming
sequences created on other systems, and outputting material.

436

Chapter 1
Capturing Material

This chapter describes how to prepare to capture material, specify the capture
quality, and capture and log material so that you can edit it in Avid DS Nitris.
This chapter includes the following topics:
•

Workflow: Capturing Material

•

Preparing to Capture Material

•

Logging and Capturing Material

•

Capturing Material from File

•

Creating Linked Clips

•

Batch Capturing

•

Using Scripts to Capture Media

•

Managing Tapes

•

Using Tapeless Archive for Film Transfer

Chapter 1 Capturing Material

Workflow: Capturing Material
You can capture material for your project from different sources, such as tape
or file. The following illustration shows you the process of capturing material:
1

Configure inputs and quality settings.

Configure the VTR or other external device.

2

Preview material.

Monitor audio levels.

Preview video.
3

Select video/audio input, quality, and storage.

Log or capture material from...
File

Tape

4

438

AFE, AAF, OMF®, EDL, or ALE file.

For logged clips, batch capture from the timeline or Avid Explorer.

Preparing to Capture Material

Preparing to Capture Material
Before capturing media, you must configure settings for your workstation.
Configuration includes specifying the external device and the input signals
coming from the external device; selecting the capture quality, storage location
for the captured media, and other settings; and monitoring audio levels.
Use this checklist to help you prepare to capture.

Preparing to capture

❏ Configure the external device
❏ Select the capture mode
❏ Select the capture target
❏ Specify the capture quality
❏ Specify audio input settings
❏ Specify video input settings
❏ Preview material

These tasks are described in the following sections.

c

n

Avid DS Nitris requires that the deck and the Avid Nitris DNA be
genlocked to the same timing source when capturing. If you’re capturing
a format that allows either tri-level or black burst sync (such as 1080i
59.94), you can use either sync source, so long as it is supported by the
deck. For a list of sync options for each format, see “Downconverted
Output Formats and Sync Sources” in the Help.
If you are capturing material from file, configure the capture settings in
advance through the Capture Settings view and capture through the Avid
Explorer. For more information, see “Capturing Material from File” on
page 471.

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Chapter 1 Capturing Material

Configuring the External Device
Before capturing from an external device, such as a deck, you need to set
options for the device.The first time you work with a new device, you need to
set parameters in the Deck Configuration view. The Deck Configuration view
lets you save your settings as a preset. You can then select the preset in the
Deck Configuration view or select it from the Device pop-up menu in the
Capture Tool.

n

If you are recording through a microphone, activate the Microphone Input
preset, ignore the External Device settings, and accept the Audio settings
(Input: Analog and Priority: Microphone). For more information, see
“Capturing Audio through a Microphone” on page 469.
To configure an external device:

1. Connect the external device to your Avid DS system, as described in the
setup guide for your system.
2. Open the Deck Configuration view by doing one of the following:
t

From the NLE Tools toolbar, click Media IO > Deck Configuration.

t

In a project root bin, open the Views folder and click Deck
Configuration.

The Deck Configuration view opens.

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Preparing to Capture Material

Deck presets
list

For information about options in the Deck Configuration view, click the
Help button .
3. In the top part of the Deck Configuration view, right-click and select Add
New Deck Preset.
An icon named Deck Preset is added to the Deck Presets list. The name is
selected and ready to be renamed.
4. Type a name for the preset.
5. From the Manufacturer list, select the name of the manufacturer of the
external device.

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Chapter 1 Capturing Material

6. From the Model list, select the model number.
Some models include a frame rate (23, 24, and so on). Make sure the
template matches the playback rate of your deck.
If the model of your deck is not listed, it has not been tested by Avid and
its accuracy or usability is not guaranteed. In most cases, however, you
can use the deck for capture. Select a similar model from the same
manufacturer. After completing the configuration, check some basic
operations, such as cueing to a specific timecode and checking the
accuracy of the capture and output to tape.
7. From the COM Port list, select the COM port that connects the serial
cable from the external device to your system.
The serial cable should be connected to either COM1 or COM2.
8. From the TC Mode list, select the type of timecode you want to use for
input: Auto, LTC, or VITC. For more information, click the Help button.
Auto lets the external device determine which timecode to read.

n

If your external device cannot find a timecode when previewing material, your
TC Mode setting may be incorrect.
9. When outputting to tape, you must specify the edit mode by selecting
Auto or Assemble from the Edit Mode list—see “Configuring the
External Device for Output” on page 517.
10. From the Edit Field list, select the field on which the output starts.
Deck Settings uses the Edit Field setting that is set on the external device.
11. In the Preroll text box, enter the amount of time that you want the external
device to play before Avid DS Nitris starts to capture or output.
12. If you’re experiencing an offset between the external device and your
system, you can compensate by adding or subtracting frames in the Play
Bias and Record Bias text boxes. The Play Bias option offsets the timeline
whereas the Record Bias option offsets the VCR timecode entry point.

n

When you first connect the external device to your system, you should perform
several capture and output tests to verify that the timecodes are accurate.
13. Make a selection from the Input and Priority lists.
The input you select will depend on the audio hardware connected to
your system.

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Preparing to Capture Material

14. Use the Audio Physical Patching matrix to assign the audio outputs from
the external device to the audio inputs on your workstation—see “Using
the Physical Patching Matrix” on page 444.

n

The Input, Priority, and Audio Physical Patching settings are all saved with
the device preset.
15. Click the Check button.
If the communication between the external device and your system is
operating properly, nothing happens. If there is a problem, a message box
appears, stating the possible cause of the problem.
You can also verify that the external device is operating within normal
parameters by checking the five items in the External Device Status area,
located beneath the transport controls.
16. Right-click the new preset and select Save or click the Save button.
17. Select a preset as the currently active external device—see “Activating a
Device Preset” on page 445.

n

If you’re using a deck that can be addressed in a format different from its
recording speed, four bin columns provide you with a quick way to find your
clips on the source tape:
•

Avid DS Nitris Physical In

•

Avid DS Nitris Physical Out

•

Avid DS Nitris Physical Start

•

Avid DS Nitris Physical Stop

These columns show timecodes in the same format as the deck faceplate.

n

Templates for output devices are located by default in the following folder:
C:\Program Files\Avid\DS_v7.0\Edm\Supporting Files\Machine_Templates.
The Supporting Files folder also contains the Backup_Machine_Templates
folder, which holds older templates. To access additional templates in the Deck
Configuration view, copy template files to the Machine_Templates folder.

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Chapter 1 Capturing Material

Using the Physical Patching Matrix
The Physical Patching matrix lets you assign the audio outputs from the
external device to the audio inputs on your workstation.
If the material you want to capture has more audio tracks than the number of
physical inputs on your workstation, you can capture the audio tracks in
different passes. For each pass, you can re-assign the audio physical patching
to capture the tracks you need.
For example, assume you only have two physical inputs (I1 and I2), but have
four tracks of audio to capture (A1, A2, A3, and A4). On the first pass, you
can capture tracks A1 and A2.

On the second pass, you can change the audio physical patching to A3 and A4,
which lets you capture audio tracks 3 and 4.

You can also use the patching to:
•

Rearrange the track destination

•

Import specific tracks from a device

•

Remove unwanted tracks

Since the Audio Physical Patching is saved with the device preset, each device
can have its own specific audio patching.

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Preparing to Capture Material

Editing and Deleting External Device Presets
You can save the settings for your external device as a preset, so that you don’t
have to reconfigure the device each time you use it for capture or output.
To edit a preset:

1. Right-click the preset.
2. Select the options you want to change.
3. Click the Save button.
To delete a preset from the device list:

t

n

Right-click the preset and select Delete.

You cannot delete the active preset.

Activating a Device Preset
You can select one of your presets as the currently active external device. The
device you choose will be the default device for capture, recapture, and output.

n

You can choose a different device preset in the Capture Tool and Output view.
To activate a device preset, do one of the following:

t

In the top part of the Deck Configuration view, right-click the preset and
select Activate.

t

Double-click the preset.

A green check mark appears on the preset’s icon.
Exporting and Importing Device Presets
You can share presets with other Avid DS Nitris systems by exporting and
importing deck presets.
To export deck presets:

1. In the Bin tools section of the Deck Configuration view, click the Fast
Menu button and select Export Deck Presets.
The Select Deck Presets Export Folder dialog box opens.
2. Select the folder into which you want to export the presets.
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Chapter 1 Capturing Material

3. Click the Select button.
All presets are exported to the folder you selected.
To import deck presets:

1. In the Bin tools section of the Deck Configuration view, click the Fast
Menu button and select Import Deck Presets.
The Select Deck Presets Import Folder dialog box opens.
2. Select the folder from which you want to import the presets.
3. Click the Select button.
All presets in the selected folder are imported to your system.

Opening the Capture Tool
The Capture Tool lets you configure the settings you need to capture media
from an external device and perform the capture.
To open the Capture Tool, do one of the following:

446

t

From the NLE Tools toolbar, click Media IO > Capture Tool.

t

Select View > Single-Instance Views > Capture Tool.

Preparing to Capture Material

Timeline/Deck Control
Live

Tape

On-the-Fly

Log/Capture Mode

In and Out
(On-the-Fly only)

Start Capture

Locators
controls

Sync Source
Video/Audio
Capture Settings
Input Monitor

Expand/Collapse

Video Input Parameters
Audio Input Settings

Selecting the Capture Mode
You can choose one of three different capture modes in the Capture Tool:

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Chapter 1 Capturing Material

•

Live: Lets you specify settings for capturing material by simply starting
and stopping the capture—see “Logging and Capturing Clips from Tape”
on page 460.

•

Tape: Lets you specify settings for capturing material between in and outpoints or for logging empty master clips—see “Logging and Capturing
Clips from Tape” on page 460.

•

On-the-fly: Lets you specify settings for capturing material between in
and out-points that you set as the tape plays—see “Capturing Clips Onthe-Fly” on page 463.

Selecting the Capture Target
You can choose one of several capture targets in the Capture Tool.
To select a capture target, do one of the following:

t

Select one of the following from the Target list:
-

Project Root: Creates master clips in the folder with the project name
(the project folder).
Main Explorer Location: Creates master clips in a bin you selected
in the Avid Explorer.
The most recently activated bin within the project root becomes the
capture target. An icon in the title bar marks a bin as the capture
target.

t

Auto-Source: Creates master clips in a folder with the same name as
the tape name.

Click the Target button, click once to select a folder, and then click OK.
Avid DS Nitris creates master clips in the folder you select.
You cannot create master clips outside the current project, so
Avid DS Nitris checks the path to make sure the folder is within the
project folder.

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Preparing to Capture Material

Specifying the Capture Quality
You set the video and audio capture quality when you create your project or
sequence. You can keep these default settings or adjust them for the material
you are going to capture or recapture.
For your video material, you can change the resolution, bit depth,
compression, and storage device. For your audio material, you can change the
sample rate, bit depth, and storage device.
Specifying the Video Capture Quality
Video capture settings let you define the resolution, bit depth, and
compression ratio at which images are captured.You can save space on your
disk array by capturing video material in compressed format. Typically,
compressed material is used for a rough cut, where you capture large amounts
of material at a lower quality. After that, you can recapture the edited material
uncompressed before proceeding with a more detailed edit.
To specify video capture quality:

1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Capture Tool.

t Select View > Single-Instance Views > Capture Tool.
2. Click the Video/Audio Capture Settings button.
The video and audio capture settings are displayed.

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Chapter 1 Capturing Material

For more information about video capture options, click the Help button.
3. In the Video panel, select a resolution from the Resolution list. The
resolutions that are displayed depend on your Avid DS Nitris system
hardware.
4. Set the Color Space to be used for your media.
The options you have available depend on your video format and
resolution.
5. From the Bit Depth list, select a bit depth, depending on what your
hardware allows.
6. From the Compression list, select a compression or Uncompressed. The
compressions that are displayed depend on the selected video format. For
information about compressions, see “Avid DNxHD Compressions” and
“JFIF Compressions” in the Help.
7. From the Capture To list, select the storage device on which your video
media will be stored.
The status of the storage device you selected is displayed. If the storage
device is accessible in real time, the status marker is green. If the storage
device is not accessible in real time, the status marker is red.
The Time Available box indicates how much video material you can
successfully capture based on your quality settings. If you have
insufficient storage space, consider deleting any unused media on your
disk array—see “Purging Media” on page 1087.
Specifying the Audio Capture Quality
The audio capture settings let you define the quality at which your audio
material is captured. These settings depend on the audio hardware connected
to your workstation.When you’re capturing material from a digital input, the
audio input sample rate and protocol settings are set according to the input
signal detected by your hardware.
With digital input, such as AES/EBU or S/PDIF, the sample rate is determined
and set by the external device (CD player, DAT, etc.). If the digital input
cannot be detected (for example, the external device is turned off), the default
sampling rate is set to 48 kHz.

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Preparing to Capture Material

To specify audio capture quality:

1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Capture Tool.

t

Select View > Single-Instance Views > Capture Tool.

2. Click the Video/Audio Capture Settings button.
For information about audio capture options, click the Help button.
3. In the Audio panel, select a sample rate from the Sample Rate list. The
higher the sample rate, the more accurate the capture process will be.
4. From the Bit Depth list, select a bit depth. The higher the value, the more
precise the audio will be.
5. From the Capture To list, select the disk array on which your audio
material will be stored.
The status of the storage device you select is displayed. If the storage
device is accessible in real time, the status marker is green. If the storage
device is not accessible in real time, the status marker is red.
The Time Available box indicates how much audio material you can
successfully capture based on your quality settings. If you have
insufficient storage space, consider deleting any unused media on your
disk array. For more information, see “Purging Media” on page 1087.

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Chapter 1 Capturing Material

Specifying Audio Input Settings
You can specify two types of audio input settings in the Capture Tool:
•

Audio format and channel routing

•

Settings for the external device

Setting the Audio Format
Your choices for audio format and available channels depend on the installed
audio hardware.
To set the audio format and assign audio channels:

1. In the Capture Tool, click the Input Monitor button.
2. Select the audio format from the Audio Format list.

f

For information about audio formats, click the Help button.
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Preparing to Capture Material

3. Use the channel routing matrix to assign the incoming audio tracks to the
desired audio channels of the clip.
Click in the appropriate boxes to make the assignments. The number of
available channels depends on the installed audio hardware and the
selected audio format. You should know, in advance, to which tracks the
audio has been recorded on the tape.

n

If you click on a square in the matrix and an empty circle appears, that
particular assignment is not available due to limitations of the audio
hardware.
For example, to switch the settings for track A1 and A2 so that track A1 is
assigned to Right (R) and track A2 is assigned to Left (L), click the R
square in column A1 and the L square in column A2. Notice that you can
have only one track assigned to one audio channel.

Old assignment

New assignment

Specifying Audio Settings for the External Device
Settings for the external device are determined by the selection you make from
the device list. This list includes presets that you create in the Deck
Configuration view. For more information, see “Configuring the External
Device” on page 440. You can change the audio settings for the preset in the
Capture Tool, but they are not saved with the preset.
To specify audio parameters for the external device:

1. In the Capture Tool, click the Audio Input Settings button.
2. Select the type of audio input from the Input list.
3. Select the priority for the audio input from the Priority list.
The options available depend on the Input selection.
4. Specify the audio output assignments in the physical patching
matrix—see “Using the Physical Patching Matrix” on page 444.
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Chapter 1 Capturing Material

Specifying Video Input Settings
If your system includes an Avid Nitris DNA, you must select the type of video
input signal: Serial Digital, component, composite, or S-Video (Serial Digital
is required for HD). For component, composite, and S-Video, you can
calibrate video input by adjusting the video parameters.

n

You cannot adjust input parameters for Serial Digital.
To select video input:

1. In the Capture Tool, click the Video Input Parameters button.
2. Select the input source from the Input Selection list.

To adjust video input parameters:

1. Connect a waveform monitor, vectorscope, or other equipment for
calibrating video input, depending on your production environment.
2. In the Capture Tool, click the Video Input Parameters button.
3. Select the input source from the Input Selection list.
4. Select Professional or Consumer, depending on the type of deck that is
connected.
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Preparing to Capture Material

5. Using color bars or a test pattern, adjust one or more video parameters by
dragging the slider or by clicking the minus (-) or plus (+) button.
For information about video parameters, click the Help button.
6. To save your settings, click the Save Parameters button.
You can save one set of parameters for each type of video input.
7. To restore the default settings for all video inputs, click the Factory
Settings button.

Specifying the Sync Source
For systems with an Avid Nitris DNA, you need to select the sync source for
reference timing: either tri-level sync or black burst sync (NTSC or PAL).
Avid DS Nitris requires that the deck and the Avid Nitris DNA be genlocked
to the same timing source when capturing.
HD formats whose frame rate aligns with 29.97 fps (NTSC) or 25 fps (PAL)
can use either tri-level sync or black burst sync. If you are capturing one of
these HD formats (such as 1080PsF 29.97 or 1080PsF 25), you can use either
tri-level or black burst as the sync source.
For a list of sync options for each format, see “Downconverted Output
Formats and Sync Sources” in the Help.

To specify the sync source:

1. In the Capture Tool, click the Sync button.
-

For HD sequences, the Expected Sync Source field displays the
format of the sequence or its interlaced equivalent.

-

For SD sequences, the field displays NTSC or PAL Black Burst.

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2. Select the sync source that is compatible with the sequence: Tri-Level,
Black Burst, or Any.

n

You can also set the sync source in the Output Tool.

Checking the Sync Source
The Sync (S) light (located on the right of the toolbar below the timeline)
indicates the sync source that is being used by the current sequence.
Sync light

•

Green: Indicates that the sequence is receiving the correct sync for the
frame rate.

•

Yellow: Indicates that the sequence is using internal sync from the Avid
Nitris DNA. For professional production you should make sure to connect
the correct external sync.

•

Red: Indicates that the sequence is not receiving the correct sync for the
frame rate. You should correct this situation.

Previewing Material
Before capturing video or audio material from a tape or live capture session,
you can preview it to decide how much preroll or post-roll to add, or to
monitor the audio levels (see “Monitoring Audio Input” on page 457). When
you preview audio material, you can use the Audio Input monitor to set
incoming audio levels, depending on your hardware.
To preview video or audio material:

1. In the Capture Tool, click either the Live button, the Tape button, or the
On-the-Fly button.
2. Use the transport controls to play the video or audio material you want to
preview.

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Preparing to Capture Material

Play button

Monitoring Audio Input
You can monitor your incoming audio in a panel in the Capture Tool or in the Audio Input Monitor
view. Each input strip in the input monitor corresponds to channels that are recorded from the source
Input monitor with mono tracks
Input strips

Peak
indicator

Level meter

device.

Strip
name

If you need to adjust the audio input signal, the method you use depends on
your system hardware:
•

If your system includes an Avid Nitris DNA, you should adjust the audio
level before it enters the Avid Nitris DNA. For example, you can adjust
the audio output on a deck or use an external mixer.

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Chapter 1 Capturing Material

•

If your system includes Equinox-Mykerinos hardware, you can lower the
incoming signal through faders on the audio input strips. However, you
cannot use the faders to boost the audio signal. Any audio level changes
are saved with the audio clip.When you later recapture this material,
Avid DS Nitris uses the levels that you set when you originally captured
the material.

You can adjust the audio after capturing by using the Avid DS Nitris
Mixer—see “Understanding the Mixer” in the Help.To monitor the audio
input levels:

1. In the Capture Tool, click the Live button, Tape button, or On-the-Fly
button.
2. Open the audio monitor in one of the following ways:
t In the Capture Tool, click the Input Monitor button.
t

Select View > Multi-Instance Views > Audio Input Monitor.

3. Set the audio format and assign the incoming audio tracks to the desired
audio channels of your clip—see “Setting the Audio Format” on
page 452.
4. Use the transport controls in the Capture tool to preview the audio.

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Logging and Capturing Material

Logging and Capturing Material
Depending on the source from which you are capturing material, you can:
•

Log and capture the material at the same time

•

Log the material and batch capture it later

•

Log a clip that is linked to material on a network

If you’re capturing material from a tape or other external device, you can log
the clips needed for your sequence and then batch capture them later. Logging
lets you specify the in and out-points for material on tape without actually
capturing the material.
As you log or capture your material, master clips are created in a bin in the
Avid Explorer. These clips contain information about the original media on
tape or file, as well as the source in and source out timecodes.

n

You can also create logged clips from the following sources:
•

AFE files (Avid Log Exchange)

•

AAF files (Advanced Authoring Format)

•

OMF files (Open Media Framework®)

•

EDLs (Edit Decision Lists)

•

ALEs (Avid Log Exchange)

For more information on logging clips from these sources, see:
•

Conforming with AFE Files

•

Conforming with AAF Files

•

Conforming with OMF Files

•

Conforming with EDL Files

•

Conforming with ALE Files

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Chapter 1 Capturing Material

Logging and Capturing Clips from Tape
The Capture Tool provides you with three modes in which to capture media
from an external device: Live, Tape, and On-the-Fly. Tape mode lets you
specify exact in-points and out-points, When capturing material using Tape
mode, you can capture the media between the selected in and out-points or log
empty master clips. The captured clips are displayed in a bin. Logged video
clips display the Avid DS Nitris clapboard icon in the Thumbnails and Script
view. Icons for the audio and video clips without media are red.
You can place logged clips on the timeline to create a sequence and then edit them like any other master
clip, even though they do not include media. Later, you can capture the media at any time directly from

In the Thumbnails view of a bin, video and audio clips
without media are displayed with red icons.
In the Details view of a bin, video and audio clips
without media are preceded by a red icon.

the timeline.
To log and capture clips from a tape:

1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Capture Tool.

t

Select View > Single-Instance Views > Capture Tool.

2. Configure the external device, specify the capture quality, and other
perform other tasks listed in “Preparing to Capture Material” on page 439.
3. Click the Tape button.
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Logging and Capturing Material

4. From the device list, select a deck preset.
5. (Optional) Set a custom preroll for the deck.
This setting temporarily overrides the setting in the deck template but
does not change it.
6. Click the Check button.
If the communication between the external device and your system is
operating properly, nothing happens. If there is a problem, a message box
appears, stating the possible cause of the problem.
You can also verify that the external device is operating within normal
parameters by checking the five items in the External Device Status area,
located beneath the transport controls—see “Transport Controls (Capture
and Output Tools)” in the Help.
7. Make sure the Timeline/Deck Control button is set for Deck.
8. Click the Log/Capture Mode button to either capture or log material.
9. In the Clip Name text box, enter a name to prefix all captured clips.
10. From the source name list, select the tape’s name.
If the tape is new, click the New Tape button and enter a name for the
tape. The tape name is added to the Tape Library—see “Managing Tapes”
on page 503.

c

It is very important to assign a unique name to every tape because
Avid DS Nitris uses it to identify the captured media.
11. From the Target list, select a location to hold the clips—see “Selecting the
Capture Target” on page 448.
12. Click the Video button to capture the video channel of the material.
13. Click the Audio button to capture one or more audio channels of the
material.
14. To record additional material before the in-point and after the out-point,
type the appropriate number of frames in the Heads and Tails text boxes.
15. Use the transport controls to play or shuttle the tape to the point where
you want to start the capture and click the Mark In button.
The timecode of the in-point you selected is displayed in the In timecode
box.

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Chapter 1 Capturing Material

Mark In

In timecode box

Mark Out

Out timecode box

16. Play or shuttle the tape to advance to the point where you want to end the
capture and click the Mark Out button.
The out-point is displayed in the Out timecode box. The Duration
timecode box displays the length of material to be captured.

n

Tip: If you already know the in and out timecodes, you can type them directly
in the In or Out timecode boxes. You can also enter a value for the duration
and Avid DS Nitris will calculate the out-point.
You can use the numeric keypad to enter in-points and out-points. Begin typing
the timecode and an entry box is displayed. When you finish typing, press the I
key to set an in-point or the O key to set an out-point. You can also type a
duration and press the D key. To go to a particular location on the tape, type
the timecode and press Enter.
17. Click the Start/Stop Capture button.
As the material is logged, or logged and captured, clips appear in the Avid
Explorer according to the in and out points that you specified.
You can add locators with comments while capturing. For more
information, see “Adding Locators While Capturing” on page 466.

n
n

462

If Avid DS Nitris is unable to capture the material on the first attempt, it will
try again. If it fails again, Avid DS Nitris will attempt the capture a third time
with an additional preroll of five seconds. If the capture fails again, an error
message is displayed with a possible explanation for the problem.
If you encounter problems capturing material from tape, you should deactivate
the viewer using the Viewer button in the status bar and try capturing again.
When capturing full resolution HD material at 29.97 and 30 frames per
second, the viewer is automatically deactivated.

Logging and Capturing Material

Logged video clips appear with an image of the Avid DS Nitris clapboard
icon, since they do not have any media. Both video and audio clip icons
are also red to show that no media has been captured. You can later
capture these clips in one batch directly from the Avid Explorer.

c

If any frames are skipped during the capture, the capture stops, and an
error message is displayed. Clips are created for the material that was
captured up to the point at which frames were dropped.
If Avid DS Nitris detects any problems during capture, the Capture Error
Log is displayed. The Capture Error Log dialog box displays the clip that
could not be captured, including tape source name, in-point, and outpoint. It also gives you a brief description of the type of error that
occurred.
a.

To save this log as an .html file, click the Save As button.

b.

In the Save As dialog box, navigate to an appropriate folder, type a
name for the log and click the Save button.

The log is saved as an .html file and can be viewed in any HTML browser.

n

Avid DS Nitris stops a capture session if it detects any timecode breaks on the
source tape. It creates a master clip from the in-point to the timecode break.
The capture session may stop a frame or two after the actual timecode break.
If this happens, you may have to cut or trim some of the unusable frames from
your clip.
To resume capture, enter new in and out-points in the In/Out timecode boxes
and click the Start/Stop Capture button.

n

If there is insufficient material for the deck to preroll before capturing, you will
not be able to capture the material. In this case, use the Live capture option to
capture the material.

Capturing Clips On-the-Fly
Capture on-the-fly mode lets you capture material from tape as it plays. You
start the capture and then set in and out-points for the material you want to
capture. After you stop the capture, clips are created in the Avid Explorer,
based on the in and out-points you set during playback. In this way you can
create multiple clips without having to start and stop playback.

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Chapter 1 Capturing Material

n

Avid DS Nitris creates a temporary media file for the complete capture and
then creates the individual clips. Make sure you have enough storage space for
the temporary media file and the created clips. Avid DS Nitris deletes the
temporary file after creating the clips.
Capture on-the-fly is similar to live capture because in both cases you capture
while the tape is playing. Capture on-the-fly, however, requires deck control
through an RS-422 connection and a valid timecode signal. As a result,
timecode is always accurately captured and clips can be recaptured.
To log and capture clips on-the-fly:

1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Capture Tool.

t

Select View > Single-Instance Views > Capture Tool.

2. Configure the external device, specify the capture quality, and perform
other tasks listed in “Preparing to Capture Material” on page 439.
3. Click the On-the-Fly button.
4. From the device list, select a deck preset.
5. Click the Check button.
If the communication between the external device and your system is
operating properly, nothing happens. If there is a problem, a message box
appears, stating the possible cause of the problem.
You can also verify that the external device is operating within normal
parameters by checking the five items in the External Device Status area,
located beneath the transport controls—see “Transport Controls (Capture
and Output Tools)” in the Help.
6. Make sure the Timeline/Deck Control button is set for Deck.
7. Make sure the Log/Capture Mode button to set to Capture.
8. In the Clip Name text box, enter a name to prefix all captured clips.
9. From the source name list, select the tape’s name.
If the tape is new, click the New Tape button and enter a name for the
tape. The tape name is added to the Tape Library—see “Managing Tapes”
on page 503.

c
464

It is very important to assign a unique name to every tape because
Avid DS Nitris uses it to identify the captured media.

Logging and Capturing Material

10. From the Target list, select a location to hold the clips—see “Selecting the
Capture Target” on page 448.
11. Click the Video button to capture the video channel of the material.
12. Click the Audio button to capture one or more audio channels of the
material.
13. Click the Start/Stop Capture button.
The tape begins playback.
14. To set an in-point and an outpoint, do one of the following:
t

Click in the viewer to set an in-point, and then right-click in the
viewer to set an out-point.

t

In the Capture tool, click the In button and then the Out button.

t

On the keyboard, press the I key and then the O key.

A clip will be created for each of the in and out-points that you set.
Continue to set in and out-points on the material you want to capture.
You can add locators with comments while capturing. For more
information, see “Adding Locators While Capturing” on page 466.
15. To finish the capture session, do one of the following:
t

Click the Start/Stop Capture button.

t

Press the Esc key.

The On the Fly Capture Time Spans dialog box appears.
Start of
session

In point

Out point

End of
session

16. Click OK.
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Chapter 1 Capturing Material

Clips appear in the folder you selected for each of the in and out-points
that you set. The clips are named as follows: BaseClipName,
BaseClipName-001, and so on. Each clip’s timecode matches that on the
tape, making it possible for you to recapture the material at a different
compression rate or resolution.

n

If you encounter problems capturing material from tape, you should turn off
the viewer by deselecting the Viewer button in the status bar and try capturing
again. When capturing full resolution HD material at 29.97 and 30 frames per
second, the viewer is automatically deactivated.

Adding Locators While Capturing
You can add locators (markers) to the clips you are capturing from tape or onthe-fly. These markers are linked to a specific timecode and behave in the
same way as Clip locators.
You cannot add locators during Live capture.
For complete information on locators, see “Using Locators” in the Help.
To add a predefined locator:

1. Begin capturing from tape or on-the fly.
2. Do one of the following:
t

On the keyboard, press a locator button (F1 through F3).

t

In the Capture tool, click a locator button (F1 through F3).

The comments for predefined locators are:

n

-

F1: Needs color correction

-

F2: Needs scratch removal

-

F3: Start of good take

Locators F4 through F8 include the comments “Comment 4,” “Comment 5,”
and so on. You can change these comments on the Locator Properties property
page.
To add a locator with a custom comment:

1. Begin capturing from tape or on-the fly.
2. Type your comment.
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Logging and Capturing Material

3. Press the A key or click the Add button.
A red locator is added to the clip.
To add scene and take numbers:

1. Begin capturing from tape or on-the fly.
2. Press one or both of the following keys:
-

S key (Scene button): Adds a locator with the title “Scene x, Take x.”
Each time you click the Scene button, the Scene number is
incremented and the Take number is reset to 1. You can add a custom
message.

-

T key (Take button): Adds a locator with the title “Scene x, Take x.”
Each time you click the Take button, the Take number is incremented.

A red locator is added to the clip.

Performing a Live Capture
Live capture mode lets you capture a video stream from a deck, camera, or
other source, without the need for deck control. It is a quick but less accurate
way of capturing material.If there is a proper SMPTE or AES/EBU timecode
signal, the material is assigned the incoming timecode and the resulting clip
can be recaptured. If no timecode signal is present, Avid DS Nitris assigns an
arbitrary timecode to the clip, starting at 00:00:00:00. Clips starting with this
arbitrary timecode cannot be recaptured.

n

If the device you plan to use for recapture cannot be controlled with an RS-422
remote connection, Avid DS Nitris will let you recapture a clip, but it will most
probably not find the correct timecode.
Live capture is similar to capture on-the-fly because in both cases you capture
while the tape is playing. Capture on-the-fly, however, requires deck control
through an RS-422 connection and a valid timecode signal—see “Capturing
Clips On-the-Fly” on page 463.To perform a live capture:
1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Capture Tool.

t

Select View > Single-Instance Views > Capture Tool.

2. Configure the external device, specify the capture quality, and perform
other tasks listed in “Preparing to Capture Material” on page 439.

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Chapter 1 Capturing Material

3. Click the Live button.
4. From the device list, select a deck preset.
5. Select the Timecode source:
-

VITC or LTC through the RS-422 serial connection on the computer

-

LTC through the LTC IN connection (XLR) on the Avid Nitris DNA

6. Click the Check button.
If the communication between the external device and your system is
operating properly, nothing happens. If there is a problem, a message box
appears, stating the possible cause of the problem.
You can also verify that the external device is operating within normal
parameters by checking the five items in the External Device Status area,
located beneath the transport controls—see “Transport Controls (Capture
and Output Tools)” in the Help.
7. Make sure the Timeline/Deck Control button is set for Deck.
8. Make sure the Log/Capture Mode button is set for Capture.
9. In the Clip Name text box, enter a name to prefix all captured clips.
10. From the source name list, select the tape’s name.
If the tape is new, click the New Tape button and enter a name for the
tape.

c

It is very important to assign a unique name to every tape because
Avid DS Nitris uses it to identify the captured media.
11. From the Target list, select a location to hold the clips—see “Selecting the
Capture Target” on page 448.
12. Click the Video button to capture the video channel of the material.
13. Click the Audio button to capture one or more audio channels of the
material.
14. If recording from tape, use the transport controls to play the tape.
15. Click the Start/Stop Capture button.
The capture begins and the progress bar displays the number of seconds of
material captured. This value updates while the capture is in progress.

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Logging and Capturing Material

n

If you encounter problems capturing material from tape, you should deactivate
the viewer using the Viewer button in the status bar and try capturing again.
When capturing full resolution HD material at 29.97 or 30 frames per second,
the viewer is automatically deactivated.
16. When you want to stop capturing, do one of the following:
t

Click the Stop button on the progress bar.

t

Click the Start/Stop Capture button.

t

Press the Esc key.

The captured material is represented by a clip in the folder you selected. If
the tape is playing, click Capture again to resume capturing.

Capturing Audio through a Microphone
You can create master clips for audio input by connecting a microphone to the
Mic inputs on the back of the Avid Nitris DNA and using the Capture Tool to
capture audio. You can use the following connectors:
•

Mic 1 or Mic 2 for a single microphone (mono)

•

Mic 1 and Mic 2 for two microphones (stereo)

•

Mic 1 and Mic 2 for two microphones (two mono channels)

You might need to use an external mixer to adjust the input levels.
To configure for microphone input:

1. On the Avid Nitris DNA, connect a microphone to the Mic 1 input or the
Mic 2 input, or connect two microphones, one to each input.
2. Open the Capture tool and click the Live button.
3. Select Microphone Input as the input device.
You can also activate the Microphone Input preset in the Deck
Configuration tool. See “Configuring the External Device” on page 440.
In this case ignore the External Device settings and accept the default
Audio settings (Input: Analog, Priority: Microphone).
4. Click the Input Monitor button to open the audio input pane.
5. From the Audio Format list, select Mono or Stereo to match your inputs.
6. In the channel routing matrix, assign the incoming audio tracks to the
desired audio channels of the clip.
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Chapter 1 Capturing Material

7. Use the input level meters to view the audio levels. If you are using a
mixer, adjust the input levels if necessary.
8. Select other capture settings. See “Logging and Capturing Clips from
Tape” on page 460.
9. When you are ready to record, click the Start/Stop Capture button.
10. To stop recording, click the Stop button on the progress bar.

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Capturing Material from File

Capturing Material from File
When capturing material from file, you can do any of the following:
•

Capture media from selected files

•

Log the selection as clips without capturing the media

•

Create linked clips, which act as pointers to source media located on a
local disk or anywhere on the network

You can capture material from video, audio, and image files. For a list of
supported file types, see “Capture File Formats” in the Help.When you capture
material from file, it’s important to select the correct media conversion mode,
pixel ratio, and premultiplication setting. The media conversion modes let you
determine how media of differing formats are converted when captured into
Avid DS Nitris. Files coming from different formats, such as NTSC, PAL, and
computer graphics, all have different file pixel ratios. If the pixel ratio of the
source file is different than that of the current sequence, then the file’s pixels
are scaled to match those of the current sequence. When you select the correct
premultiplication setting, you can avoid incorrect compositing results.
If you’re capturing still images, you can specify their duration on the Editing
property page of the User Preferences dialog box. By default, the duration of
captured still images is set to 1 second.

n
n

You can capture from a single file or a series of files at the same time.
You can import graphics without having to capture them. For more
information, see “Importing Images” in the Help.
To log and capture clips from file:

Show/Hide Panel

1. In the Avid Explorer, click one of the Show/Hide Panel buttons to display
a panel. Then click the arrow next to the button and select My System.

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2. In the tree, click My Computer or My Network Places and navigate to
the folder where the files that you want to capture are located.
The files are displayed in a bin.

3. In the bin, select the file or files that you want to capture.
To select a series of files, click the first file, hold down the Shift key, and
click the last file. To select multiple files, hold down the Ctrl key and click
each file name.

n

If you select a sequential list of still files of the same type, such as all .jpg or
all .bmp, during capture you are given the choice of combining the files into
one master clip or creating individual clips.
4. Right-click a file and select Capture Settings.
The Capture Settings dialog box opens.

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Capturing Material from File

Help button

For information about options in the Capture Settings dialog box, click the
Help button.

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5. In the Media Capture panel of the Capture Settings dialog box, select a
location to hold the clips—see “Selecting the Capture Target” on
page 448. If you select Auto-Source, master clips are created in a folder
named File Source.
6. From the Media Conversion list, select one of the following modes:

Mode

To

Center, Keep Original
Size

Center the media in the viewer along both the X and Y
axes. Any portion of the image falling outside the viewer
is cropped. This option does not modify the original size
of the media.

Scale to Fit

Scale the media in both the X and Y axes to fit the
sequence settings. This option may reduce image clarity.

Scale, Keep Aspect Ratio Scale the media in both the X and Y axes to fit the image
settings, but retain the ratio between width and height.
Keep Original Size and
Position

474

Display the media in the viewer without modifying its
original size or position.

Capturing Material from File

The following illustrations show a 540x304 image captured using various
media conversion modes.

Center, Keep Original Size

Scale to Fit

Scale, Keep Aspect Ratio

Keep Original Size and Position

7. If the source image contains an alpha channel that you want to capture
with the clip, select the Keep Alpha option. Only image formats that
support alpha channels are applicable. For example, .bmp images do not
support alpha channels.
8. If you want to adjust the colors of the captured file to remove banding,
select Auto-Dither.
9. If you want to convert the frame rate of the video file you are capturing to
the same frame rate used by the sequence, select the Convert Video
Frame Rate option.

n

This option does not apply to still images or audio files.
If you capture an audio file with a sample rate different from than that
currently set in the Audio Sample Rate list, a message box opens, asking
you if you want to convert the audio file to the selected rate.
10. If you are sharing MXF audio files with other Avid applications, select
Import audio files into separate mono tracks.

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11. In the Source Description section, select the appropriate options for the
files you are capturing.
For information about these options, click the Help button, and then click
on the link for Media Capture Settings.
12. Close the Capture Settings dialog box to save your settings.
13. Right-click on the selected files and select one of the following:

Option

Description

Capture

Creates master clips and captures the media. This option takes
substantially longer because the media must be digitized.

Log

Creates master clips without capturing the media.

n
Link

Logged clips appear with the message “Media Not
Available” when they are placed in the viewer or timeline.
You can later capture these clips in one batch directly from
the Avid Explorer or the timeline.

Creates linked clips, which act as pointers to source media
located on a local disk or anywhere on the network—see
“Creating Linked Clips” on page 481.

As the material is logged or captured, clips appear in the target bin.

n

You can cancel the capture session at any time by clicking Cancel in the
progress bar. A message box opens, asking you if you want to keep the
material that was captured so far. If you click Yes, clips are created for the
material that was captured until you clicked Cancel.

Capturing from File by Dragging to a Bin
You can capture media from file by right-clicking the source file and dragging
it to the bin in which you want to create the master clip.
To capture from file by dragging to a bin:

1. Check the Capture Settings view to make sure your settings are
correct—see “Capturing Material from File” on page 471.
You don’t need to specify the capture target.
2. Right-click the file or files you want to capture.
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Capturing Material from File

3. Drag the files to the bin in which you want to create the master clips.
4. Release the mouse button, and select Capture Here.
As the files are captured, master clips appear in the target bin.
You can also use the menu to open the Capture Settings view, create a linked
clip, or create a logged clip. Other options let you copy or move files and
create shortcuts.

Capturing from Layered Adobe Photoshop Files
There are two ways to capture from Adobe Photoshop files into
Avid DS Nitris:
•

Select the file or files in a bin, right-click and select Capture.

•

On the Editing toolbar, click Generate > Import Photoshop.

The first option captures only the flattened Photoshop image as a still. If you
want to preserve all the layer information, you should use the second
option.When you capture from a layered Photoshop image into Avid DS Nitris
using the Import Photoshop command, a Targa image file is created for each
Photoshop layer. A sequence with one composite container clip is created in a
new bin in the Avid Explorer, along with a master clip for each layer. These
master clips are linked to the Targa files. Each layer in the Photoshop file is
recreated in the composite container clip as a layer and corresponding clip on
a composite track. Each layer is composited in the same order as the original
Photoshop file.
DVEs are applied to each clip to position them appropriately, and the opacity
of each layer is adjusted to match the opacity levels in the original Photoshop
file. An additional folder is created called Linked layers, which contains the
source Targa files to which the master clips are linked. Having access to these
source files makes it easier for you to delete them, if needed.
The Photoshop images must be 8 bit RGBA or grayscale files. Only normal
blending information is supported, and text and shape information are
rasterized when captured.

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Example

Every time you capture from a layered Photoshop file, a new bin is created in
the Avid Explorer. The bin is named after the Photoshop file you captured. The
sequence, master clips, and Linked layers folder are all stored in this new
folder. The master clips are named after the layer they represent followed by
the name of the Photoshop file in parentheses.
For example, if you capture from a Photoshop file called Poster.psd that
contains the following layers:
•

Sky

•

Sea

•

Boat

A new bin called “Poster” is created in the Avid Explorer. Within that bin, a
new sequence called “Poster” is created, a folder called “Linked layers” is
created, as well as the following master clips:
•

Sky (Poster)

•

Sea (Poster)

•

Boat (Poster)

The \Linked layers folder contains the following files:
•

Sky (Poster).tga

•

Sea (Poster).tga

Boat (Poster).tgaTo capture from layered Photoshop files:
1. In the Avid Explorer, select the folder in which you want the new folder to
be created.
2. If you are importing a file with a pixel ratio different from that of the
current sequence, click the Capture Settings button in the Avid Explorer
toolbar. In the Media Capture section, specify a custom pixel ratio.
3. In the Editing toolbar, click Generate > Import Photoshop.
The Import Adobe Photoshop dialog box opens.
4. Select the Photoshop file and click OK.
A message is displayed telling you that the clip was successfully saved.
5. Click OK.
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Capturing Material from File

A new folder is created in the Avid Explorer and named after the
Photoshop file. Within that folder, a folder called Linked layers is created
that contains the source Targa files. A sequence file with one composite
container clip is also created, along with a master clip for each layer. In
the composite container clip, each layer in the Photoshop file is recreated
as a layer and corresponding clip on a composite track. The lower-left
corner of the final composited image is placed in the lower-left corner of
the viewer.
Linked layers folder
contains Targa files.

A sequence file is created along
with a master clip for each layer.

New file created in Avid Explorer.

All layers are visible.

The lower-left corner of the final
composited image is place in the
lower-left corner of the viewer.

DVE applied to each clip.

Since the master clips are linked to the Targa files, the images maintain
their original size. To view images that are larger than the sequence
resolution, right-click in the result area of the layer view to turn off the
Output Frame Size option.
For more information, see “Working with Layered Photoshop Images” in the
Help.

Importing Encapsulated PostScript (EPS) Files

n

You can import EPS files into Avid DS Nitris, but they are treated differently
than other file imports. EPS files are imported from within the Graphics layout
and no master clips are created for the EPS file. Instead, the EPS information
is imported directly into your current graphics session. The color information
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in the EPS files is retained and each shape in the EPS file is a separate stroke
in Avid DS Nitris.You can import solid colors, but not gradients.

n

Avid DS Nitris can import files created with Adobe Illustrator 8.0 or earlier
versions. To work with Illustrator 9.0 files, save it as a version 8.0 file.
You can also import EPS files as brush strokes. For more information, see
“Creating Custom Brushes” in the Help.To import an EPS file:
1. With the position indicator over a clip in the timeline, switch to the
Graphics layout.
2. From the Tools toolbar, click Import > EPS File.
The Open dialog box opens.
3. Select an EPS file and click the Open button.
The EPS file is imported into your graphics session.

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Creating Linked Clips

Creating Linked Clips
By creating links to media files that are not stored on your disk array, you can
work with media files without having to capture them to your disk. These files,
called linked clips, can reside on a local disk or anywhere on the network until
you’re ready to output your sequence.Some projects may require you to work
with images at varying resolutions (sizes). When you capture these files, you
must convert the material to the working resolution of the current sequence.
By linking to the material instead, you can keep the material at its original
resolution regardless of the sequence’s frame size. Once you’ve completed
your edits, you can process the linked material, which creates a cache file of
the image area that is visible in the viewer.
Linking clips can also be useful when more than one person needs access to
the same file. You can capture the file as a linked clip, drop it into your
sequence, and continue to use it as a reference while another person continues
to work on the source media file. Changes made to the original file
automatically appear in the linked clip, both in the Avid Explorer and on the
timeline.

n

If another person tries to modify a file that’s linked to a clip in an open project,
they will not be able to save that file due to a sharing violation. You must close
the project that contains the linked clip for them to be able to save the original
file.
Once you’re ready to output the sequence, you can either capture the source
file or simply process the clip on the timeline. If you process the material, a
cache file is created. Once a cache is created, Avid DS Nitris no longer refers
to the source media file, but uses this cache file during playback. Any further
changes to the source file do not appear in the linked clip on the timeline. Like
any other cache however, the cache for the linked clip can be purged, which
relinks the clip to the source file. For more information, see “Purging Caches”
in the Help.
Linked clips appear in the Avid Explorer as regular clips, but their file type
icons are underlined in red, indicating that no actual media has been captured.
Some linked clips do not require processing and can be played back in real
time (such as .gen, .omfi, .mxf, .dpx, or .cin files).

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If the “Media Not Found” message appears in the viewer when using linked
clips, it’s possible that Avid DS Nitris has lost the connection to the linked file.
All you have to do is re-establish the link. For more information, see
“Relinking a Clip” on page 483.To create a linked clip:
1. In the Avid Explorer, open a bin and select the file (s) that you want to
capture as linked clips. To select a series of files, click the first file, hold
down the Shift key, and click the last file. To select multiple files, hold
down the Ctrl key and click each file name.

n

If you select a sequential list of still files of the same type (such as all .jpg or
all .bmp), you are given the choice of combining the files into one master clip
or capturing individual clips.
2. Right-click a file and select Capture Settings.
The Capture Settings dialog box opens.
3. Select the settings that apply to the files that you want to capture—see
“Capturing Material from File” on page 471.

n

Since linked files are brought into Avid DS Nitris at their original resolutions,
there is no need to convert them to the current sequence’s resolution. As a
result, the Media Conversion modes are not applicable when the Link option is
selected.
4. Close the Capture Settings dialog box.
5. Right-click the selected files and select Link.
As the material is linked, clips appear in the selected bin. The clip icons
are underlined in red to indicate that no media has actually been captured.

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Creating Linked Clips

Relinking a Clip
If you move the media of a linked clip to a new location, you need to reestablish the link. Avid DS Nitris lets you relink more than one clip at a time.
To relink a clip through the Media Properties dialog box:

1. Right-click the linked clip in a bin and select Properties.
The Clip Properties dialog box opens.
2. Select the File Info tab.
In the Status text box, the following message is displayed: “File is missing
from expected location”.
3. Click the Relink File button.
4. In the Relink File dialog box, navigate to the new location of the media
file, select it, and click OK.
5. Close the Clip Properties dialog box by clicking OK.
The link is re-established.

n

If you go back into the Clip Properties dialog box, you will see that the status
of the linked file has changed to “File is Present.”
To relink one or more clips through the Avid Explorer:

1. Right-click one or more linked clips and select Relink.
Avid DS Nitris tries to relink by using the most recent path used in a
relink operation. If the media file is not found in that path, the Relink
dialog box is displayed.
If you want to force the Relink dialog box to be displayed, hold down the
Control key while you select Relink.
2. In the Relink dialog box, navigate to the location of the media file, select
it, and click OK.
The link is re-established. If multiple clips are linked to media files in the
same folder, all links are re-established.

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Linking to a Sequence of Files
You can create a linked clip that represents a sequence of files based on the
contents of a Group folder (see “Avid DS Nitris Group Folders” in the Help).
For example, a Group folder that contains 117 files, named BottleFish1.pic
through BottleFish117.pic, is labeled:
BottleFish[1..117:117].pic

The clip linked to this folder is named BottleFish1.Clip.

Group folder

Pattern-based
linked clip

This pattern-based linked clip is especially efficient when working with digital
intermediate files (DPX) or other groups of sequential files (such as those
created by Softimage® XSI®).
Advantages to using a pattern-based linked clip are:
• Improved memory usage: A pattern-based linked clip uses much less
memory than a list-based linked clip. This is especially important for
scanned film files, for which a sequence of 16,000 files is not unusual.

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Creating Linked Clips

•

Creation of a complete master clip with an incomplete Group folder: A
pattern-based linked clip can represent thousands of files without the need
to have those files in a local directory.To create a linked clip you need only
the first and last files in a series. This feature lets you create a master clip
in advance of receiving all files. For example, if a 3D scene is being
rendered overnight, you can create a master clip based on preliminary first
and last files and begin to work with the clip immediately, while the
rendered files are added to the folder.

You can also link directly to a series of files, as described in “Creating Linked
Clips” on page 481, but this list-based linked clip does not provide the
advantages of a pattern-based linked clip. You can see the difference between
the two types of linked clips on the File Info tab of the clip’s property page.

Properties of a
list-based
linked clip

Properties of a
pattern-based
linked clip

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To create a pattern-based linked clip:

1. In the Avid Explorer, navigate to an Avid DS Nitris group folder.
2. Right-click the Group folder and select Capture Settings.
3. Select the settings that apply to the files that you want to capture. For
information about capture settings, click the Help button.
4. Close the Capture Settings dialog box.
5. Right-click the Group folder and select Link.
The clip appears in the selected bin. The clip icon is underlined in red to
indicate that no media has actually been captured.

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Batch Capturing

Batch Capturing
In an offline/online workflow, you first create an offline sequence by using
logged clips or compressed media. To create the final, online sequence, you
need to capture media for the logged clips or recapture compressed media in
uncompressed format. You can efficiently capture a group of clips from the
Avid Explorer or timeline in one pass. This is called batch capturing.

n

You cannot recapture from the timeline clips that were captured at one frame
rate and then converted to a different frame rate. You can recapture the
original clips from a bin, or recapture the clips from a sequence that matches
the original frame rate.

Recapturing at a Different Quality
If you have already captured clips with media, you can recapture media at a
different quality. You can initially capture clips at a lower quality to save disk
space and increase processing time, and then recapture at a higher quality for
the final output. You can also recapture media for clips that have been partially
or completely purged.
If you recapture media at a different quality, Avid DS Nitris lets you keep the
original media. In this case, the master clip represents two (or more) media files
of different qualities.

n

To see if a clip has more than one capture quality, right-click the clip in a bin
and select Properties. In the property dialog box, select the Media property
page.
When you place the clip in a sequence, Avid DS Nitris automatically uses the
media which has the same resolution as the sequence.You can set a preference
to display media that doesn’t exactly match the sequence settings. For more
information, see “Understanding Video Quality Matching” in the Help.
You can purge the original media at any time. For more information, see
“Purging Media” on page 1087.

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Chapter 1 Capturing Material

Capturing Clips from the Avid Explorer
When you log material, empty master clips (without media) are created in a
bin in the Avid Explorer. You can then capture source material from tape or
file. The master clips hold information about the in and out-points of material
from tape or about the location of an original file.Avid DS Nitris stops the
deck, rewinds and then prerolls before capturing material. If, however, it
detects two or more clips on the same tape and they are separated by less than
5 seconds, it will skip the preroll and capture both pieces of media in one pass.
This feature, known as streaming capture, can reduce the time to recapture
media especially if your clips are lined up one right after the other on a single
tape.To capture clips from Avid Explorer:
1. (Optional) If you want to view a list of clips to be captured, set a user
preference—see “Creating a Batch Capture List” on page 494.
2. From the NLE Tools toolbar, click Media IO > Deck Configuration.
Check the settings and activate the deck preset for the connected
deck—see “Configuring the External Device” on page 440.
3. In a bin, select the master clips that you want to recapture.
4. (Optional) To delete media associated with the clips, right-click the
selected clips and select Purge Media—see “Purging Media” in the Help.
5. Right-click the selected clips and select Capture Settings to specify the
video quality and audio quality settings—see “Specifying the Capture
Quality” on page 449.
6. Right-click the selected clips and select one of the following:
-

Recapture with Options to open a dialog box that lets you select the
video and audio tracks you want to recapture.You can choose not to
recapture tracks that you originally captured, but you cannot capture
new tracks. For example, if you created a clip by capturing video
only, you cannot recapture the clip with video and audio.

-

Recapture to begin the recapture process, using the settings specified
in the Recapture with Options dialog box.

7. If you selected Recapture with Options, the Explorer Recapture Options
dialog box opens.

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Batch Capturing

a.

Click the Video button to recapture the video portion of your media.

b.

Click the Audio button to recapture the audio portion of your media.

c.

Click the audio tracks (A1, A2, and so on) that you want to recapture.
By default, all audio channels are active. The actual number of
available channels depends on the installed audio hardware and the
selected audio format, as configured in the Capture Tool or Deck
Configuration. Configured channels are indicated by a filled-in
square.

d. If you want the capture to begin immediately, leave the Time Delay
option deselected. If you want to capture certain files at a specific
time in the future, select the Time Delay option.
For more information about options in the Explorer Recapture
Options dialog box, click the Help button.
e.

Click the Recapture button.

8. If you selected the Display Capture List option, the Batch Capture list is
displayed. If you are satisfied with the list, click OK.
If you’re capturing from a tape that is currently in the VTR, then capture
starts automatically. As the clips are captured, the progress bar updates.

n
n

If Avid DS Nitris is unable to capture the material on the first attempt, it will
try again. If it fails again, Avid DS Nitris will attempt the capture a third time
with an additional preroll of five seconds. If the capture fails again, the error
is displayed in the Capture Error Log, with the possible cause of the problem.
If you encounter problems recapturing material from tape, you should
deactivate the viewer using the Viewer button in the status bar and try
capturing again. When recapturing full resolution HD material at 29.97 and
30 frames per second, the viewer is automatically deactivated.
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If the tape is not in the VTR, the Insert Tape dialog box opens.

For information about options in the Insert Tape dialog box, click the
Help button.
a.

490

Insert the specified tape. Click the Skip Tape button to bypass
capturing all the clips with this tape’s source name.

Batch Capturing

b.

(Optional) Change the external device by selecting a deck preset from
the device list.
To create a deck preset, see “Configuring the External Device” on
page 440.

c.

Use the transport controls in the dialog box to cue the tape, if
necessary. For example, in the case of repeated timecode, cue the tape
so that the recapture starts at the correct position.

d. Click OK.
The capture begins.
If you selected the Time Delay option, the Start Capture At dialog box
opens. Enter the date and time at which you want the capture to begin
and click OK. The progress bar appears with the current date and
time, as well as the capture start date and time you specified.
9. If any problems are detected during recapture, the Capture Error Log
dialog box is displayed.

The Capture Error Log dialog box lists all the clips, including tape source
name, in, and out-points, that could not be recaptured. It also gives you a
brief description of the type of error that occurred.
10. To save this log as an .html file, click the Save As button.

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11. In the Save As dialog box, navigate to an appropriate folder, enter a name
for the log, and click the Save button.
The log is saved as an .html file and can be viewed in any Web browser.

Capturing Clips from the Timeline
When you log clips from a tape or file, or conform using an ALE file, AAF
file, OMF file, ALE file, or EDL, master clips without media are created in a
bin, in the timeline, or in both. You can edit these clips into the timeline, and
edit their in and out-points before capturing the media.You can also capture
media from clips on the timeline when the clips have media and you want to
use a different audio or video quality.
When you capture clips from the timeline, the new clips retain the audio and
video tracks used in the original clip.

n

When you capture from the timeline, all the frames in a clip are recaptured
unless otherwise specified.
Avid DS Nitris stops the deck, rewinds and then prerolls before capturing
material. If, however, it detects two or more clips on the same tape and they
are separated by less than 5 seconds, it will skip the preroll and capture both
pieces of media in one pass. This feature, known as streaming capture, can
reduce the time to recapture media especially if your clips are lined up one
right after the other on a single tape.To recapture clips from the timeline:
1. (Optional) To view a list of clips to be captured, you need to set a user
preference—see “Creating a Batch Capture List” on page 494.
2. From the NLE Tools toolbar, click Media IO > Deck Configuration.
Check the settings and activate the deck preset for the connected
deck—see “Configuring the External Device” on page 440.
3. Click Media IO > Capture Settings and specify the video quality and
audio quality settings—see “Specifying the Capture Quality” on
page 449.
4. (Optional) To delete media associated with the sequence, select Data
Management > Purge Media—see “Purging Media” in the Help.
5. If you do not want to recapture the entire sequence, select the tracks, clips,
or time span that you want to recapture.
6. From the NLE Tools toolbar, click the Media IO button and select one of
the following:

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Batch Capturing

-

Recapture Entire Timeline with Options to open a dialog box that
lets you change the heads and tails of the clip (handles) and set other
options.

-

Recapture Entire Timeline to begin the recapture process, using the
settings specified in the Recapture Entire Timeline with Options
dialog box.

-

Recapture Selection with Options to open a dialog box that lets you
set options.

-

Recapture Selection to begin the recapture process, using the
settings specified in the Recapture Selection with Options dialog box.

7. If your selection lets you set options, Timeline Recapture Options dialog
box opens.

a.

n

You can only add heads and tails to the clip on the timeline up to the length of
the original master clip. You cannot extend the clip beyond what was
originally captured.
b.

n

To record additional material before the in-point and after the outpoint, enter the appropriate number of frames in the Heads and Tails
text boxes.

To capture only the active frames of clips on the timeline, select the
Recapture Only Active Material option.

When you select this option, clips with time effects (Timewarp, Interlace,
Deinterlace, 3:2 Expand, or 3:2 Contract) are recaptured in their entirety
regardless of the active areas. For all other types of container clips, only the
active portions of the container clips are recaptured.

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c.

If you want the capture to begin immediately, leave the Time Delay
option deselected. If you want to capture certain files at a specific
time in the future, select the Time Delay option.
For more information about options in the Explorer Recapture
Options dialog box, click the Help button.

d. Click the Recapture button.
8. If you selected the Display Capture List option, the Batch Capture list is
displayed. If you are satisfied with the list, click OK.
If you’re capturing from a tape that is currently in the VTR, then capture
starts automatically. As the clips are captured, the progress bar updates.

n
n

If Avid DS Nitris is unable to capture the material on the first attempt, it tries
again. If it fails again, Avid DS Nitris will attempt the capture a third time with
an additional preroll of five seconds. If the capture fails again, the error is
displayed in the Capture Error Log, with the possible cause of the problem.
If you encounter problems recapturing material from tape, you should
deactivate the viewer using the Viewer button in the status bar and try
capturing again. When recapturing full resolution HD material at 29.97 and
30 frames per second, the viewer is automatically deactivated.
9. If the tape is not in the VTR, the Insert Tape dialog box opens.
a.

Insert the specified tape. Click the Skip Tape button to bypass
capturing all the clips with this tape’s source name.

b.

(Optional) Change the external device by selecting a deck preset from
the device list. To create a deck preset, see “Configuring the External
Device” on page 440.

c.

Use the transport controls in the dialog box to cue the tape, if
necessary. For example, in the case of repeated timecode, cue the tape
so that the recapture starts at the correct position.

d. Click OK.
The capture begins.
If you selected the Time Delay option, the Start Capture At dialog box
opens. Enter the date and time at which you want the capture to begin
and click OK. The progress bar appears with the current date and
time, as well as the capture start date and time you specified.

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Batch Capturing

For information about options in the Insert Tape dialog box, click the
Help button.
10. If any problems are detected during recapture, the Capture Error Log is
displayed.
The Capture Error Log dialog box lists all the clips, including tape source
name, in, and out-points, that could not be recaptured. It also gives you a
brief description of the type of error that occurred.
a.

To save this log as an .html file, click the Save As button.

b.

In the Save As dialog box, navigate to an appropriate folder, enter a
name for the log, and click the Save button.

The log is saved as an .html file and can be viewed in any Web browser.

Creating a Batch Capture List
When you have many clips to recapture, you might want to generate a list to
review what you’re recapturing. The capture list in Avid DS Nitris not only
lets you review what you’re capturing, but also lets you prioritize items, as
well as remove items from the list.
To create a batch capture list:

1. Select File > User Preferences.
2. Select the Capture tab.
3. Select Display recapture list.
4. Follow the recapture process described in “Capturing Clips from the Avid
Explorer” on page 487 or “Capturing Clips from the Timeline” on
page 490. Before the recapture process begins, the Capture List dialog
box opens.

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Chapter 1 Capturing Material

Clips with check
marks beside
them are part of
the list and will be
recaptured

5. Double-click an entry in the list to remove it from the list of clips to be
recaptured. Double-click it again to add it back to the list.
6. Use the Move Up and Move Down buttons to prioritize the capture list.
Clips at the top of the list are captured first.
7. Click the Source Name or Clips column heading to sort the list according
to the source name or the clip name.
8. Click OK to begin capturing.
If you are capturing from a tape that is currently in the VTR, then capture
starts automatically. As the clips are captured, the progress bar updates.
If the tape is not in the VTR, the Insert Tape dialog box opens. For more
information, see “Capturing Clips from the Avid Explorer” on page 487 or
“Capturing Clips from the Timeline” on page 490.

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Batch Capturing

Batch Capturing Without Interaction
You can set your user preferences so that a batch capture proceeds without
your needing to interact with the application for each tape.
To perform a batch capture without interacting with the application:

1. Select File > User Preferences and select the Capture tab.
2. Select the following options:
-

Eject the tape after digitize

-

No interaction when inserting new tape

-

Display recapture list.

3. Click OK.
4. When you are ready to start the batch capture, follow the recapture
process described in “Capturing Clips from the Avid Explorer” on
page 487 or “Capturing Clips from the Timeline” on page 490. Before the
recapture process begins, the Capture List dialog box opens.
5. Note the order of the recapture, and arrange the physical tapes in the same
order.
6. Click OK to begin recapturing.
The Insert Tape dialog box opens and asks for the first tape.
7. Insert the first tape in the capture list.
When all clips have been recaptured from the tape, the deck ejects it.
8. Insert the next tape.

c

Avid DS Nitris cannot distinguish between tapes so make sure you insert
them in the same order that is used in the capture list.

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Chapter 1 Capturing Material

Using Scripts to Capture Media
Avid DS Nitris lets you create scripts to automate the capture process. Instead
of defining the capture properties each time you capture media, you can do it
once, create a script based on what you did, and then run that script the next
time you capture. Creating a script can be as simple as copying the contents of
the History pane to the Editing pane of the Script Editor and then saving it.

n

You can use scripts to capture media from file only.
A script is a set of commands that can be executed in sequence as if they were
a single command. Simple scripts are a set of native Avid DS Nitris
commands. More advanced scripts use a third-party scripting language as the
glue that holds the commands together. With a scripting language, your scripts
can use variables, constants, conditional statements, loops, and procedures.
You can change the default scripting language in the User Preferences dialog
box (Scripting/Logging property page). For more information, see “Choosing
a Scripting Language” in the Help.

n

Tip: When using a script to capture media, make sure that the Start Capture
command appears only once at the end of your script. If your script contains
more than one Start Capture command, it will not work.

Creating a Script for Capturing Media
To create a script for capturing media:

1. Select View > Single-Instance Views > Script Editor.
The Script Editor view opens.

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Using Scripts to Capture Media

Menu bar

History pane

Editing pane

2. Select View > Multi-Instance Views > Capture Settings.
3. Configure the video and audio input.
Each command that you set is logged in the History pane of the
Script Editor.
4. In the Avid Explorer, select a file, right-click, and select Capture, Log,
or Link.
5. Once the capture is complete, select the contents of the History pane in the
Script Editor.
6. From the menu bar, click Copy or press Ctrl+C.
7. Click in the Editing pane and then click Paste or press Ctrl+V.
The contents of the History pane are displayed in the Editing pane.

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Chapter 1 Capturing Material

Copy contents from
History pane to Editing
pane to create a script.

8. Click the Save button.
The Save As dialog box opens.
9. Type a name for your script in the File name text box and click the Save
button.
By default, all scripts are saved in the DSScripts folder.

Running a Script for Capturing Media
To run a script for capturing media:

1. From the Script Editor, select File > Open.
The Open dialog box opens.
2. Browse through the folders to locate the script you want to run. Select the
file and click the Open button.
The contents of the script appear in the Editing pane of the Script Editor.
3. If you want to make changes to the script, you can modify the contents of
the script by cutting, copying, or typing directly into the Editing pane.
4. Click the Run button.
The script runs through each line and performs the associated commands.

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Using Scripts to Capture Media

c

Once a script is running, the only way to terminate it is to exit
Avid DS Nitris. Never test your script by running it on valuable
unsaved data.
To create a toolbar button for a script file:

1. Create a media input script and save it in the \DSScripts folder.
2. In the Avid Explorer, open the \DSScripts folder.
3. Select the script file you created, hold down the Ctrl key, and drag the file
to a toolbar.

The Add Script Command dialog box opens.

n

You can also create a toolbar button from one or more lines in the History or
Editing pane of the Script Editor. Select the contents of the script and then
drag them onto a toolbar. A toolbar button is created with the name
Scriptnumber.
4. In the Command Name text box, enter a name for the toolbar button.
By default, the Command Name is the name of the saved script file.
5. Specify a Command Name for Scripting. This is the name that is logged to
the command history when you click the toolbar button. You can also use
this name to invoke this script from within another script. The command
name for scripting cannot use spaces or punctuation.
6. If necessary, select the scripting language from the Language list. The list
contains the supported languages that are installed on your computer.
If you dragged lines from the Script Editor onto the toolbar, then the
default language is the one specified in your preferences—see
“Scripting/Logging Property Page” in the Help.
If you dragged a saved file, the default language is based on the file
name extension:

Scripting language

File extension

JScript

.js

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Chapter 1 Capturing Material

Scripting language

File extension

PerlScript

.pls

Python Active X Scripting Engine

.pys

VB Script Language

.vbs

7. Do one of the following:
t

If your script does not contain any procedures, there is nothing more
to do. Click OK to close the Add Script Command dialog box and
add the button to your toolbar.

t

If your script does contain procedures, continue with the following:

8. Click the Parse Script button.
The script is parsed and the procedures and arguments are “found”.

c

Parsing a script may execute global code, that is, any code that is not
within a defined procedure. In such cases, it will also run procedures that
are called from global code.
9. If your script contains procedures, you can specify which one to execute
when the button is clicked. Select a procedure from the Script Procedure
box. If you do not specify a procedure, only global code will be executed,
as well as any procedures that are called from global code.

c

Even when a procedure is specified, global code may be executed before
the procedure is called. This is a side-effect of parsing the script with
some scripting engines. To be certain that your script behaves predictably
in all situations, do not mix global code and procedures.
10. If the selected procedure contains arguments, they are listed under
Parameters. For each argument, specify the value to use when the script is
run by doing one of the following:
t

Enter a value in the corresponding Value box. This value will be used
whenever you click the button to run the script.

t

Click twice in the Value box, and select Prompt On Run from the list.
With this option, when you click the button to run the script, a dialog
box prompts you to enter a value.

11. Click OK.
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Using Scripts to Capture Media

The Add Script Command dialog box closes and the new button is added
to the toolbar.

n

If you want to go back and edit the script, right-click on the toolbar button and
select Edit Script. A dialog box opens and you are prompted to save your
script. Click No. The contents of your script are displayed in the Editing pane
of the Script Editor and are ready for editing.

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Chapter 1 Capturing Material

Managing Tapes
The Tape Library view lets you add tapes to a project and manage the tapes
associated with a project.
To access the Tape Library view:

t

In an Avid Explorer panel, open the Views folder and click Tape Library.

Bin toolbar

Tapes list

Bin tools

Clips and
sequences list

Bin tools

To view the clips and sequences associated with a tape:

t

Select one or more tapes.

The Tape Library view consists of two sections. The top section lists the tapes
in your project, and the bottom section lists the master clips and sequences that
are associated with one or more selected tapes.
If you import clips or sequences from another project, the associated tape is
added to the Tape Library. The name of the original project appears in
parentheses.
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Managing Tapes

You can perform the following tasks in the Tape Library:
•

Use Bin tools to change how tapes or clips and sequences are displayed.

•

Double-click a clip or sequence to display it in the Source viewer.

•

Right-click on a tape, clip, or sequence to perform tasks such as renaming,
purging, and deleting.

Adding a New Tape
You can use the Tape Library view to add a new tape.
To add a new tape:

1. Do one of the following:
t
t

In the bin tools section of the Tapes list, click the Fast Menu button
and select Add New Tape.
In the bin toolbar, click the New button.

The Add New Tape dialog box opens.

n

You can also add a new tape by clicking the New Tape button in the Capture
Tool.
2. Enter a name for the tape.
A tape name must be less than 64 characters and cannot contain the
following characters: / \ : ; * ? “ < > | . ^ #
3. (Optional) Enter a comment.
To display a comment, select the Details or Script view.
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Chapter 1 Capturing Material

4. If the tape from which you are capturing material contains timecode that
appears more than once, select the Manual Reel option.
This option deactivates the streaming capture functionality, and allows
you to manually cue the tape to the appropriate timecode. You can use this
option for any type of problem that requires user interaction, such as short
timecode breaks or other problem sections in a tape. You can also select or
deselect this option by right-clicking a tape icon.

c

If you have flagged a tape with the Manual Reel option during capture,
don’t deactivate it during recapture because it may cause recapture
errors.
5. Click OK.
The new tape appears in the top section of the Tape Library view.

Renaming a Tape and Changing the Comment
After adding a tape to a project, you can rename it or change the comment.

n

If you rename a tape that is shared between projects, the name is changed only
in the current project.
To rename a tape:

1. Right-click a tape and select Rename.
The Set Tape Name dialog box opens.
2. Enter a new name.
A tape name must be less than 64 characters and cannot contain the
following characters: / \ : ; * ? “ < > | . ^ #
3. Click OK.
To change a comment:

1. Right-click the tape and select Change Comment.
The Set Tape Comment dialog box opens.
2. Enter a new comment.
3. Click OK.

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Managing Tapes

Purging Media from Tape
You can purge media associated with a selected tape or tapes. Purging media
retains the master clips and sequences, so that you can later recapture the
media.
To purge media from tape:

t

Select a tape or tapes, right-click, and select Purge.

Recapturing from Tape
If you have purged media for a tape, you can use the Tape Library view to
recapture all master clips associated with the tape.
To recapture all master clips associated with a tape:

t

Select a tape or tapes, right-click, and select Recapture.

You can also recapture master clips from the Clips and Sequences List section
of the Tape Library view. You cannot recapture sequences by selecting a tape.
You must recapture from the bottom section of the Tape Library view, from a
bin, or from the timeline. For more information, see “Batch Capturing” on
page 486.

Deleting a Tape
You can delete one or more tapes from the Tape Library view.

c

Deleting a tape will delete all media, master clips, and sequences
associated with that tape.
Master clips and sequences shared with other projects are preserved, but their
media is deleted.
To delete a tape and its associated media, clips, and sequences:

1. Select one or more tapes, right-click, and select Delete.
A dialog box displays the media, clips, and sequences to be deleted and
asks for conformation.
2. Click OK.

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Chapter 1 Capturing Material

Using Tapeless Archive for Film Transfer
Film-originated television shows use the telecine transfer process as part of the
production workflow. The Tapeless Archive feature uses Avid DS Nitris
archiving technology to make the telecine transfer process faster and more
cost-efficient. Current methods of creating the final, best-light transfer use
either negative cutting or film-to-tape, tape-to-tape transfer, both of which are
time-consuming and expensive.A workflow that uses Tapeless Archive relies
on a log file for creating a new best-light transfer tape. Because this log file (a
“pseudo-archive”) is created in the same way as a Avid DS Nitris archive, it
allows for handles, duplicated use of shots, and efficiently combines
neighboring shots into single events. A telecine operator then uses the log (a
tab delimited text file) to create a final transfer tape. This tape is almost
identical to the over-length neg cut roll that would have resulted from the
traditional method. The resulting cost-savings is significant, especially for
high-definition footage.
The final conform process on the Avid DS Nitris system is faster and more
efficient because it can use streaming capture from a single tape, cutting HD
VTR costs. In addition, the Avid DS Nitris editor does not need to modify the
timecodes of the clips or edit the sequence for pulldown, as would be the case
with the traditional methods.

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Using Tapeless Archive for Film Transfer

The following illustration shows two parts of a Tapeless Archive workflow.
This workflow is described in the subsequent procedures.
Part 1: Creating the tapeless archive
Film sources

One-light transfer
to multiple tapes

A

A

B

B

Offline
Media
Composer

AFE file

C

C

Avid DS
Nitris

archivetape. log

Part 2: Finishing the project
Best-light
transfer to a
single tape

Film sources

A

archivetape. log

B

Avid DS
Nitris

A1

C
CUT

FInal cut

To enable the Tapeless Archive feature:

1. Right-click on a toolbar, such as the NLE Tools toolbar.
2. Select Customize Toolbar.
The Customize Toolbar window is displayed.

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Chapter 1 Capturing Material

3. Select Editing from the Command Categories list, select Tapeless Archive
from the Available Commands list, and drag it to an empty area of the
toolbar.
A button labeled Tapeless Archive is added to the toolbar.
Alternatively, you can add the command to an existing button, such as the
Editing button.
To use the Tapeless Archive for film transfer:

1. Transfer the film rushes onto beta SP tapes synced with audio as a lowcost, one-light transfer. Each rushes roll corresponds to a punched
negative roll.
2. On an offline system, capture from the transfer tapes, edit the sequence,
and export an AFE file. You can also output a digital cut to use for
reference.
3. On the Avid DS Nitris system, import the AFE file. Batch capture the
video and audio with the desired handles. Capture the digital cut for
reference.
4. Edit the sequence. Do not finish all effects, because you will be
recapturing the final media.
Select the Tapeless Archive command. The Source Tape List dialog box
appears.

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Using Tapeless Archive for Film Transfer

5. Select the tapes you want to include, add heads or tails, and select the inpoint to start the archive (in most cases 00:00:00:00).
The archive list allows for duplicated use of shots and combines
neighboring shots into single events, resulting an a list that minimizes the
required footage.
6. Click OK.
Avid DS Nitris creates the archive files.
7. Locate the archivetape.log file in the archive folder and send it to the
telecine suite. Use a floppy drive or other removable media or the network
to transfer the file.
8. The telecine operator opens the archivetape.log file in a spreadsheet
program and uses the log to create a best-light transfer, in most cases to a
single tape.
9. Restore the archived project, using the tape provided by the telecine
operator—see “Restoring Projects” in the Help.
10. Complete the effects and titling to finish the show. Drag the clip handles
to get more material if necessary.
11. Create the final master tape.
If, during finishing, you need to retransfer a particular clip (perhaps to get
longer handles), you can determine the original film and tape roll numbers and
timecode by right-clicking the clip and selecting Properties. Then have a
telecine transfer done on this clip, and recapture the clip.

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Chapter 1 Capturing Material

512

Chapter 2
Outputting Media

This chapter describes how to output your edited material to tape or file. It
includes the following topics:
•

Workflow: Outputting Media

•

Preparing for Output

•

Outputting Material

.

Chapter 2 Outputting Media

Workflow: Outputting Media
After you have constructed your sequence and processed any non-real-time
effects, you can output it to tape, file, EDL or OMF file (audio only). The
following illustration shows the steps for outputting your media.
1

Select the area to output.
Select the entire sequence.

2

or

Select a specific region.

Select the output destination, output tracks, and other output parameters.
If you’re outputting to tape, select the external device for recording.

3

Output media.
Output the sequence to tape.
or
Export it as a media or reference file.
or
Export it as an EDL or OMF file (audio only).

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Preparing for Output

Preparing for Output
Before you output your sequence, you need to process some effects and select
the area to output. If you are outputting to tape, you need to specify other
output settings as well.
When outputting media, Avid DS Nitris uses the video and audio quality
settings that you specified in your sequence preferences. However, if you
change these settings after capturing and processing media, you must
recapture and reprocess the media before outputting. For more information,
see “Working with Media of Different Qualities” in the Help.

n

If you are working in a sequence created in a custom format, you cannot
capture from tape or output to tape. Avid DS Nitris hardware does not support
custom formats.

Processing Effects
Before you output your sequence, make sure you process non-real-time effects
and software real-time effects. This processing ensures that you get fluid
output. For more information, see “Outputting Real-time Effects” in the Help.

n

During output to tape, the play button becomes red if any frames are skipped.
The output stops and a message box appears, stating the possible cause of the
problem.
If this problem continues to occur, try decreasing the throughput on the system
by creating audio container clips for your audio material. For more
information, see “Creating an Audio Container Clip” in the Help.

Selecting an Area to Output
You don’t have to output your entire sequence at once.You can select a specific
region, or only the contents of a container clip.
You can also choose to output only video or audio tracks, or a combination of
both.

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Chapter 2 Outputting Media

To select the output area:

1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Output Tool.

t

Select View > Single-Instance Views > Output Tool.

The Output Tool opens.

2. In the Source box, select one of the following options:
-

Entire Sequence to output the entire timeline.
If you’re on the top timeline, the entire sequence is output. If you’re
within a container clip, only the clips on the container timeline are
output.

-

Sequence In/Out to output a section of the sequence marked by an
in-point and an out-point in the timeline.
The timecodes of the in-point and out-point are displayed in the In
and Out text boxes.

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Preparing for Output

3. If you want to record to tape using the timecodes specified in the timeline
(including in-point and out-points), click the To Tape button and select
the Use Timeline Timecodes for Edits option.
For example, if the first clip in your sequence begins at 01:00:30:00, and
you want to begin recording at 01:00:30:00 on a tape, select Entire
Sequence and Use Timeline Timecodes for Edits. If you want to
perform an insert edit for a specific region of a sequence, mark the inpoint and out-point, select Sequence In/Out, and select Use Timeline
Timecodes for Edits.

Monitoring Audio Output
You can use the Audio Output Monitor to display level meters that give you a
visual indication of the audio levels during playback and output.
The number of level meters in the Audio Output Monitor reflects the number
of output channels specified by your Avid DS Nitris mixer configuration. For
more iniformation, see “Understanding the Mixer” in the Help.
You can adjust how the meters are displayed through the User Preferences
dialog box. For more information, click the Help button in the User
Preferences dialog box.
To access the Audio Output Monitor:

t

Select View > Single-Instance Views > Audio Output Monitor.

Configuring the External Device for Output
If you are outputting to tape, make sure that you have configured the external
device.
It is especially important to check the Edit Mode selection. You can select one
of the following:
•

Auto: Select this option to record the sequence onto a prestriped tape (a
tape with prerecorded control track and timecode) This option lets you
add material to existing material on the tape. It also deactivates all
channels during capture to prevent any interruption of signal between the
deck and your system. The recording begins at the timecode that is set in

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Chapter 2 Outputting Media

the I field of the Output Tool. If you want to insert material at a particular
timecode on the tape (known as an insert edit), make sure the in-point of
the sequence matches the in-point that you set in the Output tool.
•

Assemble: Select this option to record the material onto a new tape
(without control track or timecode) or completely record over all tracks of
an existing tape. A blank tape must have enough stripe at the beginning to
allow for preroll. The selected sequence is recorded from the in-point of
the tape, which you must set in the Output Tool. If the Output Tool is set
for Assemble mode, the Edit mode indicator flashes red to bring your
attention to the selection.

Edit mode indicator

n

Due to the nature of assemble mode editing, a small portion of the tape is
erased beyond the end of your sequence, creating a series of garbage frames.
To work around this inherent limitation, you can set an in-point at the
beginning of your sequence, an out-point ten frames after the end of your
sequence, and then output from in to out. This records a series of black frames
between the end of your sequence and the garbage frames.
To configure and select an external device:

1. Connect the external device to your Avid DS Nitris system.
2. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Deck Configuration.

t

In an Avid Explorer panel, open the Views folder and click Deck
Configuration.

The Deck Configuration view opens.

n

You can also select the output device and set the Edit Mode in the Output Tool.
3. In the top section of the view, select the preset you want to use.
To configure and create a preset, see “Configuring the External Device”
on page 440.
4. Check the Edit Mode and Edit Field settings.

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Preparing for Output

5. If you made any changes, right-click the preset and select Save.
6. Right-click the preset and select Activate.
For more information, click the Help button.

Calibrating Video Output
For systems with an Avid Nitris DNA, the Output Tool lets you calibrate
output parameters for analog HD, component, composite, or S-Video signals.
For Serial Digital, you can adjust only the H Phase and Subpixel H Phase.
To adjust video output parameters:

1. Connect a waveform monitor, vectorscope, or other equipment for
calibrating output parameters, depending on your production
environment.
2. In the Output Tool, click the Video Output button.
3. Select the output signal from the Output list.

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Chapter 2 Outputting Media

4. For Analog HD, select the color space: YUV (video) or RGB (graphics).
5. Using color bars or a test pattern and calibration equipment, adjust video
parameters by dragging the slider or by clicking the minus (-) or plus (+)
button.
6. Click the Save Parameters button to save your settings.
You can save one set of parameters for each type of video output.
7. Click the Factory Settings button to restore the default settings for all
video outputs.

n

For more information about video parameters, click the Help button.

Specifying Downconvert Formats
On an Avid Nitris DNA workstation, the Output Tool lets you downconvert a
film or high-definition (HD) sequence into one of several standard-definition
(SD) or high-definition formats, depending on the original format of your
sequence. For example, if you are working with a 1080PsF 23.97 sequence,
you can output the sequence as NTSC Letterbox, NTSC Center crop, or NTSC
Anamorphic. In some cases, you can also convert to a different HD format.

n

If you select a downconvert format, you can output HD playback and SD
downconvert simultaneously through the Avid Nitris DNA. As a result, you can
monitor SD output or create an SD master at the same time you are outputting
an HD master. However, the sequence timecode is not recorded with the
downconverted output.
To specify downconverted formats:

1. In the Output Tool, click the Downconvert button.

2. Select the required output formats.
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Preparing for Output

For HD Output, Native represents the current video format.
The options that are available depend on the current video format. For a
list of the available formats, see “Downconverted Output Formats and
Sync Sources” in the Help.

n

You can also specify the Downconvert format in the Sequence Preferences
dialog box.

Specifying the Sync Source
For systems with an Avid Nitris DNA, the Output Tool lets you select the sync
source for reference timing: either tri-level sync or black burst sync (NTSC or
PAL).
HD formats whose frame rate aligns with 29.97 fps (NTSC) or 25 fps (PAL)
can use either tri-level sync or black burst sync. If you are outputting one of
these HD formats (such as 1080PsF 29.97 or 1080PsF 25), you can use either
tri-level or black burst as the sync source.
For a list of sync options for each format, see “Downconverted Output
Formats and Sync Sources” in the Help.

To specify the sync source:

1. In the Output Tool, click the Sync Source button.
-

For HD sequences, the Expected Sync Source field displays the
format of the sequence or its interlaced equivalent.

-

For SD sequences, the field displays NTSC or PAL Black Burst.

2. Select the sync source that is compatible with the sequence: Tri-Level,
Black Burst, or Any.

n

You can also set the sync source in the Capture Tool.
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Chapter 2 Outputting Media

You can use the Sync light to check the status of the sync source. For
information, see “Checking the Sync Source” in the Help.

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Outputting Material

Outputting Material
When you output a sequence from Avid DS Nitris, you’re taking all the
information contained in a sequence file, such as timecode information, source
media, and generated caches, and copying it to an external device or file.

Outputting to Tape
When you output to tape, the image size always matches the resolution set in
your Sequence Preferences.
To output to tape:

1. Do one of the following:
t

From the NLE Tools toolbar, click Media IO > Output Tool.

t

Select View > Single-Instance Views > Output Tool.

The Output Tool opens.

For information about options in the Output Tool, click the Help button.
2. Configure the external device and perform other tasks, such as selecting
the area to output—see “Preparing for Output” on page 515.
3. Click the To Tape button.
523

Chapter 2 Outputting Media

4. Select the output device.
The currently active external device appears in the Device list. You can
select a another device preset from the list.
5. Click the Check button.
If the link between the external device and your system is operating
properly, nothing occurs. If there is a problem, a message box appears,
stating the possible cause of the problem.
You can also verify that the external device is operating within normal
parameters by checking the five items in the External Device Status area,
located beneath the transport controls. A green or red light beside each
item displays its status. Items that are grayed out are inactive.
6. Select the Edit Mode, either Auto (Insert) or Assemble.
This setting temporarily overrides the setting in the deck template but
does not change it. For more information about Edit Mode, see
“Configuring the External Device for Output” on page 517.
7. (Optional) Set a custom preroll for the deck.

Timeline/Deck
button

This setting also temporarily overrides the setting in the deck template but
does not change it.
8. Make sure the Timeline/Deck button is set to Deck.
9. Click the track buttons (V, A1, A2, and so on) for the video and audio tracks
you want to output.
10. (Optional) If you are recording LTC (longitudinal timecode) through the
LTC Out (XLR) connector on the Avid Nitris DNA, select the desired
LTC frame rate.
-

For 29.97 (NTSC) sequences, you can select 29.97 (non-drop-frame)
or 29.97 DF (drop-frame).

-

For 23.97 HD sequences, you can select 23.97, 29.97
(non-drop-frame), or 29.97 DF (drop-frame). If you want to output
NTSC timecode, make sure to select an SD Downconvert format (see
“Specifying Downconvert Formats” on page 521) so that the
converted timecode is displayed in the LTC menu.

11. If you are experiencing any frame delays in audio when you output your
sequence to tape, enter the number of frames in the Audio Propagation
Delay text box.

524

Outputting Material

12. If you have not selected the Use Timeline Timecodes for Edits option
(see “Selecting an Area to Output” on page 515), specify the position on
the tape where you want the program to start recording. Use the transport
controls to locate the position or type a timecode in the I (In) field.

n

If you’re insert editing your material, make sure that your tape is properly
striped with timecode before attempting to output your material.
13. (Optional) Click the Preview button to view your sequence before
outputting to tape.
14. Click the Insert/Assemble button. The label on the button depends on the
Edit mode you selected.
The selected media in your sequence is output to tape.

Outputting to File
There are several options that you need to consider when outputting to
file.These options include:

n
n

•

File type: You can output your media as a sequence or as single frames.
Avid DS Nitris supports a wide range of video and audio file
formats—see “Output File Formats” in the Help.

•

Frame size: Output resolution is independent of the sequence frame size
or working resolution. By default, output resolution is set to the sequence
frame size, but you can select a different output frame size.

•

Compression: When outputting to the .avi, .wmv, or .mov file formats,
and some image formats, you can choose a compression codec
(compressor/decompressor) directly from within Avid DS Nitris. Every
codec installed on your workstation is available during output.

You cannot export a file at a frame rate different from that of the current
sequence. If you want to convert the frame rate of your file, you need to use an
external media conversion tool or encoding software.
AVI files have a size limit of 2 gigabytes. If you need to export a large sequence
as an AVI file, consider dividing the sequence or using a reference movie (see
“Exporting AVI or QuickTime Reference Movies” on page 536).Windows
Media files and QuickTime files do not have a size limit.

525

Chapter 2 Outputting Media

•

n

Audio: Avid DS Nitris can export both 16-bit and 24-bit audio. The
exported bit rate is determined by the sequence preference. If you are
exporting a 24-bit sequence through a codec that supports only 16-bit
audio, Avid DS Nitris converts the audio to 16-bit during the export. If
you have a problem playing audio in the output file, try changing the
audio to 16-bit in the Sequence Preferences.

Audio is not exported when the selected export format is an image format.
Similarly, video is not exported when the selected export format is an audio
format.
When you output to file, Avid DS Nitris uses all tracks in a sequence.
The Outsource effect lets you output an area of the timeline in the file format of
your choice, while keeping a link to the exported files—see “Outsource
Effect”in the Help.To output to file:
1. Process non-real-time effects and software real-time effects—see
“Processing Effects” on page 515.
2. Select the area you want to output—see “Selecting an Area to Output” on
page 515.
3. Select View > Single-Instance View > Output Tool.
The Output Tool opens.
4. Click the To File button.

526

Outputting Material

For information about options in the Output Tool, click the Help button.
5. From the File Type list, select a file type.
For some image file types, a dialog box opens and provides format
options. Options depend on the file type; for example, TIFF provides
options for bit depth and compression. Choose your settings and click
OK. The settings you selected are displayed in the Codec field. For a list
of supported formats, see “Output File Formats” in the Help.
6. If you choose a file type that supports compression, a dialog box opens.
Choose a compression codec, modify the settings to meet the quality you
require, and click OK.
7. Select one of the following options to determine the resolution (frame
size) of the output file:

527

Chapter 2 Outputting Media

-

Generic to pick a standard resolution from the list.

-

Custom to create a custom resolution. Create a custom resolution by
entering pixel values for the width and height in the appropriate text
boxes.

8. Select a Field Mode: Preserve, Invert, or Ignore.
If you are working with progressive or low-motion media in an interlaced
sequence, select Ignore to maximize the output quality. Otherwise select
Preserve to keep the field dominance, or Invert to change the field
dominance (from odd to even, or even to odd). The Preserve and Invert
options preserve field motion and prevent any field artifacts. This option is
automatically set to Ignore when you are working with a progressive
sequence. For more information, see “About Field Dominance” in the
Help.
9. Select the Output Levels.
This option specifies the how Avid DS Nitris interprets the pixel values
within a frame (Graphics or Video). Select Auto to export at the levels
used in the sequence. For more information, see “Preserving SuperWhite
and SuperBlack Values” on page 530.
10. Select the Preserve Alpha option to retain alpha channel information in
the output file.
This is useful if you plan to reuse the matte information in future
compositing or graphics projects. Not all file formats support alpha
channels, so check the list to make sure.
11. Select Use Advanced Settings to export a specific region of the frame.
For more information, see “Using Advanced Settings to Crop and Resize”
on page 531.
12. Click the Output button.
13. From the Export to File dialog box, select a folder in which to save your
material, enter a name for the file, and click Save.
The material is processed, if necessary, exported to file, and placed in the
selected folder.
For information, about exporting a seuqence in still image format, see
“Outputting a Series of Image Files” on page 534.

n
528

You can take a snapshot of the viewer and export it to file. For more
information, see “Creating an Image File from a Snapshot” in the Help.

Outputting Material

Preserving SuperWhite and SuperBlack Values
When outputting an image that has SuperWhite or SuperBlack information,
you must make sure that the file format to which you are outputting is able to
handle these “super” values. This will guarantee that the SuperBlack and
SuperWhite information is preserved if you choose to reimport the image to
Avid DS Nitris.
The following options in the Output Tool must be taken into account:
•

File Type

•

File Type (additional options). For some file types, you will be required to
enter additional options. For example, .tif, .tga, .jpg, and others

•

Output Level

For some image file
types, a dialog box
opens and provides
format options.

Set one of following to make sure that the file format supports the SuperWhite
and SuperBlack values:
•

Any file type can be used as long as the Output Level is set to Video.
529

Chapter 2 Outputting Media

•

Any YUV file type can be used regardless of the Output Level setting.
YUV files include .gen, .omf, .yuv, and .yuv16

•

Any file type with the Pixel Format set to Float, regardless of Output
Level setting.

For more information about SuperWhite and SuperBlack values, see “Media
Capture Settings” in the Help.
Using Advanced Settings to Crop and Resize
The Advanced Settings in the Output tool let you crop and scale the source
media and position it anywhere in the output file.These settings are based on a
grid that is determined by the dimensions of the source frame and the output
frame. For example, NTSC 720 x 486 video uses a grid with an X axis of 720
pixels (from pixel 0 to pixel 719) and a Y axis of 486 pixels (from pixel 0 to
pixel 485).
485

400

300

200

100

0,0

200

400

600

719

A PAL grid has an X axis of 720 (pixels 0–719) and a Y axis of 576 (pixels
0–575). Both NTSC and PAL SD use non-square pixels, which you need to
consider when outputting to file.
A 1080i HD grid has an X axis of 1920 (pixels 0–1919) and a Y axis of 1080
(pixels 0–1079). HD resolutions use square pixels.
530

Outputting Material

Note the following:
•

The Destination Region must be equal to or smaller than the output file.

•

If the Destination Region is smaller than the output file, black pixels are
used for padding.

•

The Source Region can be any size, including larger than the current
sequence frame.

•

If the Source Region is larger than the current sequence frame, black
pixels are assumed outside of the frame.

You can resize an image without using Advanced Settings. If the source
resolution and the output resolution (as set in the Output Resolution options)
are different, Avid DS Nitris automatically resizes the source media to the
dimensions of the output file.To set a customized region for export:
1. Set the Output Resolution (Generic or Custom).
This setting determines the dimensions of the output frame.
2. Select the Use Advanced Settings check box.
3. Set the source region by specifying the left-corner offset (X and Y
positions) and size (pixel dimensions).
These settings determine the region of the image to export.
4. Set the offset and size for the output region.
These settings determine where the region specified by the Source Region
settings should be positioned and resized in the output frame.
Example

For example, if you want to output a QuickTime movie for a DVD, you can
use this feature to resize SD source material (720 x 486 lines) to fit DVD
dimensions (720 x 480 lines).

531

Chapter 2 Outputting Media

1. Set a Custom Output Resolution of 720 x 480.

2. Set the source offset to X:0, Y:2 and the source size to 720 x 480.
The resulting source region is shown in the following illustration. Two
lines are cropped from the bottom, because you set the Y to 2 in the source
region, and four lines are cropped from the top, because you set the source
size to 480.
479
400

300

200

100

0,2
0,0

532

200

400

600

719

Outputting Material

n

These settings are preferable to cropping three lines from the bottom, because
they prevent the need for Avid DS Nitris to perform field interpolation to
preserve the field order.
3. Set the destination region to X=0, Y=0 and the destination size to
720 x 480.
After outputting the file, the destination region (720 x 480) completely fills the
dimensions of the output file (720 x 480).
479
400

300

200

100

0,0

200

400

600

719

Outputting a Series of Image Files
When you export a sequence to a still image format, such as .bmp or .tiff, each
frame is saved as a separate file.
For example, if you export your sequence to a file named “MyPicture.bmp”,
the output is saved as independent still image files. The files are numbered
sequentially: for example, MyPicture.001.bmp, MyPicture.002.bmp,
MyPicture.003.bmp, and so on.

533

Chapter 2 Outputting Media

To output a sequence to a specified series of image files:

t

Enter the following in the File Name text box:

prefix.[first..last;padding].extension

Property

Description

prefix

The shared part of the file name.

first

A number for the first file (frame) of the sequence. This
number must be a positive integer and smaller than last.

last

(Optional) A number for the last frame of the sequence. If
you do not include a number, Avid DS Nitris outputs all
the frames you have selected. This number must be a
positive integer and larger than first.

padding

The number of digits you want in the output file names.
Avid DS Nitris uses zeroes as placeholders. For example,
if you are exporting 1000 frames or more, your padding
should be 4 because 1000 has a total of four digits.

extension

(Optional) The file name extension.

For example, if you want to output a sequence to a series of image files
starting with the name Alpha.0100.pic to Alpha.1000.pic, enter the following:
Alpha.[100..1000;4].pic

If you are not sure of the total number of frames, enter the following:
Alpha.[100..;4].pic

534

Outputting Material

Exporting AVI or QuickTime Reference Movies
An AVI or QuickTime reference movie is a movie that contains only
composition information. These files do not contain media. Instead, they point
to the source media on your storage device. As a result, they are very quick to
output and are very small in size. When you play back the reference movie, the
movie references the source media files on your storage device. Any
application that can read AVI or QuickTime files can read a reference movie,
as long as the application can access the source media. Reference movies are
useful when you want to process them in third-party encoding applications.
Exporting a reference movie also lets you work around the 2-GB size limit of
AVI files.Note the following:
•

Compressed media: Reference movies do not support compressed
media. You can, however, output at lower resolutions, such as half or
quarter resolution, if they are available on your system (Avid DS Nitris
Editor only). You can output these files in either 4:3 or 16:9 format.

•

Windows Media: You can use AVI reference movies with the Microsoft
Windows Media® Player and Windows Media Encoder. Windows Media 9
requires DirectX, which is approved for installation.

•

QuickTime: You must have the QuickTime player installed on your
workstation in order to play back QuickTime reference movies. The
Avid DS QuickTime codec is installed automatically.

•

Moving a Reference Movie to Another Workstation: To move a
reference movie to another workstation:
-

Make sure that the media is located on a storage device that is shared
between the two workstations.

-

For QuickTime movies, copy the Avid DS codec siddsuds.qtx from
the C:\Windows\System32 folder of the Avid DS Nitris workstation
to the same folder of the other workstation.

-

For AVI movies, use the Avid DS AVI Reference Codec installer,
which is available from the Avid DS Support Center or on the Drivers
CD-ROM.

If you need to move a file to a workstation that does not have access to the
source media, then you need to export it as a standard AVI or QuickTime
file.

535

Chapter 2 Outputting Media

Output Settings: Because reference movies point to the source media, the
output settings are the same as the current sequence settings.To export a
reference movie:

1. Process the entire sequence, including any real-time effects.
2. Select View > Single-Instance View > Output Tool.
3. In the Output Tool dialog box, click the To Ref Movie button.

4. Select QuickTime or AVI from the Reference Movie Type list.
5. For QuickTime movies, select or deselect the Include Scaling Matrix
option.

n

For information about the QuickTime scaling matrix, click the Help button.
6. Click the Output button.
7. From the Export to File dialog box, select a folder in which to save the
file, type in a name for the file, and click Save.
The reference movie is created and placed in the selected folder. Since the
reference movie points to the source media, the output settings will be the
same as the current sequence settings.

n

A reference movie becomes invalid if the media to which it points is modified.

Outputting a Sequence to Avid Media Composer
Avid DS Nitris allows you to generate an AAF and MXF file of your timeline
that can later be imported directly into Avid Media Composer.
536

Outputting Material

Before you begin, you must configure the storage areas where the MXF
media, as well as the generic Avid DS media, will be stored.
To configure your storage:

;

Step

†

Create folders for your MXF files. “Configuring Storages for MXF Files” (see the
Help).

†

Configure storage areas that point “Configuring the Media Indexing Service on your
to these MXF folders.
Workstation” in the Help.

Refer to

n

†

You must also have separate storage areas
configured for generic audio and video.
These storage areas are required for your
caches.

To output your timeline to Media Composer:

1. To export a sequence, you need to make sure that the entire timeline (from
top to bottom) is selected. This way, corresponding audio tracks, as well
as timeline and track effects, are also included.
Make the timespan selection on the timeline effect track. (This is the
topmost track on the timeline, named FX.)
2. From the NLE Tools toolbar, select Generate > Timeline to MC.
3. Select the appropriate options in the Timeline to Media Composer
Options dialog box.
For Track Types, select all the track types that you are using on the
timeline (i.e. Video, Background, Audio).
For detailed information on each of the fields, click the Help button.
4. Click OK.
During the export, Avid DS Nitris will process any necessary effects to
generate the MXF media. The MXF media will be saved in the MXF
media storage that you set up via the Media Storage Configuration tool.
Your AAF project file will be saved in the AAF Export directory location
that you specified in the above dialog box.

537

Chapter 2 Outputting Media

538

Conform

540

Chapter 1
Conforming & Finishing

Conforming is the process of bringing a project from an offline environment
into Avid DS Nitris, so you can recapture the media in its final resolution, and
continue with the editing and finishing process.
Finishing is the process of bringing in a project from an online environment
into Avid DS Nitris, with its media already in final resolution, and doing the
final finishing.
This section describes the conforming and finishing processes in
Avid DS Nitris.

n

In this information, the general term “Avid editing system” refers to Avid
applications other than Avid DS Nitris, such as Symphony™,
Media Composer®, Film Composer®, Avid Xpress®, and NewsCutter®.

Chapter 1 Conforming & Finishing

Beginning the Conform Process
Avid DS Nitris cannot directly open projects from other Avid editing systems.
To transfer bins, clips, or sequences to Avid DS Nitris, you must use an
intermediate file format. You can conform OMF, EDL, ALE, AFE, and AAF
files. For the highest level of support when conforming sequences with effects
and titles, use AFE (Avid File Exchange) files.
To begin your conform, follow these steps:

Follow these steps in the order that they are listed. Each time you link to a
topic within a Step, come back to the checklist after completing the procedure.
(Use the Previous View button in your Adobe Reader to return to the previous
link).

;

Step

†

On the Avid editing system, prepare your “Conforming Workflow”in the Media
sequence(s) for the conform process.
Composer Help.

†

Determine the best format to transfer your “Supported Conform Formats for
sequences and media from the offline
Avid DS Nitris”
editing system to Avid DS Nitris.

†

Once you have determined the format
“Conforming with AFE Files”
that you will use to transfer and conform
“Conforming with EDL Files”
your sequences, refer to the appropriate
“Conforming with OMF Files”
topic:

Refer to this section

“Conforming Audio”

†

Before you actually start conforming your “Before you begin your Conform”
sequences, read the notes relevant to
specific factors that could be part of your
project.

†

Determine how you will share the media
created on the Avid offline editing
system.

n
542

“Transferring or Sharing Media between
Avid Systems”

If you have used an AVX plug-in in the sequence you are conforming, you need
to make sure the same plug-in is installed on the Avid DS Nitris system. See
“Loading Plug-Ins”. The default path is drive:\Program
Files\Avid\AVX_Plug-ins.

Beginning the Conform Process

For information about support for Avid AVX plug-ins see the “AFE Effects
Support Table”. For information about third-party plug-ins, see the AVX web
page at www.avid.com/partners/avx.

Before you begin your Conform
Proper planning results in a more efficient workflow. Ideally you can plan the
project before the offline edit begins, but that’s not always possible. When
preparing your project or sequence for conform, you will also need to refer to
the appropriate sections to handle specific factors that could be part of your
project. For example, you may want to know how to handle still graphics such
as logos in your project.
•

Converting HD Formats

•

Notes on Conforming Graphics

•

Notes on Conforming Matte Keys and Alpha Channels

•

Notes on Conforming Titles

•

Notes on Conforming Effects

543

Chapter 1 Conforming & Finishing

Supported Conform Formats for Avid DS Nitris
When transferring files between systems, note the distinctions between the
following:
Bin: A collection of the source material for a project—master clips, subclips,
effects, and sequences. (In Avid DS Nitris, the equivalent is the project folder.)
Sequence: The actual arrangement of audio and video clips on the timeline,
with information about edit decisions, and applied graphics and effects.
Media: The files containing the digital audio and video data needed to play
Avid clips and sequences.
The table below shows the different types of formats available for exchange
between systems.

Log (Bin) Formats
for Conform

Sequence Formats
for Conform

Video Media Formats
for Conform

ALE

AAF

MXF

AFE

AFE

OMFI

EDL
OMF

n

Avid DS Nitris creates media in GEN format (via capture or processing). This
media format cannot be shared with other Avid editing systems.
Subtopics

Log (Bin) Formats for Conform
Sequence Formats for Conform
Video Media Formats for Conform
Audio Media Formats for Conform

544

Supported Conform Formats for Avid DS Nitris

Log (Bin) Formats for Conform
Format

ALE

Description

Refer to

ALE (Avid Log Exchange) file is a
format specifically designed to hold
information about log files generated by
other Avid systems.

“Conforming ALE
Files”

ALE files only contain information about
the source material, so that you can
import a bin and its clips into a folder in
Avid DS Nitris. You can’t import
sequences, effects or other higher level
information.

Sequence Formats for Conform
Avid DS Nitris accomodates many different sequence formats as described in
the table below:

Sequence
Formats

AAF

Description

Refer to

AAF (Advanced Authoring Format) is an “Exporting AAF Files
industry standard, multimedia file format from Avid DS Nitris”
that allows interchange of media and
composition information between AAFcompliant applications.

545

Chapter 1 Conforming & Finishing

Sequence
Formats

Description

Refer to

AFE

AFE (Avid File Exchange) files are the
“Conforming with AFE
preferred method of conforming
Files”
sequences created on other Avid editing
systems as they offer the highest level of
conform capability. AFE files are based
on AAF (Advanced Authoring Format)
technology. AFE files, however, are
designed especially for sharing
information among Avid applications.
AFE files let you transfer one or more
bins, their contents, and information
about the contents, including master
clips, subclips, and sequences.

EDL

An EDL (edit decision list) is organized “Conforming EDLs”
into a series of chronological instructions
called events, that are used to create clips
or a sequence on the timeline.
Avid DS Nitris accommodates EDLs
from many different systems, as well as
CMX and GVG formats.

OMF

OMF (Open Media Framework) files can “Conforming OMF
contain both media and sequence
Compositions”
composition information. This format is
only recommended when exporting audio
sequences to Avid DS Nitris.

Video Media Formats for Conform
When transferring projects or sequences between editing systems, you can
also transfer their associated media, instead of recapturing the media again.
Avid DS Nitris can share compressed and uncompressed media with other
Avid editing systems. You can share media on Avid Unity™ shared storage or
by using removable SCSI drives.

546

Supported Conform Formats for Avid DS Nitris

Avid editing systems can share two media formats:
•

n

MXF: An industry-standard format that encapsulates media and
production metadata into a single file. Avid DS Nitris can link to existing
MXF files created on other Avid editing systems, and play them in realtime. Avid DS Nitris can also create or modify MXF files and share them
with other Avid editing systems. See “Sharing MXF Media”.

MXF media is conformed via an AFE file.
•

OMFI: Avid DS Nitris can link to OMFI files created on other Avid
editing systems, and play them in real-time. Avid DS Nitris cannot create
OMFI files, it can only read them.
Due to the file size limitation with OMFI media, we recommend using
OMF only for audio.

Avid DS Nitris does not support the following formats:
•

*Progressive resolutions

•

Multicamera resolutions

•

AVR resolutions

•

You cannot share caches or precomputes between Avid DS Nitris and
other Avid editing systems.

The following tables list how Avid DS Nitris supports the shared media
formats. Avid DS Nitris can relink to these formats through AFE files and play
the media in real-time (RT).

MXF Compression

Capture

Import
Export
(source)

Relink &
Playback

DNxHD (all 8-bit and
10-bit compressions)

RT

Yes

RT

Yes

For a list of shared DNxHD resolutions, see “Avid DNxHD Compressions”.
1:1 (uncompressed 8-bit
and 10-bit)

RT

Yes

Yes

RT

2:1, 3:1, 10:1, 20:1
(JFIF interlaced)

RT

Yes

Yes

RT

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Chapter 1 Conforming & Finishing

MXF Compression

Capture

Import
Export
(source)

Relink &
Playback

2:1s, 4:1s, 15:1s
(JFIF single-field)

No

Yes

Yes

RT

DV 25

No

Yes

Yes

RT

DV 50

No

Yes

Yes

RT

DV 100

No

No

Yes

RT

DVCPRO HD

No

No

No

No

MPEG2 IMX (30, 40, 50) No

Yes

Yes

RT

OMFI Compression

Capture

Import
(source) Export

Relink

1:1 (uncompressed)

No

Yes

No

RT

2:1, 3:1, 10:1, 20:1
(JFIF interlaced)

No

Yes

No

RT

2:1s, 4:1s, 15:1s
(JFIF single-field)

No

Yes

No

RT

DV25

No

Yes

No

RT

DV50

No

Yes

No

RT

MPEG2 IMX (30, 40, 50) No

Yes

No

RT

Audio Media Formats for Conform
If you want to use audio from another Avid editing system in Avid DS Nitris,
make sure the frame rates match. To transfer the audio, you can output your
sequence in OMF. Some frame rates may not be supported in OMF, but you
can still recapture the audio once the OMF sequence has been imported into
Avid DS Nitris.

n
548

You can also change the frame rate by using the Media Tool.

Supported Conform Formats for Avid DS Nitris

Refer to the following table for more specific information:

OK to
use
OMF?

Avid DS Nitris
format

30i NTSC (29.97 fps frame rate) Standard NTSC

Yes

NTSC (29.97 fps)

25i PAL (25 fps frame rate)

Standard PAL

Yes

PAL (25 fps)

24p NTSC (24 fps frame rate)

24 (NTSC)
Destination TC
rate depends on
output device.

Yes

1080 PsF, 24 fps

24p NTSC (24 fps frame rate)

23.976 (NTSC)

Noa

1080 PsF, 23.97 fps

23.976p NTSCb

23.976 (NTSC)

Yes

1080 PsF, 23.97

24p PAL

24 (PAL)

Yes

1080 PsF, 24 fps

Avid editor project

Digital cut
output format

a. See the article “How to Reduce the Audio Play Rate from 24 fps to 23.976” in the
Avid DS Nitris Support Knowledge Base (Previous Releases section)
b. Requires Symphony 4.5 or later, Media Composer or
Film Composer 11.5 or later, Media Composer Adrenaline 1.0 or later, Avid Xpress 5.5
or later, or Avid Xpress Pro 4.0 or later.

Avid DS Nitris can also share the following audio formats:
•

48k/16 bit, 48k/24 bit

•

44.1k/16 bit, 44.1k/24 bit

•

32k/16 bit, 32k/24 bit

•

96k/16 bit, 96k/24 bit

549

Chapter 1 Conforming & Finishing

Transferring or Sharing Media between Avid
Systems
Before transferring or making your media available to Avid DS Nitris for final
editing, you should duplicate your sequence, and clean up unwanted frames
and media. This is done using the decompose and consolidate commands in
your Avid editing system.

Decomposing your Sequence in Avid Media Composer
Decompose allows you to create new, shorter master clips based only on the
material you have edited and included in your sequence, which saves system
disk space.
Decompose your sequence when you have a project to conform in Avid DS.
This is done when you are going to recapture the media once the sequence has
been imported into Avid DS Nitris.
To decompose your sequence:

t

n

Duplicate the finished sequence, copy the duplicate into a new bin, and
decompose the duplicate. Refer to “Saving Two Versions of a Sequence
When Recapturing” in the Media Composer Help.

The Avid editing system creates new master clips that use only the media in the
sequence, plus any handles you specify. These new clips are not linked to
media, but are intended for recapture. You can delete the decomposed clips
from the bin, because Avid DS Nitris recreates the clips during the conform
process.

Consolidating your Media in Avid Media Composer
Consolidating your sequence creates smaller source clips and media files,
thereby saving time and disk space. Use the consolidate command when you
want to finish a project in Avid DS Nitris. This is when you already have your
media in its final resolution and will be transferrring along with the sequence
to Avid DS Nitris. Refer to “Using the Consolidate Command” in the Media
Composer Help

550

Transferring or Sharing Media between Avid Systems

Transferring your Media
To transfer your media:

You have the following options when handling media created on different
Avid systems.
•

If you are transferring files on a removable SCSI drive, make sure that you
can correctly transfer the drive.
-

Disconnect the drive from the offline system and connect it to the
Avid DS Nitris system. For information on disconnecting and
connecting removable drives, refer to your system setup guide and
operating system help.

•

If you are sharing media on an Avid Unity then you should first organize
the source media in separate folders on your storage device—see “Sharing
MXF Media” or “Sharing OMFI Media”.

•

If you are transferring media, rather than sharing in an Avid Unity
environment, then do the following:
-

Copy the files to the local storage device of the Avid DS Nitris
system.
Place the video files in an appropriate folder under the \VideoStorage
folder. For example:
D:\VideoStorage\AVl\Corporate\...
D:\VideoStorage\OMFI MediaFiles\
D:\VideoStorage\Avid MediaFiles\MXF\

-

Place the audio files in a similar folder on the \AudioStorage\ folder.
For example:
F:\AudioStorage\AVI\Corporate\...
F:\AudioStorage\OMFI MediaFiles\
F:\AudioStorage\Avid MediaFiles\MXF\

You will then need to configure these storage locations in Avid DS Nitris—see
“Configuring the Media Indexing Service on your Workstation”.

551

Chapter 1 Conforming & Finishing

552

Chapter 2
Conforming with AFE Files

Conforming is the process of bringing a project from an offline environment
into Avid DS Nitris, so you can continue and finish the editing process. This
chapter describes how to load an Avid File Exchange (AFE) file into
Avid DS Nitris and recreate a sequence on which you can apply further edits
and effects.
You can also conform OMF, EDL, ALE, and AAF files, but AFE files have a
higher level of support for effects and titles.

n

In this information, the general term “Avid editing system” refers to Avid
applications other than Avid DS Nitris, such as Symphony™,
Media Composer®, Film Composer®, Avid Xpress®, and NewsCutter®.
This section includes the following topics:
•

Workflow: Conforming AFE Files

•

Exporting an AFE File from an Avid Editing System

•

Importing AFE Files

Chapter 2 Conforming with AFE Files

Workflow: Conforming AFE Files
In this workflow, an Avid editing system creates an AFE project that you can
conform in Avid DS Nitris.
If your media has already been captured in its final resolution by the Avid
editing system, then the corresponding MXF media can also be transferred to
Avid DS Nitris.
The following illustration shows the basic steps in the conform process using
AFE files.

1 Export an AFE file directly
from the Avid editing
system or through Avid
MediaLog.

Consolidate media if you
will be finishing in Avid DS

MXF media
stored on
an Avid
Unity
shared
storage

On an Avid DS Nitris
2 system, open the AFE file
in an Avid Explorer folder.

554

3

Drop the sequence
to the timeline.

5

Finish and output
the sequence.

4

Link to media on
Avid Unity shared
storage (for
finishing)
or
recapture media
from source tapes.

Workflow: Conforming AFE Files

To conform an AFE sequence in Avid DS Nitris, follow this basic
workflow:

Follow these steps in the order that they are listed. Each time you link to a
topic within a Step, come back to the checklist after completing the procedure.
(Use the Previous View button in your Adobe Reader to return to the previous
link).

;

Step

Refer to

†

On the Avid editing system, export your AFE.

“Exporting an AFE File from
an Avid Editing System”.
See also “Exporting Projects
and Bins Using AFE Files” in
the Media Composer Help.

“

On the Avid DS Nitris system:

†

Create a sequence with a frame rate that matches that
of the source tapes.

†

Import the AFE file.

“Importing AFE Files” (see
the Help).

†

Open the AFE file from DS Explorer and drag it to
the timeline.

“Create a Sequence and
Master Clips from an Imported
AFE File” (see the Help)

†

Make sure any storage devices or Avid Unity
workspaces are configured correctly.

“Configuring the Media
Indexing Service on your
Workstation” (see the Help).

†

Depending on the number and types of effects, you “AFE Effects Support Table”
may need to process or recreate effects. Refer to the for a list of supported effects
AAF/AFE Conform Log as you review the sequence. (see the Help)

†

Finish and output the project.

555

Chapter 2 Conforming with AFE Files

Exporting an AFE File from an Avid Editing
System
Avid DS Nitris cannot directly open projects from Media Composer or other
Avid editing systems. To transfer bins, clips, or sequences to Avid DS Nitris,
you must use an intermediate file format.
AFE files are the preferred method of conforming sequences created on other
Avid editing systems. AFE files are based on AAF (Advanced Authoring
Format) technology. AFE files, however, are designed especially for sharing
information among Avid applications. AFE files let you transfer one or more
bins, their contents, and information about the contents, including master
clips, subclips, and sequences.
To export an AFE file from an Avid editing system:

1. On the Avid editing system, create a project and capture the source
footage in MXF format at a supported resolution.
Alternatively, you can capture in OMFI format and later use the Transcode
feature to convert the media into MXF format.
2. Do one of the following:
t

556

To create a file that includes all bins in a project, click the Project
window and select File > Export. The Export Project As”” dialog
box opens. Select Avid File Exchange. Select a location, name the
file, and Save .

Exporting an AFE File from an Avid Editing System

Or,
t

To create a file that includes the contents of a single bin, open the bin,
click the bin, and select File > Export. (Make sure no objects in the
bin are selected.) The Export Bin As dialog box appears. Select Avid
File Exchange (*.afe) from the “Export Bin As” list. Choose a
location, name the file, and Save .

Or,
t

To create a file that contains a clip or sequence, select the clip or
sequence and then select File > Send To > Avid DS.

557

Chapter 2 Conforming with AFE Files

You cannot change options for this export, so click OK. The resulting file
includes the source bin as well as the object you chose, but does not
include other objects that might be in the bin.
3. Transfer the AFE file to a location that you can access from the
Avid DS Nitris workstation.
You can use removable media, a network server, or an Avid Unity shared
storage system—see “Transferring or Sharing Media between Avid
Systems”.

Exporting AFE Files Using MediaLog
You can export AFE files only from the Windows version of MediaLog. You
can run MediaLog on the Avid editing system or on the Avid DS Nitris
system.

n
558

MediaLog is shipped with your Avid DS Nitris system, and is also available in
the Download area of the Avid DS Nitris Support Center web site
(http://www.softimage.com/avidds).

Exporting an AFE File from an Avid Editing System

To export an AFE file from MediaLog v20.x or later:

1. On the Avid editing system, duplicate the finished sequence, copy the
duplicate into a new bin, and decompose the duplicate. For more
information on decomposing, see the documentation for your Avid editing
system.
2. If you plan to run MediaLog on an Avid editing system, close the Avid
editing application.
3. If you plan to run MediaLog on an Avid DS Nitris system, transfer the
Avid editing project folder to the \MediaLog\Avid Projects folder on the
Avid DS Nitris workstation or to an Avid Unity workspace. A project
folder has the same name as the project, and is usually located in the Avid
Projects folder on the Avid editing system. Alternatively, copy a single
bin, then create a new project and add the bin. Bins are located in the
project folder.
For information about the location of project folders, see the
documentation for your Avid editing system.
4. Open MediaLog by double-clicking the desktop icon or selecting Start >
Programs > Avid > Avid MediaLog.

c

Do not share user settings between MediaLog and the Avid
editing system. The settings might become corrupted.
The Select Project dialog box opens.

559

Chapter 2 Conforming with AFE Files

Browse button

The user and user settings are determined by the system login. If the
project does not appear in the project list, use the Browse button to
navigate to the project you want to transfer. Select the project and click
OK.
5. In the Select Project dialog box, select the project and click OK.
The project opens.
Project window

560

Bin

Exporting an AFE File from an Avid Editing System

6. Do one of the following:
-

To create a file that includes all bins in a project, click the project
window and select File > Export. The Export Project As dialog box
opens. Select a location and click the Save button.

-

To create a file that includes the contents of a single bin, open the bin,
click the bin (make sure no objects in the bin are selected), and select
File > Export. Select AFE from the dialog box. In the Export Bin As
dialog box, choose a location and click the Save button.

-

To create a file that includes selected objects, open the bin, select the
objects you want to include in the file, and select File > Export.
Select AFE from the dialog box. In the Export As dialog box, choose
a location, name the file, and click the Save button.

MediaLog creates an AFE file.

c
n

Make sure to close MediaLog before opening Avid DS Nitris. If MediaLog
and Avid DS Nitris are open at the same time, Avid DS Nitris
performance is seriously affected.
AFE export to a network drive takes much longer than export to a local drive.
Avid recommends that you export to a local drive and then copy the exported
file to a network location.
7. If you are running MediaLog on an Avid editing system, make sure the
AFE file is in a location that you can access from the Avid DS Nitris
workstation.
You can use removable media, a network server, or an Avid Unity shared
storage system.

n

If you open a project in an Avid editing system after you have created an AFE
file from the project, the following message might appear: An incompatible (or
damaged) setting has been skipped. The original project should not be
affected.

561

Chapter 2 Conforming with AFE Files

Importing AFE Files
After you have exported your AFE and media to a location where it can be
accessed by Avid DS Nitris, you can import the AFE into your project.
To import an AFE file:

1. Open an Avid DS Nitris project with a frame rate that matches that of the
source tapes.
2. Use the Avid Explorer to select the folder that holds the AAF or AFE file.
The file opens in the AAF/AFE View.

AFE file

3. Double-click the file, or drop the bin directly into the Avid Explorer.
The imported bin(s) will display.

562

Importing AFE Files

Imported bin

4. Double-click an imported bin to display its contents.

Audio clip
Master clips
Sequence

The contents can include master clips, subclips, and sequences. For a
description of Avid editing system icons, see “AAF/AFE List” in the
Help.
The columns initially displayed match the columns displayed when the
AFE file was created. You can show additional columns or hide selected
columns, as described in “Customizing the Details and Script Views” in
the Help.
You can now create the sequence on the Avid DS Nitris timeline.
563

Chapter 2 Conforming with AFE Files

Create a Sequence and Master Clips from an Imported AFE File
After you have imported the AFE file, you can drag a sequence onto the
timeline and create master clips that are associated with the sequence. You can
also create master clips by dragging an imported clip or sequence to a bin or
by dragging one or more bins to a folder.
To create a sequence and master clips:

1. Select the AFE file in the Avid Explorer.
2. If the AAF/AFE settings are not displayed, click the AAF/AFE Settings
button.

AAF/AFE Settings button

AAF/AFE
settings

3. In the AAF/AFE settings, select the Create Associated Clips option.
Select this option if you want to create master clips by dragging an
imported clip or sequence to the timeline.
Deselect this option if you have already created master clips and you want
to avoid creating a duplicate set. Duplicate clips are marked by the
addition of a sequential number (001, 002, and so on).
4. To append the original project name to the master clip source names when
creating master clips, select the Force Creation of External Tape
Sources option. This option distinguishes between clips that are created

564

Importing AFE Files

from tapes associated with the conform and clips that are not. Selecting
this option does not prevent you from linking to shared media files or
recapturing from the source tape.
For example, if you are conforming an AFE created on another Avid
system and you want Avid DS Nitris to link to the media captured by that
system, or recaptured media from the source tapes, select this option. If
you are conforming an AFE and you want Avid DS Nitris to link to media
that you have already captured (such as through an ALE file), do not
select this option.
5. Specify the path for the folder in which you want to create the master clips
after you drag a clip or sequence to the timeline. Click the browse (...)
button to navigate to the folder.
Avid DS Nitris checks the path to make sure the folder is within the
project folder.
6. To keep the same folder for any new master clips you create, select the
Lock Path option. Deselect this option to create master clips in folders that
match the names of the imported bins. Deselecting this option lets you
keep the original project structure when you conform with AFE files.
7. Open a new sequence in your project. Make sure the frame rate matches as
the AFE that you imported.
8. Create or open a sequence with a timecode starting at 00:00:00:00 and
drag a clip or sequence from the AAF/AFE View onto the timeline.
-

The timecode conversion in Avid DS is dependent on the type of
sequence that you have opened. If you drag a Media Composer bin to
the Avid DS Explorer that contains multiple sequences in both dropframe or non-drop-frame timecodes, they are automatically converted
to the timecode mode of the currently open sequnece. This might not
necessarily be the result that you want.
Therefore, you should first open a drop-frame sequence in Avid DS
and drag all the drop-frame sequences to a folder in the Avid DS
Explorer. Then open a non-drop frame sequence, and drag in all the
non-dropframe sequences to a separate folder.

n

You can also drag a sequence directly to the timeline. If you drag a drop-frame
sequence into a non-drop-frame sequence, the sequence will be conformed as
a non-drop frame sequence. You can then change the timeline display from
NDF to DF or from DF to NDF.

565

Chapter 2 Conforming with AFE Files

-

Also, to make sure that the starting timecode on the Avid DS timeline
matches that of the sequence you conformed from the Avid editing
system, hold down the U key and drag the sequence to the timeline.

The conform begins and a progress bar is displayed during the process.
When the conform is complete, the sequence, its clips, and supported
effects are recreated in Avid DS Nitris. Titles are recreated only if they are
part of the sequence.
If you are sharing media, the clips are automatically linked.
If you are recapturing media, empty master clips are created in the folder
that you have specified. When you open the folder in a bin, the clip icons
are red since no media has been captured yet.

n

If you are linking to media that does not match the compression of the
sequence (for example, if you are linking to DV25 in an uncompressed
sequence), make sure to set the option “Use the Closest Media Available” in
the Sequence Preferences dialog box.
A message box displays a summary of the information contained in the
AAF/AFE Conform Log and asks if you want to view the log.
9. To view the AAF/AFE Conform Log, click Yes.
The AAF/AFE Conform Log window displays information about how the
effects and parameters were supported. Use this information to finish the
final sequence.

566

Importing AFE Files

10. To save the log as an .html file, click the Save button.

11. When the Save As dialog box displays, navigate to an appropriate folder,
type in a name for the log, and click the Save button. Click OK to close
the log window.
12. Save the sequence.

567

Chapter 2 Conforming with AFE Files

568

Chapter 3
Conforming with AAF Files

AFE files are the preferred method for transferring projects that have been
created on other Avid editing systems, to be conformed in Avid DS.
However, when transferring projects from Avid DS to other editing systems,
you should use the AAF format.

Chapter 3 Conforming with AAF Files

Exporting AAF Files from Avid DS Nitris
Avid DS Nitris lets you create an AAF file from a master clip. The AAF file
contains composition information in a format that can be shared with other
applications, such as Avid Media Composer. These files contain the metadata
for the master clip but not the media itself, so they need to be used through
shared storage.
For example, you might have finished an effects-intensive scene on
Avid DS Nitris, created from MXF media (see “Sharing MXF Media”). If you
need to send the sequence to Media Composer, first use the Timeline to Clip
command to create a new master clip in a shared storage area. Then export the
master clip as an AAF file, and import the AAF into Media Composer. On the
Media Composer system, relink the master clip to the media generated by
Avid DS Nitris.
Because Avid DS Nitris creates AAF files from master clips only, you need to
use the Timeline to Clip command to create an AAF file for a sequence.
You can import an AAF file from Avid DS Nitris into the following products:
•

Media Composer Adrenaline v1.5 or later

•

Avid Xpress Pro v4.5 or later

•

Avid Xpress DV v4.5 or later

•

NewsCutter Adrenaline FX v5.5 or later

•

NewsCutter XP v5.5 or later

To create an AAF file:

1. Right-click one or more master clips in a bin and select Export to AAF.
A browse dialog box is displayed. You cannot change any options; the
entire master clip is exported.
2. Navigate to the folder where you want to save the file or files and click
Select.
AAF files are created with the same names as the clips.
3. On the Avid editing system, import the AAF file and link to the media.

570

Chapter 4
Conforming with ALE Files

This chapter describes how to load an Avid Log Exchange (ALE) file into
Avid DS Nitris and recreate a bin in the Avid Explorer.

Chapter 4 Conforming with ALE Files

Workflow: Conforming an ALE
The following illustration shows the basic steps in the conform process using
an ALE.

Import the ALE file.

1

Load the contents of the
bin into Avid DS Nitris.

2

Log as clips in the Avid Explorer.

3

or

Load directly onto timeline.

Capture media.
Recapture media
from tape or file into
Avid DS Nitris.

576

Conforming ALE Files

Conforming ALE Files
Avid DS Nitris supports ALE (Avid Log Exchange) files—a file format
specifically designed to hold information about log files generated by other
Avid systems. ALE files contain only information about the source material,
so you can’t import sequences, effects or other higher level information.

n

Although the ALE file format was designed for log files generated by Avid
editing systems, many other systems can output ALE files as well.

Importing an ALE File
ALE files can be imported and interpreted by Avid DS Nitris.
To import an ALE file

1. Select View > Single-Instance Views > ALE Import.
2. In the ALE Import view, click the Load ALE File button.
3. In the Open dialog box, select a file.
The selected ALE file appears in the ALE Import view.
Load ALE

Create Logs

ALE Info

For information about the ALE view, click the Help button.

577

Chapter 4 Conforming with ALE Files

You can view the global properties of an ALE file, which includes the location
of the file and the values of various global properties, such as video/audio
format, fps, and more in the ALE Import view.
To get information on an ALE file:

t

Click the Info button.

Logging Clips from an ALE File
After you’ve imported an ALE file into Avid DS Nitris, you can select the
clips you want to log. However, before you can log master clips, the clips must
have associated values for the following properties:
•

End

•

Name

•

Start

•

Tape (or a global tape property)

•

Tracks

If any of these properties are missing an associated value, the Create Logs
button appears dimmed and you need to supply the missing value.
To log master clips from an ALE file:

1. Load an ALE file into the ALE Import view—see “Importing an ALE
File” on page 577.
2. Select the clip(s) you want to log in a bin by clicking them. To select more
than one clip at a time, select a clip, hold down the Ctrl key and click the
others.

n

If no clips are selected in the ALE Import view, Avid DS Nitris creates logs for
every clip.
3. In the ALE Import view, click the Create Logs button.
The Create Logs dialog box opens.

578

Conforming ALE Files

Routing
matrix

4. Select the folder in which you want to create the logged clips. The default
folder is displayed in the text box at the top of the dialog box. Click the
browse (...) button to select a new folder.
5. To add material before the in-point and after the out-point of all tape
sources, type the appropriate number of frames in the Heads and Tails text
boxes.
6. If you need to reconfigure the audio tracks, select a tape name from the
Tape Name list and assign the audio tracks to the audio channels of your
clip by clicking in the audio channel routing matrix.

n

You can assign the audio tracks differently for each source name.
7. Click the Set button after you have assigned the audio tracks for each tape
name to save the settings.
8. Click the Create Logs button to begin creating logs from the ALE file.
In the Avid Explorer, master clips are created for each selected clip. Once
the clips have been logged, you can capture the media at any time.

n

Only source material from tape can be recaptured from clips logged from an
ALE file.

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Chapter 4 Conforming with ALE Files

Transferring ALE Files using MediaLog
You can use ALE files to transfer information from MediaLog to
Avid DS Nitris. MediaLog is a tool that helps you select and log footage
before your editing session. Although you can log footage with
Avid DS Nitris, using MediaLog can free up your Avid DS Nitris system for
editing and effects. After logging shots, you can use Avid DS Nitris to digitize
and edit the footage.

n

MediaLog is shipped with your Avid DS Nitris system. MediaLog is also
available in the Download area of the Avid DS Nitris Support Center web site
(http://www.softimage.com/avidds).
MediaLog 20.x and 21.1 do not support 24p PAL and 25p PAL projects. For
these projects, use MediaLog 21.3 or later, which is available for download.
You can import bins created in MediaLog into Avid DS Nitris. To do this,
either:
•

Export the bin as an ALE file. You can then load the ALE file into
Avid DS Nitris and create logs.

•

Export the project and bins as an AFE file.

For more information, refer to the Avid MediaLog User’s Guide or “Exporting
AFE Files Using MediaLog” on page 558.

n

To import an ALE file into Avid DS Nitris, make sure the following columns
are displayed in MediaLog:
•

End

•

Start

•

Tape

•

Tracks

You can display other columns as well. Only columns that are displayed in
MediaLog will be displayed in Avid DS Nitris.

580

Chapter 5
Conforming with OMF Files

This chapter describes how to load an Open Media Framework (OMF) file into
Avid DS Nitris and recreate a sequence on which you can apply further edits
and effects.
This chapter includes the following topics:
•

Conforming OMF Compositions

Chapter 5 Conforming with OMF Files

Conforming OMF Compositions
OMF (Open Media Framework) files facilitate the transfer of digital media
from one system to another. They can contain both media and composition
information. An OMF composition is basically an advanced form of an EDL.
It contains instructions for transitions, timewarps, keys, titling, and some other
effects information. Avid DS Nitris preserves all the layering information
from an OMF file, so that you can select events and layers that you want to
recreate on the timeline.

n

Avid DS Nitris supports many types of Media Composer and Symphony
effects. Avid DS Nitris can import only OMF 2.0 files. Support for OMF
media is limited to the import and export of audio media only.

Opening an OMF File
You can import OMF files created on other systems. By using the OMF file
format to transfer sequences from an offline system to Avid DS Nitris, you can
quickly import sequences with most of the offline editing and effects work
intact.
To open an OMF file:

1. Do one of the following:
t In the view switcher, click the OMF button.
t Select View > Single-Instance Views > OMF.
2. From the OMF view, click the Load OMF button and select a file from
the Open dialog box.
The selected OMF file is displayed in the OMF view.

582

Conforming OMF Compositions

OMF tools

Record in-point

OMF tree

When you load an OMF file with more than one composition, you are
prompted to select the composition to import.
For more information about the OMF view, click the Help button.

Conforming an OMF File
You can log your clips in the Avid Explorer to create master clips that can be
reused in other sequences, recreate your sequence in Avid DS Nitris by
loading the OMF file onto the timeline, or both. It’s a good idea to do both, so
that when a clip is deleted from the timeline, you always have the master clip
in a folder. You also have the option of importing any audio media in the OMF
file.
Conforming an OMF File without Audio Media
To conform an OMF file without audio media:

1. Open a new sequence in your project.
2. Load an OMF file into the OMF view.

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Chapter 5 Conforming with OMF Files

3. In the OMF view, click the Conform OMF button.
The OMF Conform dialog box opens.

4. If you want to log clips, select the folder in which you want to create the
clips. The default folder is displayed in the text box at the top of the dialog
box. Click the browse (...) button to select a new folder.
5. Select one of the following options:

584

Option

To

Create Logs

Log the clips in the selected folder.

Create Timeline
Clips

Recreate the sequence on the timeline based on
the composition information in the OMF file.

Create Both

Log the clips in the selected folder and recreates
the sequence based on the composition
information in the OMF file.

Conforming OMF Compositions

6. To add material before the in-point and after the out-point of all tape
sources, type the appropriate number of frames in the Heads and Tails
text boxes.
7. To add the project name from the OMF file to the tape sources for the
master clips, select the Force creation of external tape sources option.
8. If you need to reconfigure the incoming audio tracks, select a tape name
from the Tape Name list and assign the audio tracks to the audio channels
of your clip by clicking in the audio channel routing matrix.

n

You can assign the audio tracks differently for each tape name.
9. Click the Set button after you have assigned the audio tracks for each tape
name to save the settings.
10. Click the Conform button to begin conforming the OMF.
The clips, transitions, and supported effects are recreated on the timeline
using the composition information and empty master clips are created in
the selected folder. When you open the folder in a bin, the clip icons are
red since no media has been imported yet.

Effects that are not supported by Avid DS Nitris are marked by effect bars
that have been deactivated. These effect bars indicate where the effect was
originally placed.
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Chapter 5 Conforming with OMF Files

If there are any unsupported effects, a message is displayed, asking if you
would like to view the error log. If you click Yes, the list is generated and
displayed in the Conform Error Log dialog box.

The Conform Error Log dialog box displays the in and out-points of the
effect, the name of the original effect, as well as a brief description of the
type of error that occurred.
11. To save this log as an .html file, click the Save button.
The Save As dialog box opens.
12. Navigate to an appropriate folder, type a name for the log and click Save.
The log is saved as an .html file and can be viewed in any HTML browser.
Conforming an OMF File with Audio Media
To conform an OMF file with audio media:

1. Open a new sequence in your project.

n

OMF files that are exported at a frame rate must be conformed in the timeline.
OMF files that are exported as sample-accurate must be conformed in an
audio container.
2. Load an OMF file which contains audio media into the OMF view.
3. In the OMF view, click the Conform OMF button.
The OMF Conform dialog box opens.

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Conforming OMF Compositions

4. If you want to log clips, select the folder in which you want to create the
clips. The default folder is displayed in the text box at the top of the dialog
box. Click the browse (...) button to select a new folder.
5. Select one of the following options:

Option

To

Create Logs

Log the clips in the selected folder.

Create Timeline
Clips

Recreate the sequence on the timeline based on
the composition information in the OMF file.

Create Both

Log the clips in the selected folder and recreates
the sequence based on the composition
information in the OMF file.

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Chapter 5 Conforming with OMF Files

6. To add material before the in-point and after the out-point of all tape
sources, type the appropriate number of frames in the Heads and Tails
text boxes.
7. If you need to reconfigure the audio tracks, select a tape name from the
Tape Name list and assign the audio tracks to the audio channels of your
clip by clicking in the audio channel routing matrix.

n
n

You can assign the audio tracks differently for each source name.
The audio media will be imported using the assignment specified in the audio
channel routing matrix and not those originally set in the file.
8. Click Set after you have assigned the audio tracks for each source name to
save the settings.
9. Select the Import Audio Data option.
10. Select one of the following options:
-

Import All Media to import all the audio media contained in the
OMF file into the current project.

-

Only Import Used Media to import only the audio media used in the
actual sequence into the current project.

11. From the Sample Rate list, select a sampling rate at which to convert your
audio media. The higher the sampling rate, the more accurate the
conversion will be.

n
n

Make sure the sample rate you select matches the sample rate of your current
sequence. If the sample rates do not match, no audio media will be available
for playback.
To play back the audio media, you would have to change the sample rate of the
sequence in the Sequence Preferences dialog box.
12. From the Bit Depth list, select a bit depth value. The higher the value, the
more precise the audio conversion will be.
13. From the Capture To list, select a storage area on which your audio media
will be stored.
14. Click the Conform button to begin conforming the OMF.
Depending on the settings you chose, any of the following will occur:

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Conforming OMF Compositions

-

The clips, transitions, and supported effects are recreated on the
timeline using the composition information.

-

Master clips are created in the selected folder.

-

The audio media is imported to your disk array.

Since no video media was imported, the video clip icons that appear when
you open the folder in a bin are red, indicating that no media has been
captured yet.
Effects that are not supported by Avid DS Nitris are marked by effect bars
that have been deactivated. These effect bars act as markers to indicate
where the effect was originally placed.

n

Although Avid DS Nitris may not be able to import certain effects, it will keep
any keyframed information, which you can use as a reference to recreate the
effect.
If there are any unsupported effects, a user message is displayed that asks
you if you would like to view the generated list. If you click Yes, the list is
generated and displayed in the Conform Error Log dialog box.
The Conform Error Log dialog box displays the in and out-points of the
effect, the name of the original effect, as well as a brief description of the
type of error that occurred.
15. To save this log as an .html file, click the Save button.
The Save As dialog box opens.
16. Navigate to an appropriate folder, type a name for the log and click the
Save button.
The log is saved as an .html file and can be viewed in any browser.

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Chapter 5 Conforming with OMF Files

Exporting an OMF File from Avid DS Nitris
If you need to do some audio finishing on another system such as Digi Pro
Tools, you can create, save, and export OMF files for the audio portion of your
sequence. When you create and save an OMF file from within Avid DS Nitris,
both the audio media and its composition information can be included.You can
then transfer the file to another system.Note the following:
•

Only the audio portion of your sequence can be exported to an OMF file.
Any video clips on the timeline are ignored when you create an OMF file.

•

No audio effects are exported, but edit points are created to show where
effects were originally placed.

•

You need DigiTranslator™, a Pro Tools option, to convert the OMF files
into a format that Pro Tools can read. If DigiTranslator is not supplied
with your Pro Tools application, you need to purchase and install it. See
the Digidesign web site www.digidesign.com.

•

Avid DS Nitris exports only OMF 2.0 files. See “OMF Level of Support”.

•

OMF files have a size limit of 2 GB. If you are unable to export an OMF
file for a large sequence, you need to divide the sequence into smaller
segments.

To create and save an OMF file with audio media:

1. From the OMF view, click the Timeline to OMF button to create an OMF
file of the audio portion of the current sequence.
The Export Composition dialog box opens.

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Exporting an OMF File from Avid DS Nitris

2. Select the Embed Media option to include the media in the OMF file you
are creating.
3. Select the Consolidate option to include only the media that is being used
on the timeline.

n

If the Consolidate option is not selected, the entire audio clip will be included
in the OMF file.
4. From the Bit Depth list, select 16 (16-bit audio) or 24 (24-bit audio). The
higher the bit depth value, the more precise the audio conversion will be.
5. In the Handles Length box, do the following:
-

Add a number in the Heads text box if you want to add extra frames
before the material used on the timeline. These additional frames will
be included in the OMF file for source material coming from tape
only.

-

Add a number in the Tails text box if you want to add extra frames of
material after the end of the material used on the timeline. These
additional frames will be included in the OMF file for source material
coming from tape only.

6. Click OK.
The Save As dialog box opens.
7. Navigate to an appropriate folder, type a name in the File Name text box,
and then click the Save button.
All the information obtained from the audio tracks on the timeline are
saved as an OMF file in the location you specified. You can now transfer it
to another system.

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Chapter 5 Conforming with OMF Files

592

Chapter 6
Conforming with EDL Files

This chapter describes how to load an Edit Decision List (EDL) into
Avid DS Nitris and recreate a sequence on which you can apply further edits
and effects.
This chapter includes the following topics:

Chapter 6 Conforming with EDL Files

Conforming EDLs
Avid DS Nitris supports the import of edit decision lists (EDLs). An EDL is a
detailed list of the edits contained in a sequence, including all the timecode
and supported effects information required to recreate the sequence in an
online session. Avid DS Nitris accommodates EDLs from many different
systems. It is compatible with the standard EDLs, as well as CMX, GVG, and
OMF formats.
The EDL file is organized into a series of chronological instructions called
events. You can use these events to create clips or to completely recreate the
sequence on the timeline.
About the Avid EDL Processor

About the Avid EDL Manager
Avid EDL Manager is an application that lets you convert between different
EDL formats, such as Sony, GVG, or CMX. You can also convert EDL files to
OMF 1.0 files. Since Avid DS Nitris only supports OMF 2.0 files, you will
need to further convert the OMF 1.0 files, so that they can be read by
Avid DS Nitris.
You can use the Avid EDL Manager to read EDL files from RT-11 disks and
then save the files in CMX or GVG format for import into Avid DS Nitris.
Avid DS Nitris cannot read RT-11 disks.
You can also use the Avid EDL Manager to create an EDL that displays
additional types of information, such as comments or patches. You can specify
the different audio and video tracks in the sequence, as well as specify the
assembly modes that the online edit controller uses when creating your
sequence. For more information, refer to the Avid EDL Manager User’s
Guide.
The Avid EDL Manager application and guide are available on the Avid web
site.

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Conforming EDLs

About the Avid EDL Processor
The EDL Processor is an application that lets you modify and save EDL files.
You can use the application to modify the EDL content in many different way,
from changing its title to converting timecodes. One use of the application is
conversion of a sequence’s timecode from 30 fps to 24 fps.
The EDL Processor and Help file are available for download from the Utilties
page of the Avid DS Support Center at http://www.softimage.com/avidds.

Conforming an EDL File
When conforming your EDL, you have the choice of logging the events in the
Avid Explorer, recreating the list of events on the timeline, or both. Once the
events are logged, you can capture the media at any time from either the Avid
Explorer or the timeline. For more information, look up “Batch Capturing” in
the Help.
Before conforming your EDL, you should check if there are any layers to be
composited. Offline editors often create multiple EDLs because the
convention is to put separate layers into separate EDLs. Any audio or video
events in the list are automatically loaded onto the appropriate tracks.
During the conform process, you can set up the appropriate heads and tails
values for each clip. This is important if you need additional material at the
beginning and end of each clip to do minor changes during the final stage of
the edit. You can also configure the audio channel patching for each tape.
If you recreate your sequence on the timeline, you may want to process a
rough cut and proof it against the original EDL. You can do this by reloading
the EDL onto a new video track, adding a fade or crop effect to the video track
and processing it, and then playing the sequence to make sure that the cuts and
transitions on the two tracks occur in sync.
If the proofing session is successful, you can then remove the video track you
added and continue to add effects and finishing touches to the original
sequence.
To conform an EDL file:

1. Open a new sequence in your project.
2. Import or open an edit list in the EDL view.
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Chapter 6 Conforming with EDL Files

3. From the EDL view, click the Conform EDL button.
The EDL Conform dialog box opens.

n

You can capture all events in the edit list, or hold down the Ctrl key and click
the EDL events associated with the source material you want to capture.
4. If you want to log clips, select the folder in which you want to create the
clips. The default folder is displayed in the text box at the top of the dialog
box. Click the browse (...) button to select a new folder.
5. Select one of the following options:

596

Option

To

Create Logs

Create a log of events in the selected folder.

Create Timeline
Clips

Recreate the events on the timeline.

Create Both

Create both a log of events in the selected folder
and a sequence based on the events in the EDL.

Conforming EDLs

6. Select the Overwrite Video Track option to overwrite clips on the
timeline at the same timecodes. If this option is not selected, the clips will
be added to a new video track.
7. To add material before the in-point and after the out-point of all tape
sources, type the appropriate number of frames in the Heads and Tails text
boxes.
8. If you need to reconfigure the audio tracks, select a tape name from the
Tape Name list and assign the incoming audio tracks to the audio channels
of your clip by clicking in the audio channel routing matrix.
Audio channel routing matrix

n

You can assign the audio channels differently for each tape name or you can
multi-select the tape names, and make the audio channel assignment the same
for all of them.
9. Click the Set button after you’ve assigned the audio tracks for each tape
name to save the settings.
10. Click the Conform button to begin conforming the EDL.
The events are recreated on the timeline as empty clips, and master clips
are created in the selected folder for each event. When you open the folder
in a bin, the clip icons are red since they have no media yet.

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Chapter 6 Conforming with EDL Files

n

Audio events in the edit list do not support stereo clips. When a stereo clip (two
streams) is created on the timeline, it is split onto two mono tracks; each track
holds one stream.

Creating Layers from an EDL
Receiving multiple EDLs for different levels in a composite occurs frequently.
For example, there may be an EDL for the background and another for the
foreground. When this happens, both layers must be in sync on the timeline.
You can either place the layers on video tracks, which allows more than one
layer to be active at a time, or you can place these two layers in a container
clip.For more information, see .
To create a layer from an EDL:

1. Open a new or existing sequence in your project.
2. Import or open an edit list in the EDL view.
3. From the EDL view, click the Conform EDL button.
The EDL Conform dialog box opens.
4. Select one of the following:

598

-

Create Timeline Clips to recreate the events on a video track.

-

Create Both to create both a log of events in the selected bin and a
sequence based on the events in the EDL.

Conforming EDLs

5. Deselect the Overwrite Video Track option, so that each EDL is
recreated on an individual video track.
6. Set the Heads and Tails and configure the audio inputs as required—see
“Conforming an EDL File”.
7. Click Conform to recreate the events on a video track on the timeline.

n

Avid DS Nitris ignores the current setting of the Ripple mode when performing
an EDL to timeline. By default, all EDL conforms are performed with the
Ripple mode off.

Opening an EDL File
The EDL view lets you import an EDL file produced on any external system,
and capture material based on the edits in that EDL. When you import an EDL
into Avid DS Nitris, it appears in the EDL view, where you can see the list of
events. After importing your EDL into Avid DS Nitris, you can select the
events that you want to recreate. To do this, you can either log the events as
master clips in the Avid Explorer, or edit the list onto the timeline, or both.
You can then capture media from either the clips in the Avid Explorer or on
the timeline.

n

You can only recapture logged clips created from an EDL that originated on
tape. Avid DS Nitris does not support recapture from file for logged clips
created from an EDL.
Clip names are created from the event number. If you have more than one EDL
in a project, however, there will be at least two clips with the same name. To
avoid the conflict, the name of the EDL is appended to the clip name.
For example:
001 (NewYork1)
001 (NewYork2)
After the clips are created, you can rename them at any time. For more
information, see .
To open an EDL:

1. Do one of the following:
t In the view switcher, click the EDL button.
t

Select View > Single-Instance Views > EDL.

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Chapter 6 Conforming with EDL Files

The EDL view is displayed.
2. To load a new EDL, click the Load EDL button.
The Open dialog box opens.

3. Select an EDL. If you know the system from which the EDL was
generated, select the appropriate file type (DS, CMX, GVG).
4. In the Comment Placement box, indicate whether you want comments
placed above or below the corresponding edit.
5. Click the Open button.
The selected EDL is displayed in the EDL view.
If you selected the wrong file type, you are prompted to convert the file to
the appropriate type.

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Conforming EDLs

EDL name

EDL tools

Record in-point

Edit list

For more information about the EDL view, click the Help button.

Setting EDL Properties
You can specify options for the currently displayed EDL in the EDL
Properties dialog box, such as displaying timecodes as drop frame and
determining comment placement.
To set EDL properties:

1. Right-click the main area of the EDL view and select Properties.
The EDL Properties dialog box opens.

2. Use the controls in the EDL Properties dialog box to set the EDL
properties.

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Chapter 6 Conforming with EDL Files

For information about the EDL Properties dialog box, click the Help button.

Modifying an EDL File
Avid DS Nitris lets you modify certain properties of the EDL after you’ve
loaded it into the EDL view. You can change the name of the source tape, as
well as ripple the source timecodes.
Changing the Source Tape Name
If your source tape name is too long, or the name of the tape has changed
between the offline and the online, you can modify the name of your tape
directly in Avid DS Nitris. Once you’ve loaded an EDL into the EDL view,
you can modify the source name of any one of the sources.
To change the source name of a tape in an EDL:

1. Load an EDL into the EDL view.
2. Right-click the main area of the EDL view and select Change Source
Name.
The Change Source Name dialog box opens.
3. From the Old Source Name list, select the name of the tape you want
to change.
4. Type the new name in the New Source Name text box and click OK.
The Source Name is changed in the EDL view.
Rippling the Source Timecodes
If there’s a time delay between your master tapes and the offline EDL list, or
the time of an event has changed, you can push or ripple any one of the source
timecodes forwards or backwards directly in Avid DS Nitris.
To ripple all source timecodes in an EDL:

1. Load an EDL into the EDL view.
2. Right-click the main area of the EDL view and select Ripple Sources.
The Ripple Sources dialog box opens.
3. In the Ripple By timecode box, type the amount by which you want the
source timecodes to move.

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Conforming EDLs

n

To ripple the source timecode backwards, type the amount preceded by a
minus (–) sign in the Ripple By timecode box.
4. Click OK.
The source timecodes of all your source tapes are modified by the amount
you specified.
To ripple the source timecode of one event in an EDL:

1. Load an EDL into the EDL view.
2. Select the event in the Edit list.
3. Right-click and select Ripple Sources.
The Ripple Sources dialog box opens.
4. In the Ripple By timecode box, type the amount by which you want the
source timecode to move.

n

To ripple the source timecode backwards, type the amount preceded by a
minus (–) sign in the Ripple By timecode box.
5. Click OK.
The source timecode of that one event is modified by the amount
you specified.
To ripple the timecodes of all events from one source:

1. Load an EDL into the EDL view.
2. Right-click the main area of the EDL view and select Ripple Sources.
The Ripple Sources dialog box opens.
3. Select the Apply To All Edits From This Source option to modify the
source timecode of one of your source tapes.
4. Select the name of the tape from the list.
5. Type the amount by which you want the source timecodes to move in the
Ripple By timecode box and click OK.
All the timecodes for that one source tape are modified by the amount
you specified.

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Chapter 6 Conforming with EDL Files

Exporting an EDL File
If you want to perform certain tasks on another system, you can create an EDL
of your current sequence, save it to file, and then transfer it.
Avid DS Nitris creates an EDL for each track of your current sequence and for
some effects. Depending on the track, the EDL contains information about the
timecode, transitions, and supported effects. Once you’ve created EDLs of
the current sequence, you can save them and transfer the information to
another system.
To create and save EDLs of the current sequence:

1. From the EDL view, click the Timeline to EDL button to create one or
more EDLs of the current sequence.
2. If Avid DS Nitris created more than one EDL, select the EDL that you
want to display from the EDL name list.
3. Click the Save EDL button to save your EDL to file.
The Save As dialog box opens.
4. Navigate to an appropriate folder, type a name in the File Name text box,
and click the Save button.
The EDL is saved in the location you specified.

Printing an EDL File
When you need a hard copy of your EDL for review or want to keep a hard
copy as a reference, you can print one out from within the EDL view. You can
set the number of copies to print, as well as the orientation of the page.
To print an EDL file:

1. Load an EDL into the EDL view.
2. From the EDL view, click the Print button.
The Print EDL dialog box opens.
3. In the Number of Copies text box, type the number of copies you want
to print.
4. Select a page orientation for the EDL.
5. Click the Print button.
The EDL is printed on your default printer.
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Conforming EDLs

n

To change your default printer, modify the printer settings in Windows.

Proofing an EDL
If you recreated your sequence on the timeline, you may want to process the
rough cut, and proof it against the original EDL to make sure that the timing
is correct.
To proof the EDL to timeline:

1. Reload the EDL onto a new video track. Make sure you deselect the
Overwrite Video Track option.
2. Add a diagonal wipe or crop effect to the video track.
3. Process the effect.
4. Play the sequence to make sure that the cuts and transitions on the two
tracks occur in sync.
If the proofing session is successful, you can remove the video track and
continue to add effects and finishing touches to the original sequence.

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Chapter 6 Conforming with EDL Files

606

Chapter 7
Conforming Audio

Instead of recapturing or linking to audio media, you can capture or import an
audio mix.
Possible workflows are:
•

Creating a digital cut of the final audio mix in Media Composer (or other
Avid editing system) and capturing the audio in Avid DS Nitris.

•

Exporting an OMF file with embedded audio media from an Avid editing
system and importing it into Avid DS Nitris.

•

Instead of recapturing or linking to audio media, you can capture or
import an audio mix. For more information, see “Audio Media Formats
for Conform”.

This chapter includes the following topics:
•

Exporting and Importing OMF Audio

•

Capturing Audio as Separate Mono Tracks

Chapter 7 Conforming Audio

Exporting and Importing OMF Audio
The following procedure outlines the workflow for exporting audio as an OMF
file from an offline Avid editing system, transferring the audio to
Avid DS Nitris, and importing the audio to Avid DS Nitris.
To export and import audio as an OMF file:

1. Make sure the project frame rates match—see “Audio Media Formats for
Conform”.
2. On Media Composer or another Avid editing system:
t

See “Preparing Audio for the Online Session” in the Avid Media
Composer Help.

t

Export a sequence, project, or bins as an AFE file

t

Export the audio track as an OMF file (composition and audio media)

If you are transferring the audio to Avid DS Nitris, embed the audio media
and export it as OMF 2.0.
For more information on creating an OMF file, see the Help or the
documentation for the Avid editing system.
3. Transfer the OMF file to the Avid DS Nitris workstation and import.
For more information, see “Conforming an OMF File” on page 583.
4. Create a new sequence and conform the OMF file.

n
n

Conforming an OMF file requires a new sequence, so conform the OMF file
before conforming the AFE file.
OMF files that are exported at a frame rate must be conformed in the timeline.
OMF files that are exported as sample-accurate must be conformed in an
audio container.
5. Conform the AFE file by dragging the sequence from a bin to the
timeline.
6. Batch capture the video media. Optionally, capture the audio if you want
to use it for a scratch track.
7. Sync the sweetened sound.
8. (Optional) Delete the audio scratch track.

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Capturing Audio as Separate Mono Tracks

Capturing Audio as Separate Mono Tracks
By default, Avid DS Nitris creates a single .wav or MXF file and track from a
multi-stream audio file. This is the most efficient way to work with audio files
in Avid DS Nitris. However, other Avid applications cannot link to a multistream file. If you are capturing multi-stream audio to share with other Avid
editing applications, you need to select the “Import audio into separate audio
tracks” option. Selecting this option causes Avid DS Nitris to create multiple
single-stream files.
You can set the option in the following dialog boxes: Capture Settings, New
Sequence, New Project, and Sequence Preferences (Audio property page).

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Chapter 7 Conforming Audio

610

Appendix: Conforming Notes

When you start conforming sequences and projects, you should be aware of
specific factors that could affect the conform process. Read the following
sections if they pertain to your project:
•

Naming Conventions when Conforming

•

Notes on Conforming Titles

•

Notes on Conforming Graphics

•

Notes on Conforming Effects

•

Notes on Conforming Matte Keys and Alpha Channels

•

Notes on Conforming Audio

Appendix: Conforming Notes

Naming Conventions when Conforming
To make it easier to move files between products and across platforms, use the
following guidelines when naming files:

612

•

Do not use the following characters in project, bin, or other file names: / \
:*?”<>|

•

The Windows system does not recognize these characters in file names
and will substitute other characters, possibly making the file name
unrecognizable or causing other problems.

•

Do not add spaces at the beginning or end of a file name. The Windows
system will display such files, but might be unable to open them.

•

Do not use a period at the end of a file name. The Windows system will
display such files, but might be unable to open them.

•

On Avid Macintosh systems, you can enable a setting that prevents you
from using Windows restricted characters in file names and automatically
adds the correct file name extensions to files for your project. When you
select the Use Windows Compatible File Names setting, the file name
extension .avp is added to project files and .avb is added to bin files when
they are saved. These file name extensions are attached to existing files as
well.

•

Media Composer Macintosh systems, and other Macintosh-based Avid
editors, cannot use MXF media created by Avid DS Nitris, due to a 31character file name limit. This situation occurs when an Avid DS Nitris
system creates a storage on a Unity volume to share with other Avid
editing systems. This problem does not affect Windows systems.

Notes on Conforming Titles

Notes on Conforming Titles
•

Place titles in the original sequence before you create an AFE file so that
the title is conformed as part of the sequence. Avid DS Nitris does not
conform titles as master clips. Titles promoted to 3D are not supported.

•

Titles in downconverted projects: For HD projects offlined on a Media
Composer or other Avid editing system, the preferred downconversion
format is 16:9 anamorphic. Titles created in this 16:9 aspect ratio (created
in the 16:9 viewer) conform correctly. However, if the sources were
downconverted to 16:9 letterbox and titles were created in the 4:3 viewer,
they do not conform correctly. There are two options to correct this
problem:

In the Avid editing system:

In Avid DS Nitris:

Create the titles in a 16:9 viewer. If the
titles are centered near the bottom of the
screen (such as subtitles), they will
conform correctly. For more precise
titles, use the Avid DS Nitris option.

After importing the AFE file, adjust the
titles individually.
1. In the graphics layout, select the title.
2. In the Object Properties list, click the
Transformations button.
3. On the Transformations property page,
change the Scale X value to 2.0.

•

If the project includes titles and you are moving between Macintosh and
Windows systems, make sure you have the same font with exactly the
same name (preferably from the same manufacturer) on both the
Macintosh and Windows systems. Check the font carefully because the
same font can have slightly different names. For example, Times New
Roman on the Macintosh system is named Times New Roman Regular on
the Windows system.
In some cases, you might need to convert the Macintosh font to a
Windows font by using a font conversion program.
For information on how Avid DS Nitris substitutes title fonts, see “Font
Substitution for Titles”.

•

For best results, use TrueType or PostScript fonts. Bitmap fonts can cause
scaling problems.

613

Appendix: Conforming Notes

•

All fonts used must be made available for the online session. Copy them
to a disk or a shared folder in the same path as the folder used in the
offline editing session. As a best practice, you should always have a list of
the fonts and foundry.

Subtopics

•

Creating Real-Time Graphics from Conformed Titles

•

Font Substitution for Titles

•

AFE Titles Support Table

•

AFE Effects Support Table

Creating Real-Time Graphics from Conformed Titles
After you have conformed the sequence, you might need to adjust conformed
titles, so that they play as real-time graphics. The basic guidelines for real-time
play are:
•

All graphics objects must be applied on RGB channels (not on RGBA
channels).

•

Apply the Graphics effect directly on the clips and remove the filler.

In addition, make sure the graphics objects meet the following real-time
conditions:
•

Only the Airbrush, Color Blend, and Cutout effects can be played in real
time. Color Gradient cannot be played in real time.

•

Properties of the graphics objects must not be animated, except for the
translation. Only translations in the X or Y axes can be played in real time.

•

Animation that moves at different speeds cannot be played in real time.
Make sure all graphics objects move in the same direction (either X axis
only or Y axis only) at the same speed.

To create real-time graphics from conformed titles:

1. With the conformed titles on the timeline, double-click the corresponding
Graphics effect.
The Graphics layout is displayed.
2. Select all graphics objects.
3. On the Masks property editor, deselect the Alpha option in the Paint on
Channel box.
614

Notes on Conforming Titles

4. Switch back to the Editing layout.
5. Select the Graphics effect and cut it by pressing Ctrl+X.
6. Select the clip below the Filler (if any) and paste the effect on it by
pressing Ctrl+V.
7. Delete the Filler.
For more information, see “Processing Graphics” in the Help.

Font Substitution for Titles
If there is no exact match for the font used in a title, Avid DS Nitris substitutes
a similar font. If none of the specified fonts are available, Avid DS Nitris
substitutes the Arial font.

n

Avid editing
system font

Avid DS Nitris font

Chicago

System or Mac Chicago

Courier

Courier New

Geneva

MS Sans Serif or System

Helvetica

Arial

Monaco

Terminal

New York

MS Serif

Palatino

Times New Roman

Times

Times New Roman

In some cases, you might need to convert the Macintosh font to a Windows font
by using a font conversion program.

AFE Titles Support Table
The following table lists the level of support for conforming titles created in
the following Avid editing products:
•

Symphony 4.0 and later
615

Appendix: Conforming Notes

•

Media Composer and Film Composer 11.0 and later

•

Media Composer Adrenaline 1.0 and later

•

Avid Xpress 5.0 and later

•

Avid Xpress DV 3.0 and later

•

Avid Xpress Pro 4.0 and later

Titles from previous versions might not have the same level of support. For
detailed information, consult the AAF/AFE Conform Log that is displayed at
the end of the conform process.

n

When conforming a title, Avid DS Nitris always uses the Scale to Fit setting,
rather than the Conversion Mode setting in Sequence Preferences.
For an explanation of the support level, see “Legend”.

Support
level

Comment

Video formats

A

4:3, 16:9 (NTSC and PAL) supported.

Format conversion

A

All formats supported.

Crawling and rolling
titles

B

Might appear different because of different interline and
intercharacter metrics. See the Text section of this table.

Marquee titles

B

The following attributes are not supported:

Category

General

616

•

Edge effects (Profiles)

•

Enable Image Blur option

•

Use Main Surface Alpha shadow property

3D titles

D

Avid DS Nitris substitutes a 3D DVE effect. Title text and
objects are not supported.

Background

A

Color and video both supported

Safe color

NS

Not supported

Object locking

A

Supported

Notes on Conforming Titles

Category

Object grouping

Support
level

Comment

NS

Objects are imported as ungrouped.

Blend color 8 directions B
(gradient)

Appears slightly different, especially with 4 diagonal
directions.

Low-pass filter

B

Avid DS Nitris applies antialiasing on individual
graphics.

Effect parameters

B

All supported except crop parameter (no equivalent in
Avid DS Nitris).

Position

B

Supported, but might appear different because
Avid DS Nitris and other Avid editing systems use
different metrics for interline spacing.

Font

B

Supported, with substitution if necessary. Arial is the
default font for substitution.

Font size

B

Supported, but might appear different because
Avid DS Nitris and other Avid editing systems use
different font metrics.

Font style

A

Supported

Justification

A

Supported

Pair kerning

A

Supported

Global and per
character kerning

NS

Not supported because Avid DS Nitris and other Avid
editing systems use different metrics for intercharacter
spacing.

Leading

B

Supported, but might appear different because
Avid DS Nitris and other Avid editing systems use
different metrics for interline spacing.

Fill

B

Supported, except for blend transparency (no equivalent
in Avid DS Nitris).

Text

Video fill is not supported.
Outline

B

Supported, except for blend transparency (no equivalent
in Avid DS Nitris). Maximum outline width is 10.

617

Appendix: Conforming Notes

Category

Shadow

Support
level

Comment

B

Supported, except for shadow type depth (no equivalent
in Avid DS Nitris). Maximum offset of 200.

Position and size

A

Supported

Fill

B

Supported, except for blend transparency (no equivalent
in Avid DS Nitris).

Outline

B

Supported, except for blend transparency (no equivalent
in Avid DS Nitris).

Shadow

NS

No equivalent in Avid DS Nitris.

Objects (line, rectangle,
oval)

618

Notes on Conforming Graphics

Notes on Conforming Graphics
•

If you are conforming a sequence that includes still graphics, the graphics
will link automatically if you copy them to a folder in the same path as the
folder used in the offline edit. For example, if the offline sequence
includes graphics imported from a folder named Graphics at the top level
of drive D (D:\Graphics), create a folder named D:\Graphics on the online
editing system and copy the graphics to it.

•

Layered Photoshop graphics: Layered Photoshop graphics that have
been imported as layers in the original sequence are not conformed
correctly. You need to import the original layered graphic into
Avid DS Nitris using the Generate > Import Photoshop command.

•

If the original sequence includes graphics that use video levels (ITU-R
601 levels, which include “SuperBlack” and “SuperWhite”),
Avid DS Nitris preserves information about the video levels when
creating master clips (through AFE files). When you recapture the
graphics, Avid DS Nitris automatically recaptures them at the original
levels.

619

Appendix: Conforming Notes

Notes on Conforming Effects
•

Level of support: Be aware that not every effect in the original sequence
will be completely conformed.
For specific information, see “AFE Effects Support Table”, and “AFE
Titles Support Table”, and the Avid DS Nitris release notes. Also, during
the conform process, you can view a log which lists any effects and
parameters that are not supported.

•

Multi-cam: Multi-cam groups are not conformed. Only the selected clip
is conformed.

•

Soft Cuts and Short Transitions: Most Avid editing systems use a
special interpolation for transitions to provide support for soft cuts and
very short transitions (such as a four-frame dissolve). Avid DS Nitris does
not yet support this type of interpolation, so these transitions will not
conform totally and might require some adjustment after the conform
process.

•

Color Correction: Color corrections made in Color Correction mode
with the Symphony Color Correction tool are not conformed. For color
corrections to be conformed, you must apply the Color Correction effect
from the Effect Palette, as described in the Avid Symphony Color
Correction Guide. This problem does not occur if you use the Avid Color
Correction tool (available with Avid editing products other than
Symphony).
Secondary color correction is not conformed.
In Avid Symphony, the gamma is applied in RGB space between the
superblack and superwhite range while in Avid DS Nitris, the RGB
gamma is applied between the black and white range. Therefore, there is a
small discrepancy in conform when conforming color corrected sequences
from Avid Symphony with applied HSL gamma, particularly for gamma
values close to 0 or much larger than 1.

620

•

On the Avid editing system, always apply effects directly to a clip or use
nesting to apply an effect to multiple clips.

•

Foreground level and effects on V1: Avid DS Nitris always displays
images on video track V1 as completely opaque and ignores any setting to
Foreground Level (Opacity in Avid DS Nitris). On the Avid editing
system, add Generated Black (created through the Title Tool or as an
imported graphic) beneath any effects that use Level in this manner.

Notes on Conforming Effects

•

Effects applied to filler: Color Correction and Pan and Scan applied to
filler on the top track of the original sequence are conformed correctly in
Avid DS Nitris, but other effects are not. Clips on lower tracks are not
affected by the effect applied to the filler. For example, if a Color Effect is
applied to filler on V2 and used to desaturate all the clips beneath it on
V1, none of the clips will be desaturated when the sequence is conformed.
On the Avid editing system, always apply effects directly to a clip or use
nesting to apply an effect to multiple clips.

•

Motion effects: Like titles, source-side motion effects are conformed only
as part of a sequence.
The following points apply to Timewarp (record-side) motion effects:
-

Timewarp effects that use speed ramp adjustments require the anchor
frame to be on the first key value in order to conform correctly. If this
is not the case, then the AAF/AFE Conform Log displays a message.
To fix the effect in Avid DS Nitris, you need to adjust the Base Frame
property accordingly.

-

Timewarp effects with speed graphs from some older versions of Avid
editing systems, such as Media Composer Adrenaline v1.5.1, do not
conform. Timewarp effects from Media Composer Adrenaline HD 2.0
conform correctly.

AFE Effects Support Table
The following table lists the level of support for conforming effects through
AFE files created in the following Avid editing products:
•

Symphony 4.0 and later

•

Media Composer and Film Composer 11.0 and later

•

Media Composer Adrenaline 1.0 and later

•

Avid Xpress 5.0 and later

•

Avid Xpress DV 3.0 and later

•

Avid Xpress Pro 4.0 and later

Effects from previous versions might not have the same level of support.
For information about special cases, see “Beginning the Conform Process”.

621

Appendix: Conforming Notes

For information about effects that did not conform or did not conform
completely, consult the AAF/AFE Conform Log that is displayed at the end of
the conform process.

n

AAF files created in the following products do not support many of these
effects:
•

Media Composer Adrenaline v1.5 or later

•

Avid Xpress Pro v4.5 or later

•

Avid Xpress DV v4.5 or later

•

NewsCutter Adrenaline FX v5.5 or later

•

NewsCutter XP v5.5 or later

You can use AFE files instead.
Legend

622

Support level

Description

A

Effect supported. The effect is imported as a corresponding
Avid DS Nitris effect. All parameters and keyframes are set to
match, as much as possible, the original effect.

B

Imported with some parameters and keyframes. See the
Comment field for information about each effect’s parameters.

C

Imported without parameters or keyframes. Avid DS Nitris
loads a preset that matches the defaults of the imported effect.

D

Replaced when imported. Avid DS Nitris loads a similar effect
without any parameters set.

NS

Not supported. The effect is ignored by Avid DS Nitris.

Notes on Conforming Effects

623

Appendix: Conforming Notes

Notes on Conforming Matte Keys and Alpha
Channels
•

Matte Key clips: Place matte keys in the original sequence before you
create an AFE file so that the matte key is conformed as part of the
sequence. Avid DS Nitris does not conform matte keys as master clips.

•

If your sequence includes any three-layered matte keys, collapse the effect
in the Avid editing system. Make sure that the foreground, background,
and matte effect are in the collapsed effect. Any effects over a filler layer
should be moved onto the video layer they are affecting. Only Blend
Masks and Pan & Scan effects should be applied to a filler layer.

•

Traditional matte keys (Matte Key effect): On the Avid editing system,
Foreground (fill) and Matte elements must be nested inside the Matte Key
effect or the effect will not be conformed correctly. Use the Collapse
function on the fill and matte before you apply the Matte Key effect. Then
replace the Submaster effect with a Matte Key effect.

•

Matte Key effects are conformed as Matte containers. If the fill and matte
were not nested on the Avid editing system, you can fix the problem in
Avid DS Nitris by cutting the fill element and pasting it into the container.
For more information, see Working with Mattes in the Help

•

Imported matte keys: Matte keys created from still graphics and imported
to an Avid editing system are conformed as Matte containers with all
parameters intact.
However, imported graphics promoted to 3D Matte Keys are not
conformed. Avid DS Nitris replaces the 3D Matte Key as a DVE within a
Composite container without the original effect parameters.
To set up the matte key correctly:

624

-

Open the composite container.

-

In Layers View, marry the fill and matte by dragging the matte to the
fill layer.

-

Invert the alpha channel.

-

Delete the old matte layer and the DVE effect on the alpha channel.

-

Apply a Layer DVE inside the container or a DVE clip to the outside
and recreate any animation.

Notes on Conforming Matte Keys and Alpha Channels

•

QuickTime movies: Imported QuickTime movies with alpha are not
conformed correctly. You need to manually invert the alpha channel using
the Avid DS Nitris Matte container properties.

•

Sequential file formats: Sequential file formats with alpha channels that
have been imported to an Avid editing system are now conformed
correctly.

625

Appendix: Conforming Notes

Notes on Conforming Audio
•

Audio pan, Audio EQ, and AudioSuite plug-ins are not conformed. In the
original sequence, you can mix down the areas that contain these
adjustments or effects and then output an audio mix—see “Audio Media
Formats for Conform”.

•

If you are conforming a clip or sequence captured from a BWF (Broadcast
Wave Format) source, Avid DS Nitris marks the master clip as a tape
source. As a result, you cannot recapture media from the source BWF file.
To work around this problem, do one of the following:
-

Directly relink to the original media through shared storage

-

Import the media from an OMF file containing embedded media.

-

On the Avid editing system, transfer the media to tape. On the
Avid DS Nitris system, recapture the media from that tape.

However, you cannot relink to BWF .aif media nor can you import an
OMF file containing BWF .aif or .mxf media captured in one of the
following products:
-

Media Composer Adrenaline

-

Avid Xpress Pro

-

Avid Xpress DV

-

NewsCutter Adrenaline FX

-

NewsCutter XP

For these products, relink to .wav or .mxf media, or import an OMF file
with embedded .wav media.

626

Editing

This book includes information about editing with Avid DS Nitris. For
links to specific information. see the following topics:
•

Working with Projects

•

Working with Sequences

•

Opening a Film-based Project

•

Building a Rough Cut

•

Trimming Clips

•

Applying Image Transition Effects

•

Processing

•

Working with Effects and Transitions

•

Working with Time Effects

•

Animating Objects

•

Mixing Audio

•

Working with Audio Effects

•

Working with Effects and Transitions

Related Topics

Editing Reference

628

Chapter 1
Working with Projects

This chapter describes how your project files and media are handled in
Avid DS Nitris. Since project organization plays a key part in the editing
process, you will learn how to create projects, and use the Avid Explorer to
organize your media into folders.
The following sections describe how to work with projects and media:
•

Starting a Work Session

•

Managing Files and Folders

•

Working with Bins

•

Viewing Events

Chapter 1 Working with Projects

Starting a Work Session
When you start Avid DS Nitris, the Open Project dialog box is displayed, so
that you can view and manage all projects anywhere on the network. Each
project has its own associated sequences. When you open a sequence, you
have access to all the master clips and custom presets in the project.
Projects contain
master clips,
sequences, and
any special presets
and/or scripts you
create.

Sequence files
contain information
about your edit
decisions, composites,
and any effects you’ve
applied to your clips.

Master clips are
representations of the
digitized media stored
on your storage
device.
Master clips can be
shared between
sequences within the
same project.

By default, all projects created with Avid DS Nitris are stored in their own
folder under the DS Projects folder. It’s important that you keep all the files
related to a project inside the project folder, so that they can be archived,
restored, and/or purged.

n

If you’re running more than one version of Avid DS Nitris on your
workstation, new projects will be classified by version and stored in a
subfolder of the DS Projects folder.
To filter the list of projects, you can:

630

•

Hide individual projects using the appropriate button.

•

Refresh the list of projects by clicking the Refresh button.

•

Reveal all hidden projects by pressing Ctrl + Refresh button.

Starting a Work Session

To start Avid DS Nitris, do one of the following:

n

t

Double-click the Avid DS Nitris icon on the Windows desktop.

t

Click Start > Programs > Avid Products > Avid DS Nitris >
Avid DS Nitris vx.x.

Tip: If you selected the Load Last Sequence at Startup option in the User
Preferences dialog box and want to bypass this option, press Shift and
double-click the Avid DS Nitris shortcut on the desktop. This starts the
application and displays the Open Project dialog box from which you can
select a different project.
The Open Project dialog box is displayed.

You can now create or open an existing project or sequence.

Creating a New Project
When you first start Avid DS Nitris or when you want to start a new project,
you are prompted to name your project, designate a location for it, and set
the project’s preferences. Once you’ve done this, a project folder is created at
the specified location. By default, all sequences associated with this project
are saved in this folder.
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Chapter 1 Working with Projects

To open a new project:

1. Do one of the following:
t

From the Open Project dialog box, click the New Project button.

t

Select File > New > Project.

Browse
button

2. In the New Project dialog box, enter a unique name for your project in the
Project Name text box.
3. In the Location text box, type the path where you would like the project
files to reside. You can also use the browse (...) button to locate the folder
in which to save your project.
4. Set the appropriate preferences for your project.

632

Starting a Work Session

Project preferences define the way your material is captured, processed,
and output by Avid DS Nitris. Once you set the project preferences, they
become the default settings for the sequences that you create in this
project. Most of these preferences can be changed during the course of
your work.
For detailed information on setting these preferences, click the Help
button.
5. Click OK to save the project preferences.
The Editing layout is displayed for you to start building your sequence,
and the Avid Explorer displays your project as the favorite.

Opening an Existing Project
Once you’ve created a project, it is available to all other users in your
workgroup. Opening any sequence in the project gives you access to all master
clips and presets used in that project.

n

A project can only be opened by one user at a time.
To open an existing project on your workstation:

1. Select File > Open > Project.
The Open Project dialog box is displayed.
2. From the Select a Project list, select a project name.
3. From the Select a Sequence list, do one of the following:
t

Click New DS Sequence and then click New Sequence.

t

Double-click an existing sequence name.

t

Select a sequence and click Open.

If you created a new sequence, the New Sequence dialog box is displayed
for you to set the sequence preferences—see “Setting Sequence
Preferences” on page 675.
A new or existing sequence is opened.
To open an existing project on another workstation in your workgroup:

1. Select File > Open > Project.
The Open Project dialog box is displayed.
2. Select All Projects on workgroup_name.
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Chapter 1 Working with Projects

3. From the Select a Project box, choose a project under the appropriate
workstation.
4. From the Select a Sequence box, select a New DS Sequence or open an
existing one.
You will be notified if another user has this project opened.

n

If you need to work on a sequence within that project, but it is heavily used by
other users, you should create a project on your own workstation and then
import the sequence into your project. Avid DS will automatically link to the
media. When you have completed the sequence, you can import it back to the
original project—see “Importing Sequences and Master Clips from Another
Project” on page 673.

Setting User Preferences
You can work more efficiently by setting some personal preferences, such as
automatic saves, number of undo levels, animation preferences, and the
number and type of tracks to display when you open a new sequence. You can
also set editing preferences, such as pre-roll and post-roll frames.
After setting the preferences, they become part of your user profile under your
user name. The next time you start Avid DS Nitris, these preferences are used.

c

Do not customize the fonts, windows scheme, or taskbar properties on the
Windows desktop or Avid DS Nitris may not function properly.
To open the User Preferences dialog box:

t

634

Select File > User Preferences.

Starting a Work Session

For information about the User Preferences options, click the Help button.
Choosing a Scripting Language
Avid DS Nitris supports several popular scripting languages. To use a
scripting language with Avid DS Nitris, you must first install the scripting
engine for that language.
Although Avid DS Nitris logs commands in its History pane using VBScript
syntax, you can write and run scripts using any language that is
ActiveX-compliant. ActiveX is a technology for sharing data between
programs. Some ActiveX-compliant scripting languages include:
•

ActivePerl

•

JScript

•

Python ActiveX Scripting

•

VBScript (default)

To set a preferred scripting language:

1. From the User Preferences dialog box, select the Scripting/Logging tab.
2. From the Scripting Language list, select your preferred scripting
language.
635

Chapter 1 Working with Projects

n

No matter what language you’ve specified in your preferences, Avid DS Nitris
logs commands using the VBScript syntax.
The Scripting Language list contains the ActiveX scripting languages whose
engines are installed on your workstation. If you just installed an engine and
it’s not listed, restart Avid DS Nitris. If it still isn’t listed, restart your
computer.

Setting Up the Command Log
Avid DS Nitris not only creates a command log in the History pane of the
Script Editor, but can also create a separate log file that is saved to disk for
each Avid DS Nitris session.
You have the option of setting a limit to the number of commands logged in
the History pane. You can also save a log file to disk, containing all commands
used in each Avid DS Nitris session.
To set the command log size:

1. From the User Preferences dialog box, select the Scripting/Logging
property page.
2. The number of commands kept in the History pane of the Script Editor by
default is 200. To modify this number, click in the Lines text box and type
a new number. To set no limit to the number, select the Unlimited option.
To activate the log file:

1. On the Scripting/Logging property page, select the Log Commands to
File option to create a command log file.
A log file will be created the next time you start Avid DS Nitris.
2. To specify a location for the log file, type a path in the File Name
text box.

n

Avid DS Nitris overwrites the existing command log file each time you start a
new session. If you want to keep the log file, make sure you rename it before
starting Avid DS Nitris.
You can only use the logging and scripting tools to capture media.

636

Managing Files and Folders

Managing Files and Folders
After you start a project, you can organize your project files to suit your
project’s needs. When you work with files, folders, and the windows that
contain them, you are working in the Avid Explorer view.

Working with the Avid Explorer
The Avid Explorer is a view that opens by default when you start a project. By
using the Avid Explorer, you can
•

Navigate and view the entire contents of your workstation

•

Organize a project’s clips, sequences, and effects in a tree structure of
folders.

•

Capture from file and import clips from other projects

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Chapter 1 Working with Projects

Avid Explorer tools

Help button

Panel 1
Panel 2

Bins

Bin
tools

Avid Explorer button

View switcher

Any files or applications that you can open on your Windows desktop you can
also open in the Avid Explorer. For example, imagine that you are working on
a commercial and the producer sends you a Microsoft® Word document that
lists the latest changes. You can open the document within the Avid Explorer
and refer to it while you are editing, without needing to switch back and forth
between application windows. You can also open files associated with your
Web browser through the Avid DS Nitris Web viewer, which you launch by
selecting View Multi-instance Views > Web.

638

Managing Files and Folders

When you select a folder, the folder’s contents are displayed in a bin. For more
information, see “Working with Bins” on page 648.

n

You can include the Avid Explorer as a single-instance view or a
multi-instance view in any views that you create.
To access the Avid Explorer from another view:

t

From the view switcher, click the Avid Explorer (Main) button.

Using the Avid Explorer Views
The left side of the Avid Explorer includes two panels. Each panel can contain
one of three views: My System, Shortcuts, or Project.

The My System view shows the
contents of your workstation in a
hierarchical tree structure.

The Shortcuts view shows
shortcuts to files, folders, or
applications.

The Project view shows the
folders for the current project.

639

Chapter 1 Working with Projects

To show or hide a panel:

t

Click the Show/Hide Panel button.
Show/Hide Panel buttons

The Show/Hide Panel button is highlighted for the panel that is displayed.
To choose a view to display in a panel:

t

Click the pop-up menu next to a Show/Hide Panel button and select
My System, Shortcuts, or Project.

A check mark indicates which view is displayed.
Using the Shortcuts View
The Shortcuts view lets you create and access shortcuts that suit your work
requirements. For example, you can create a shortcut to a folder with your
favorite presets or to a graphics application. Any shortcuts you can create in
Windows can be created in the Shortcuts view.
The Shortcuts view is divided into two tabs: System and Project.
•

Shortcuts that you create on the System tab are available in all projects.

•

Shortcuts that you create on the Project tab are available only when the
project in which you created them is open.

System tab
Project tab

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To switch between tabs:

t

Click the System tab or the Project tab.

To create a shortcut, do one of the following, depending on what is
displayed in a bin:

t

Drag a folder or file from a bin to either tab in the Shortcuts view.

t

Drag the folder icon from a bin’s address bar to either tab in the Shortcuts
view.

t

In either tab of the Shortcuts view, right-click an empty area and select
New Shortcut. The Windows Shortcut Wizard is displayed. Follow the
instructions to create a shortcut in the Shortcuts view.

To delete a shortcut, do one of the following:

t

Right-click the shortcut and select Delete.

t

Select a shortcut and press Delete on the keyboard.

To access the Shortcuts context menus:

n

t

Right-click the background. Use this context menu to change the way
shortcuts are displayed (large icons, list, thumbnail) and how they are
sorted and arranged.

t

Right-click a shortcut. Use this context menu to cut, copy, paste, delete,
and other system functions.

The Create Shortcut command, which is displayed when you right-click an
object, does not create a shortcut in the My System view or Project view.

Organizing Your Project Folder
Before you start capturing material and editing sequences, create subfolders in
your project folder to hold master clips, sequences, and custom presets. You’ll
find that creating subfolders helps organize your project, so that you can locate
files quickly and easily.
Also, when Avid DS Nitris archives a project, it gathers and archives all the
files in the project folder. Therefore, it is important that you keep all the
project files within the project folder.

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When you create a new project in Avid DS Nitris, a project folder is
automatically created and displayed in the Avid Explorer. It also creates
subfolders for DSPresets and scripts. This default structure can be customized,
so that all projects you create are already organized. For more information, see
“Creating a Standard Folder Structure” on page 644.
There are ways to set up your folders that make tasks, such as recapturing,
much easier. Here is an example of a simple but effective folder setup:
Project view

Show/Hide Panel

Bin

Project folder
Subfolders

n

When capturing clips, you can select Auto-Source as the capture target. This
automatically creates a folder for your master clips with the same name as the
tape from which you are capturing material.

Creating or Deleting Folders
To create a folder:

1. In the Project view, select your project folder.
The contents of the folder are displayed on the right in a bin.
2. Do one of the following:
t In the bin toolbar, click the New button.
t

Right-click an empty area of the bin and select New > Folder.

The new folder is displayed in the bin with the name New Folder
highlighted.
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Managing Files and Folders

3. Type in a new name and press Enter.
4. Continue adding as many folders as you need. You can create subfolders
under your new folders. Simply click the new folder in the Project view
and then right-click the bin to add a new folder.
To delete a folder:

t

In the Project view or bin, right-click a folder and select Delete from the
Windows section of the menu.

Moving Files between Folders
You can rearrange the files in your project folders by dragging them to a
new folder.
To move a file to another folder:

t

n

Drag a file from a bin to a folder in the Project view or to another bin.
The No Entry icon changes to a Move icon when you place the pointer
over a folder in the Project view.

You cannot move clips or sequences between projects, but you can import
sequences and master clips into another project. For more information, see
“Importing Sequences and Master Clips from Another Project” on page 673.
To make a copy of a file:

t

Select the clip or sequence that you want to copy, press Ctrl and drag the
clip to an empty area in the current folder, or to another folder in the tree.

Renaming Project Files
You can rename a master clip, sequence, or folder in your project.

n

You cannot change the name of a clip or sequence if it is open or when
previewing it in the Source viewer.
To rename a clip, sequence, or folder:

1. In a bin, click the name of a clip, sequence, or folder.
2. Type in a new name and press Enter.

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n

When you rename a clip, sequence, or other Avid DS Nitris file, make sure to
keep the file extension (.Clip, .Segment, and so on). Avid DS Nitris cannot
manage the file properly without the extension.
A file name can contain up to 255 characters and include spaces. It cannot
contain any of the following characters: \ / : * ? " < > |

Creating a Standard Folder Structure
If you want Avid DS Nitris to create a standard folder structure for new
projects, you can create an .ini file that will specify the folders that will appear
in the Avid Explorer when a new project is created. The .ini file must be called
folder.ini and must be stored in the \Preferences\username folder. You can
have different .ini files for each Avid DS Nitris user.
To create a standard folder structure for new projects:

1. Open a text file using a text editor.
2. On the first line of the file, type the following in uppercase letters:
[FOLDERS].
3. Type the names of the folders you want to appear in the Avid Explorer,
one on each line. For example:
Graphics
Master Clips
Sequences
Trash

n

The order of the folders is not important, as they will be sorted in alphabetical
order or according to the sorting method used in the Avid Explorer.
4. Save the file as folder.ini and save it in the following location:
C:\Program Files\Avid\DS_vx.x\Preferences\username
Any new projects that are created will contain the folders specified in
the .ini file.

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Managing Files and Folders

n

The DSPresets, Scripts, and Views folders are created by default.

Avid DS Nitris Group Folders
As part of a project’s workflow, you might need to work with groups of
sequential files, such as a series of scanned image files or files from a graphics
program. Typically these files share a file name that increments by a single
digit, such as beach001.jpg, beach002.jpg, and so on. The Avid Explorer
automatically combines these files into a special kind of folder, called an
Avid DS Nitris Group folder, or virtual folder. You can then capture and
manage the sequential files more easily.

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The following illustration shows a list of Avid DS Nitris Group folders.

The folder is identified with the following syntax:
filename[first..last:#files].extension

For example, a folder that contains 66 files, named CatchFish1.pic through
CatchFish66.pic, is labeled:
CatchFish[1..66:66].pic
To view the individual files:

t

Double-click the Avid DS Nitris Group folder.

If a group does not include a complete series of numbers, a yellow circle and
exclamation point is displayed over the icon. The folder name displays the
total number of files, indicating that one or more files are missing. For
example, if CatchFish30.pic is missing, the folder is labeled:
CatchFish[1..66:67].pic

n

646

Sequential Avid DS Nitris files (*.Clip, *.Segment, *.Preset) are not grouped
in a folder.

Managing Files and Folders

n

When a folder contains a file that does not conform to the pattern of the group,
Avid DS Nitris isolates the file and the part of the group that is affected. To
combine the files into a single folder again, remove or rename the nonconforming file.
Grouping Files as Frames or Fields

By default, Avid DS Nitris groups files as a series of frames. If, however, the
file names of a group include field numbers (Frame01.1.jpg, Frame01.2.jpg,
Frame02.1.jpg, and so on), you should deselect the default option. The folder
name then includes the total number of files followed by the letter F (field).
For example,
Frame[01..06:12;F].jpg
To group files as frames or fields:

1. Select File > User Preferences.
2. Select the Avid Explorer property page.
3. Select or deselect the Group files as frame option.

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Working with Bins
A bin is a window that displays the contents of a folder or other object. Bins
appear within the Avid Explorer view. You can minimize, maximize, resize,
and close bins using standard Windows control methods. You can also cascade
and tile bins.
The following illustration shows three bins within the Avid Explorer view.
Each bin displays its contents in a different view.
Details view

Storyboard view

648

Thumbnail view

Working with Bins

To open a bin:

t

Select a folder or other object in the tree.
If a folder in the tree is already selected, double-click it.

To open additional bins, do one of the following:

t

Press Shift and click a folder or other object in the tree.
If a folder in the tree is already selected, press Shift and double-click it.

t

n

Press Shift and double-click a folder in a bin.

You can open one or more Avid Explorer windows that are not docked in the
Avid Explorer view. From the View menu, select Multi-Instance Views > Avid
Explorer. These windows include only bin tools. You can include this Avid
Explorer window as a multi-instance view in any views that you create.

Changing the Bin View
You can display a bin in one of five different views:
•

Large icons: Displays files with large icons

•

List: Displays files with small icons in list format

•

Details: Displays files as a list with details, using columns. You can
choose and save which columns to display—see “Customizing the Details
and Script Views” on page 654.

•

Thumbnail: Displays the files as pictorial icons. This view is especially
useful for media files. You can rearrange the thumbnails in any order
within the bin by clicking and dragging.

•

Script: Displays the files as pictorial icons with an area for comments.
Clip information is displayed above the text box.

To change the bin view:

t

Click a button at the bottom of the bin.

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Chapter 1 Working with Projects

Large Icons
List

Details

Script

Bin view list

Thumbnail

Changing the Frame in Thumbnail and Script View
By default the first frame of a clip is displayed in Thumbnail or Script view.
Avid DS Nitris lets you select a different frame to display.
To change the frame displayed in the Thumbnail or Script view:

1. Open the clip in the Source viewer.
2. Go to the frame you want to display.
3. Click the Update Thumbnail button, located below the Source viewer.

Identifying File Types
Each file in a bin is identified by an icon. Because a bin displays the same files
as your workstation, you see the same icons that appear in your Windows
Explorer.

n

Files that are specific to Avid DS Nitris display a generic icon when viewed in
the Windows Explorer.
Avid DS Nitris media files have their own icons, which appear on or beside
clips in a bin. When an icon is highlighted in red, it means that Avid DS Nitris
could not find any media associated with a clip. This clip must be recaptured
before you can work with it.

Icon

File Type

Audio clip

650

Icon

File Type

Background or composite
container clip

Working with Bins

Icon

File Type

Icon

File Type

Video clip

Sequence

Combined audio and video clip

Still image

Audio container clip

Linked still image

Displaying File Properties
Each master clip or sequence contains information about its location on the
storage device, the name of the project to which it belongs, the start, end, and
duration of the clip, as well as your own comments. In addition, master clips
contain information on the clip type, quality, resolution, dominance, color
space, bit depth, coverage, and location. For a description of these properties,
click the Help button.
To view master clip properties:

1. In a bin, right-click a master clip, and in the Avid DS Nitris section select
Properties.
The Properties dialog box is displayed.
2. Select the Media tab to view information about the media associated with
the master clip.
The Media property page displays information about the selected clip.
Audio and video media files are listed separately.

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n

The Media property page displays the types of media associated with the clip
you selected in the Avid Explorer. Purged media is indicated by a red dot on
the icon. It is possible to have one type of media indicated as purged and
another not.
3. Select the General tab to view the file properties.
The location of this file, its in and out times, and duration are displayed.
You cannot edit these properties, but you can add notes for the file in the
Comments text box, unless the clip is displayed in a viewer.
4. Select the File Info tab to view information about how the original file
was captured.
The original file location, resolution, capture settings, and file status are
displayed. This information is read-only and cannot be modified, except
to re-establish a link for a linked file that has been moved from its original
location.
5. Select the Track Patching tab to view information about the audio format
(such as mono or stereo) and the audio input assignment for master clips
that were captured from tape.
You can use this property page to reassign hardware inputs to different
audio channels if necessary when recapturing audio media.

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Working with Bins

To view sequence properties:

t

In a bin, right-click a sequence, and in the Avid DS Nitris section select
Properties.
The Properties dialog box is displayed. These properties are read-only.

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Customizing the Details and Script Views
Avid DS Nitris lets you customize the columns of information in Details and
Scripts views by displaying and hiding file parameters.
You can choose from Avid DS Nitris parameters, parameters from the
Windows operating system, or parameters that have been added to your
Windows system from other applications. You can also rearrange the order of
columns, adjust the size of columns, and save the arrangement.
You can select a preset bin view from the Bin View column at the bottom of
the bin. These bin views display columns that are appropriate to a particular
task and include Editing, Audio Management, Video Management, and
Presets. You can also create and save your own bin view—see “Saving or
Deleting a Bin View” on page 656.

Bin view list

n

To display information specific to media files, such as Video Compression, you
must have media files displayed in the bin. Use the Avid Explorer or Media
Tool to display media files.
To create a more compact display, Avid DS Nitris parameters do not include
the product name in the column heading. Column headings for these
parameters use a darker shading.
To hide or display bin columns:

1. Do one of the following:
t In the bin tools, click the Settings button.
t

Click the Fast Menu button and select Settings > Add/Remove
Columns.

A dialog box is displayed, either within the bin or separately. The
currently displayed column headings are marked by colored bands.
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Working with Bins

For a description of the bin columns, click the Help button.
2. Do one or more of the following:
t

Select the columns that you want to display.
Selected columns are highlighted by a colored band.

t

Deselect highlighted columns that you do not want to display.

t

Click the All/None button to select all columns.

t

Click the All/None button again to deselect all columns

3. Click the Apply button to apply your changes.
4. Click the Close button to close the dialog box.
To display a preset bin view:

t

Select a preset view from the Bin View list.

To rearrange columns:

1. Click the heading of the column that you want to move.
The entire column is selected.
2. Drag the column to the desired position.

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Chapter 1 Working with Projects

The column is displayed in the new position.
To change the width of a column:

t

Drag the border of a column heading.

Saving or Deleting a Bin View
If you change the bin view by adding columns, changing the order of columns,
or other customization, an asterisk is displayed at the end of the bin view
name. Avid DS Nitris lets you save and display this customized bin view.
To save a bin view:

1. Click the Save Current Column Setting button.
The Save As dialog box is displayed.
2. Accept the current name or type a new one, and click OK.
The Bin View list includes the new bin view.
To display a bin view:

t

From the Bin View list, select the view you want to display.

To delete a bin view:

1. From the Bin View list, select the view you want to delete.
2. With the Bin View list displayed, press the Delete key.
A confirmation box is displayed.
3. Click Yes.

Sorting Files
By default, clips in Details view are sorted by name, in ascending alphabetical
order (from A to Z). You can change the way clips are sorted, using the
information in any column or combination of columns.
You can change the sorting for any files that you view through the Avid
Explorer.

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Working with Bins

To change the way clips are sorted:

1. In Details view, click the column that you want to act as the primary
sorting criterion.
The clips are sorted according to the information in that column. The
number zero (0) is displayed in the title bar of the column indicating the
primary sorting status. An upward or downward pointing arrow is also
displayed, specifying the direction in which the information is sorted
(ascending or descending).
2. Press Ctrl and click a new column to act as the secondary sorting criterion.
Any clips with the same criterion in the primary sort are now sorted
according to the information in the second column. The number one (1) is
displayed in the title bar of the column, indicating the secondary sorting
status. An upward or downward pointing arrow is also displayed,
specifying the direction in which the information is sorted.
3. Continue pressing Ctrl and clicking the columns to further refine your
column sorting.

n

When performing a single-column sort, click the column a second time to
change the direction in which the column is sorted. Click again to remove the
sorting.
When performing multi-column sort, press Ctrl and click a column a second
time to change the sorting direction. Press Ctrl and click again to remove the
sorting.

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Example

In this example, clips are first sorted by channel. Notice that all video clips are
grouped together. Since they are all the same, you can sort them further using
another criterion. In this example, they are sorted further by duration.

Clips sorted by
channel in
alphabetical order.
(primary sort)
Each channel type,
such as Video, is
further sorted
according to
duration (secondary
sort).

Sifting Files
By sifting files, you can customize any window that you view through the
Avid Explorer so that it displays only those files that meet a specific set of
criteria.
For example, in a bin that contains master clips, you can create a custom sift to
display only clips from a particular tape or only clips with a name that
contains the letters CU (for close-up). Sifting is not limited to clips; you can
use it with any files that you view through the Avid Explorer. You can also use
it to modify the files displayed in the Media Tool (see “Using the Media Tool”
on page 1075).
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Working with Bins

The Custom Sift dialog box provides ten types of criteria (such as Equals or
Contains) and lets you set up to six sets of criteria.

n

Tip: To view bin columns, click the D (Details) button in the bottom bar of the
bin. To change the visible bin columns, click the Settings button in the Avid
Explorer toolbar.
To sift clips or sequences:

1. In an open bin, click the Fast Menu button and select Custom Sift.
The Custom Sift dialog box is displayed.

2. From the Column list, select an Avid DS Nitris column heading to which
you want to apply the criterion.
t

To view all column headings on your system, select the Show All
Columns option.

t

To clear the Column entry, select None from the Column list.

3. From the Criterion list, select one of the sifting options.

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4. In the Value text box, and type the text that you want to use as a sift
criterion.
Type the text exactly as it is displayed in the column. For example, to view
clips with a duration of more than 5 seconds, select Greater Than as the
criterion and type 00:00:05:00.
An exception is size. For example, to view clips greater than 54 KB, select
Greater Than as the criterion and type 54000.
5. Repeat these steps to add additional sift criteria (up to six sets).
6. To clear all data, click the Clear button.
7. To preview the results of your selections, click the Apply button.
8. To save your view:
a.

Click the Save button.
The Save As dialog box is displayed.

b.

Type a name for the sifted view and click OK.

9. In the Custom Sift dialog box, click OK.
Only the clips or sequences that meet your criteria are displayed in the
bin.
Displaying a Sifted or an Unsifted View
After you have sifted the clips in a bin, you can switch between the unsifted
view and the currently selected sifted view.
To switch between a sifted and an unsifted view, do one of the following:

t

In a bin, click the Fast Menu button and select Show Sifted.

t

In the Avid Explorer toolbar, click the Sifting button.

Loading and Deleting a Sifted View
You can load or delete a saved set of criteria.
To load a sifted view, do one of the following:

t

660

In the Custom Sift dialog box, select the view that you want to load from
the Load/Save list, and click Apply or OK.

Working with Bins

t

Click the Fast Menu button, select Load Sift, and select the view you
want to load.

To delete a sifted view:

1. Select the view that you want to delete from the Load/Save list.
2. Keep the menu open and press the Delete key on your keyboard.
3. In the dialog box, click Yes.

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Viewing Events
While working with Avid DS Nitris, you can track important processes, such
as the start up and shut down of Avid DS Nitris applications, Avid DS Nitris
RP processing messages, or errors when a folder cannot be accessed. This is
done using the event logging service in Avid DS Nitris. The event-logging
service stores events from various sources in a single collection called an event
log. Notifications of events include informative messages, errors, and
warnings.
The event log records important software and hardware events to help you
determine the conditions that caused the error and the context in which it
occurred. By periodically viewing the event log, you may be able to identify
problems before they cause damage.
The event logging service does not replace direct messages that are displayed
when an action is necessary. The event log simply lets you to view the results
of any actions.
A reasonable amount of disk space is reserved for the event log. When the log
is full, older events are erased to make room for new ones.
The following Avid applications log events in the event log:
•

Avid DS Nitris

•

Avid Media Indexer

•

Avid Project Indexer

Viewing the Avid Event Log
The event logging system consists of two parts, the viewer and the event log
file. The Avid Event Log is a list of all previously logged events.
To view the Avid event log,

1. Do one of the following:

662

t

Select View > Multi-Instance Views > Avid Event Log.

t

In an Avid Explorer panel, select Avid Event Log in the Views folder.

Viewing Events

The Avid Event Log view is displayed in a bin, along with a list of
software and hardware events that have occurred. If you open the log from
the Views folder, bin tools are displayed at the top of the bin.

For more information on the Avid Event Log, click the Avid Explorer
Help button.
2. Double-click an event log entry to display additional information.

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Chapter 1 Working with Projects

Viewing the Windows Event Log
If you cannot start Avid DS Nitris due to a fatal error, Windows also has an
Event Viewer so that you can browse through the event logs. In the Windows
Event Viewer, events from all open applications, the operating system, and
other system services are logged.
To view the Windows event log:

1. On the Windows desktop, right-click the My Computer icon and select
Manage.
2. Click System Tools > Event Viewer.
A list of event logs is displayed for different Windows applications.

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Viewing Events

3. Double-click the Avid Event Log to view the Avid DS Nitris events.

Sorting Columns and Events
You can reorder the columns and events that are displayed.
To set the column order:

t

Click on a column heading and drag it left or right to a new position.

To sort the list of events:

t

n

Click on the column heading to sort the contents below the column in
ascending or descending order.

You can perform secondary sorts on multiple columns for better grouping of
events. For instance if you want to sort the events by type and then by time,
click the Type column heading, press Ctrl and click the Date - Time heading. A
(0) and a (1) appear in the respective columns.
You can also sort the columns in the reverse order by pressing Ctrl and
clicking the column heading again. An up or down arrow appears in the
column heading to indicate the direction of the sort.

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Chapter 2
Working with Sequences

This chapter describes how to work with sequences, search for sequences, and
set your video and audio preferences.
•

Workflow: Working with Sequences

•

Opening Sequences

•

Setting Sequence Preferences

•

Working with Media of Different Qualities

•

Saving Sequences

•

Searching for Sequences

•

Deleting Sequences

Chapter 2 Working with Sequences

Workflow: Working with Sequences
Before you open a sequence, you must first select the project to which it
belongs. The following illustration shows a simple editing scenario in
Avid DS Nitris.

1

Open project and sequence.
Select project

Select sequence

2

3

Set sequence preferences.

Construct sequence
on timeline.

Sequence preferences can be
changed during the course of a
project so that you can work
with media at different qualities.

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Opening Sequences

Opening Sequences
You can easily create, open, and manage the sequences in your project using
the Open Project dialog box. A sequence is an arrangement of clips on the
timeline; it contains information about edit decisions, applied graphics and
effects, animation settings, and working preferences.
When you open a sequence in the timeline, you can immediately begin
audio/video editing, compositing, painting, titling, or audio mixing. Because
the Avid DS Nitris environment is nonlinear, these tasks can be performed in
any order, changed at any time, and moved to any location.
Avid DS Nitris also gives you the flexibility to work with different media
qualities within your sequence. For example, working with media at a higher
resolution increases processing time, so initially, you may want to process
your clips at lower resolution to obtain quicker results. When you’re ready to
output the final sequence, you can recapture the media at a higher resolution,
and reprocess the effects.
Sequence
Overview area

Video tracks

Audio track

Sequences always belong to a particular project. To access your sequences,
you must first select the project to which it belongs. To get a quick view of all
the projects on any workstation in your workgroup, use the Open Project
dialog box.
To access the list of projects and sequences:

1. Select File > Open > Project.
The Open Project dialog box is displayed.
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Sequences within a selected project

Projects on all
workstations in
workgroup

2. If you want to see all projects and sequences in your workgroup, select All
Projects on workgroup_name.
For detailed information on the Open Project dialog box, click the Help
button.

Creating a New Sequence
You must create sequences from within a project. You can either select a
project from the Open Project dialog box and then create a new sequence, or if
your project is already open, you can create a new sequence directly from the
File menu.
To create a sequence:

1. Select File > Open > Project.
The Open Project dialog box is displayed.
2. From the Select a Project box, select the project to which your sequence
will belong.
The Select a Sequence box opens any other sequences that belong to
this project.
3. From the Select a Sequence box, select New DS Sequence from the list.

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Opening Sequences

4. Click the New Sequence button.
The New Sequence dialog box displays the sequence preferences.
By default, the sequence preferences are inherited from the settings
established when the project was created. These settings can be changed. For
more information, see “Setting Sequence Preferences” on page 675.

n

Avid DS Nitris requires at least 10% of your system memory (RAM) to be free
at all times. If not, you may not be able to create sequences with custom
formats that have resolutions much greater than the standard video resolution,
such as 2000×1500.
5. Click OK to accept the settings.
A new sequence is opened and the Editing layout is displayed.
To create another sequence within the current project:

1. Select File > New Sequence.
If the sequence you’re currently working on has not been saved, you are
prompted to do so.
2. Click Yes to save the sequence.
A new sequence is opened in your current project with the same
preferences as those of the project.

n

If you want to create a new sequence with preferences that are different from
the project, select File > New > DS Sequence.
For detailed information on these sequence preferences, click the Help button.

Opening an Existing Sequence
You can open a sequence in one of three ways:
•

From the File menu (if you want to open a sequence from the current
project)

•

From the Open Project dialog box (if you want to open a sequence from
another project)

•

By double-clicking the sequence in the Avid Explorer

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n

Each time you start Avid DS Nitris, you can automatically load the last
sequence on which you were working by selecting the Load Last Sequence at
Startup option in the User Preferences dialog box. For more information, see
“Setting User Preferences” on page 634.
To open a sequence from the File menu:

1. Select File > Open > Sequence.
If the sequence you are currently working on has not been saved, you are
prompted to do so.
2. Click Yes to save the current sequence.
The Load Sequence dialog box is displayed.
3. Browse through the folders and select a sequence. (All sequences are
indicated by the sequence icon.)
4. Click OK or double-click the sequence to open it.
To open a sequence from the Open Project dialog box:

1. Select File > Open > Project.
If the sequence you are currently working on has not been saved, you are
prompted to do so.
2. Click Yes to save the current sequence.
The Open Project dialog box is displayed.
3. From the Select a Project box, select the project to which your sequence
will belong.
The Select a Sequence box displays all sequences that belong to
this project.
4. From the Select a Sequence box, select a sequence and click the Open
Sequence button.
To open a sequence from the Avid Explorer:

t

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Double-click the sequence in the Avid Explorer.

Opening Sequences

Importing Sequences and Master Clips from Another Project
If you need to use the same sequence or master clips in more than one project,
you can import the sequence and/or master clips from one project to another
(as long as that project is on a workstation in your workgroup).
You then have the option of linking to the existing media or creating copies of
the media. By creating a link to the media, the media is shared between the
two projects, which saves space on your storage device.

n

If you import a sequence or master clips from a workstation in another Avid
DS workgroup, you cannot link to or copy the media. You will have to
recapture this media once the sequence/clip has been imported to your project.
Importing of sequences is useful when there are one or more users in the
workgroup that need to work on the same project. A project can only be
opened by one user at a time. Therefore, if you need to work on a sequence
within a project that is heavily used by other users, you should create a project
on your own workstation, and then import the sequence into your project. Avid
DS will automatically link to the media. When you have completed the
sequence, you can import it back to the original project.

n

A shared storage device can be a storage area on your local workstation or
anywhere on the network. The limitation with media sharing is that, unless you
are connected to an Avid Unity™ system, the storage device may not have
sufficient bandwidth to provide real-time access to the media for more than
one user at a time.
If you are not getting real-time playback on effects, you can either reprocess
your effects or copy the media from the shared storage to your local storage.
For more information, see “Copying Media” on page 1084.
To import a sequence or master clips from another project:

1. In the Avid Explorer, locate and open the folder that contains the sequence
or master clips you want to import.
2. Right-click the sequence or master clips and select Import to
Current Project.
The Sequence and Master Clip Import dialog box is displayed.

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3. Select an option:
-

Link to original media links the new sequence or master clips to the
original media

-

Make new copies of media creates copies of the media at the
locations you specify for the new video and audio media.

4. Click OK.
A new folder is displayed in the current project folder, entitled “Imported
from project projectname”, containing the sequence and master clip files.

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Setting Sequence Preferences

Setting Sequence Preferences
Sequence preferences define the format and quality of the audio and video
clips in your sequence. By default, the sequence preferences are inherited from
the settings you created for the current project.
During the course of building your sequence, you can switch your sequence
preferences to work with video at a lower resolution, or with compression.
Working at a lower resolution is useful when producing a rough cut of your
sequence, because your clips are processed at a much faster rate. Working with
compressed media lets you save storage space on your storage device. For
more information, see “Working with Media of Different Qualities” on
page 679.

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For descriptions of all the options in this dialog box, click the Help button.
To set the sequence preferences:

1. In the Video Settings box, select a video format from the Format list.
When you select a video format other than Custom, Avid DS Nitris
automatically sets frame rate, frame size, field dominance, aspect ratio,
and pixel ratio based on the format you chose—see “Understanding Video
Settings” on page 681.

c

These settings cannot be changed after you save your sequence
preferences.
2. Set the Precision at which you want to process the effects in this
sequence—see “About Bit Depth” on page 692.

n

The precision applies to all effects in the sequence but can be changed when
you process effects individually.
3. Set the Timecode Start if other than 00:00:00:00.

n

If you select a drop-frame video format, such as NTSC, you have the option of
displaying timecode as either drop frame or non-drop frame. This option only
affects the timecode display and not the sequence frame rate. For more
information, see “About Video Format” on page 682.
4. Set the number of Video, Background, and Audio tracks you will require
in your sequence.
5. In the Storage Settings box, make a selection from the Resolution list.
Setting it at Full resolution results in large, high-quality media and cache
files, while lower resolutions result in smaller, lower-quality media and
cache files—see “About Video Quality” on page 684.

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676

For film-based formats (2K or 4K). Use the Real-time Proxy resolution to play
your effects in real-time while you’re editing. The Real-time Proxy resolution
is actually HD resolution which is an excellent visual quality for editing your
sequences, while giving you the efficiency of using lower resolution media. In
this mode, playback is supported in the Viewer, but not in the external monitor.
In addition, any RT effects will need to be processed.

Setting Sequence Preferences

n

For HD formats. On some workstations where the processing power and
bandwidth does not allow you to work with HD media at full resolution, you
can work in quarter resolution mode to play your effects in real-time. On these
workstations, there will be additional options for Quarter Resolution working
mode.
6. Set the Color Space to be used for your media.
The options you have available depend on your video format and
resolution.
7. Set the Bit Depth to be used for your media. This is the default setting
that will be used when storing your processed media.
The bit depth capacity list varies depending on your resolution and color
space settings.
8. Select one of the following options:
-

Uncompressed to work with media that is not compressed.

-

Compressed to work with compressed media. From the Preferred
Ratio list, select a compression ratio that best suits your needs.

9. Since Avid DS Nitris supports multiple qualities for your video material,
you can select the version of the captured/processed media that you want
to use. For more information, see “Understanding Video Quality
Matching” on page 686.
Select one of the following options:
-

Use the closest media format available if it is not crucial that you
have an exact video media match with your sequence preferences. If
Avid DS Nitris cannot find an exact match, it finds and displays the
closest alternative.

-

Display a “media not available” message if you only want to work
with video media of a specific quality.
Avid DS Nitris uses only the media that matches the selected
resolution and compression settings. If it cannot find an exact match
for both, a “Media Not Available” message is displayed in the viewer
as you playback your clips. This serves as a good indicator when
you’ve captured video that does not conform to your sequence
preferences.

10. Select a Sample Rate for the audio in your sequence. The higher the
sampling rate, the more accurate the audio—see “Understanding Audio
Quality Matching” on page 690.
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Audio quality defines the sample rate and bit depth at which an audio
signal is captured. You can set the sample rate conversion quality, so that
Avid DS Nitris can convert audio material that has a different sample rate
than the current sequence. The higher the sample rate, the more accurate
the digital representation of the signal. A higher sample rate, however,
does use more disk space.

n

When you place audio clips on the timeline that contain different sampling
rates than the current sequence, you are prompted to convert the clip to match
the current sequence sampling rate. If you do not convert the clip, you will not
have access to the audio media unless you change the sequence preferences.
11. Select a Bit Depth value from the list. The higher the value, the more
precise the audio will be.
12. Drag the SR Conversion Quality slider in the direction of one of
the following:
-

Fast to convert the sample rate quickly, but at a low quality.

-

High to preserve quality, but this setting takes longer to convert the
sample rates.

13. Select Import audio into separate audio tracks to import a multi-stream
audio file into single-stream files.This is especially important if you are
going to share the audio file with another Avid editing system. For more
information, click the Help button.
14. Click OK to save your settings.

n

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When working with sequences of custom formats with resolutions that are
much greater than the standard video resolution, such as 2000×1500, a
minimal amount of system memory (RAM) must be kept available at all times.
Otherwise, you may notice significant slowdown when working on your
system.

Working with Media of Different Qualities

Working with Media of Different Qualities
The resolution that you set for your sequence controls the default resolution at
which your media is processed (for example, for effects, transitions, layers,
etc.) and also affects how media is displayed in the viewer and/or external
monitor.

n

The Nitris DNA workstation supports Full and Real-time Proxy resolution.
Half or Quarter resolution is available when working in an HD sequence on
non-Avid Nitris DNA workstations only.
Depending on your hardware, you can work in different resolutions and with
compressed media at different ratios. This multi-quality feature lets you
balance image quality and system performance during the different phases of
your work. The working video settings (compression and resolution)
determine the quality in which your media is displayed in the viewer, as well
as the quality at which it is processed by Avid DS Nitris. You can change the
video settings at any time if you want to display or process media at a different
quality.

n

The video format cannot be changed once you create the sequence.
The quality you choose to work with at any given time depends on the task at
hand. Media can use up large amounts of disk space, and the higher the quality
of the media, the more disk space is consumed.
If you want to conserve disk space, you can do your rough cut on material
captured at low resolution or in compressed form. When your sequence is
ready for finishing, you can redigitize a specific clip, so that you can work at
the quality at which you will be outputting.
When you’re ready to output the entire sequence, you only need to recapture
the portions of the master clips actually used in the sequence at full,
uncompressed resolution before you output to tape.
If you’re working with only compressed media, you can mix different
compression ratios within a sequence. If you’re working with both compressed
and uncompressed media, you may encounter circumstances where both
cannot be used at the same time within the same sequence.

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To change the sequence preferences:

1. Select File > Sequence Preferences.
The settings that you chose for this sequence are displayed.

For descriptions of all the options in this dialog box, click the Help
button.
2. In the Processing box, select the Type of processing.
This selection depends on the type of source material that you have—see
“Processing in Fields versus Frames” on page 693.
3. Set the Precision at which you will process the video effects.
4. From the Conversion Mode box, select a mode for Presets and Media.
From now on, when you place clips or sequences on the timeline, they
will be converted using the mode you selected—see “Understanding the
Working Conversion Mode” on page 693.

n
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You can still change the conversion mode for an individual clip on the timeline
by right-clicking the clip and selecting Properties.

Working with Media of Different Qualities

5. Set the video resolution, bit depth, and compression at which you will be
capturing your media—see “About Video Quality” on page 684.
6. To change the audio settings, select the Audio tab.

7. From the Sample Rate Conversion box, select the Conversion on Drop
option if you want to convert all sample rates imported into your sequence
to the sample rate of the current sequence.
8. Drag the SR Conversion Quality slider in the direction of one of
the following:
-

Fast to convert the sample rate quickly, but at a low quality.

-

High to preserve quality, but this setting takes longer to convert the
sample rates.

9. Click OK to save the new settings.

Understanding Video Settings
Although Avid DS Nitris automatically sets the industry-standard video size
and frame settings for the video format you choose, you may want to read
about the various video settings, especially if you intend to work on a custom
format.

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About Video Format
Video format refers to the size or aspect ratio of a picture frame. Depending on
your hardware configuration, you can work in a variety of video formats, such
as PAL D1, NTSC D1, 720p, 1080i, 1080p, or other custom formats. When
you select a video format (other than Custom), Avid DS Nitris automatically
sets the industry-standard video size and frame settings.
Drop Frame versus Non-Drop Frame

Some formats such as NTSC (the standard North American video format),
may require a timecode adjustment if you are making a video that has to fill an
exact time slot.
NTSC video runs at 29.97 frames per second, and since timecode counts at 30
frames per second, it means that the timecode will gain on actual time at a rate
of about 3.6 seconds per hour.
Using non-drop timecode (which runs at 30 frames per second), will gradually
differ from actual time. If you use drop frame timecode, however, it will make
slight adjustments by skipping frame numbers periodically to keep the
timecode synchronized with real time. Depending on your purpose, you may
either keep the timecode synced with real time or count the frames exactly. It
is important to understand that no frames in the video are actually dropped
when you choose drop frame. The video is identical in both cases with only
the timecode counter being modified.
About Frame Size
The frame size is the dimensions of a picture frame in Avid DS Nitris. These
measurements are based on pixels.
720

486

An NTSC D1 4:3 image by default
has a frame size of 720×486
pixels.
A PAL D1 4:3 image, however,
has a default frame size of
720×576 pixels.
A 16:9 HD image can have a
variety of frame sizes, such as
1920×1080 pixels or 1280×720
pixels.

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Working with Media of Different Qualities

About Pixel Ratio
Aspect ratio is the numerical ratio of picture width to height. The standard
aspect ratio for NTSC and PAL video and television is 4:3. For material shot
on film or HD, 16:9 is the standard aspect ratio. You can also create nonstandard aspect ratios.
Pixel ratio refers to the shape of one pixel. Different video standards have
different pixel ratios. NTSC and PAL pixels have ratios of 0.9 and 1.07
respectively, while computer-generated image, typically have square pixels
with a ratio of 1.0.
Avid DS Nitris can compensate for different pixel ratios so that a captured
image does not appear distorted. When you capture material from file, you
must set the file’s pixel ratio, which tells Avid DS Nitris the original state of
the material. For example, if you are importing a computer-generated image,
set the pixel ratio to 1.0.
About Field Dominance
Video images are displayed half a frame at a time, where each half, referred to
as a field, is comprised of alternate lines of video information (odd and even).
The two fields are combined (interlaced) to form one frame.

Even fields

Odd fields

Two fields are
interlaced to form
one frame

Frames

The order in which odd and even fields occur over time is referred to as field
order or field dominance. With even field dominance, even fields come first. In
odd field dominance, odd fields come first. With NTSC, the first field contains
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all the odd numbered scan lines and the second field contains all the even. PAL
is the opposite of NTSC in terms of field dominance. That is, field 1 contains
all the even-numbered scan lines and field 2 contains all the odd lines.
NTSC, PAL, and HD video material can either be interlaced or progressive,
such as 1080i or 1080p. Interlaced video contains two fields, which make up
every frame. Progressive video, however, creates full frames by scanning each
line sequentially. As a result, field dominance is not an issue.
When you need to invert your fields, you can apply the Field Invert effect. This
is useful when retouching clips or creating paint animation and field-based
rotoscopy.

n

If you drop a clip of a different frame rate on the timeline, it might not have the
same field dominance as the current sequence. You can either apply the Field
Invert effect to the clip, or if you already have a time effect on this clip, you
might need to select the Invert Fields option in the effect’s property editor to
compensate for the difference in field dominance.

About Color Space
Color space determines how the color components of the video signal are
stored in Avid DS Nitris. There are three pixel formats available in
Avid DS Nitris: YCbCr 4:2:2 (601), YCbCr 4:2:2 (709), and RGBA.
Avid DS Nitris converts all imported material to the color space of the
sequence. All material imported in RGBA color space uses 32 bits per pixel,
even if you did not import the alpha channel. YCbCr 4:2:2 uses 16 bits/pixel
and YCbCrA (YCbCr with alpha) 4:2:2 uses 24 bits/pixel.
Cache media, created from processed effects, transitions, or composites, is
treated the same way as source media. Some effects, however, require an
internal conversion to RGBA. As a result, some banding may occur when
you’re working with a YCbCr sequence with these effects. To solve this
problem, you can apply the RGB-YCbCr Dither effect. For more information,
see “Color Space Adjustment Effect” in the Help.
About Video Quality
Video media quality is determined by three factors:
•

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Resolution, which is the amount and degree of detail in a video image,

Working with Media of Different Qualities

•

Compression, which is a technique used to reduce the amount of space
necessary to store video data, and

•

Bit depth, which is the number of bits per pixel, per channel.

The resolution of an image depends on the number of pixels in the image, and
the bit-depth of each of those pixels. Naturally, the larger your image format,
the higher the clarity of the image, and the larger the number bytes required
for storage.
For example:

Format

Size (in pixels)

SD

720 x 576

720-HD

1280 x 720

1080-HD

1920 x 1080

2K Film

2048 x 1536

The resolution quality that you set in Avid DS Nitris (Full, Proxy, Half or
Quarter), affects the size of the captured or processed media. The higher the
resolution, the larger the media. Setting the resolution to ‘Half’, reduces the
pixels along the width and the height by half. For instance, for 720-HD media,
half resolution would be 640 x 360 pixels.
Similarly, the higher the bit depth, the more tones (grayscale or color) that are
available for storage, and more accurate color representation in the digital
image. Higher bit depth also increases file size.
When you’re performing a rough cut, you can increase throughput and limit
storage requirements by working at low resolution. Later on in the editing
process, you can use high-resolution media to obtain better results.
Compression is a technique used to reduce the amount of space necessary to
store video information. Compression keeps the same amount of pixels in the
original image, but uses some form of encoding to lower the byte size of the
media. Compressed data can suffer some loss or degradation from the original
source (depending on whether you choose lossy- or lossless-type
compression).

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You can compress material at capture time to reduce the size of the media file.
High compression is useful when you capture media for your initial edit. This
lets you store large amounts of material using the least amount of storage
space. After you’ve done a rough cut, you can purge the compressed media,
and recapture the edited material with less or no compression. For more
information, see “Working with Media of Different Qualities” on page 679.

Understanding Video Quality Matching
When you set your video storage sequence preferences, such as the working
resolution, bit depth, compression, or sample rate, you defined the quality at
which clips are previewed and processed. If a video clip was captured at a
different quality than the option set in your sequence preferences,
Avid DS Nitris can either:

n

•

Display no media, or

•

Use the media which best approximates the resolution, compression ratio,
bit depth, or audio sample rate.

Quality matching is different for audio than it is for video—see
“Understanding Audio Quality Matching” on page 690.

Working with Exact Media Matches
If you choose to display only the media that matches your sequence
preferences, Avid DS Nitris looks for an exact match when the position
indicator passes over the clip on the timeline.
1. Resolution: Checks if there is media captured or processed at the
specified resolution.
2. Precision: For caches only. Checks if there are caches processed with the
same precision as the sequence settings.
3. Aspect ratio: Checks if the aspect ratio matches that of the current
sequence.
4. Frame rates: Verifies that the frame rates are identical.

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Linked clips use the frame rate of the sequence.
5. Compression ratio: Checks if there is media captured or processed at the
specified compression. For the purposes of quality matching,
uncompressed media has a compression ratio of 1.0.

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6. Field dominance: Checks if the field dominances are compatible. For this
criteria, the match does not have to be exact, since some media files, such
as stills, can be tagged as having a field dominance of None. The
matching criteria works as follows:

Media Quality
Field Dominance
Sequence preference

None

Even

Odd

None

Yes

Yes

Yes

Even

Yes

Yes

No

Odd

Yes

No

Yes

7. Image formats: Verifies if the following are identical:
-

Color space

-

Frame size

-

Pixel ratio

-

Bits per Channel (Number of bits used to encode a channel)

8. Compatible Resolution: Checks if the current hardware settings support
real-time effects in this resolution.
9. Compression type and ratio: Checks if there is media captured with the
same cache and at the same ratio than the sequence settings.
10. Only caches generated in Exact match mode are accepted in exact match
(This restriction does not apply to media).
The checks are done sequentially. If it finds video media that meets all the
criteria, then the media is displayed in the viewer. If any one of the criteria
fails, then the “Media Not Available” message is displayed in the viewer.
Working with Closest Media Matches
If you choose to display media that is closest to your sequence preferences,
Avid DS Nitris first verifies that you have media that matches your frame rate.

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1. Frame rate: Verifies if the frame rate is identical, except for linked clips.
If, after this search, no candidates are found, the “Media Not Available”
message is displayed in the viewer.
If more than one candidate is found, Avid DS Nitris uses the following criteria
to determine which media file is a closer match and will be displayed:
2. Captured versus linked media: Captured media is considered a closer
match than linked media.
3. Conversion needs: Media with an image format, size, resolution,
compression, bit depth, or field dominance that does not need to be
converted to match the preferences of the current sequence is a closer
match than media that needs to be converted.
4. Compression: If the compression type or ratio of the two qualities are
different, then a quality match will be based on criteria in the following
order:
-

its codec type and ratio exactly matches those of the sequence.

-

its codec type is the same as the sequence but not its ratio.

-

its codec type can be read in real-time by the hardware.

5. Resolution width: If none of the candidates match the resolution width of
the current sequence, then the media with the greater resolution width is
the closest match.
6. Resolution height: If none of the candidates match the resolution height
of the current sequence, then the media with the greater resolution height
is the closest match.
7. Image format: Uses the exact or closest match.
8. Aspect ratio: Uses the closest match.
-

Width in square pixels: If none of the candidates have the same
width as the current sequence, then the media with the greater width
is determined to be a closer match.

-

Height in square pixels: If none of the candidates have the same
height as the current sequence, then the media with the greater height
is determined to be a closer match.

9. Bit depth: If none of the candidates has the same bit depth as the current
sequence, then the one with the greatest bit depth is the closest match.

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Working with Media of Different Qualities

10. Processing precision: For caches only. If none of the candidates has the
same precision as the current sequence, then the one with the higher
precision is preferred.
Once it finds the candidate that is the closest match, Avid DS Nitris
determines if it needs to convert the media to fit into the current sequence. The
conversion method is based on the following properties:
1. Image format: If the image format is different than the current sequence,
it will need to be converted.
2. Image size: If the image size is different than the current sequence size, it
will need to be converted.
3. Resolution: If the resolution is different than the current sequence, it will
need to be converted.
4. Field Dominance: If the field dominance is set to None, then no
conversion is needed. Odd and even are incompatible, so a field
conversion is required. The following table shows where conversion is
required:

Media Quality
Field Dominance
Sequence preference

None

Even

Odd

None

No

No

No

Even

No

No

Yes

Odd

No

Yes

No

5. Compression: If the compression type is not hardware real-time playable,
a conversion is needed.
Quality Matching Example

Here’s an example of video quality matching. Your sequence preferences have
been set to:
•

4:3 aspect ratio

•

Full resolution

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•

4:1 compression

•

Use the closest media format available

You have the following media available on disk:
•

Quality 1 – 4:3 aspect ratio, Full resolution, uncompressed

•

Quality 2 – 4:3 aspect ratio, Full resolution, 2:1 compression

•

Quality 3 – 4:3 aspect ratio, Full resolution, 3:1 compression

•

Quality 4 – 16:9 aspect ratio, Full resolution, 3:1 compression

Using the quality matching formula in Avid DS Nitris:

Step

Discards

Reason

Step 1

None

All media segments are at the same resolution.

Step 2

None

No match for compression ratio. Keeps all but notes that
the smallest compression ratio will be the closest.

Step 3

Quality 4

Does not match the aspect ratio.

Between Quality 1, 2 and 3, Quality 1 is chosen because it is the least
compressed of the three.

n

Processed media (caches) are also created based on the video resolution and
compression settings. The same quality matching method is used to select the
quality of the cache during playback.

Understanding Audio Quality Matching
An audio clip can have media at multiple sample rates, just like a video clip
can have media at multiple resolutions, compression ratios, or aspect ratios.
With audio, Avid DS Nitris first tries to play media that matches the sample
rate set in your audio sequence preferences. If it doesn’t find such media, the
audio tracks turn red and you’re prompted to convert the audio media to the
sample rate of the current sequence.

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Working with Media of Different Qualities

If an exact audio media match is found, then that audio media is used. If more
than one candidate meets this match, then Avid DS Nitris looks at the
following criteria:
1. Captured versus linked media: Captured media is considered a closer
match than linked media.
2. Bit Depth: If none of the candidates match the bit depth, media with a
greater bit depth is the closest match.

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Understanding the Processing Settings
The media resolution, bit depth, compression, or sample rate that you set in
your Sequence preferences define the quality at which clips are captured.
During processing, you can use these same settings, or you can change them to
process the captured media at a different resolution, bit depth, or compression.
This is useful if you want to process your effects at a lower quality for preview
purposes, and save on processing time. When your sequence is ready for
finishing, you can change the settings back to a higher quality and reprocess
the effects.
About Bit Depth
Bit depth is used to describe the number of bits used to store information about
each pixel of an image. The higher the depth, the more colors that are available
for storage and more accurate color representation in the digital image.
In Avid DS Nitris, this is known as the Storage format bit depth, and is used
when storing captured media and processed media (caches).
Avid DS Nitris supports 8 or 10-bit storage bit depth for SD or HD nonCustom sequences, and up to 16 and 32-bit for film or custom sequences. The
bit depth is also dependent on your resolution and color space settings.
Setting the Processing Bit Depth

Effects can be processed at 16 or 32-bit depth. This is known as Precision.
Avid DS Nitris supports 8, 10, 16 or 32-bit media and caches. This Precision
can be set for the individual effects that support these levels, or it can be set in
your sequence preferences and applied globally to all effects that support these
levels. For a list of 16 bit/32 bit float effects, see “Effects Supporting 16 or 32
Bits (Float) Processing” in the Help.

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692

Although Avid DS Nitris can support higher bit depths during processing,
the caches may be stored at a lower bit depth depending on your
resolution and color space settings. Note that, using a higher precision bit
depth generates smoother effects during processing, and still produces
better quality output even though the quality may be downgraded when
storing the cache at the lower bit depth.

Working with Media of Different Qualities

Processing in Fields versus Frames
When applying effects, you must decide whether to apply the effect to each
frame or each field. This will usually depend on the type of source material
you’re using. Knowing how your source material was created will play a role
in determining how to process your effects. If processed incorrectly, you may
notice unwanted jittering or unusual artifacts.
•

Field to convert the image to fields, which processes each field of your
effects and graphics separately (using different property values if there is
animation), and then reconverts the video information to frames to display
the results. This option is better for animated effects, such as dissolves,
fades, and motion paths.

•

Frame processes the entire frame (both fields together) using the same
property values. Use this option with frame-based source material. Static
graphics images, 30 fps film, and 30 fps CGI (computer-generated
images) are some examples of frame-based material.

Understanding the Working Conversion Mode
Since Avid DS Nitris is resolution independent, you can work with media and
sequences with different size and resolutions, all within the same sequence.
When dealing with media of different formats, you can specify how
Avid DS Nitris should handle the conversion.
There are different situations in which media is converted:
•

When media is imported

•

When linking to media from within a sequence

•

When using media of different formats than the current sequence

When you digitize or import media, it is digitized according to the video
sequence preferences or capture settings—see “Understanding Video
Settings” on page 681.
Since the scale/pan settings applied to the media are fixed, you cannot change
these settings when you recapture the media.

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In the second and third cases, you’re dealing with how clips are converted
when they’re placed on the timeline. The conversion mode you select
determines how clips and sequences of different resolutions are displayed
when they’re placed on the timeline. You can set the conversion mode in the
Sequence Preferences dialog box.

n

The clips that are already on the timeline will not be affected. Only clips
placed on the timeline after the sequence preferences are changed will be
converted.
You can also set the conversion mode for each clip individually using the
conversion mode settings in the Clip Properties property page. This overrides
the conversion mode in the Sequence Preferences dialog box.
As previously explained, when you place a clip on the timeline which has a
different resolution than the current sequence, the image will be converted
using the method you set in the Sequence Preferences dialog box.
However, when you place a sequence on the timeline, the conversion becomes
a little more complicated, since you may be dealing with various resolutions
within that sequence. Avid DS Nitris treats the clips within that sequence as a
single unit in order to preserve the relationship between the clips. By doing so,
Avid DS Nitris ensures that the ratio between each clip remains the same.
Once the clips are grouped together, Avid DS Nitris uses the conversion mode
you set in the Sequence Preferences dialog box to convert all the clips as a
single unit.

n

If your clip is converted more than once, it can’t be assigned one of the defined
conversion modes. Instead, a separate conversion mode called “Multiple
Conversions” is used to specify that the clip has been converted multiple
times.
When you insert a sequence within another sequence, you can always override
the current sequence preference conversion mode by modifying each clip’s
conversion mode individually in the Clip Properties property editor. Only the
clip whose conversion mode you modified will be affected. All other clips will
remain as they are.

n
694

If you use a sequence that has processed effects within another sequence, the
caches will remain valid as long as both sequences have the same settings. If,
however, you change the conversion mode, you must process the effects again.

Working with Media of Different Qualities

The following table summarizes how each item is converted in Avid DS Nitris:

Items

Media conversion treatment

Captured clip

Frame size, at the time of capture, is scaled and panned to the
current sequence size

Linked clip

Image size is scaled and panned to the current sequence size

Sequence

Sequence size is scaled and panned to the current sequence size

Example

The following is an example of how a sequence, which contains linked images
of various resolutions, is converted when inserted into a sequence that has a
different resolution.
Sequence A is an NTSC D1 sequence at 720 × 486 resolution. It contains the
following images:

Image 1: 1440×972 linked
image set to Scale to Fit.

Image 2: 300×300 linked
image set to Keep Original
Size and Position.

Image 3: 1000×1000 linked
image set to Center, Keep
Original Size.

Sequence B is a custom sequence at 360 × 243 resolution. The conversion
mode in the Sequence Preferences dialog box is set to Center, Keep Original
Size. When you place sequence A into sequence B, the following occurs (the
original frame size of sequence A is outlined in white):

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The clips are grouped together and
treated as a single unit. Since image
1 was centered in the original
sequence, it will remain centered in
the new sequence. Since sequence
B has a smaller resolution, the image
just fills up more of the viewer. This
clip has been converted in both
sequences, so its conversion mode
will be set to Multiple Conversions.

Image 2 was not centered in
the original sequence, so in this
sequence, the star gets cut out
of the viewer. Since the original
linked clip was set to Keep
Original Size and Position, it
has only been converted once
and its conversion mode will be
set to that of the current
sequence.

Since image 3 was centered in
the original sequence, it
remains centered. Because the
circle is so large, it fills the
entire viewer. This clip has
been converted in both
sequences, so its conversion
mode will be set to Multiple
Conversions.

If you change the conversion mode in the Sequence Preferences to Scale to Fit,
and place sequence A into sequence B again, the following occurs:

If you compare these images with the images in the original sequence, they will be exactly the same, except
smaller. Since the images are grouped together as a sequence, the individual images are not scaled to fit the
resolution of the current sequence. Instead, the whole sequence is scaled down to fit the new sequence
resolution, which, in this case, produces a smaller version of the original sequence.

You can then go into the Clip Properties property page and change the
conversion mode for each clip individually.

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Working with Media of Different Qualities

When applying a conversion mode to a clip
individually, the original sequence settings
are ignored and Avid DS Nitris refers back to
the original image.
For example, the conversion mode for image 1
was set to Keep Original Size and Position.
Notice how the displayed image is the
1440×972 clip. If Avid DS Nitris had referred
back to the original sequence, then the clip
would have been displayed at 720×486
resolution.

After changing the conversion mode of an individual clip, you can always
change it back to its original setting.
To change the conversion mode of individual clips:

1. Right-click a clip and select Properties.
2. In the property editor, change the Conversion Mode.

n

Tip: To change the conversion mode of multiple clips, press Ctrl and select
additional clips. Now change the Conversion Mode in the property editor and
it will apply to all the selected clips.

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Saving Sequences
When you save a sequence, you are saving the contents of the timeline. Any
clips, container clips, transitions, caches, effects, and edit markers are saved
with the sequence.
It is good practice to save your sequences at regular intervals, or when you
have completed an important part of your work. The first time you save a
sequence, all information related to the sequence is saved. However, the next
time you save the sequence, only the modifications to the sequence are saved,
so it takes less time.

n

You can also create a crash recovery file for your current sequence at regular
intervals. This lets you recover the latest work on your sequence in the event of
a system failure. For more information, see “User Preferences Dialog Box” in
the Help.
To save a sequence for the first time:

1. Select File > Save.
The Save Sequence dialog box is displayed.
2. Use the Avid Explorer tools to navigate to the folder in which you want to
save the sequence.
3. Type in a name for your sequence in the File Name text box and click
OK.
The sequence is saved and a sequence icon with the sequence name is
displayed in the Avid Explorer. You can now continue editing or close the
current sequence, and begin work on a new sequence or project.
To save an existing sequence:

t

Select File > Save.
The existing sequence is overwritten.
The sequence is saved and a sequence icon with the sequence name is
displayed in the Avid Explorer. You can now continue editing or close the
current sequence, and begin work on a new sequence or project.

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Saving Sequences

Creating a Copy of a Sequence
You can save different versions of a sequence in a project folder. If, for
example, you’ve been hired to create a series of spots for a client, you create a
project that is completely contained in a single folder. Inside that folder, you
create a number of subfolders to store elements, such as master clips, presets,
mattes, and backgrounds.
Inside that project, you create a sequence for the first spot by dragging clips to
the timeline, and saving the sequence in your project folder. For the second
spot, make a copy of the sequence calling it “Scene 2 (Take 2)”, and make the
necessary adjustments. Continue to do the same for each of the spots.

To save a copy of a sequence:

1. Select File > Save As.
2. Type a new name for the sequence.
The sequence is saved. You can now make the necessary edits to
this sequence.

n

Another way to create versions of your sequence is by selecting the sequence
in the Avid Explorer, pressing the Ctrl key, and dragging the file to an empty
area of the folder. Copying the sequence in the Avid Explorer takes less time
than creating a copy with the Save As command.

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Searching for Sequences
Large projects can contain many sequences and even more master clips.
Although you can use the Avid Explorer to find a particular sequence or clip, it
can be more efficient to search for sequences and master clips using the Clip
Search tool.
The Clip Search tool lets you search for master clips or sequences within your
current project. You can do searches by source, file name, or file properties.
All clips found in the search appear in the clip tray.
To search for sequences or master clips:

1. Select View > Single-Instance Views > Clip Search.
The Clip Search dialog box is displayed.

2. Select the Master Clips and/or Sequences option(s) to search for one, the
other, or both.
3. To search by:

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Searching for Sequences

-

Source: Select a tape source name or file from the Referencing the
Following Source list and click Go.

-

File name: Type the file name in the With Name Containing text box
and click Go.

-

File property: Select an attribute from the list, either Contains or
Equals, type the text you are searching for in the text box, and
click Go.

The clips and/or sequences found in your search are displayed in the
clip tray.

n

You can only perform a clip or sequence search using one filter option at a
time.
For detailed information on the Clip Search dialog box, click Help.

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Deleting Sequences
If you no longer require a sequence, you can create an archive of the project in
which it resides (see “Archiving Projects” on page 1093) or delete the
sequence from the project. Be careful when you delete a sequence, because
deleting a sequence can also delete media, depending on the option that you
choose.
To delete a sequence:

t

In an Avid Explorer bin, right-click a sequence that is not currently open
and select one of the following:
-

Delete Clip & Unused Media: Deletes the selected sequence and its
associated media if the media is not used by a master clip or another
sequence. This option deletes cache media that is used only by the
sequence.

-

Delete Clip & All Media: Deletes the selected sequence and its
associated media even if the media is used elsewhere. Although this is
a quick way to create more disk space on your drive, it can be risky.
You should only do this when you’re absolutely sure that you no
longer need the sequence’s cache media and master clips.
A dialog box asks you to confirm the deletion. Click Yes.

n

702

Selecting the Delete option under the Windows section of the menu or pressing
the Delete key deletes the selected sequence but does not delete the associated
media.

Chapter 3
Building a Rough Cut

This chapter describes how to perform basic editing tasks, such as preparing
source clips, arranging clips on the timeline, and synchronizing clips to create
a rough cut.
•

Workflow: Editing Audio and Video

•

Creating Sequences

•

Marking In and Out-points on the Timeline

•

Displaying Timecodes

•

Viewing a Sequence as a Hieracharical Tree Structure

•

Playing Sequences

•

Manipulating Clips

•

Using Locators

•

Finding Frames, Clips, and Bins

•

Extracting Parts of a Sequence

•

Grabbing Frames

•

Rippling Clips

•

Synchronizing Clips

•

Referencing Sequences

Chapter 3 Building a Rough Cut

Workflow: Editing Audio and Video
Editing is the process of assembling audio and video clips on the timeline,
creating transitions between these clips, and synchronizing the sound with the
images. Because the timeline is an integral part of the editing process, it is
found in many of the layouts. The tasks in this chapter focus on the timeline
and how to use it with other tools to edit your media.
All editing tasks are based on what you select. Each time you make a selection
on the timeline, the Record viewer, timecode boxes, and tool panels are
updated to give you information on the selected object.
The following illustration shows how you can build and edit a sequence in
Avid DS Nitris.

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Workflow: Editing Audio and Video

1

Locate and prepare media for editing.

2

Preview and trim your source media in
the Source viewer.

3

Place clips on the timeline.

Create a rough cut of your
sequence by dragging clips to
the timeline.

4

Manipulate clips.
Move, trim, slip, slide, and
nest clips on the timeline.

5

Apply transitions.
Create cuts, wipes, dissolves,
crossfades, and DVE-type
transitions.

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6

Synchronize audio with video.
Synchronize video or audio
events by using locators.

7

Process the sequence.
Process all transitions
and container clips in the
sequence to play the
results in real time.
Click Process button.

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Creating Sequences

Creating Sequences
A sequence is an arrangement of clips on the timeline. It contains information
about edit decisions, applied graphics and effects, animation settings, and
working preferences.
Before constructing your sequence, it’s important to realize that the edits you
make to clips are non-destructive. That is, you’re not actually editing the
source media. The clips that you see in the bin and on the timeline are simply
references to the media on the storage device.
Setting up your sequence involves previewing and editing source clips, and
then placing them on the timeline. The quickest way to create your rough cut
is to place clips directly on the timeline. You can, however, preview your
source clips to set new in and out-points before placing them on the timeline.
You may also want to bring in a project from an offline environment into
Avid DS Nitris. You can import an AFE, AAF, Open Media Framework®
(OMF®), or Edit Decision List (EDL) file into the Avid Explorer as logged
clips, or onto the timeline as a sequence. For more information, see
“Conforming AFE Files” and “Conforming OMF, EDL, and ALE Files” in the
Help, or “Conforming with EDL Files”.

Preparing Source Clips for Editing
Before you place a clip on the timeline, you can prepare it in the Source
viewer. If a single viewer is displayed, and you drag a clip to the viewer, it
changes into a dual viewer that displays the Source and Record viewers. The
Source viewer lets you view and edit source clips.
To move a clip to the Source viewer:

t

Drag a clip from a bin to the Source viewer.

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Bin

Source viewer

Clip

The source clip is displayed in the Source viewer. The Record viewer displays
the frame (if any) at the current location of the position indicator on the
timeline. This lets you compare a source clip with the clip on the timeline
where it will be inserted.
For more information, see “Source and Record Viewers” in the Help.
Source viewer: Frame at position of
position indicator on source clip.

Transport controls

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Record viewer: Frame at position of
position indicator on timeline.

Creating Sequences

Each viewer has its own set of controls for manipulating the source clips,
timeline clips, or material on an external device. The controls under the Source
viewer help you prepare source clips before inserting them on the timeline.
You can continuously cue and mark your source material without affecting the
sequence.
For an overview of all the controls in the Source viewer, see “Transport
Controls” in the Help.
After marking the appropriate in and out-points on the source clip, use the
Record viewer to locate the frame (in your sequence) on which the new clip is
to be inserted. You can also decide whether or not to use all the channels of the
source clip, and on which track you want to place the clip. For more
information, see “Patching Tracks” on page 718.
After the clip has been placed on the timeline, you can continue working in
dual viewer mode or use a single viewer to display only the clips on
the timeline.

Editing Source Clips
You can place master clips, container clips, or sequences in the Source viewer
for previewing. This lets you cue or mark new in and out-points on the source
clip, and then insert, overwrite, replace, or fit-to-fill clips on the timeline with it.

In-point

Position indicator

Out-point

Position bar

Timecode box
Mark In-point

Play

Mark Out-point

To edit a clip for use in your sequence:

1. Click Play below the Source viewer to play the source clip.
2. Click one of the following:

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Chapter 3 Building a Rough Cut

t
t
t

Mark In button when the position indicator reaches the desired inpoint.
Mark Out button at the desired out-point.
Type a timecode in the I (in) or O (out) timecode box and click the I
or O button.

An in-point or out-point is displayed in the position bar. If you need to
adjust these points, drag them to a new location.
3. Click Play again to stop playing the clip.
4. You can now place the clip directly on the timeline—see “Placing Preedited Clips on the Timeline” on page 715.
Creating Subclips
Instead of placing the marked clip on the timeline, you can first create a
subclip from it. This leaves the original clip untouched while a copy of the
original clip with new in and out-points is saved in a bin. The Capture Target
option of the Capture Settings dialog box specifies the location for the new
subclip, see “Media Capture Settings” in the Help.
Unlike master clips, subclips do not directly reference the original media.
Subclips remain linked to the master clips from which they were created, and
the master clips in turn reference the digitized media files located on your
storage drives. As a result, none of the original footage is lost.
To create a subclip:

1. Verify the target location for the subclip, by doing the following:
a. In the Avid Explorer toolbar, click the Capture Settings button.
The Capture Settings dialog box is displayed.
b.

In the Media Capture panel, verify the Capture Target settings and
modify if needed.

2. Load a clip in the Source viewer.
3. On the position bar below the Source viewer, reposition the in and/or outpoints of a clip.
4. Place the position indicator on the frame you want to display in the bin.
5. Click the Create Subclip button.
6. In the Create Subclip dialog box, type a name for the subclip.

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Creating Sequences

n

You can use the default name, which is the parent clip name appended with a
number, such as RealClip - 001.
7. Click OK.
The new clip is created and saved in the target bin.

n

The source clip maintains its original in and out-points.
To change the frame of the subclip displayed in the bin:

1. Open the subclip in the Source viewer.
2. Go to the frame you want to display.
3. Click the Update Thumbnail button to change the thumbnail frame of the
subclip.
Switching Between the Source and Record Timeline
The Source timeline lets you see the timeline of the clip or sequence that is in
the Source viewer. While viewing the Source timeline, you can place in and
out-points, and zoom, pan and navigate the timeline. You cannot, however, do
any editing on the Source timeline.
To view the Source timeline:

t

With a clip or sequence in the Source viewer, click the Toggle
Source/Record Timeline button on the timeline navigation bar.
The Source timeline is displayed and the Toggle Source/Record Timeline
button turns green, as well as the position indicator.

To return to the Record timeline:

t

Click the Toggle Source/Record Timeline button again.

To automatically switch between the Source and Record timeline:

t

Right-click the Toggle Source/Record Timeline button and select Auto.
Selecting the Source viewer displays the Source timeline. Selecting the
Record viewer displays the Record timeline.

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Placing Clips on the Timeline
The timeline is where you place and edit clips to build a sequence. You can
create any number of audio and video tracks on the timeline, and place clips
anywhere on these tracks. While working with multiple tracks, you can use the
Track selector to select, manipulate, delete, ripple, patch, and monitor your
tracks. You can use multiple tracks to layer audio effects and sound, or to
add video titles and other effects.

n

Before editing your clips, you can customize the timeline to suit your work by
changing the settings to show, hide, or minimize some display areas. You can
also change the ruler’s time scale to display other time formats, including
drop frame, non-drop frame, and frame numbers. For more information, see
“Timeline” in the Help.
Dragging and dropping clips onto the timeline overwrites frames of existing
clips. A clip cannot be placed on a track if the clip completely covers, or is
completely covered by, another clip. However, if you activate the Ripple mode
on the timeline, then clips are inserted at the timecode at which they are
dropped. Existing clips are moved down the timeline to accommodate the
inserted clip.

n

You can only place clips on selected tracks.
When you drag a clip from a bin to the timeline, the move cursor is displayed.
As you drag over the timeline, a shadow is displayed to indicate the section
where the clip will be placed.

The move cursor

Clip shadow

Clips assume activeness when you place them on the timeline. Activeness
refers to the sections of a clip that can be used in the final sequence. These
active frames are indicated by an activeness bar below a clip. Not all active

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Creating Sequences

clips in a sequence are included when you play the final sequence. Whether an
active clip plays in a sequence or not depends on the position of the clip on the
timeline and the track selector settings.
The behavior of clip activeness varies between audio, video, and background
tracks.
•

Background tracks: Only one video clip can be active at any given time.

•

Video tracks: Multiple video clips can be active at the same time. The
clips on the top tracks play on top of clips on the lower tracks. The effects
and video clips with full-screen alpha clips placed on top tracks are
composited over the active clips on the lower tracks.

•

Audio tracks: All active audio clips play back. This lets you play multiple
audio streams at the same time.

For more information, see “Changing the Activeness of Clips” on page 769.
Activeness bars

Video clips can be placed only on video tracks and background tracks, and
audio clips only on audio tracks. When a clip with synchronized video and
audio components is placed on the timeline, the video and audio are placed as
separate clips on the audio and video or background tracks.
Same Track versus Multi-track Editing
Although you can easily place all your video clips on a single video track,
working on multiple video tracks gives you more flexibility when editing. You
can use video tracks to layer effects. When clips are active, the clips on the top
video tracks play over the clips on the lower tracks. Any effects and video
clips with full-screen alpha clips placed on the top video tracks are composited
over the active clips on the lower tracks.

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The active frames and position on the timeline determine the sequence of
events. For example, you can place shots taken with different cameras on
separate tracks. You can then easily switch the view from one camera to
another by activating and deactivating clips. For more information, see
“Cutting to a Clip” on page 908.
The following example shows how the same sequence is produced on one
video track and on multiple video tracks. The activeness bars in both scenarios
indicate which frames are used in the sequence. However, when working with
multiple tracks, the activeness of clips on the top tracks indicate the frames
used. In both scenarios, the same frames on the clips are used.
Same-track editing:
Clip is added to the
same track.

Before

After

Multi-track editing:
Clip is added to a
new track.

Before

New track

After

Frames not displayed during playback.

When you place clips on multiple tracks, you can reveal extra frames while
editing. This is especially useful when you want to see how many frames are
available for slipping or sliding. For more information, see “Revealing Unused
Material on Clips” on page 768.

n
714

When working with audio, placing your audio clips on different tracks lets you
play multiple audio streams simultaneously.

Creating Sequences

Placing Multiple Clips on the Timeline
You can select multiple clips from a bin and drag them to the timeline or
timeline ribbon for editing. This is a quick way to edit several clips together.
For example, if you previously classified material by scene number, you can
quickly sort clips by scene number and then drag them all to the timeline.
Clips are placed on the timeline in the order in which you selected them. When
you select all the clips in a bin, they appear in the order in which they were
sorted.
To place multiple clips on the timeline:

1. In a bin, do one of the following:
t

To select clips randomly, hold down the Ctrl key and click any clips
that you want to select.

t

To select clips sequentially, click the first clip and hold down the Shift
key and click the last clip that you want to select.

t

To select multiple clips, drag over a region in the bin.

2. Drag the selected clips to the timeline.
Placing Pre-edited Clips on the Timeline
If you’ve previewed and edited your source clip in the Source viewer, there are
different ways to place the clip on the timeline. You can manually drag it to the
timeline, or use the Overwrite, Insert, or Replace buttons.

n

The following instructions apply only when the Ripple button is deactivated on
the tracks. For more information, see “Rippling Clips” on page 793.
To drag a clip to the timeline:

1. Mark an in and/or out-point on the timeline—see “Marking In and Outpoints on the Timeline” on page 732.
2. Click the Source viewer and drag the clip to a track on the timeline,
moving it close to the in-point.
t

To insert the clip, hold down the V key.

t

To overwrite the existing clips, hold down the B key.
The magnetism of the in-point automatically draws the clip to the
marked timecode.

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Chapter 3 Building a Rough Cut

t

n

To align the clip’s source timecode with the source timecode of a clip
on the timeline, hold down the U key.

The Autoswitch command on the Trim Mode menu must be deselected before
you can drag a clip from the Source viewer to the timeline.
When you drag a clip to a video or audio track, the clip becomes active. When
you drag a clip to a background track, the clip becomes active only in areas
where there are no other active clips. The following illustration shows a clip
being dragged to a background track.

Background tracks

Inserted clip

Before

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Creating Sequences

If you want to perform three-point editing, set both an in-point and out-point
on the timeline. As a general rule, the in-point and out-point on the timeline
determine the amount of space inserted into the sequence. For example, if the
clip is longer than the marked region on the timeline, the out-point of the clip
is trimmed to fit the specified duration. If the clip is shorter than the marked
region on the timeline, a gap is added in areas not covered by the inserted clip.
The following illustration shows a clip being placed between marked points on
the timeline.

In-point

Out-point

To insert or overwrite a clip on the timeline:

1. Mark an in-point at the timecode where you want to place your clip.

2. If you want to edit source audio or video onto a track other than the
parallel track displayed in the Track selector, see “Patching Tracks” on
page 718.
3. Click one of the following buttons:
t Overwrite Clip to place the clip at the in-point and overwrite any
existing clips over the section that it covers.

Inserted clip

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t

Insert Clip to place the clip at the in-point and ripple all subsequent
clips on the timeline.
The clip that is inserted on the timeline becomes active regardless of
other active clips on the timeline.

Inserted clip

t

n

Fit to Fill to size the clip to fit perfectly between the marked in and
out-points on the timeline. To use this option, you must also have
specific in and out-points marked on the clip.

If the clip is longer or shorter than the marked region on the timeline, the clip
is placed in a timewarp container clip and stretched or shortened accordingly.
This speeds up or slows down the action in the clip.
To replace a clip on the timeline:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select a clip on the timeline.
3. If you want to edit source audio or video onto a track other than the
parallel track displayed in the Track selector, see “Patching Tracks” on
page 718.
4. Click the Replace Clip button to overwrite the selected clip with the one
that is currently in the Source viewer.
Patching Tracks
When working with multiple tracks, you can encounter a circumstance where
you must edit source audio or video onto a track other than the parallel track
displayed in the Track selector. To edit the source material onto another record
track above or below it, you must patch the source track to the targeted record
track.
You can perform only one patch per edit, but there is no limit on the number of
times you can patch from the same source track. Audio can patch only to audio
tracks, and video only to video or background tracks.

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Creating Sequences

To perform a patch:

t

In the Track selector, drag from a source track (audio or video) to the
targeted record track (a black line is displayed during the patch).

Patching V1 source track
to V2 record track.

After patching
tracks.

The selected source track moves beside the record track to which it is
patched. The patched track remains selected in preparation for your edit.
Placing Video Clips on the Timeline
A video clip can consist of live action, graphics, animation, or imported
images. You can place video clips on video tracks or background tracks.
Placing clips on the video tracks lets you composite over other clips on the
tracks below it. Active clips on video tracks are composited in the order in
which the video tracks appear on the timeline. For more information, see
“Placing Clips on the Timeline” on page 712.
As you drag video clips to background tracks, the clips detect areas that are
occupied, so that you don’t overwrite clips that have already been positioned
in time.
To place a video clip on the timeline:

1. Mark an in and/or out-point on the timeline—see “Marking In and Outpoints on the Timeline” on page 732.
2. Drag a clip from a bin or Source viewer to the timeline ribbon, video
track, or background track on the timeline, and align it close to the inpoint.
A shadow is displayed on the timeline to indicate the area where your clip
will be placed. The magnetism of the clip is attracted to other objects in
close proximity. This helps you align clips with other clips, in-point, or
out-points.

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n

To temporarily deactivate magnetism, hold down the Shift key as you drag an
object.
3. If you’re satisfied with the location, release the clip.
The clip is automatically placed on the timeline and becomes active. If the
video clip is placed on a background track, then the video clip is only
active on areas where there are no other active clips on background tracks.

n

You can also insert or overwrite clips on your tracks and specify the track on
which to place a clip. To do this, right-click a clip and drag it from the bin to
any video track. This opens the Track Router dialog box from which you can
select a video or background track.
When you place a clip on the timeline, the in-point moves to the end of the
clip. The out-point (if any) is deleted.

n

You can display the unused frames of the clip by right-clicking on the overview
area and selecting Display > Display Unused Material before placing the clip
on the timeline.
The following illustration shows the timeline after a video clip is added to a
video track. The inserted clip shows unused material.
Unused frames

Active frames

Inserted clip

Placing Audio Clips on the Timeline
Audio clips are the sound portion of your sequence. They contain material like
sound effects, music, and dialogue.
When you place an audio clip on an empty timeline, an activeness bar is
automatically displayed under the audio clip. Multiple audio clips can be
active at the same time span, as long as they’re on different tracks.

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Creating Sequences

n

Audio clips that do not have the sample rate specified in the user preferences
can still be placed on the timeline. However, you will not be able to hear the
clips until you recapture the audio material at the proper sampling rate. For
more information, see “Converting the Audio Sample Rate” on page 1051.
The following table lists the audio clip types and the channels contained with
each type of audio clip, depending on how many audio channels the audio clip
has.

This type of audio clip...

Contains these audio channels

Mono

A single audio channel

Stereo

Two audio channels: Left and right

Quadraphonic

Four audio channels: Left, right, left rear, and
right rear

LCRS

Four audio channels: Left, right, center, and
surround

4 streams

Four generic audio channels: Output 1, output 2,
output 3, and output 4

5.1

Six audio channels: Left, right, center, LFE, left
surround, and right surround

6.1

Seven audio channels: Left, right, center, LFE,
surround center, side left, and side right

7.1

Eight audio channels: Left, right, center, LFE,
left surround, right surround, left center, and
right center

8 streams

Eight generic audio channels: Output 1 to 8

When you place an audio clip on the timeline, it generates a waveform to
display the audio channels. Each channel has a distinct waveform. For
example, a mono clip has a single waveform, a stereo clip has two waveforms,
and an 8-stream clip has eight. Each waveform has a zero line running through
the middle.

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A mono audio clip
zero line

A stereo audio clip

Like audio clips, audio tracks can also be mono, stereo, quadraphonic, LCRS,
4 streams, 5.1, 6.1, 7.1, or 8 streams. You can place any kind of audio clip on
any kind of audio track. For information, see “Track Property Editor” in the
Help.
If the clip and the track are not the same type:
t

The clip is yellow to indicate that the clip and track formats do not match.

t

The clip’s audio channels are assigned to the track’s audio channels, as
much as possible.

For example, if you place a stereo clip on an 8-stream track, the stereo clip’s
two audio channels will be assigned to the first two audio channels in the 8stream track. Conversely, if you place an 8-stream clip on a stereo track, the 8stream clip’s first two audio channels will be assigned to the stereo track’s two
channels, while the other six channels in the 8-stream clip are ignored. You
can adjust the way that a clip’s audio channels occupy a track’s audio channels
in the mixer. For more information, see “Adjusting the Mixer Outputs” on
page 1045.

n

722

You can also mix different audio signals by creating an audio container clip.
Audio container clips let you group several audio clips, mix them together, and
treat them as a single clip on the top or parent timeline. For more information,
see “Creating an Audio Container Clip” on page 920.

Creating Sequences

To place an audio clip on the timeline:

1. Optional. Mark an in and/or out-point on the timeline—see “Marking In
and Out-points on the Timeline” on page 732.
2. Drag a clip from a bin or Source viewer to the timeline ribbon or audio
track on the timeline, and align it close to the in-point.

n

If you want to select a specific track on which to place the clip, right-click the
clip and drag it from a bin to any of the audio tracks on the timeline. This
opens the Track Router dialog box from which you can select an audio track.
A shadow is displayed on the timeline to indicate the area where your clip
will be placed. The magnetism of the clip is attracted to other objects in
close proximity. This helps you align clips with other clips, in-points, or
out-points.

n

To temporarily deactivate magnetism, press Shift as you drag an object.
3. If you’re satisfied with the location, release the clip.
The clip is automatically placed on an audio track on the timeline and
becomes active even where there are existing audio clips because you can
play multiple audio tracks simultaneously.
When you place a clip on the timeline, the in-point moves to the end of the
clip. The out-point (if any) is deleted. Audio clips can be active
simultaneously.

Placing Clips of Different Frame Rates on the Timeline
You can drop a clip on the timeline even if it has a different frame rate than
that of the current sequence. When you place the clip on the timeline, a red
highlight appears in the timeline ribbon indicating that the clip must be
processed. When you process the clip, new media is created at the frame rate
of the current sequence.

n

You cannot recapture clips that were originally captured at one frame rate and
then converted to a different frame rate.
To place a video clip of a different frame rate on the timeline:

t

Drag the clip from a bin to the timeline ribbon, video track, or background
track on the timeline.

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-

n

If you press the F key while dragging the clip, it will force a frame to
frame mapping to the current sequence frame rate. This does not
convert the frame rate but it will result in a change of the clip’s
duration. You can add a timewarp effect to regain the original
duration.

If you drop a clip of a different frame rate on the timeline, it might not have the
same field dominance as the current sequence. Therefore, if you apply a time
effect on this clip, you might need to invert the fields to compensate for the
difference in field dominance. This can be done by clicking the Invert Fields
button in the corresponding effect’s property editor.

Placing Clips on the Timeline Using Sync Point Editing
Sync point editing lets you overwrite or insert material onto your sequence in
such a way that a particular point in the source material is in sync with a
particular point in the sequence. For example, you can sync an action in the
source video with an audio event such as a musical beat in the sequence, and
then edit it so that the action occurs on the beat.
Sync point editing uses the relative location of the position indicator in both
the source and record material as the sync point. Sync point editing determines
the duration of the new edit according to marks that you set. You can apply
these marks across multiple tracks when marking a sequence. This lets you
add overlap cuts.
Sync point editing requires two pieces of information:
•

Sync points: These are the points where the synchronized relationship
between the source and record material is established.

•

Duration of the relationship: This is determined by the positions of the
head and tail frames (and sometimes by the position indicator). Both
marks can be in one monitor, or one mark can be in one monitor and the
other mark in the other monitor. The duration of the material being edited
into the sequence must be sufficient for the size of the edit.

To perform a sync point edit:

1. Load a clip or sequence into the Source viewer.
2. Load a sequence into the Record viewer.
3. Mark the material, do one of the following:

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Creating Sequences

t

Mark in and out points in either the Source or Record viewer, leaving
the opposite monitor clear of marks.

t

Mark an in or out-point in the Source viewer, or an in or out-point in
the Record viewer. For example, if you marked an in-point in the
Source viewer, mark the out-point in the Record viewer.

4. Move the source position indicator to the sync frame in the clip. This
establishes the source sync point.
5. Move the record position indicator to the sync frame in the sequence.
6. Click the Sync Point Editing button to active sync point editing.
7. Select the source and record tracks for this edit.
8. Do one of the following:
t Click the Overwrite Clip button to overwrite any existing marked
material on the timeline.
t Click the Insert Clip button to place the clip in the sequence an ripple
all subsequent clips on the timeline.
t Click the Replace Clip button to overwrite the selected clip on the
timeline.
The sync point edit is complete.
To turn off sync point editing:

t

Click the Sync Point Editing button.

Working on the Tracks
There are three types of tracks on the timeline:
•

Audio tracks contain the audio clips and audio container clips of a
sequence.

•

Video tracks contain the video clips and container clips that are
composited over clips on the video and background tracks.

•

Background tracks contain the video clips and background/composite
container clips of a sequence.

While working with multiple tracks, you can use the Track selector to select,
manipulate, delete, ripple, patch, and monitor the tracks. You can use multiple
tracks to layer audio effects and sound, or to add video titles and other effects.

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You can change track properties, such as the track name or the level of detail at
which clips are displayed on a track. By default, tracks are numbered
sequentially (V1, V2, A1, A2, and so on) as they are created on the timeline.
You can also scroll and adjust the heights of tracks.
Overview area

Timeline controls

Ruler
Timeline ribbon

Timeline effect
track ripple

Timeline effect track
Video tracks
Track selector
Background track
Audio track
Timeline navigation bar
Position Indicator

Timecode boxes

For more information, see “Track Selector” in the Help.
To show or hide the Track selector:

t

Right-click the overview area and select Display > Display Control
Area.

Selecting Tracks
You can select one or more tracks at the same time. When you select a track,
you can perform editing operations on the entire track. For example, you can
select two tracks and apply a track-based effect by clicking Video Effect from
the toolbar and choosing an effect from the pop-up menu. This effect will be
applied over all the clips on the selected tracks.
To select a track:

t
Track button

From the Track selector, click the Track button.
The Track button for the selected track is highlighted.

To deselect a track:

t
726

From the Track selector, click the Track button of a selected track.

Creating Sequences

n

You can also activate and deactivate tracks by right-clicking a track and
selecting Live Track.
To select a region on multiple tracks:

1. Drag over a section of the track to select a region.
2. Hold down the Ctrl key and click another track.
The region is highlighted on all selected tracks.
Adding and Deleting Tracks
You can add any number of audio, video, or background tracks to the timeline.
Video tracks are added to the top of the timeline, and audio tracks are added to
the bottom of the timeline. Background tracks are inserted between the audio
and video tracks.
You can also delete tracks that are no longer required in the sequence.
To insert a track on the timeline:

t

Right-click the overview area and select Create Audio Track, Create
Video Track, or Create Background Track.
An empty track is added to the timeline.

n

Tip: You can automatically insert a track when dragging a clip from a bin to
the timeline. Simply drag the clip to the timeline ribbon.
To remove a track from the timeline:

t

Right-click an empty area of the track and select Delete Track.
The selected track and all the clips on it are deleted from the timeline.

Reordering Tracks
You can change the order of the video, audio, and background tracks. You
cannot, however, place a video track below a background track.
Track
button

To reorder tracks:

t

Drag the Track button to a new location.

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Setting the Track Height
You can enlarge or reduce the height of the tracks to improve visibility and
display more information within the tracks. You can reduce the track height if
you need more space on the timeline to view other tracks.

n

Reducing the track height may hide any effects you have applied on the
timeline.
To enlarge or reduce the height of tracks:

t

Press Ctrl and drag the line between the Track buttons to change the
height of the track above the line.

Height adjustment

Scrolling Tracks
As you add more tracks, the tracks at the bottom of the timeline scroll off the
desktop. Similarly as you add more clips to a track, they scroll to the right or
left of the desktop.
To scroll tracks vertically:

1. Place the pointer at the far left of the Track selector.

Scroll area

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Creating Sequences

2. When the hand icon is displayed, drag up or down to view additional
tracks.

n

If you hide the Track selector, you can still scroll the tracks vertically by
holding down the X key and dragging the timeline up and down.
To scroll tracks horizontally, do one of the following:

t

Hold down the X key and drag left or right on the timeline.

t

Click the scroll bar on the timeline navigation bar and drag left or right.
The timeline scrolls left or right.

Muting Audio and Video Tracks
If there are several tracks on the timeline and you need to exclude clips from
the preview, you can turn off the audio signal on selected audio tracks or turn
off the video on a selected video track. When the sequence is played, you do
not hear clips on audio tracks that are muted and you do not see video clips in
the viewer for video tracks that are muted.

n
Mute
button

Muted tracks do not contribute to the output sequence.
To turn off the sound on an audio track:

t

Click the Mute button on an audio track.
The Mute button turns red.

To turn off the video playback on a video track:

t

Click the Mute button on a video track.
The Mute button turns red.

Setting Tracks to Solo
When you solo a track, it plays the contents of that track during the preview.
Both active and inactive video clips are displayed in the viewer. With video,
you can only solo one track at a time. With audio, however, you can solo more
than one track. Any tracks that do not have the Solo button activated are not
viewed or heard.

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To solo a track:

t
Solo
button

n

Click the Solo button of the tracks that you want to preview.
The Solo button turns green.

The status of the Solo button on each audio track is saved with the sequence.

Changing Track Properties
You can view track information, such as the start and end times, track type,
and number of clips on the track. You can change the properties of any track,
including the track name and level of detail that each clip displays.
To access track properties:

t

Right-click an empty area of the track and select Track Properties.
The Track property editor is displayed.
For information about the Track properties, click the Help button.

To set the level of detail on a track:

1. In the Track property editor, select the General tab.
2. From the Level of Detail list, select one of the following:

n

-

Low to display clips or waveforms with the least amount of detail.

-

Medium to display the start and end thumbnails of clips.

-

High to display the thumbnails of clips at regular intervals and a
detailed view of the audio waveform. You must increase the height of
the track to see the waveform.

Tip: You can also change the level of detail of each clip by right-clicking and
selecting Properties.
3. From the Effect Size list, select one of the following:
-

Small to display the effect bar with no detail.

-

Large to display the name of the effect.

To rename a track:

1. In the Track property editor, select the General tab.
2. In the Name text box, type a name.

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n

Depending on the height of your track, you may not be able to view the full
name. If you place the pointer over the track name, however, a tooltip with the
full name is displayed.

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Marking In and Out-points on the Timeline
When you create a new sequence, an in-point is automatically placed at the
beginning of the timeline. If you want to place the clip at a specific timecode,
you can mark the in-point on the timeline where you want to place the clip.
After you place a clip at this in-point, the in-point moves to the last frame of
the clip, ready for you to place the next clip in the sequence.
In-points and out-points let you mark points on the timeline, where you can
insert clips, or replace or overwrite existing clips.
After the in-point and out-point are set on the timeline, the I (in) or O (out)
timecode boxes display the exact timecodes. You can change the position of
the in-point or out-point by typing a new timecode in the corresponding
timecode box, or by dragging the marker along the timeline ribbon. For more
information, see “Timeline Ribbon” in the Help.

Using the Mark Buttons to Set In and Out-points
The Mark In, Mark Out, and Mark In/Out buttons provide an easy way to set
in-points and out-points on the timeline.
To mark an in-point or out-point on the timeline:

1. Place the position indicator at the location where you want to place the inpoint or out-point.
2. Click the Mark In or Mark Out button below the Record viewer.
An in-point or out-point is displayed on the timeline ribbon and in the
position bar below the viewer.
To place an in-point and out-point on a selected region:

1. On the timeline navigation bar, make sure the Selection Mode button is
selected.
2. On the timeline, select a clip, effect, or activeness bar, or drag to define a
region where you want to set the in-point and out-point.
3. On the timeline controls, click the Mark In/Out button.
An in-point and an out-point are displayed on the timeline ribbon and on
the position bar below the viewer.

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Marking In and Out-points on the Timeline

Using Timecode to Set In and Out-points
You can set an in-point or out-point at an exact timecode by typing the
timecode in a corresponding timecode box. For example, if you type
12:00:00:22 in the I (in) timecode box and press Enter, an in-point is marked
at that timecode.
You can also use the scratch pad control to set in and out-points to an exact
timecode.
To mark an in-point or out-point using the scratch pad control:

1. Click the viewer that is displaying a clip or sequence.
2. Press any number on the keyboard.
A timecode box is displayed in the selected viewer.

3. Type the timecode of the frame you want to mark by using the keyboard,
followed by one of the following:

n

When typing a timecode value you can skip fields by typing a dot (.). For
example, type 12..22 for timecode 12:00:00:22.
t

Press the I key to mark the in-point.

t

Press the O key to mark the out-point.

t

Press the D key to set the duration. Positive timecode changes the outpoint and negative timecode changes the in-point.
If you type in a positive timecode, and the in-point is undefined, it is
treated as negative timecode. If you type in a negative timecode, and
the out-point is undefined, it is treated as positive timecode.

The in-point, out-point, or duration for the clip or sequence is set.

n

You can move the in-point, out-point, or position indicator a set number of
frames. In the timecode box, type the number of frame followed by a + (plus
sign) or - (minus sign). Then press I or O to move the appropriate marker.
To close the timecode box:

t

Press the Esc key.
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To place an in-point and out-point on a portion of the sequence:

1. Do one of the following:
t

Mark an in-point on the timeline.

t

Mark an out-point on the timeline.

2. In the D timecode box, type the duration of the area you want to mark.
The other marker (in-point or out-point) is displayed on the timeline to
mark the area.

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Displaying Timecodes

Displaying Timecodes
The timecode boxes on the status bar display timecodes for a selected object
on the timeline. You can also use the timecode boxes to enter new values for
the start, end, or duration of a selected object.
The Clip and Timeline options refer to the source and sequence timecodes.
The source timecodes are the actual times taken from the source tape. These
timecodes are displayed when you select a clip that was captured from tape.
The sequence timecodes reflect the current position of clips on the timeline.
These timecodes are used when outputting media.
When you select an object on the timeline, the Start, End, and Duration boxes
display the timecodes of a clip, activeness bar, effect bar, region selection,
transition, or edit point. The In, Out, and Duration boxes display the timecodes
of in and out-points on the timeline ribbon and the duration between them.
You can also use the Timecode view to display the timecodes for a selected
object on the timeline. You can customize the Timecode view to display
various timecodes. For more information, see “Displaying Timecodes in the
Timecode View” on page 735.
For more information, see “Timecode Boxes (Timeline Status Bar)” in the
Help.

Displaying Timecodes in the Timecode View
The Timecode view displays the timecodes for a selected object on the
timeline. You can choose which timecodes to display, show the name and
comments of the clips, and further customize the view. Enlarging the size of
the timecode display allows you to view the timecode from a distance.

n

The Timecode view is essentially a toolbar that you can customize.
You can choose to display the frame counts of various timecodes with the
main timecode being the time base of the timeline. For example, when you are
working with a 24 frame project the timecode frame count is:

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Timecode a Frames

24

00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 00

25

00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

25P

00 01 02 03 04 05 06 07 08 09 10 11 13 14 15 16 17 18 19 20 21 22 23 24 00

30

00 01 03 04 05 06 08 09 10 11 13 14 15 16 18 19 20 21 23 24 25 26 28 29 00
a. The timecodes are listed as 24 for 24 fps, 25 for 25 fps, 25P for 25 (PAL with pulldown), and 30 for 30 fps (the count
skips six frames to fit 30 frames into 24 fps).

In the example above for the 30 timecode, drop and non drop frame
conventions are observed. The 02, 07, 12, 17, 22, and 27 frames are dropped
because it is assumed that 01:00:00:00 is an “A” frame.
When in a 30 timecode project, the main timecode is 30 (drop and non drop
frame conventions observed, and the 24 frame timebase has duplicated
timecodes to represent pulldown.
To open the Timecode view:

t

736

Select View > Single-Instance Views > Timecode View.

Displaying Timecodes

To add a timecode display to the Timecode view:

1. Right-click an empty area of the Timecode view.
2. Select Add Timecode Display.
To customize the timecode displays:

1. Right-click any of the timecodes in the Timecode view.
2. Select options from the Timecode Display menu—see “Timecode
Display Menu” in the Help.
To customize the Timecode view:

t

Right-click on the Timecode view and use the Toolbar commands—see
“Toolbars” in the Help.

Displaying the Source Timecodes of a Clip
You can display the source timecodes of a selected clip. You can also display
the source timecode of a selected frame.
If you want to display the source timecode of a frame between the start and
end of the clip, you must place a reference locator at that frame.
To display a clip’s start and end source timecodes:

1. On the timeline, select a clip.
2. On the status bar, select the Clip option.
The clip’s start and end source timecodes are displayed on the status bar.

Selected clip

Timecode of clip
Clip option selected

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To display the source timecode at a specific frame:

1. Place the position indicator on the frame where you want to display the
source timecode.
2. On the timeline, select the corresponding clip and press M.
A reference locator is placed on the clip at the position indicator.
3. Place the pointer over this locator.
A tooltip displays the source timecode at that frame.

Displaying the Sequence Timecodes of a Clip
The sequence timecodes display the current position of an object on the
timeline. You can display the start, end, and duration of a clip, activeness bar,
effect bar, region selection, transition, or edit point.
To display a clip’s timecode in relation to the timeline:

1. On the timeline, select a clip.
2. From the status bar, select the Timeline option.
The clip’s start, end, and duration on the timeline are displayed in the
timecode boxes. If you move the clip on the timeline, the timecode boxes
automatically reflects its new position.

Selected
clip

Timeline timecode of the clip.
Timeline option selected.

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Displaying Timecodes

Moving or Trimming Objects Using the Timecode Boxes
Instead of dragging a clip on the timeline or trimming its end times, you can
type values in the timecode boxes to change the start, end, or duration of
a clip.
In addition, you can use relative input methods to change the timecode values.
This lets you offset the current timecode by a given amount.
The following table summarizes the various means of typing values in
timecode boxes, assuming that the current timecode is 01:12:34:00.

You type

NTSC Result

PAL Result

Description

Absolute Input Method
5223

00:00:52:23

00:00:52:23

Replaces the current
timecode

/5223

01:12:52:23

01:12:52:23

Replaces the rightmost
portion of current timecode

.40

00:00:01:10

00:00:01:15

Replaces the current
timecode with this many
frames (direct frame entry)

10:00.40

00:10:01:10

00:10:01:15

Combines timecode value
with direct frame entry

3:::1

03:00:00:01

03:00:00:01

Skip fields by typing colons

Relative Input Method
110+
110-

01:12:35:10
01:12:32:20

01:12:35:10
01:12:32:15

Increases or decreases the
current timecode by the
value typed

.110+
.110-

01:12:37:20
01:12:30:10

01:12:38:10
01:12:29:15

Increases or decreases the
current timecode by the
number of frames typed

1.10+
1.10-

1:12:35:10
1:12:33:20

1:12:35:10
1:12:32:15

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You type

NTSC Result

PAL Result

Description

]
or [

01:12:34:01
01:12:33:29

01:12:34:01
01:12:33:24

Nudges the current
timecode up or down by 1
frame

Ctrl-]
or Ctrl-[

01:12:34:01
01:12:33:20

01:12:34:10
01:12:33:15

Nudges the current
timecode up or down by 10
frames

For example, to move a clip 10 frames forward, type 10+ in the Start timecode
box to move the clip forward by 10 frames. If the Ripple button was activated
when you typed the new start timecode, then the edit will ripple across the
timeline. Similarly, to move a clip backwards by 10 frames, type 10- in the
Start timecode box.

Adjusting the Timeline
Framing the media on the timeline lets you make better use of the overview
area. This is particularly useful when media starts at a timecode other than
00:00:00:00. The Avid DS Nitris system considers the start time of the media
and frames it according to the earliest timecode on which material is present,
as opposed to 00:00:00:00.
To trim the timeline to the media:

t

Right-click the overview area of the timeline and select Trim Timeline to
Media.
The overview area adjusts to show the full length of your sequence.

Changing the Visible Time Span
The visible time span represents the section of the sequence that is currently
visible on the timeline. The visible time span is adjustable, so you can display
individual frames in the sequence, another section of the sequence, or the
entire sequence in the timeline.
Any clip bars that are within the visible time span are displayed on the tracks
in the timeline. You can stretch out the visible time span interactively to zoom
in or out on the timeline. You can also use the timeline controls to adjust the
length of the visible time span.

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Displaying Timecodes

Visible time span

To move the visible time span:

1. Place the pointer over the visible time span.
A double-headed arrow is displayed.
Pointer in visible time span.

2. Drag the visible time span to the section of the timeline that you want to
view.
The timeline displays the clips within the visible time span.
Framing the Timeline to View Selected Objects
You can zoom the view of the timeline to show more detail of selected objects.
To display selected objects on the timeline:

1. On the timeline navigation bar, click the Selection Mode button.
2. Click the objects you want to frame, such as clips or effect bars.
3. Click the Frame Selection button.
The timeline zooms in to display the selected objects.

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n

The Frame Selection button is available from the Customize Toolbars window.
For information about adding buttons to toolbars, see “Customizing
Toolbars” in the Help.

Panning and Zooming the Timeline
To display a specific region on the timeline:

Zoom In button

1. Drag over a section of the timeline to select a region.
2. From the timeline controls, click the Zoom In or Zoom to Frame button.

Zoom to Frame
button

The timeline zooms in to display the selected region, while the visible
time span in the overview area scales to highlight the selection.

Using the Zoom Controls
You can change the magnification of the timeline using the zoom controls.
These controls let you zoom in or out to view more or less clip detail.
The displayed region is always centered on the position indicator. As you
move the position indicator, notice how the visible region adjusts to indicate
the section of the sequence that is currently in view.
To zoom the timeline interactively, do one of the following:

t

Hold down the Z key and drag left or right over the tracks.

t

In the timeline navigation bar, drag the scale bar left or right.

To zoom in on a specific clip on the timeline:

t

In the overview area, press Ctrl+F and click a clip bar.
The track of the selected clip immediately comes into view and the entire
clip is displayed.

To zoom in to display less frames:

t

From the timeline controls, click the Zoom In button.
The timeline displays fewer frames, but in greater detail.

To zoom out to display more frames:

t

From the timeline controls, click the Zoom Out button.
The timeline displays more frames, but at less detail.

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Displaying Timecodes

To zoom in to one-frame intervals:

t

From the timeline controls, click the Zoom to Frame button.
The timeline displays one-frame intervals between clip thumbnails. The
position indicator splits to indicate a single frame, a solid blue line is
displayed at the left of the frame, and a dotted blue line is displayed at the
right of the frame. To return to the previous display, click the button again.

Panning the Timeline
If your sequence has several clips, they may not all be visible on the timeline.
You can pan the timeline to focus on different sections of your sequence.
To pan the timeline, do one of the following:

t

Hold down the X key and drag left or right over the tracks.

t

In the timeline navigation bar, drag the timeline scroll bar left or right.

To zoom in or out using the visible time span:

1. Place the pointer over the left or right edge of the visible time span.
An arrow pointing to the right or left is displayed.
2. Drag the edge of the visible time span left or right to zoom the timeline.
The time span lengthens or shortens to display more or less clip detail in
the timeline.
To display all clips on the timeline:

1. In the overview area, place the pointer over the visible time span.
2. Double-click the visible time span.
The visible time span stretches out over all clips on the timeline, so that
you can see all clips in the sequence.
3. Double-click the visible time span to return to the previous zoom area.

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Changing the Ruler Display
The ruler in the timeline displays the time scale for your sequence. When
working with video, you can change the time scale to display in frames,
timecode drop frames, timecode non-drop frames, or audio samples. These
options differ between PAL and NTSC formats.

To change the ruler’s time scale:

t

Right-click the ruler and select the appropriate time scale.

The exact timecode at the position of the position indicator is displayed in the
P timecode box on the status bar. Depending on the ruler time scale you select,
the timecode is displayed in hours, minutes, seconds, and frames/audio
samples.

Ruler time scale

Timecode display format

SMPTE NTSC drop frame

23:59:59;29

SMPTE NTSC non-drop frame 23:59:59:29
25 fps (PAL only)

23:59:59:23

Audio samples

23:59:59.47999

Display as Frames

1234567

Displaying Different Rulers
While working in a container clip, you can set the ruler to display the time
scale of the current container clip, its parent container, or the top timeline.
This is useful when you want to verify the location of a clip or effect in
relation to the top timeline.
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Displaying Timecodes

n

By default, a container clip’s timeline always starts at 00:00:00. This makes it
easier to determine the duration of the container clip.
To display a different ruler:

t

Right-click the ruler and select a ruler.

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Chapter 3 Building a Rough Cut

Viewing a Sequence as a Hieracharical Tree
Structure
The Sequence view displays the timeline as a hierarcharical tree structure. The
root of the hierarchy is your sequence, which you can expand to show
individual video and audio clips, and container clips. Container clips can be
further expanded to show their contents. Items that you select in the Sequence
view are also selected on the timeline.
There are two viewing modes in the Sequence view: Show All Content and
Show Content at Time. You can select a viewing mode from the drop-down
menu at the top.
Sequence view list

To access the Sequence view, do one of the following:

t
t

Select View > Single-Instance Views > Sequence View.
From the view switcher, click the Sequence view button.

To view all the clips in your timeline:

t

From the Sequence view list, select Show all content.
The Sequence view displays all the clips in your sequence, from the top
timeline on down through all your container clips.

To view all the clips at the current playback position:

t

746

From the Sequence view list, select Show content at time.

Viewing a Sequence as a Hieracharical Tree Structure

The Sequence view displays all the clips in your sequence at the current
playback position, from the top timeline on down through all your
container clips.

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Playing Sequences
You can use various Record viewer buttons, the position indicator, and
keyboard keys to play and shuttle your sequence.
Using the buttons below the Record viewer, you can play back your sequence
in the Record viewer and on the external monitor. When you play the
sequence, only its active frames are displayed in the Record viewer (or heard
on the speakers), allowing you to view the sequence as it will appear in the
final sequence. While previewing, however, you can play selected tracks of
your sequence to isolate some sounds or images. For information, see
“Working on the Tracks” on page 725.

n

You can use variable-speed play controls (J-K-L keys on the keyboard) to
shuttle, step, or pause during playback. For more information, see “Varying
the Playback Speed” on page 750.

Go to End/Fast Forward
Go to Start/Rewind

Frame Backward
Frame Forward

Play/Stop

Position indicator

Skipped Frame indicator

Position bar

10 Frames Backward 10 Frames Forward

Play From In/Out-point

Loop

For more information, see “Transport Controls” in the Help.
While playing a sequence, you might see one of the following messages
display in the viewer:

748

Message

Description

Processing Needed

Some clips, on which you’ve placed effects, need to be
processed before you can see the results.

Playing Sequences

Message

Description

Media not Available

There is no media for this clip at the quality (resolution and
compression) that you have specified in your sequence
preferences—see “Understanding Video Quality Matching”
on page 686.

Media not Found

Avid DS Nitris could not find the media for this clip. The
media may have been deleted or moved to another location,
or the connection to your storage may be faulty. If the
media has been deleted, you will need to recapture it at the
quality specified in your sequence preferences.

To play a sequence:

1. Deselect the Mute button on the Track selector for all tracks.

n

Muted tracks do not play back.
2. Click the Go to Start button below the Record viewer.
The position indicator moves to the start of the sequence.
3. Click the Play button below the Record viewer.
If you’re playing a video sequence, the Record viewer updates
accordingly.

n

When playing your sequence, the Play button may turn amber if any frames
are skipped during playback. Frame skipping may occur when it reaches a
point where a frame cannot be computed before display time. For more
information, see “Playing Real-Time Effects” on page 900.
To stop playing a sequence during playback, do one of the following:

t

Click the Play button below the Record viewer.

t

Click the Record viewer.

t

Click the timeline ruler.

t

Press the space bar.

The position indicator moves to the position you clicked and playback stops.
To skip to a new position on the timeline and keep playing:

t

Press Shift and click the new position on the timeline ruler.
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Chapter 3 Building a Rough Cut

To scrub clips on the timeline:

t

On the timeline ruler, drag right or left to play or rewind the clips at your
own speed, or

t

Drag the position indicator in the position bar below the Record viewer.

To isolate specific tracks when playing the sequence:

Mute
Solo

1. In the Track selector, do one of the following:
t Click the Solo button on the video or audio tracks that you want to
play.
t

Click the Mute button on the audio tracks that you do not want to
play.

2. Click the Play button below the Record viewer.
Only the images or sounds from the selected tracks are played.

Varying the Playback Speed
The J-K-L keys on the keyboard let you play back, step, and shuttle through
footage at varying speeds. This feature, also referred to as three-button or
variable-speed play, lets you use three fingers to manipulate the speed of
playback for greater control. You can also use the J-K-L keys to perform
smooth audio scrubbing of selected tracks.
To shuttle through the footage using the J-K-L keys on the keyboard:

1. Deselect all objects in the timeline before shuttling through the footage.
2. Use the following keys to shuttle at varying speeds:
t

750

Press the L key to move forward through the footage at normal speed.
You can increase the speed by pressing the L key a number of times.

Press the L key

To play footage at

NTSC rate

PAL rate

24p rate

2 times

2x normal speed

60 fps

50 fps

48 fps

3 times

3x normal speed

90 fps

75 fps

72 fps

4 times

5x normal speed

150 fps

125 fps

120 fps

5 times

8x normal speed

240 fps

200 fps

192 fps

Playing Sequences

t

Press the J key to move backward at the same shuttle speed
increments.

t

Press the K and L keys together for slow forward (8 fps for NTSC, 6
fps for PAL, and 6 fps for 24p projects).

t

Press the K and J keys together for slow backward.

t

Hold down the K key and press the L or J key to step through footage
one frame at a time.

3. Press the K key to pause the shuttling.
4. Press the spacebar to stop the shuttling.
To shuttle clips using the position indicator do one of the following:

t

Drag the position indicator in the position bar right or left to fast forward
or rewind the clips on the timeline.

t

On the timeline ruler, drag the position indicator left or right. The farther
you drag, the faster the playback speed.

Moving to Points on the Timeline
There are several ways to move around on the timeline. You can move the
position indicator manually to any frame in your sequence, use the buttons
below the Record viewer, or type a timecode in a timecode box to quickly
move to marked points on the timeline.
To move the position indicator, do one of the following:

t

Click any point in the Timeline Ruler.

t
t

Click any point in the position bar below the Record viewer.
Deselect the Selection Mode button in the timeline navigation bar, and
then click any point on the timeline.

t

The position indicator moves to this position and the Record viewer
displays the frame at this timecode.
Click the Go to In or Go to Out button if there is an in-point or out-point
in the timeline ribbon.
The position indicator moves to the specified point.

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To move the position indicator to a specific timecode do one of the
following:

t

Drag the position indicator left or right while reading the timecode
displayed in the P (position indicator) timecode box.
The exact position of the position indicator is displayed.

n

t

Type a value in the P (position indicator) timecode box.

t

Without selecting any timecode boxes, type a timecode value and press
Enter.

When typing a timecode value you can skip fields by typing a dot (.). For
example, type 12..22 for timecode 12:00:00:22.
t

Select a reference locator from the Locator view.

Moving to Edit Points on the Timeline
You can move the position indicator to the next or previous edit point in the
sequence.
To move the position indicator to an edit point:

1. Right-click Trim Mode button and deselect Autoswitch.
2. Do one of the following:
t

Press the , (comma) key to move the position indicator to the previous
edit point.

t

Press the . (period) key to move the position indicator to the next edit
point.

The position indicator moves to the specified point.

Looping Clips
You can play back a section of the timeline continuously by marking it with in
and out loop markers. This is useful if you want to view a small section of the
sequence while editing.
To loop a clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. Do one of the following:

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Playing Sequences

t

Select a clip.

t

Select a region by dragging over a section of the timeline.

The selected area or clip becomes highlighted.
3. Click the Loop button below the Record viewer.
Loop markers are displayed on the timeline ribbon at the beginning and
end of the selected region or clip including pre-roll and post-roll.

n

You can also select an effect bar, transition area, or activeness bar for looping.
If no objects are selected on the timeline, then the loop markers surround the
position indicator.
4. Adjust the loop markers by dragging them to the appropriate timecodes.

Timeline ribbon
Loop markers

5. Click Play to play the clips within the specified region.
The marked section continues to play until you click Play again.
6. Click the Loop button again to deactivate loop mode.

Viewing Unprocessed Frames
While playing a sequence, the message “Processing Needed” is displayed in
the Record viewer if clip effects in your sequence have not been processed. To
view a clip before processing its effects, you can either play it frame by frame
or preview it. Previewing an effect reduces the quality of the picture during
playback in order to process each frame at an acceptable speed.
To play a clip frame by frame:

1. Press Ctrl and click Play to play your video clip frame by frame.
The playback is slow since each frame needs to be processed. Each
processed frame is stored temporarily as an interactive cache, so the next
time you visit that frame, the results appear instantly in the viewer.

n

In this mode, the video plays but the audio is muted.
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Chapter 3 Building a Rough Cut

2. Click Play again to stop playing the clips.
To preview a clip with an effect:

1. From the effect’s property editor, click the Preview button.
The preview will loop until you stop it. The playback is choppy since
Avid DS Nitris drops frames in order to display the effect.

n

In this mode, the video plays but the audio is muted.
2. Click the Preview button again to stop playing the clip.

Using the Position Bar
The position bar, below the Source and Record viewers, lets you view the
location of the position indicator, locators, animation keys, and timecode as
well as set an in-point and an out-point.
You can rescale the position bar below the Record viewer to zoom the object
selected in the timeline.
The locators on the position bar correspond to the locators on the timeline
ribbon. However, locators in the position bar cannot be moved, deleted, or
edited. To do so, you’ll have to access them from the timeline ribbon.
The animation keys in the position bar correspond to the animation keys in the
animation editor. You can only view and reposition animation keys in the
position bar. For any other type of editing of the animation keys, you will have
to use the animation editor.
Position indicator
Position bar

Out-point
In-point Locator

Animation key

To move the position indicator and in/out-points:

t

754

In the position bar, drag the position indicator or in/out-points and move it
to a new location.

Playing Sequences

To delete in and out-points or animation keys:

t

In the position bar, select the in or out-point or an animation key, and press
Delete.

To show or hide locators, tick marks, animation keys, and timecode:

t

Right-click the position bar and select an option.

To display the animation keys of a clip:

t

Select the clip from the timeline.

To snap the position indicator to an animation key:

t

Press Ctrl and select the animation key in the position bar.

To change the range of the position bar to the selected object:

1. Select an object on the timeline.
2. Right-click the position bar below the Record viewer and select Zoom to
Selection.
For more information, see “Position Bar Menu” in the Help.

Switching Viewers
At times, it is useful to enlarge either the Source or Record viewer, or both, for
a better view of your clips.
To switch between single and dual viewers:

1. Select the Source or Record viewer.
2. In the viewer tools, click the Single/Dual button above the selected
viewer.
The selected viewer and its transport controls are displayed.
To enlarge or reduce both viewers:

t

Press F12 to enlarge or reduce the size of the viewers.
The viewers are displayed full-screen.

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Setting True Video Display
Since the ITU-R 601 standard specifies a higher horizontal than vertical
resolution (or a 0.9 ratio), images appear stretched horizontally when
displayed on your computer monitor. To get a more accurate view of your
sequence as it will appear on a video monitor, you can set the viewer to display
non-square pixels.
To display non-square pixels:

t

Right-click the viewer and deselect Square Pixels.
The viewer displays your image in non-square pixels.

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Playing Sequences

Zooming or Panning the Viewers
You can zoom or pan the viewer by using the Viewer menu or the keyboard
shortcuts, which allow you to work interactively with the viewer.
The Viewer property editor provides settings for various zoom and pan
controls. For example, you can set the options to automatically zoom and pan
when you are using the interactive tools, such as graphics and paint tools,
Shape tool in the Matte and Keyer effects, DVE tool, and Tracker tool. For
more information, see “Viewer Property Editor” in the Help.

n

The keyboard shortcuts for zooming or panning the viewer also work on the
timeline and animation editor.
To zoom in the viewer, do one of the following:

t

Hold down the Z key and drag on the viewer using left mouse button to
select a region to zoom or using right mouse button to zoom interactively.

t

Right-click the viewer and select Zoom > zoom level.

t

Position the pointer on the area of the viewer you want to zoom in on and
press Alt+Q.

t

Press Alt+Z to zoom by steps set in the Viewer Properties property editor.

To zoom out the viewer, do one of the following:

t

Right-click the viewer and select Zoom > zoom level.

t

Interactive zoom (X or Y axis): Hold down the Z key and right-drag on the
viewer.

t

Press Alt+Q again to return to the previous zoom level.

t

Press Alt+X to zoom by steps set in the Viewer Properties property editor.

To incrementally zoom the viewer:

1. Right-click the viewer and select Viewer Properties.
2. On the Display property page, set the following:
-

In the Steps text box, set the level to zoom quickly or slowly with
Alt+Z (zoom in) and Alt+X (zoom out).

-

In the Quick Zoom Level text box, type your preferred zoom level.

3. Position the pointer on the area of the viewer you want to zoom in and
press Alt+Z repeatedly until you reach the desired zoom level.
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Chapter 3 Building a Rough Cut

To pan the viewer:

t

Hold down the X key and drag on the viewer.

To reset zoom or pan, do one of the following:

t

Hold down the Z key and click the viewer to reset zoom.

t

Hold down the X key and click the viewer, or right-click the viewer and
select Reset Pan & Zoom to reset pan.

t

Hold down the Z+X key and click a viewer to reset zoom and pan.

Displaying Overlays
While working with the viewers, visual indicators for the head, tail, in and
out-points, and locators make editing quicker. A sawtooth pattern indicates the
head and tail of a clip.

Sawtooth
pattern indicates
head of clip.

Locator

To display the viewer overlays:

1. Select File > User Preferences.
2. On the Editing property page, select Show Overlays in Viewer.
The visual indicators for the head, tail, in/out-points, and locators are
displayed in the Source and Record viewers.

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Manipulating Clips

Manipulating Clips
After placing all your clips on the timeline, you can begin arranging them to
create a rough cut of your sequence. You can then adjust the edit points
between clips, as well as move, copy, or delete them.

n

As you rearrange your clips, the impact on other clips and their activeness
depends on what you select and whether or not the Ripple mode is activated.
When the ripple mode is on, any change to the length of a clip propagates
across the timeline to subsequent clips. For more information, see “Rippling
Clips” on page 793.

Selecting Clips
All editing tasks are based on what you select on the timeline. The clips are
associated with tracks, activeness bars, edit points, transition bars, effect bars,
and regions. Selecting and manipulating any of these objects affects the
position and appearance of the clip in the final output. When editing clips, you
typically work on one clip at a time.
Before you can select objects on the timeline you must click the Selection
Mode button on the timeline navigation bar to enter Selection mode.
The following illustration shows the selectable objects on the timeline.

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In-point

Clip

Effect bar

Selected
region
Tracks

Activeness bar

Transition

Edit point

To select clips on the timeline:

1. On the timeline navigation bar, click the Selection Mode button.
2. Do one of the following:
t

To select a single clip, click a clip.

t

To select multiple clips, click the first clip, press Ctrl, and click any
other clips you want to select.

t

To select multiple clips within the track area, hold down the Shift key
and drag right to left over the clips you want to select.

The selected clip(s) are surrounded by a red border. When a single clip is
selected the timecode boxes on the status bar reflect its start and end
positions. The D (duration) timecode box specifies the length of time
between the two points. You can adjust the in, out, and duration timecodes
by typing values directly in the timecode boxes. This is useful when you
know the exact timecode where you want to move a clip.

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Manipulating Clips

Clip start

Clip end

Clip duration

Moving Clips
You can drag clips along the same track to move them to a different point in
time. You can also drag clips from one track to another.
Synchronized video and audio clips always move together. If you need to
move them independently, you must unlock them first. For more information,
see “Synchronizing Clips” on page 798.
Moving Objects on the Timeline
You can use the J-K-L keys on the keyboard to move objects on the timeline to
the timecode of the position indicator.
To move objects using the JKL keys:

1. Select File > User Preferences.
2. On the Editing property page, select the Selectable Objects (J-K-L keys)
options for the objects you want to move.
3. Select one or more objects on the timeline. These could be either locators,
markers, clips, activeness bars, effect bars, or edit points.
4. Press the J key or the L key to start playing.
5. Press K when you are at the desired frame. The selected object(s) are
automatically moved to this timecode.
Moving Clips on the Same Track
You can drag a clip anywhere along a track. If there are other clips in its path,
it passes directly over these clips if the Ripple mode is activated. If it is not,
then you must move it around these clips.

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To drag a clip horizontally:

1. On the timeline navigation bar, click the Selection Mode button.
2. Click a clip to select it.
A red border surrounds the clip and the pointer changes to a move cursor.
3. Drag the clip right or left.
To drag multiple clips horizontally:

1. On the timeline, select multiple clips.
2. Drag one of the clips in the selection right or left.
To move a clip with its activeness:

1. Press Shift and click the clip to select it.
A blue border surrounds the clip and the pointer changes to the Move with
Activeness cursor.
2. Drag the clip right or left.
The clip retains its activeness and changes the activeness of any clips with
which it collides.
To move multiple clips with their activeness on background tracks:

1. On the timeline, select multiple clips.
2. Press Shift and drag the clips in the selection right or left.
The clips in the selection retain their activeness and change the activeness
of any clips with which they collide.
To move one clip past another on the same track:

1. Drag a clip to the timeline ribbon.
A shadow is displayed on the timeline as you drag the clip.
2. Without releasing the mouse button, drag the clip back to the original
track and drop it at the new location.

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Manipulating Clips

Moving Single Clips between Tracks
When you move clips to a different track, clip shadows appear on the timeline
where the clips will be placed.
To move a clip to a different track:

t

Using the ruler as a guide, drag a clip to a different track.

To move a clip to a different background track with its activeness:

1. Press Shift and click a clip to select it.
2. Using the ruler as a guide, drag the clip to the appropriate track.
To move a clip to a different track and constrain it to the same
timeline location:

1. Select the clip.
2. Press U and drag the clip to another track.
Moving Multiple Clips between Tracks
You can move multiple clips of different types between tracks simultaneously.
The clips that you select do not have to be on the same track.
To move multiple clips to different tracks:

1. On the timeline, select multiple clips.
2. Using the ruler as a guide, drag a clip to a different track.
The Track Router dialog box is displayed.

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Chapter 3 Building a Rough Cut

3. Specify the destination track for the material in each selected track, and
click OK.
The selected clips are moved to the specified destination tracks.
To move multiple clips to different tracks with their activeness:

1. On the timeline, select multiple clips.
2. Drag the clips to a different track.
The Track Router dialog box is displayed.
3. Specify the destination track for the material in each selected track, and
click OK.
The selected clips are moved to the specified destination tracks.
To move multiple clips to different tracks and constrain them to the same
timeline locations:

1. On the timeline, select multiple clips.
2. Press the U key, and drag a clip to a different track.
The Track Router dialog box is displayed.
3. Specify the destination track for the material in each selected track, and
click OK.
The selected clips are moved to the same timeline locations on the
specified destination tracks.

Renaming and Adding Comments to Clips
You can rename clips in a bin or on the timeline. Since clips on the timeline
are copies of the clips in the bin, renaming a clip on the timeline has no effect
on the name of the source clip in the bin. In the Clip property editor, you can
also add comments to clips as notes or reminders for yourself.
To rename a clip on the timeline:

1. Right-click a clip in the timeline and select Properties.
2. In the Name text box, edit the name of the clip and press Enter.
The new name is displayed on the clip in the timeline.

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To add comments to clips:

1. Right-click a clip in the timeline and select Properties.
2. In the Comments text box, type your notes and press Enter.
When you reopen the clip properties dialog box, the comments are
displayed in the Comments box.

Cutting Clips
Cutting a clip in two lets you manipulate the pieces independently of each
other.
To cut a clip:

1. Place the position indicator at the point where you want to apply the cut.
2. From the toolbar, click Editing > Add Edit.
Although the clips appear to have been cut into two, you can still stretch
them both out to their original size by revealing the extra frames. For more
information, see “Revealing Unused Material on Clips” on page 768.

n

The Add Edit command duplicates the clip or container clip on the timeline.
Although the duplicated clip or container clip doesn’t appear on the timeline,
it does double the size of the information on the timeline and every element in
the container clip.

Copying Clips
You can easily copy clips on the timeline. When you copy a clip, you do not
duplicate the media stored on disk. Both clips still refer to the original media.
When you make a copy of a clip on the timeline, the new clip’s name is
prefixed by “Copy of...”. For example, if the original name of a clip is Car, and
you copy the clip to a new track, the copied clip is now called Copy of Car. If
you copy the same clip again to another track, the name of the new clip is
Copy 2 of Car. This numbering scheme continues for each copy you create of
the clip.
To copy a clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select one or more clips to copy.

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3. Select Edit > Copy.
4. Place the position indicator at the precise timecode that you want to place
a copy of the clip, and click the Track button.
5. Select Edit > Paste.
A copy of the clip is displayed at the location of the position indicator.
You can stretch this new clip out to reveal the necessary frames. The name
of the copy is prefixed by “Copy of...”.

Deleting Clips from the Timeline
You can delete any clip on the timeline. This removes the clip from the
timeline. The master clip in the bin and its media are not affected.
To delete a clip, do one of the following:

t

Select a clip or group of clips, and press Delete.

t

Right-click a clip or a multiple clip selection, and select Delete Clip.
The clip or selection is removed from the timeline.

n

766

If you created clips on the timeline from an AFE file, an AAF file, an EDL, or
an OMF file without creating master clips in a bin, the clips on the timeline
are the only instances of these clips. If you remove them from the sequence,
they will no longer exist anywhere in your project. If there was media
associated with these clips it will remain on your storage device, but you will
not have access to it because it is no longer associated with any clip. The
media will remain on your storage device until it is deleted when you purge
unreferenced media.

Manipulating Clips

Lifting Material
Lifting lets you remove selected material from a track in the sequence and
leaves a gap. You can later move or fill this gap with other footage. When you
lift material, the overall duration of the track (or sequence) remains the same.
Material is placed in
the Clipboard.

Lifted Clip X

Clip W

Blank space

Clip Y

Clip Z

To lift material:

1. Mark in and out-points at the start and end of the material in the sequence
that you want to lift.
2. Select the tracks that contain the material.
Material is lifted from the selected tracks only.
3. Click the Lift button to complete the edit.

Extracting Material
Extracting lets you remove selected material from a track in the sequence and
closes the gap left by its removal. When you extract material, the duration of
the track or sequence is shrunk.
Extracted Clip Y

Before
extract
After
extract

Clip X

Clip Y

Material is placed in
the Clipboard.

Clip Z

Track is shortened
Clip X

Clip Z

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Chapter 3 Building a Rough Cut

To extract material:

1. Mark in and out-points at the start and end of the material in the sequence
that you want to extract.
2. Select the tracks that contain the material.
Material is extracted from the selected tracks only.
3. Click the Extract button to complete the edit.

n

If the clip is sync-locked with another audio or video clip, the other clip
remains on the timeline. You must delete it independently.

n

If Ripple mode is on, however, all the sync-locked elements are deleted.

Revealing Unused Material on Clips
When editing, you often need to see how much material is available at the
head or tail of a clip. When you display unused material, the selected clip
displays red handles on its top corners. These are the reveal handles; when
stretched out, they show any extra frames in a clip.
Reveal in handle

Reveal out handle

Shows extra frames at
the head of Smell clip.

Shows extra frames at the tail of Smell clip.

Extra frames

Activeness bar indicates
active frames in clips.

To display unused material:

t

768

Right-click the overview area and select Display > Display Unused
Material.

Manipulating Clips

To reveal or hide frames of unused material on a clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select a clip.
3. Place the pointer over the reveal handle of a clip.
An arrowhead pointing left or right is displayed.
Reveal handles

Extra material

n

You can view extra material only when there is empty space on the track.
Editing on multiple tracks gives you this flexibility.
4. Drag the reveal handles left or right to show or hide unused material.
-

To reveal more frames on the clip, drag the handle outwards. You can
only reveal as far as the last frame on the source clip.

-

To hide frames on the clip, drag the handle inwards. You can only
hide frames up to the active area of the clip.

Changing the Activeness of Clips
Activeness refers to the sections of a clip that are available for the final
sequence. The timeline uses a bottom-up hierarchy for video tracks when
playing sequences. When active clips on the top tracks overlap active clips on
lower tracks, the clips on top track are viewed on top of the clips on the lower
tracks during playback.
These active frames are indicated by the activeness bar below a clip. When
you play a sequence, you can view and hear the active frames of a clip
depending on the clip’s location on the timeline and the track selector settings.
Inactive frames still appear in the timeline, but are not seen or heard when the
sequence is played.

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Activeness bars indicate active clip frames.

You can adjust the activeness bar to add or remove active frames at the head or
tail of the clip. You can also activate or deactivate the entire length of the clip
using the tools on the NLE Tools toolbar.
Activating and Deactivating Clips
In addition to adjusting the activeness bar to trim the heads or tails of clips,
you can also activate or deactivate all the frames in a clip. This is useful when
you have multiple layers of video effects and need to isolate clips on lower
tracks for viewing. Activating a clip on a video track does not change the
activeness of any other clips that overlap it. However, when you activate a clip
on a background track, the overlapping areas of other clips become inactive.
To activate or deactivate the full length of a clip:

1. Place the position indicator at the point where you want to apply the cut.
Selected clip
Before

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Manipulating Clips

2. From the toolbar, click Editing and select one of the following:
-

Activate to make all the currently displayed frames in the selected
clip active.
Activated clip

Video track
After

Activeness bar is added.

Background track

Activated clip

After

Overlapping areas of other
clips become inactive.

-

Activeness bar is
added.

Deactivate to make all frames on the selected clip inactive.
Deactivating a clip does not change the activeness of any other clips
that overlap it.

To activate or deactivate a region of a clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. Drag over a section of a clip.
The selected region is highlighted.
3. From the toolbar, click Editing and select one of the following:
-

Activate to make all the frames in the selected region active.

-

Deactivate to deactivate the selected region.

The activeness bar is removed from the selected region.

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Selected region
Before

After

Deactivated section

n

You can also right-click an activeness bar and select Delete Activeness. This
removes its activeness bar.
Activeness of clips on background tracks is not always recalculated when you
deactivate clips or move them on the timeline. You can activate any section of
a selected clip on a background track where it does not overlap other active
clips on background tracks, by using the Fill Activeness command.
To fill in the activeness of a clip:

t

Right-click the clip that needs to be activated and select Fill Activeness.
The clip becomes active wherever there are no other active clips on
background tracks.

772

Using Locators

Using Locators
The timeline ribbon displays locators, in-points, out-points, loop markers, and
indicates the portions of your timeline that may require processing.
Locators let you set reference points on the timeline, so that you can easily
move to areas of interest. The locators can also be used to help synchronize
clips. Locators display on the timeline ribbon and in the position bars.
You can add locators to clips in the Source viewer to mark a specific timecode.

n

Tip: All locators on the timeline ribbon can also be accessed from the
Locators view in the Avid Explorer. For information, see “Displaying Locator
Information” on page 774.
In-point

Out-point

Global locator

Loop markers

Timeline ribbon
Local locator

Clip locator

Locators and markers have magnetism, which pulls a clip in when it is moved
within close proximity to a locator or marker.

n

Tip: At times, it may be difficult to position a clip because there are too many
locators nearby. You can override magnetism by holding down the Shift key
while dragging the clip.
There are two main types of locators:
•

Clip locators are for marking a reference point on a clip.

•

Reference locators are for marking a reference point on the timeline.

You can use locators to synchronize clips on the timeline. Once you set a
locator, you can drag it to a new location, rename it, or add comments to the
locator.

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You can place locators on the timeline ribbon or directly on a clip. A locator
placed on the timeline ribbon remains fixed on the timeline. A locator placed
on a clip is fixed to that point on the clip. When the clip moves, its locator
moves with it.

Displaying Locator Information
The Locators view displays information on all the locators on the timeline,
including the timecode and author comments. Locators are a type of electronic
bookmark, which allow you to find and identify specific frames during
editing.
Using the Locators view as an outline for a show lets you easily jump to any
position within a longer timeline without having to scroll through the timeline
or zoom out and in.
You can also sort on various criteria in the Locators view headings, such as
position, comment, type (clip/timeline/global), video/audio tracks, review and
approval, created by, time, and version.
To access the Locators view:

t

In the My System panel of the Avid Explorer, double-click Views >
Locators.
The Locators view is displayed in a bin.

Locators

Bin tools

Sorting Information in the Locators View
Depending on how you like to view information, you can sort or reverse sort
the locators.
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Using Locators

To sort the locators:

t

Click the column heading of the column that you want to sort.
If the information in the column was in ascending order, then the
information is changed to descending order, and vice versa.

Name column in ascending order.

Name column in descending order.

Setting Reference Locators
You can place reference locators on the timeline ribbon to mark a specific
timecode at which you want to sync a clip or mark events for reference.
Reference locators can be either global or local. Global locators are visible on
the current timeline and within any container clips. Local locators are visible
only on the current timeline.
To place a local locator on the timeline, do one of the following:

t

Double-click the timeline ribbon where you want to set the locator.

t

Right-click the overview area and select Add Locator at Playback
Position > color.
A numbered locator is set on the timeline ribbon at the specified timecode.

To place a global locator on the timeline:

t

Right-click the overview area and select Add Global Locator at
Playback Position > color.
A numbered locator is set on the timeline ribbon at the specified timecode.

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To place a locator on a clip in the Source viewer:

1. Move the position indicator located below the Source viewer, to the point
at which you want the locator to be placed.
2. Click the Locator button on the toolbar.

n

Tip: To change the name or color of the locator, and add comments, open the
locator’s property editor by right-clicking the locator and selecting Locator
Properties.

Placing Locators on Clips
Locators are useful for synchronizing clips with other clips or specific points
on the timeline. You can set locators at any point on a clip.

n

Clip locators do not move with the edit points. If you change activeness on a
clip, you will have to re-mark the edit points.
To place a locator on a clip:

1. Move the position indicator to the point at which you want the locator to
be placed.
2. Right-click the clip, and select Add Locator > At Playback Position >
color.
A colored locator with a numbered label is set on the selected clip at the
position indicator. Each time you add a locator to the clip, the number on
the locator name increments. The numbering starts at 1 on each clip on
which you place locators.

Clip locator

To set a locator at the start or end of a clip:

1. Right-click a clip, and select Add Locator and one of the following:
776

At Clip Start to add a locator at the in-point.

Using Locators

-

At Clip End to add a locator at the out-point.

2. Select a color for the locator.
To set locators at the edit points:

t

Right-click a clip and select Add Locator > At Edit Points > color.

Moving Locators
After you have set locators, you can move them to different positions. You can
even move a locator from a clip to the timeline ribbon or vice versa.
Clip locators have magnetism, which forces clips to snap to other timeline
objects when they are in close proximity to each other.

n

If the Locator option is selected in the User Preferences dialog box (Editing
property page), you can use the J-K-L keys to move locators in the timeline.
To move a locator on a clip:

1. On the clip, place the pointer over the triangular portion of a locator.
2. When the double-headed arrow is displayed, drag the locator to a new
location.

Move Locator cursor

To move a locator on the timeline ribbon:

1. On the timeline ribbon, place the pointer over a locator.
2. When the double-headed arrow is displayed, drag the locator to a new
location.

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To move a clip with a locator:

1. On the clip, place the pointer over the square portion of a locator.
2. When the crosshair cursor is displayed, drag the locator left or right.
The clip moves with the locator as you drag it to a new location. The
locator keeps its position on the clip.

Move Clip Locator cursor.

To move a clip locator to the timeline ribbon:

1. On the clip, place the pointer over the triangular portion of a locator.
2. When the double-headed arrow is displayed, drag the locator up to a
position on the timeline ribbon.
The clip locator turns into a reference locator on the timeline ribbon.
To move a clip locator to the timeline ribbon and constrain it to the same
timeline location:

t

Hold down the U key and drag the locator up to a position on the timeline
ribbon.
The clip locator turns into a reference locator on the timeline ribbon in the
same timeline location.

To move a local locator to a clip:

1. On the timeline ribbon, place the pointer over a local locator.
2. Drag the locator to a position on a clip.
The local locator turns into a clip locator.
To move a local locator to a clip and constrain it to the same timeline
location:

t
778

Hold down the U key and drag the locator to a position on the clip.

Using Locators

The local locator turns into a clip locator at the same timeline location.

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Deleting Locators
When locators are no longer needed, you can delete them through the Locators
view or on the timeline.
To delete locators using the Locators view:

1. In the Locators view, select one or more locators.
2. Do one of the following:
t

Press Delete.

t

Right-click one of the locators and select Delete Locator.

The selected locators are removed.
To delete a locator on the timeline:

t

On the timeline ribbon, right-click a locator and select Delete Locator.

To delete multiple locators on the timeline:

1. On the timeline ribbon, press Ctrl and click the locators that you want to
delete.
The locator(s) are selected.

n

You can only select multiple locators of the same type. That is, clip locators
must be selected separately from other types of locators on the timeline
ribbon.
2. Press the Delete key.
To delete all locators:

t

Right-click the timeline and select Delete All Locators.

Moving to Locators
Once you’ve placed locators on clips or the timeline, you can easily jump to
these reference points. When you jump to a locator and there is an active
frame at that point, it is displayed in the viewer.
To jump to a locator, do one of the following:

780

t

In the Locators view, double-click a locator.

t

In the Locators view, right-click a locator and select Go To Locator.

Using Locators

t

On the timeline ribbon, select a locator.

t

On the timeline ribbon, right-click a locator and select Go to This
Locator.
The position indicator immediately moves to the selected timecode.

t

On the NLE Tools toolbar, click Navigation > Go to Next Locator or Go
to Previous Locator.

To move to an in or out-point:

t

If there are any in-points or out-points on the timeline ribbon, click the Go
to In or Go to Out button on the transport controls to place the position
indicator at the respective points.
The position indicator immediately moves to the selected timecode.

n

In-points and out-points of clips on deactivated tracks are skipped when you
move between edit points on the timeline. For more information, “Selecting
Tracks” on page 726.

Annotating Locators
You can rename or add descriptions to your locators for future reference.
Adding comments to locators is a convenient way of noting any specific
frames that need color correcting, scratch removal, trimming, or review and
approval by the client.
To annotate a locator:

1. On the timeline ribbon, right-click a locator and select Locator
Properties.
2. In the Name text box, type a name for the locator.
This name is displayed next to the locator when you click it.
3. In the Comments text box, type a more detailed description for the locator.

Changing the Color of Locators
Identifying specific locators is easier with the use of color. With eight colors to
choose from, you can, for example, use red to mark frames that contain
scratches and blue for frames that need some color correction. Once you
choose a color for a locator, it is used in the Locators view, timeline ribbon,
and position bar.
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Chapter 3 Building a Rough Cut

To change the color of a locator:

1. In the Locators view, right-click a locator and select Color.
2. Select a color from the menu.
The color of the locator is changed in the Locators view, timeline ribbon,
and position bar.

782

Finding Frames, Clips, and Bins

Finding Frames, Clips, and Bins
You can retrieve additional material from a master clip, a subclip, or subclip’s
master clip, as well as locate the bin in which you saved your clip.
When you perform a match frame, the master clip or subclip that corresponds to
the currently selected frame is located, and the source master clip or subclip is
loaded in the Source viewer.
Performing a match bin is the same as performing a match frame, but it also
selects the original clip and displays its location in a bin.

Matching a Frame in a Master Clip or Subclip
You can locate the source clip (a master clip or subclip) for the frame currently
displayed in either the Record viewer or Source viewer. This feature is useful
when you want to relocate and reedit source material, such as subclips and
master clips.
Match framing loads the source clip into the Source viewer for the frame
currently displayed in the active viewer (Source viewer or Record viewer). It
cues to the matching frame in the source clip and marks an in-point. Any
original in-point or out-points are removed from the source clip.
You can also use the Match Frame feature to locate clips quickly, based on
media relatives, when you have forgotten their location. For example, you can
matchframe a cut in the sequence to its original subclip, matchframe the
subclip to the original master clip, and then locate the bin in which the master
clip is saved. Match framing stops when you reach the master clip.

n

You can also locate frames in a sequence that match a selected source
frame—see “Performing a Reverse Match Frame” on page 785.
Match framing does not create a permanent sync relationship between clips
but provides a convenient way of locating, marking, and editing matching
material.

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You cannot perform a match frame directly on a container clip, unless it is a
timewarp container. You must first open the container clip and select the
desired clip. For sync-locked master clips, select either the audio or video clip,
and Avid DS Nitris will locate the corresponding video and audio components
of the source media.
To locate the source clip of a selected frame:

1. Load a sequence on the timeline or a subclip into the Source viewer.
2. Move the position indicator to the frame you want to match.
3. Do one of the following:
t

If matchframing from a sequence, click the clip to select it.

t

In the Track selector, select the track for the frame that you want to
match—see “Track Selector” in the Help.
4. Click the Match Frame button below the viewer displaying the desired
frame to match.
The clip’s corresponding master or subclip is located and loaded into the
Source viewer, and markers are added to indicate the source in and outpoints of the clip. The position indicator below the Source viewer is
placed at the precise timecode to match the frame you selected for match
framing.
Length of parent/master clip
Length of clip on timeline
Position bar

In-point

Position indicator

Out-point

5. (Option) Click the Match Frame button below the Source viewer to
locate the next corresponding parent clip.
6. If necessary, you can replace frames at this point—see “Placing Pre-edited
Clips on the Timeline” on page 715.
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Finding Frames, Clips, and Bins

Performing a Reverse Match Frame
You can locate the frames in a sequence that match the frame selected in the
Source viewer. If the frame exists in more than one place, the sequence cues to
the first location of the match frame and continues through the sequence to
subsequent locations each time you click the Reverse Match Frame button.
You can perform reverse match frames on sequences that contain timewarp
container and container clips. However, you might receive false-positives for
position/speed timewarp container clips. For example, the timewarp is
highlighted as containing the frame, but the frame is not present in the
timewarp container clip.
To perform a reverse match frame:

1. Load a sequence on the timeline.
2. Load the source clip in the Source viewer.
3. In the Track selector, select the tracks you want to search for the matching
frame—see “Track Selector” in the Help.
4. Move the position indicator to the frame that you want to match.
5. Click the Reverse Match Frame button.
The sequence is cued to the first matching frame.
6. Click the Reverse Match Frame button again to continue locating
matching frames in the sequence.

Finding the Bin for a Clip or Subclip
You can locate the bin for any clip selected on the timeline or displayed in the
Source viewer. You cannot do this directly on a container clip. You must first
open the container clip and select the desired clip. For sync-locked clips, you
can select either the audio or video clip to find the bin containing the selected
clip’s master clip or subclip.
To find the bin containing a clip or subclip:

1. Move the position indicator to the desired frame.
2. Click the Match Bin button below the active viewer.
The bin containing the clip’s corresponding master or subclip is displayed
with the master or subclip selected. The master or subclip is loaded into
the Source viewer and markers are added to indicate the source in and out785

Chapter 3 Building a Rough Cut

points of the clip on the timeline. The position indicator below the Source
viewer is placed at the precise timecode to match the currently displayed
frame on the timeline.

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Extracting Parts of a Sequence

Extracting Parts of a Sequence
You can extract portions of your sequence to create new master clips. You can
create master clips from selected regions on the timeline, or from selected
objects.
This is useful when you’re satisfied with the effects that you’ve applied to a
clip, and you want to create a new master clip that includes the effects, or
when you want to create a single master clip from the contents of a container
clip. Combining effects or container contents in a single clip can help to
reduce processing time.
You can convert individual clips, multiple clips, or regions of the timeline to
new master clips. If you’ve selected regions of the timeline or multiple
timeline objects, you can create a single new master clip that combines all of
the selected timeline material, or multiple new master clips; one for each
selected object. You can automatically replace the existing timeline material
with the new master clips.

n

If you create a single master clip from both audio and video material, the
result is a combined audio and video clip.
You can also specify what types of tracks to convert from the timeline, and
configure processing options.
Converted clips will include timeline material in different ways, depending on
how you select material.

If you select...

The new master clip will include...

One clip

The clip and all of its effects.

Multiple clips on one
track

All selected clips, all clip effects, and track effects.
Frames in the new master clip are black for the duration of
unselected material between clips.

Multiple clips on multiple All selected clips, all clip effects, all track effects, and
tracks
timeline effects. Frames in the new master clip are black
for the duration of unselected material between clips.

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If you select...

The new master clip will include...

Time span on one track

All material in the selected time span, including clips, clip
effects, and track effects. Frames in the new master clip
are black for the duration of unselected material between
clips.

Time span on multiple
tracks

All material in the selected time span, including clips, clip
effects, track effects and timeline effects. Frames in the
new master clip are black for the duration of unselected
material between clips.

Time span on the timeline All material in the selected time span.
effect track

Converting a Timeline Region or Object
You can convert a portion of your timeline or an object on the timeline to a
master clip.
To convert a region of your timeline or a timeline object to a clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. Do one of the following:
t

On the timeline effect track, drag to select a region.

t

Select one or more objects on the timeline.

3. From the toolbar, click Generate > Timeline to Clip.
4. In the Timeline to Clip Options dialog box, select the appropriate options.
5. Click OK.
The new clip is processed and saved to the bin you specified.
For detailed information on the Timeline to Clip properties, click the Help
button.

Creating Multiple Clips
You can convert a timeline region or multiple selected clips into multiple
master clips.

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Extracting Parts of a Sequence

To create multiple clips from objects on the timeline:

1. On the timeline navigation bar, click the Selection Mode button.
2. Do one of the following:
t

On the timeline effect track, drag to select a region.

t

Select one or more objects on the timeline.

3. From the toolbar, click Generate > Timeline to Clip.
4. In the Timeline to Clip Options dialog box, select the appropriate options,
making sure to deselect Create one clip and click OK.
For detailed information on the Timeline to Clip properties, click the Help
button.
The new clips are processed and saved to the bin you specified.

n

You cannot create multiple clips from a selected timeline region. To create
multiple clips, you must multi-select objects on the timeline.

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Replacing Timeline Material
Replacing the timeline material overwrites the Timeline to Clip source
material with the new master clip.
To replace material on the timeline with new master clips:

1. On the timeline navigation bar, click the Selection Mode button.
2. Do one of the following:
t

On the timeline effect track, drag to select a region.

t

Select one or more objects on the timeline.

3. From the toolbar, click Generate > Timeline to Clip.
4. In the Timeline to Clip Options dialog box, select the appropriate options,
making sure to select Replace Selection.
For detailed information on the Timeline to Clip properties, click Help.
5. Click OK.
The new clip is processed and saved to the bin you specified. The Timeline to
Clip Options dialog box is closed, and you are returned to the timeline. The
new clips appear on the timeline in place of the selection.

n

790

You cannot replace a region of the timeline with multiple clips, even if the
region spans multiple clips. Instead, clips, or parts of clips in the selected
region, will be replaced with a single clip.

Grabbing Frames

Grabbing Frames
You can create master clips or image files from the frame currently displayed
in the Record viewer.

Creating a Master Clip from a Snapshot
You can create a master clip from the image on which the position indicator is
currently positioned. The master clip is automatically captured (logged and
digitized) under the name and location you specify. The resulting master clip
is identical to other master clips and lets you to recapture it at a different
resolution or compression ratio. You can specify the length of a master clip.
To create a master clip:

1. On the timeline, move the position indicator to the desired frame.
2. From the toolbar, click Generate > Snapshot to Clip.
3. In the Save Snapshot dialog box, specify the bin and file name, and
click OK.

n

The Snapshot to Clip command works best with images that are set to
uncompressed and full D1 resolution.
A master clip is created in the bin you specified.

Creating an Image File from a Snapshot
You can export an image of the frame on which the position indicator is
currently positioned. The image is exported as a bitmap image file in one of
several formats and saved in a bin you specify.
To create an image file:

1. On the timeline, move the position indicator to the desired frame.
2. From the toolbar, click Generate > Snapshot to File.
3. In the Export to File dialog box, specify the bin, file name, and file type
and click OK.
4. Depending on the file type you select, a dialog box might display that lets
you to set options, such as video levels, bit depth, and compression.

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Chapter 3 Building a Rough Cut

The image file is saved in the bin you specified. You can import the file
into Avid DS Nitris or use it in other applications.

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Rippling Clips

Rippling Clips
The Ripple mode lets you preserve the integrity of previous edits as you
continue to perform other edits on the timeline. As you move, trim, insert, or
delete clips on the timeline, you can decide if the clips that follow the edit
point should move to accommodate the change.

Inserting clips in Ripple mode.

You can ripple all tracks (timeline effect, video, background, and audio) across
the timeline or limit the rippling only to the video tracks or other selected
tracks. For example, if you’ve already edited your video clips, and now want
to work on the audio alone, simply activate the Ripple mode only for the audio
tracks.

n

When you activate the Ripple mode on any background track, it is also
activated on all background tracks. Only the audio and video tracks can be
rippled on a per track basis.

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Chapter 3 Building a Rough Cut

Working in Ripple mode is like working in insert mode. When you insert a
clip anywhere along the timeline, any successive clips are automatically
pushed later in time. Any clips that are sync-locked, such as the audio and
video components of a clip, are rippled in sync. The edits of any preceding
clips are not affected.
When you’re not in Ripple mode, you’re in the default overwrite mode. Any
clip that you place on the timeline occupies the space in which it was placed. It
does not change the position or activeness of the other clips.
To activate or deactivate Ripple mode:

1. From the timeline controls, click the main Ripple button.
The Ripple mode is activated. By default, the Ripple buttons on all the
tracks are also activated and highlighted in blue. This makes all clips in a
sequence ripple across the timeline as you perform your edits.

Activate Ripple mode

Main Ripple button

Activate timeline
effect track ripple

Activate track ripple

2. Deactivate the Ripple button on tracks that you do not want to ripple as
you insert new clips on the timeline.
3. To deactivate the Ripple mode, click the main Ripple button.
The Ripple mode is deactivated for all tracks on the timeline.
Notice that the setting of the Ripple buttons on the tracks is preserved
even after the Ripple mode is deactivated. Although the buttons are not
highlighted in blue, they still appear activated.

Active state is
preserved

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Rippling Clips

This indicates that you’re inserting clips from the Source viewer to the
timeline. The Insert button on the Source and Record viewer temporarily
activates the Ripple mode, allowing you to ripple clips on tracks where
this button is activated. For more information, see “Manipulating Clips”
on page 759.

Setting a Ripple End
You can select a timecode beyond which you no longer want to work in Ripple
mode. Setting the ripple end at this timecode leaves Ripple mode on for the
preceding time span, and turns it off for the succeeding time span.
When you place clips on the timeline before the ripple end, any successive
clips will be pushed up to, but not beyond the ripple end timecode. Clips
placed after the ripple simply occupy the space where they are placed, without
changing the position or activeness of the other clips.
To set the ripple end:

1. Move the position indicator to the timecode where you want to deactivate
Ripple mode.
2. From the toolbar, click Editing > Set Ripple End.
A light blue bar is displayed on the timeline, indicating the end of the
ripple zone.
To reactivate Ripple mode for the complete timeline:

t

Move the position indicator to the ripple end timecode and click Editing >
Set Ripple End again.

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Chapter 3 Building a Rough Cut

Inserting Clips in Ripple Mode
You can insert clips at a specified point on the timeline by activating the
Ripple mode. When the clip is inserted, all other clips from that point are
pushed forward.
To insert a clip on the timeline:
Main Ripple button

1. From the timeline controls, click the Main Ripple button.
2. Click the Ripple button on the tracks that you want to ripple forward.
3. Drag a clip from a bin or Source viewer to the timeline.
All other clips from that timecode forward are rippled on the tracks where
the Ripple mode was activated. If you inserted the clip in the middle of
another clip, that clip is split into two and the new clip is inserted between
them.

n

Press the V (insert) or B (overwrite) keys while dragging clips to the timeline
will override the current ripple setting.
Inserting clip in Ripple mode.
Before

Insertion point

Ripple mode on

Ripple mode off

Only clips on the tracks in
Ripple mode are moved.

Inserted clip

Remainder of clip is rippled.

After

Clip not rippled.

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Rippling Clips

Editing Clips in Ripple Mode
When moving, trimming, or deleting clips while in Ripple mode, it’s
important to preserve the integrity of edit points on other clips. Any edits that
you perform to one clip affects all successive clips on the timeline.
Instead of rippling all clips on the timeline, you can select the tracks on which
you want clips to ripple. This is useful, for instance, when you do not want the
trimming of video clips to affect the audio clips.
To edit a clip in Ripple mode:
Main Ripple button

1. From the timeline controls, click the main Ripple button.
2. Click the Ripple button on the tracks that you want to ripple.
3. Adjust the clip’s edit points as necessary.
All clips are moved left or right to accommodate the changes on the
selected clip.
If you delete a clip, all succeeding clips are moved together to close the
gap where the clip was active.
Position of clips before deletion.
Clip to be deleted.

Position of clips after deletion (in Ripple mode).

Clips moved by amount of
deleted clip’s activeness.

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Chapter 3 Building a Rough Cut

Synchronizing Clips
Synchronizing (syncing) clips refers to aligning points on different clips, so
that they occur simultaneously. When you synchronize clips in
Avid DS Nitris, you can sync-lock them together, so that they do not fall out of
alignment. You can break the sync-lock on clips at any time to edit them
independently of each other.
A locked group of synchronized clips is called a sync group. Each sync group
has a master clip and one or more slave clips. The master clip acts as the focal
point for the sync group, and the position of slave clips is always relative to the
master clip’s position.
One of the most common synchronization tasks that you can perform is
syncing audio clips with video clips, so that the sound in the audio clip
matches the action in the video clip.

Aligning Clips for Synchronization
Using locators can help you synchronize video and audio clips. You can place
reference locators on the timeline ribbon and then drag the clip locator to align
it with the reference locators or with other clip locators.
To align a clip at a specific timecode:

1. Move the position indicator to the timecode at which you want to
synchronize the clips.
2. Right-click the timeline ribbon and select Add Locator at Playback
Position > color.
This places a local locator on the timeline ribbon to define the point at
which to align your clips.
3. Right-click the clip and select Add Locator > location.
A clip locator with a triangular head is displayed on the clip.

798

Synchronizing Clips

Reference locator

Clip locators

4. Place a locator on each of the other clips that are to be aligned.
5. Drag the head of the clip locator left or right to align it with the reference
locator.
The clip turns blue and moves with the locator as you drag it. When you
get close to the reference locator, the magnetism between the locators
helps align the clip.

Audio and video clips
aligned at position of
reference locator.

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Chapter 3 Building a Rough Cut

6. Align the other clips in the same way.

Creating a Sync Group
Once you’re satisfied with the way the clips are aligned, you can lock them
together in a sync group. When you move one clip, the rest of the group moves
with it. This is especially useful when trimming audio and video clips on
multiple tracks, because the sound and accompanying images are trimmed
in sync.
You can have any number of video or audio clips synchronized together, but
you must select at least two clips to apply a sync-lock. The master clip is the
center of the sync group. If the position of any clip is offset, the offset will
always be displayed as the number of frames from the master clip.
When you create a sync group, the order in which you selected the clips is
maintained. If you delete the master clip in the group, the second clip that you
originally selected becomes the new master clip.

n

When a clip containing both audio and video is placed on the timeline, its
audio and video components fall on separate tracks as individual clips. These
clips remain sync-locked to each other.
To lock clips in sync:

1. Align your clips on the timeline.
2. Do one of the following:
t

Press Ctrl and click at least two clips to lock together.

t

Place the position indicator on the clips you want to lock together.

3. From the toolbar, click Editing > Sync Lock.
The name of the first clip that you selected ends with “Master” while the
names of the other clips end with “Slave”.

800

Synchronizing Clips

Master clip

Slave clip

n

If the selected clips are already synchronized, when you click Editing > Sync
Lock the synchronization is broken. The Sync Lock command can lock clips
and unlock clips, depending on the synchronization status of the clips.

Adding to an Existing Sync Group
As you place clips on the timeline, you can add them to existing sync groups.
If, for example, you have a sync group containing a video track and an audio
track, you can align a second audio track with the sync group, and add it to the
group when you’re satisfied with its position.
To add clips to a sync group:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select a clip from the sync group to which you want to add the clip.
3. Press Ctrl and select the clip that you want to add to the sync group.
4. From the toolbar, click Editing > Sync Lock.
The clip is added to the sync group.
Combining Two Sync Groups
You can combine two or more sync groups to form a single group, containing
all of the clips in the original groups. The clips in the second group that you
select are appended, as slave clips, to the first group that you select.
To combine existing sync groups:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select a clip from the sync group that you want to combine with
another group.
3. Press Ctrl and select a clip from the group that you want to add.
4. From the toolbar, click Editing > Sync Lock.
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Chapter 3 Building a Rough Cut

The groups are merged into a single sync group. The clips in the added
group are all slaves and the master of the first group remains the master.
Unlocking Synchronized Clips
You can remove individual clips from a sync group without removing them
from the timeline. When a clip is no longer synchronized, you can edit it
independently of the other clips in the group. If you remove the master clip
from a sync group, the next clip that you originally selected becomes the new
master clip.

n

Applying the Timewarp, Interlace/Deinterlace, and 3:2 Expand/3:2 Contract
effects automatically breaks the lock on synchronized clips.
To break a sync-lock:

1. Do one of the following:
t
t

Place the position indicator on the synchronized clips.
On the timeline navigation bar, click the Selection Mode button, and
select one or more synchronized clips.

2. From the toolbar, click Editing > Sync Lock.
Only the selected clips are removed from the rest of the sync group, and
can now be edited independently.

Manipulating Synchronized Clips
You can select and move synchronized clips the same way that you would with
non-synchronized clips. There are, however, a few differences.
When you select synchronized clips, they are surrounded by a red border.
Other clips in the group are surrounded in yellow to indicate that they’re part
of the same group, but were not directly selected. If you multi-select clips in a
group or select an entire group, the selected clips will share the focus, and be
surrounded in brown.
When you move synchronized clips, the entire group moves together. You can,
however, move single clips in a sync group independently of the other clips in
the group. For more information, see “Manipulating Clips” on page 759.

802

Synchronizing Clips

Selecting All Clips in a Sync Group
You can select all of the clips in a sync group at the same time. This is useful
if, for example, you want to delete an entire sync group.
To select all clips in a sync group:

1. On the timeline navigation bar, click the Selection Mode button.
2. Click one clip from the group that you want to select.
3. From the toolbar, click Editing > Select Sync Peers.
All clips in the sync group are selected. Selected clips have red handles
and an orange outline.
Moving Synchronized Clips Independently
When Ripple mode is off, you can move one clip in the sync group
independently of the other clips in the group. Moving synchronized clips
independently creates an offset between the master clip and slave clips. When
an offset occurs, the name of each offset slave clip turns red, and includes the
number of frames by which it is offset from the master clip.

n

If you move a group’s master clip independently, all of the slave clips in the
group will show an offset.
To move a synchronized clip independently:

1. Make sure that the Main Ripple button is deselected.
2. On the timeline navigation bar, click the Selection Mode button.
3. On the timeline, select the clip that you want to move.
4. Press the W key, drag the clip along the timeline.
The position of the other clips in the sync group will not change. Any
resulting offsets will be displayed next to the names of the slave clips.
Cutting Synchronized Clips
You can cut one or more clips in a sync group in two. When you cut a single
clip, the part that you cut off remains synchronized as a new clip. If you cut
multiple clips in a group, the two new clips or group of clips become a new
sync group with the same master/slave relationships as the original group. For
more information, see “Cutting Clips” on page 765.

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Chapter 3 Building a Rough Cut

Editing Synchronized Clips
The same rules that apply to editing clips on the timeline apply to all
synchronized clips. That is, you can still move, slide, or trim them.
When you edit synchronized clips, red handles appear on the first selected edit
point. You can use the trim handles to adjust the clip as necessary. If you want
to trim multiple clips in the group simultaneously, you can select the edit
points of all sync group members at the same timecode.
To select all synced edit points at a specific timecode:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select an edit point of a clip in the sync group.
3. From the toolbar, click Editing > Select Sync Peers.
All of the sync group members’ edit points, at the same timecode, are
selected. The clips can now be edited simultaneously.

n

When working with synced audio and video clips, it may be necessary to trim
an edit point on one clip independently of the others. For example, if you want
a synchronized audio clip to continue for a few seconds past the end of its
video clip peers, you can perform a split edit. For more information, see
“Selecting Trim Sides” on page 818.

Resyncing Clips
Offsets that were created by moving a synchronized clip independently of its
peers can be corrected, partially or even completely, by resyncing the clip.
Resyncing slips the offset clip until the offset is back to zero, or until the offset
clip runs out of unused material. For more information, see “Understanding
Slipping or Sliding Clips” on page 836.
To resync an offset clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. On the timeline, select the offset clip.
3. From the toolbar, click Editing > Resync.
The clip is slipped until the offset is corrected, or no unused material is
left.

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Synchronizing Clips

Deleting Synchronized Clips
When you delete a sync-locked clip, only the highlighted clip is deleted. The
other clips that were synchronized with it remain synchronized. If you delete
an entire group, none of the clips remain on the timeline.
If you delete a group’s master clip, the second clip that you selected when you
created the group becomes the new master clip. All subsequently selected
clips remain as slave clips.
If the group from which you deleted the clip contained only two clips, the
other clip in the group will remain on the timeline as a single clip (neither
master nor slave).
To delete a synchronized clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. On the timeline, select a clip to delete.
A red border surrounds the selected clip.
3. Press Delete to delete the clip.
The selected clip is removed. If the group contained more than two clips,
the next selected clip in the group becomes the new master clip.
To delete a sync group:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select one clip from the group that you want to delete.
3. From the toolbar, click Editing > Select Sync Peers.
4. Press Delete to delete the clip.
The selected group is removed.

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Chapter 3 Building a Rough Cut

Referencing Sequences
Referencing other sequences lets you add placeholders to other sequences on
the timeline in the current sequence. These placeholders are called reference
clips.
A reference clip points to another sequence within the current project. Because
reference clips only point to a sequence, they consume less memory and load
faster than container clips. This improves performance on complex timelines.
Using a reference clip also lets you work on that portion of your sequence
separately. Once it’s updated, the changes are automatically reflected in
sequences that contain this reference clip.

n

Sequences that reference other sequences might not reflect changes if the
referenced sequence contains a reference clip to another sequence. For
example, if sequence C references sequence B, and sequence B references
sequence A; then any changes to sequence A will not appear in sequence C
until you open and save sequence B. The reason for opening and saving
sequence B is to update its information about sequence A, because sequence C
only sees sequence A through sequence B.

Creating Reference Clips
You can create a reference to any sequence that exists within the current
project. A reference clip cannot be placed on a track if it completely covers
another clip. In this case, you must place the reference clip on a different track.
To create a reference to an existing sequence:

1. Select a sequence from the Avid Explorer.
2. Press the Alt key and drag the sequence to the timeline.
The sequence is displayed as a clip on the timeline.

Converting a Container Clip to a Reference Clip
You can lighten the load on your timeline and improve performance by
converting complex container clips to reference clips. This saves the contents
of the container clip to disk as a sequence. In the container clip’s place on the
timeline a reference clip points to the saved sequence.

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Referencing Sequences

To convert a container clip to a reference clip:

1. Right-click the container clip and select Convert to Reference Clip.
You are prompted to save your current sequence.
2. Click OK to save the current sequence and continue.
The current sequence is saved, and the container clip is saved as a
sequence with the same name as the container clip.
To open a reference clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. Select the reference clip.
3. From the toolbar, click Editing > Expand Ref Clip.
To close a reference clip:

t

From the toolbar, click Editing > Collapse Ref Clip.
The reference clip is closed and the top timeline is displayed.

Processing Reference Clips
If a reference clip contains any unprocessed material, then the marker ribbon
and/or clip is highlighted in red and a message “Referenced sequence needs
processing” is displayed in the Record viewer during playback.

n

Processing a reference clip from a master sequence using the Process
Reference command does not let you select processing options. The referenced
sequence is processed according to the processing options of that sequence,
except that it will change the mode to Minimal.
To process a single reference clip:

1. Place the position indicator on a reference clip you want to process.
2. From the toolbar, click Processing > Process Reference Clip.
You are prompted to save the current sequence.
3. Click OK to save the current sequence or click Cancel to bypass the save.
Avid DS Nitris closes the current sequence, opens the referenced
sequence, processes it, saves it, and then reloads the original sequence.

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Chapter 3 Building a Rough Cut

To process the entire timeline, including any reference clips:

1. From the toolbar, click Processing > Process Timeline and References.
You are prompted to save the current sequence.
2. Click OK to save the current sequence or click Cancel to bypass the save.
Avid DS Nitris processes the entire timeline, and also opens and processes
any reference clips on the top timeline.

808

Chapter 4
Trimming Clips

This chapter describes how to trim edit points after you create a rough
cut sequence.
•

Workflow: Trimming Clips

•

Understanding Trimming

•

Methods of Trimming

•

Understanding Trim Mode

•

Selecting and Breaking Edit Points

•

Performing a Basic Trim

•

Creating Overlap Edits

•

Trimming Container Clips

•

Trimming Transition Effects

•

Understanding Slipping or Sliding Clips

•

Maintaining Sync While Trimming

Chapter 4 Trimming Clips

Workflow: Trimming Clips
Trimming is the process of fine-tuning the transitions between clips to create
smooth transitions for the final sequence.
The following illustration shows how you can trim edit points.
1

Select either edit handles, trim
handles, or clips.
Trim handles

2

Perform a dual-roll trim or a single-roll trim.
Drag the selected trim object right or
left to trim the edit point.

Clip

Before
), Nudge Right 10 Frame (>>), Nudge
Left 1 Frame (<), and Nudge Right 10 Frame (<<) buttons to move the
clip/edit point forward or backward and trim frames at the selected edit
point. As you trim the edit point, the frames of the clip are hidden or
revealed to reflect the new incoming or outgoing frame.
These buttons appear dimmed when there are no more frames available at
the head or tail of the clip.

816

Understanding Trim Mode

•

Enter values in the Frame Offset Counter text box to move the edit point
forward or backward. A positive number moves the edit point forward,
and a negative number moves it backward.

•

Use the J-K-L keys to trim the selected edit point.
As you trim clips in the Trim mode, the timeline updates to reflect the new
edit points.

Reviewing a Trim Edit or Transition in Trim Mode
After you trim an edit point in Trim mode, you can review the trim edit to
verify the trim. You can also play a transition in a loop to view the transition.
There are two procedures for reviewing a trim edit or playing a transition
while in Trim mode.
To review the most recent trim edit or play the selected transition using
the Play Preview button:

t

Click the Play Preview button.
The Avid DS Nitris system enters a playback loop. This loop begins at a
preroll point before the transition and ends at a postroll point, pausing
briefly before beginning playback again.

To review the most recent trim edit or to play the selected transition:

1. Click the Loop button.
The Loop mode is activated and loop markers appear on the timeline
ribbon.
2. Click the Play button.
Avid DS Nitris enters a playback loop. This loop begins at a pre-roll point
before the transition and ends at a post-roll point, pausing briefly before
beginning playback again.

n

To make adjustments to the playback loop for preroll or postroll, see “Editing
Property Page” in the Help.
3. Stop the playback loop by clicking the Play button again.
4. Click the Loop button again to deactivate the Loop mode and remove the
loop markers.

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Chapter 4 Trimming Clips

Selecting and Breaking Edit Points
Before you can trim a clip, you need to select an edit point. When you select
an edit point on a clip, its trim handles and edit handles are displayed.
Depending on the type of trim you want to perform, you can select and
deselect the various trim handles and edit handles.
When an edit point is selected, all other edit points at that timecode are also
selected. You can break linked edit points to trim the clips independently of
each other.

n

Before you can select edit point and trim handles on the timeline, you must
click the Selection Mode button on the timeline navigation bar to enter the
Selection mode.

Selecting Trim Sides
You can select and deselect the various trim handles and edit handles of a
clips’s edit point. When you select an edit point you are selecting the clip’s in
or out-point.
With video clips, an edit point is shared when one clip intersects with another.
If you adjust this edit point, you perform a dual-roller trim in which both clips
are trimmed simultaneously.
You can perform a single-roller trim by selecting either an in-point or
out-point. You can also select edit points on multiple audio and video clips at
the same timecode. This is useful when editing synchronized audio and video
clips. When an edit point is selected, you can turn it on or off. This is
especially useful if you want to break an edit point, so that you can trim clips
independently of each other (or perform a split edit).
To select an edit point, do one of the following:

t

On the activeness bar, click an edit point.

t

In Trim mode, click the Go to Previous Edit or Go to Next Edit button.
By default, Avid DS Nitris selects the nearest transition in either direction
of selected tracks for trimming.

818

Selecting and Breaking Edit Points

To select edit points on multiple audio and video clips:

t

t

t

Press Shift and drag left to right on the timeline to surround the transitions
you want to trim.
This method is useful when you need to select multiple transitions
staggered across parallel tracks (overlap cuts) for simultaneous trimming.
Press Shift and click an edit point.
All other edit points at the same timecode are selected regardless of the
clip type.
Press Ctrl and click an edit point to select or deselect the edit point or trim
handles for single-roll trimming.
Select an edit
point.
Both edit points
on connected
clips become
selected.

Video clips

Audio clips
Shift-click to select
all edit points at
that timecode.

Ctrl-click to deselect
an edit point.

To deselect all edit points:

t

Click another location on the timeline.

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Chapter 4 Trimming Clips

To select the sides of a transition to trim, do one of the following:

t

In Trim mode, click the Outgoing (A-side) or Incoming (B-side) frame.
A red border surrounds the incoming and outgoing frames to indicate
which clip will be trimmed.

t

In Trim mode, click between the outgoing (A-side) or incoming (B-side)
frame to select both sides of a transition.
A red border surrounds both the incoming and outgoing frames.

t

Click the trim handles to select or deselect side A, side B, or both.
The selected trim handle turns yellow and a red border surrounds the
incoming and outgoing frames to indicate which clip will be trimmed.

Select a trim handle.

Breaking and Relinking Edit Points
When an edit point is selected, all other edit points at that timecode are also
selected. You can break edit points to independently trim clips. Since
Avid DS Nitris preserves all edit points between clips in a sequence, you
cannot break an edit point by dragging edit points apart. To break edit points,
you must use the Break Links command on the NLE Tools toolbar. Linked edit
points are highlighted in yellow.

820

Selecting and Breaking Edit Points

Dragging an
intersecting edit
point right or left
adjusts both points
at that timecode.

Ctrl-click an edit
point to deselect it.

You can now trim this edit point independently.

To break an edit point:

t

Select the edit points of contiguous clips, and do one of the following:
-

Press Ctrl and deselect the edit point that you do not want to adjust.
The deselected edit point is no longer highlighted.

-

From the toolbar, click Editing > Break Links.

You can now trim the clips independently of each other.
To relink edit points at the same timecode:

1. Select an unlinked edit point.
2. (Optional) Press Ctrl and click another edit point (of the same clip type) at
the same timecode.
Both edit points are highlighted.
3. From the toolbar, click Editing > Link Edits.
Linked edit points are highlighted with yellow.

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Chapter 4 Trimming Clips

Performing a Basic Trim
With transitions and trim sides selected, you can perform a basic trim by doing
any of the following:

n

•

In the Trim mode, use the Trim buttons to trim forwards or backwards by
one or ten-frame increments—see “Understanding Trim Mode” on
page 814.

•

Use the J-K-L keys to trim forwards or backwards in the sequence—see
“Trimming On-the-Fly” on page 831.

•

Use the keyboard or numeric keypad to:
-

Move the transition a specific number of frames, type a plus sign (+)
or minus sign (–) after you type the number of frames (from 1 to 99)
that you want to move forward or backward. Then, press Enter.

-

If the number of frames is larger than 99, type a period (.) before you
type the number of frames. For example, to enter 100 frames, type
.100 and press Enter. The transition moves 3 seconds and 10 frames.

-

Move the transition to an exact point in the timecode, type a timecode
number larger than 99, including frames. For example, type 102 to
enter 1 second and 2 frames (1:02).

When typing a timecode value, you can skip fields by typing a dot (.). For
example, type 12..22 for timecode 12:00:00:22.
•

In Trim mode, to move the transition a specific number or frames,
type the number of frames in the Frame Offset Counter box.

Select an edit point, a trim-in handle, or a trim-out handle, and adjust the
values in the timecode boxes on the status bar. This edits frames at the
selected point more accurately.

For selected object.
Start

822

End

Duration

Position indicator

For in/out markers.
In
Out

Duration

Performing a Basic Trim

n

•

Drag the trim-in or trim-out handles left or right to change the incoming
or outgoing frames of a clip. This does not change the recording timecode
(unless in Ripple mode)—see “Trimming with the Trim Handles” on
page 825.

•

Drag the edit handle left or right to change the start or end time at which a
clip is recorded. This also changes the incoming or outgoing frame. When
trimming with the edit handles, it does not matter if Ripple mode is on or
off—see “Trimming the Edit Point” on page 823.

If you want to trim synchronized audio and video clips, you must
simultaneously select multiple edit points. For more information, see
“Selecting Trim Sides” on page 818.
As you trim, all selected transitions in the timeline move in unison. The Frame
Offset counters display the frame count backward or forward for one or both
trim sides, and the Trim viewer displays the new incoming or outgoing frames.

Trimming the Edit Point
When you move the edit handle at an edit point, you are changing the start or
end recording time for the clip. This also changes the incoming or outgoing
frame.

n

When trimming with the edit handles, it does not matter if Ripple mode is on or
off.

823

Chapter 4 Trimming Clips

The following illustration shows the different ways of trimming an edit point:

Before
Trimming edit point to the left.
After

More frames are available at beginning of clip.

Before
Trimming edit point to the right.
After

Frames are hidden
from beginning of clip.

Before
Trimming intersecting edit point to the right.
After

Edit points can only be dragged as far as there is available material on the clip.
To trim an edit point on a clip:

1. Select an edit point on a clip.
The clip’s edit handles are displayed.
2. Drag the edit point left or right.
Depending on the direction in which you drag the clip, more frames are
made available or hidden.

824

Performing a Basic Trim

To trim edit points between clips:

1. Select an edit point between two clips.
The edit handles on both clips are displayed.
2. Drag the edit point left or right.
As you move the edit point, it reveals more frames on one clip and hides
frames on the other.

n

You can also adjust an edit point more precisely by selecting it and entering a
value in the S (start) or E (end) timecode boxes on the status bar.
Adjusting the in-point and out-point on clips

Select one edit point
between contiguous clips.
Both points are
automatically selected.

Drag edit point
right or left.

Both edit points at that timecode
are adjusted.

Trimming with the Trim Handles
The trim handles on a clip are used to change the incoming or outgoing frames
of a clip. This does not change the recording timecode. When you move the
trim-in handle of a clip, you change the incoming frame on a clip. Similarly, if
you move the trim-out handle of a clip, you are changing its outgoing frame.

Trim-in handle

Trim-out handle

825

Chapter 4 Trimming Clips

When Ripple mode is activated, trimming clips gives you different results than
when it is deactivated. The following illustrations show how clips are affected
when you trim them with and without the Ripple mode. The first scenario
illustrates what happens when you trim an in-point.
Trimming an in-point
Ripple mode on

Before
Trimming to the left.
After

The following clip(s)
ripple.

Before
Trimming to the right.
After

The following clip(s) ripple
back.

Ripple mode off

Before
Trimming to the left.
After

Edit point remains
fixed on timeline.

Before
Trimming to the right.
After

826

Performing a Basic Trim

Trimming an out-point
Ripple mode on

Before
Trimming to the left.
After

Following clip(s) ripple
back.

Before
Trimming to the right.
After

The following clip(s)
ripple.

Ripple mode off
Before
Trimming to the left.
After
Second clip extends
as long as there is
more material
available.
Before

End point of
following clip
remains fixed
on timeline.

Trimming to the right.
After

827

Chapter 4 Trimming Clips

To adjust the trim handles:

1. (Optional) Click the Ripple button in the timeline controls. If necessary,
click the Track Ripple button for the individual tracks on which you want
the clips to ripple.

n

You can only ripple individual audio and video tracks.
2. Select the edit point on the clip that you want to trim.
The clip’s trim handles are displayed just above the edit point.
3. Drag the trim handle to the right or left. The trim handle can only be
moved as far as there is extra material available on the clip.
The following example shows the results of trimming a clip when you’re in
Ripple mode and when you’re not. The clips are placed on multiple tracks, so
that you can see the unused material on the clips.
Trim-in handle when not in Ripple mode.

Before

Trim-in handle to the right.

>>

After: Ripple mode off.

Clip is slipped to the left.

Opposite end’s edit point remains fixed on timeline.

828

Incoming frame remains the same.

Performing a Basic Trim

Trim-in handle in Ripple mode
Trim-in handle to the right.

Before

>>

After: Ripple mode on.

Clip is slipped to the left.
>>

Trim-in handle to the right.

Successive clips are moved the
same amount of trimmed frames.

Trimming Audio Clips
Using the trim handles to trim audio clips lets you hear the clips as you scrub
over them. For example, in the following illustration, if you move the trim-in
handle of the Drums clip, you’ll hear that clip being played. If however, you
move the trim-out handle of the Bass clip, that’s the clip you’ll hear.

829

Chapter 4 Trimming Clips

Backtiming
Backtiming is a way of trimming a clip’s out-point without changing its
activeness or position. Instead of overwriting or being overwritten by the
following clip, the selected clip is slipped along its unused material.

n

When trimming backtime edits, it does not matter if Ripple mode is on or off.
Backtime edits are performed as if Ripple mode is off.
To perform a backtime edit on a clip:

Main Ripple button

1. Make sure that the main Ripple button is deselected.
2. Select the out-point that you want to edit.
3. Press E and drag the out-point trim handle right or left.
The clip is slipped along its unused material while maintaining its
activeness and position. The previous and next clips in the sequence are
not affected.

Snapping Edit Points
If you need to quickly fix a bad edit, instead of selecting the previous or next
edit point and dragging it to the position indicator, you can locate the correct
frame and then snap the edit point to that frame. Effects applied to the clip are
also trimmed.
To snap an edit point to the position indicator:

1. Move the position indicator to the desired position.
The P timecode box indicates the timecode of the position indicator.
2. From the toolbar, click Editing and select one of the following:
-

Snap In to move the in-point to the new timecode.

-

Snap Out to move the out-point.

The selected frame becomes the new in or out-point.

n

830

You can also use the Snap In and Snap Out commands to trim synced clips (for
example clips with audio and video content) as long as the clips are the same
length. You should have enough unused material available to perform this
operation. For more information see “Revealing Unused Material on Clips”
on page 768.

Performing a Basic Trim

Trimming On-the-Fly
In Trim mode, you can use the J-K-L keys on the keyboard to play outgoing or
incoming material and mark trim points. For convenience, this method isolates
the trim controls to just three keys.
To trim on-the-fly:

1. Click either the outgoing (A-side) or incoming (B-side) frame to play in
real time during the trim.
2. Select one or more transitions for single-roller or dual-roller trimming.
3. Use the J-K-L keys to step (jog), play, or shuttle through the footage at
varying speeds:

n

-

Hold down the K key while pressing the J or L key to step slowly
backwards or forwards through the footage. When you find the frame
where you want to relocate the transition, release the K key to
complete the trim.

-

Press the J or L key once to play at normal speed, or press more than
once to shuttle at higher speeds. When you see the frame where you
want to relocate the transition, press the K key to complete the
trim—see “Varying the Playback Speed” on page 750.

If you press the spacebar while trimming with the J-K-L keys, the position
indicator moves to the current location. No trim is performed.
The Trim viewers and the timeline are updated to reflect the trim.

n

When trimming with the J-K-L keys, you cannot completely trim away a clip.
The Avid DS Nitris system always leaves one frame. To remove the remaining
frame, see “Performing a Basic Trim” on page 822.

831

Chapter 4 Trimming Clips

Creating Overlap Edits
You can use an overlap edit to smooth a transition by giving the illusion that
the audio or video is shared between two separate but adjacent clips. Perform a
dual-roller trim to create overlap edits.
Audio overlap example
Before
trimming

V1
A1
A2

Clip A

Clip B

Clip C

After
trimming

V1
A1
A2

Clip A

Clip B

Clip C

Clip B audio is extended.

Clip C audio is trimmed in.

To create an overlap edit:

1. Perform a straight-cut edit between two clips, including audio and
video tracks:
-

If the timing of the video edit is crucial, mark edit points according to
the video.

-

If the timing of the audio transition is crucial, mark edit points
according to the audio.

2. Perform a dual-roller trim (edit point trim) on either the video track or the
audio track, but not on both:

832

-

If the video transition occurs at the correct place, but you want the
audio from one clip to linger into the other (or the reverse), trim the
audio tracks accordingly.

-

If the audio transition occurs at the correct place, but you want the
video to transition either before or after the audio cut, trim the video
track accordingly.

Trimming Container Clips

Trimming Container Clips
You can trim a container clip just as you would trim any other clip on the
timeline. You can drag the in-point out to the start of the material (that is, the
in-point of the first clip in the container clip). The out-point of a container clip
can be dragged to infinity. When you trim a container clip, it does not affect
the length of the clips contained within it. If the clip in the container clip is
longer than the container clip itself, the extra material is not visible in the final
sequence.

Top timeline

Container
clip timeline

Container clip ends at 00:00:04:22, so this portion
is not visible in final sequence

833

Chapter 4 Trimming Clips

Trimming Transition Effects
Transitions are displayed as part of the activeness bar. When you select a
transition, it is highlighted in red. You can adjust the properties of the
transition by right-clicking on this area and opening its property editor.
The edit point between two clips indicates a transition from one clip to
another. You can trim this edit point to change the timecodes at which the
transition takes place.

n

You can also edit transitions by entering values in the timecode boxes on the
status bar.

Transition’s
start point

Selected
transition

Transition’s
end point

To change the duration of a transition effect:

1. Select the edit point of the transition effect.
2. Enter the new length for the transition in one of the following places:

834

-

The Transition Duration timecode box in Trim mode.

-

The D (duration) timecode box on the status bar.

Trimming Transition Effects

To change the position of the transition effect:

1. In Trim mode, select the transition effect.
2. Right-click the Transition Alignment button and select one of the
following:

Command

n

Button

Description

Transition Start

Starts the transition at the edit point.

Transition Center

Centers the transition on the edit point.

Transition End

Ends the transition at the edit point.

In the Source and Record view, you can also change the position of a
transition effect by manually moving the edit point.
To trim the transition area, see “Selecting and Breaking Edit Points” on
page 818.

835

Chapter 4 Trimming Clips

Understanding Slipping or Sliding Clips
In addition to fine-tuning your edits by trimming clips, you can also slip the
contents of a clip, or slide the clip to a different location in the sequence.
Slipping and sliding clips do not affect the overall duration of the sequence or
the sync relationships between multiple tracks.
The Slip/Slide mode lets you precisely manipulate a clip’s incoming and
outgoing frames on a frame-by-frame basis. This mode also shows the
incoming and/or outgoing frames of the previous and next clip (if any). You
can slip or slide a clip by entering new in and out timecodes, or by using the
trim nudge buttons to move the frames incrementally. After slipping or sliding
a clip in the Slip/Slide mode, you can play the results in the viewer.
Slip/Slide Mode
Outgoing frame

Head frame

Tail frame

Incoming frame

Source
timecodes

Trim Nudge buttons

For detailed information on the Slip/Slide controls, click the Help button.
The Slip/Slide mode shows the frames in the selected clip and any clips to
which it is connected. The Head frame and Tail frame show the start and end
frames of the selected clip. If there are any clips before or after the selected
clip, they’re displayed in the Incoming frame or Outgoing frame.

836

Understanding Slipping or Sliding Clips

n

In the special case where the Slip/Slide mode is used for manipulating audio
clips within an audio container, the Trim Nudge buttons (<, <<, >, and >>)
will affect the clip in units of time defined by the ruler's display (milliseconds,
samples, drop frame, or non-drop frame).

Slipping Clips
Slipping refers to moving the contents of a clip while its edit points remain
fixed. Imagine looking through a train window as the landscape slides by. The
size of the window always remains the same, but the view keeps changing.
Slipping a clip does not change the position or duration of the active area of a
clip. You slip a clip when you are sure about the duration of a clip, but need to
change the incoming frame. When you slip a clip, the edit points do not move,
so any transitions that have been applied are maintained. However, the
transition must be reprocessed.
Active area
Before

After

1

2

Slip clip right or left

3

4

5

6

1

2

3

4

5

6

The frames that precede and follow the clip you are slipping are not effected.
Surrounding material
remains fixed
Before

Slip 1 frame to the right
1

2

3

4

4

5

Frames
After

2

3

The active area in the illustration shows the active section of a clip. If you slip
the clip, new frames appear in the active area. Any clips that precede or follow
the slipped clip are not affected.

837

Chapter 4 Trimming Clips

n

When slipping clips, the selected clip must have extra material at the head or
tail of the clip.
There are two ways of slipping clips in the Slip/Slide mode:
t

Use the Nudge Right 1 Frame (>), Nudge Right 10 Frame (>>), Nudge
Left 1 Frame (<), and Nudge Right 10 Frame (<<) buttons to move the
selected clip’s content forward or backward. The activeness of the
selected clip does not move, nor are the previous or next clips affected.
These buttons appear dimmed when there are no more frames available
for slipping.

t

n

Enter values in the Offset text box to move the edit point forward or
backward. A positive number moves the clip’s content forward, and a
negative number moves it backward.

As you edit clips in the Slip/Slide mode, the timeline also updates to reflect the
new edit points.

Sliding Clips
Slide refers to moving a clip to change its location on the timeline, while
retaining its duration and active frames. Sliding a clip moves it along the
timeline with its activeness. As you slide a clip, it trims the activeness of the
previous and next clip. You can only slide the clip as far as there is available
material on the adjoining clips.
For example, you would slide a clip when your shot has the correct action
sequence but needs to be synced with its corresponding audio track. To do this,
slide the clip along the timeline until it aligns with its audio clip.
Active area
A1

A2

A3

1

2

3

4

5

B1

B2

B3

3

4

5

B3

Slide clip right or left
If rolled to
the right...

A1

A2

A3
A1

A4
A2

A5
A3

1

2

There are two ways of sliding clips in the Slip/Slide mode.
838

Understanding Slipping or Sliding Clips

•

Use the Nudge Right 1 Frame (>), Nudge Right 10 Frame (>>), Nudge
Left 1 Frame (<), and Nudge Right 10 Frame (<<) buttons to move the
selected clip with its activeness forward or backward, and trim frames off
the previous and next clips.
These buttons appear dimmed when there are no more frames available
for sliding.

•

Enter values in the Offset text box to move the edit point forward or
backward. A positive number moves the edit point forward, and a negative
number moves it backward.

Entering Slip/Slide Mode
The Slip/Slide mode is based on clip selection. You must first select a clip on
the timeline to see the incoming and outgoing frames in the Slip/Slide mode.
To manually access the Slip/Slide mode:

1. From the taskbar, click the Editing button.
2. From the timeline navigation bar, click the Selection Mode button to
select it.
3. Select a clip from the timeline.
4. From the timeline navigation bar, click the Trim Mode button.
The four-frame Slip/Slide mode replaces the Source/Record viewers.
To automatically access the Slip/Slide mode when you select a clip:

1. From the taskbar, click the Editing button.
2. Right-click the Trim Mode button and select Switch for Clip.
3. Right-click the Trim Mode button again and select Autoswitch.
When you select a clip in the timeline, the Slip/Slide mode is displayed.
Deselect Switch for Clip to access the Slip/Slide mode manually.
To exit Slip/Slide mode:

t

From the timeline navigation bar, click the Source/Record view button.

839

Chapter 4 Trimming Clips

Performing a Slip or Slide Trim
In Slip/Slide mode, you can slip the contents of a clip or slide the clip to a
different location in the sequence.
To slip or slide a clip:

1. On the timeline, select the clip that you want to slip or slide.

n

You can slip audio and video clips together by sync-locking them. For more
information, see “Maintaining Sync While Trimming” on page 842.
2. Access Slip/Slide mode—see “Entering Slip/Slide Mode” on page 839.
The four-frame Slip/Slide mode replaces the Source/Record view.
3. Select one of the following options from the Slip/Slide mode:

n

-

Slip to slip the selected clip

-

Slide to slide the selected clip

You cannot perform both slipping and sliding functions simultaneously.
4. Click the Trim Nudge buttons to slip or slide the clip.
Nudge Right/Left 10 frames

Nudge Right/Left 1 frame

n

You can also type the number of frames that you want to slip or slide in the
Offset text boxes. A positive number moves the clip forward and a negative
number moves it backward.
5. Monitor the progress of the trim by using the Slip/Slide modes, the Frame
Offset counters, and the timeline.
When you reach the end of available material while slipping a shot, the
trim stops. Similarly, when you reach the next transition while sliding a
shot along a track, the trim stops. A red bracket at the transition indicates
the limit. After completing the initial slide, you can perform another slide
in the same direction. It’s useful to see how much extra material you have

840

Understanding Slipping or Sliding Clips

by displaying the frames past the activeness bar. To do this, you must be in
Display Unused Material mode—see “Revealing Unused Material on
Clips” on page 768.
6. When you’re finished, exit the Slip mode or Slide mode by doing one of
the following:
t Deselect the clip and click the Trim Mode button.
t

Click the Source/Record View button.

Reviewing a Slip or Slide Trim
After you trim an edit point in Slip/Slide mode, you can review the trim edit to
verify the trim.
To review the most recent trim edit:

t

Click the Play Preview button.
The Avid DS Nitris system enters a playback loop. This loop begins at a
pre-roll point before the transition and ends at a post-roll point, pausing
briefly before beginning playback again.

841

Chapter 4 Trimming Clips

Maintaining Sync While Trimming
Syncing clips is especially useful when trimming audio and video clips on
multiple tracks, because the sound and accompanying images are trimmed in
sync. Because single-roller (A-side or B-side) trims shorten or lengthen the
duration of the track being trimmed, any relationships that exist with other
tracks downstream of the trim will be thrown out of sync.
Single-roller trims allow you to trim one side of an edit point, whereas, a dualroller trim will trim both sides of the edit point.
There are three methods that ensure you do not break sync unintentionally
between two or more video and audio tracks when performing single-roller
trims:

n

•

Creating a gap on the track while trimming.

•

Sync-locking clips to maintain their relative positions—see
“Synchronizing Clips” on page 798.

•

Rippling tracks to maintain a synchronized relationship—see “Rippling
Clips” on page 793.

Because dual-roller trims do not cause sync breaks, you can only add gaps
while performing single-roller trims.

Creating a Gap When Trimming
You can create a gap on either the A-side or the B-side of a transition while
maintaining the overall duration of the track and sync relationships. When
trimming a clip, a gap fills the duration of trimmed frames.
After you create a gap on a track, you can replace the gap with footage. For
more information, see “Placing Clips on the Timeline” on page 712.
To add a gap while trimming:

1. Select the transition.
2. Hold the Alt key and drag the A-side or B-side trim handle.
A gap fills the duration of the trim without changing the duration
of sequence.

842

Chapter 5
Applying Image Transition
Effects

This chapter describes the image transitions effects and how to apply them.
•

Understanding Image Transition Effects

•

Applying a Dissolve Effect to a Transition

•

Applying a DVE Effect to a Transition

•

Understanding the Morph Effect

•

Applying a Picture-in-Picture Effect

•

Applying Wipe Effects

Chapter 5 Applying Image Transition Effects

Understanding Image Transition Effects
The image transition effects let you create transitions between clips on the
same track, on different audio and video tracks, but not different background
tracks. You can apply image transition effects on the timeline or to an Effects
Tree. For more information, see “Applying Effects on the Timeline” on
page 907. You can also create transitions between two nodes in an Effects
Tree. For more information, see “Applying an Effects Tree as a Transition” in
the Help.

n

844

Transitions on the timeline can be created only when there is extra material
available on one of the clips.

Applying a Dissolve Effect to a Transition

Applying a Dissolve Effect to a Transition
The Dissolve effect lets you apply a transition between video clips in which
the image from one clip gradually becomes less distinct as the image from the
other clip replaces it. The Dissolve effect ensures that the alpha channel is
multiplied into color channels before applying the dissolve.

n

You can use the Blend transition effect if you do not want the alpha channel to
affect the color channels, or if you require channel masking services when
dissolving.
You can apply a dissolve at the start, center, or end of the transition. You can
also adjust the amount of the dissolve if you want the frames of one clip to be
more apparent than the other. You can apply a dissolve as an effect for singlesided transitions at the beginning or end of a clip.
The Dissolve effect can only be applied on clips on the timeline or as a node in
an Effects Tree.
Since the Dissolve effect is a real-time effect, you can view the results upon
playback without having to first process the effect.

n

First clip

In some cases, real-time effects may require processing to ensure that no
frames are skipped. For more information, see “Playing Real-Time Effects” on
page 900.

Dissolve at 25%

Dissolve at 50%

Dissolve at 75%

Second clip

To apply a dissolve on the timeline:

1. On the timeline, overlap the clips that you want to work with.
They can be placed on the same or different tracks. Make sure the clips
that receive the dissolve have extra material.
2. Select the intersecting edit point between the two clips on which you want
to apply the dissolve.
845

Chapter 5 Applying Image Transition Effects

The selected edit point turns red.
3. From the toolbar, click Transition Effects > Dissolve/Crossfade.
On the timeline, the transition area is displayed as a gradient on the
activeness bar.

4. On the Dissolve property editor, adjust the amount of the dissolve, and
specify the start point and duration of the transition.

n

The start point and duration options are only available when you apply a
dissolve on the timeline.
For more information, click the Help button.
To apply a dissolve in an Effects Tree:

1. Right-click an empty area of an Effects Tree and select Add Effect.
The Load Preset dialog box is displayed.
2. From the \Image Transitions folder, select Dissolve and click OK.
A Dissolve node is added to the Effects Tree.
3. In the Effects Tree, double-click the Dissolve node.
The Dissolve property editor is displayed.
846

Applying a Dissolve Effect to a Transition

4. On the Timing property page, adjust the amount of the dissolve and the
function curve to control the timing and percentage of the mix.

847

Chapter 5 Applying Image Transition Effects

Applying a DVE Effect to a Transition
The DVE effect lets you transform the size, position, and shape of images in
three-dimensional space. Using DVEs, you can create effects such as “pushwipes”, “fly-bys”, or picture-in-picture.
You can apply DVEs to clips, tracks, layers in the Layers view, or Effects
Trees. On the timeline, you can use DVEs for transitions between two clips or
for single-sided transitions at the beginning or end of a clip. For more
information, see “Applying Transitions” on page 908.
To apply a DVE to a transition on the timeline:

1. On the timeline, overlap the clips that you want to work with.
They can be placed on the same or different tracks. Make sure that the
clips to receive the DVE have extra material.
2. Select the intersecting edit point between the two video clips on which
you want to apply the DVE.
3. From the toolbar, click Transition Effects > DVE.
The transition area is displayed as a gradient on the activeness bar.

848

Applying a DVE Effect to a Transition

4. In the DVE property editor, modify the properties of the DVE to achieve
the effect you want.
For more information, click the Help button.
To learn about applying DVEs on layers in a composite, see “Applying a
DVE” in the Help.

849

Chapter 5 Applying Image Transition Effects

Understanding the Morph Effect
The Morph effect lets you transform one image or a sequence of images
into another over a sequence of frames. You can morph between still or
moving images.
You can apply the Morph effect as a transition on the timeline or in an
Effects Tree.
When morphing a still image, you can, for example, show a change between
two images, such as the progressive aging of a girl into a woman or the
transformation of a woman into a man.

Outgoing image with morph
applied to face.

Morph with 50% shape
interpolation, 50% transparency.

Incoming image with morph
applied to face.

When morphing a moving image, you can show a change between two
sequences of images, such as a walking boy turning into a walking man.
The Morph effect is comprised of a warp effect on an incoming image, a warp
effect on an outgoing image, and a dissolve between them. For more
information, see “Warp Effect” of the Help.
The outgoing image is warped from its original shape to the shape of the
incoming image. The incoming image is warped in the opposite direction,
going from the shape of the outgoing image to its original shape. Manipulating
the transparency value lets you control the dissolve between the two images.

850

Understanding the Morph Effect

The Source shape morphs from the original image to a distorted image
resembling the shape of the target.

The target shape morphs in the opposite direction, from distorted image,
resembling the shape of the source to the original target image.

The basic workflow for creating a morph:

1. Select the images to morph together.
2. Create source and target shapes that describe the morph transformation.
3. Join the shapes and adjust the correspondence between them.
4. Track the shapes or adjust the shape positions over time with keyframes,
if necessary.
5. Set the rendering options.
6. Process the morph.

851

Chapter 5 Applying Image Transition Effects

Applying a Morph Transition Effect
You apply the Morph transition effect in the same way as a simple dissolve or
wipe. In an Effects Tree, you apply it like any other effect between two inputs.
For more information, see “Working with the Effects Tree” in the Help.
To create a morph transition between clips:

1. On the timeline, overlap the clips on which you want to apply the Morph
effect. They can be placed on the same or different tracks. Make sure the
clips that receive the effect have extra material.
2. Select the edit point between the two video clips.
The selected edit point turns red.
3. From the toolbar, click Transition Effects > Dissolve/Crossfade or
Wipe.
The Dissolve or Wipe property editor is displayed, and the transition area
is displayed as a gradient on the activeness bar.
4. In the Wipe or Dissolve property editor, click the Load Preset button.
The Load Preset dialog box is displayed.
5. From the \Image Transitions folder, select the Morph effect.
The Morph property page is displayed.
For more information, click the Help button.

Creating Shapes
Shapes are Bézier curves that outline the parts of your image that you want to
morph. The Morph effect uses these shapes as a guide to transition from one to
the other. Shapes can be open-ended or closed. They can stand alone or be
joined to another shape.
The Morph Effect has four shape creation tools, available from the Shapes
property page:

852

Freehand

Ellipse

Polyline

Rectangle

Understanding the Morph Effect

To create a source and destination shape:

1. Double-click the transition area between the two clips to open the Morph
property editor.
2. On the Shapes property page, select the Source option from the
Output box.
The outgoing image is displayed in the viewer.
3. From the Shape Creation box, select a drawing tool to create the source
shape.
4. Create a rough shape around the object that you want to warp.
The source shape is displayed in red.

Source shape drawn with
the Polyline tool on the
outgoing image.

n

You can zoom and pan in the viewer to frame the portion of the image you
want to trace.
5. From the Editing Tools box, click the Edit Shape tool.
Control points along the source shape are displayed.

n

If you copy open shapes from the Morph effect into a keyer or Matte effect, the
shapes will automatically be closed.
6. Drag the control points so that your shape outlines the part of the image
you want to morph.

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Chapter 5 Applying Image Transition Effects

Control point

To add an additional control point, hold down the A key and click the line
on which you want the control point to appear.

n

If the source image is moving between frames, you should rotoscope or
animate the source shape over the length of the transition. For more
information, see “Creating Animation” on page 963.
7. From the Output box, select the Destination option.
The incoming image is displayed in the viewer.
8. From the Shape Creation box, select a shape tool to create the target
shape.

n

When you draw the shapes on the destination image, be sure to draw them in
the same direction and order in which you created them on the source image.
For example, if you started drawing the shape on the source image from the
top and to the right, and also draw the shape on the destination image from the
top and to the right. This will avoid unwanted deformations in the morphed
image. However, if you want to create a deformation, you can create the shape
on the destination image differently.
9. Create a shape on the destination image representing the target shape or
the final image into which the source image will morph.
The target shape is displayed in blue.

854

Understanding the Morph Effect

Target shape drawn with
the Polyline tool on the
incoming image.

n

To close a shape created with the polyline tool, press Ctrl and click.
10. Use the following tools from the Transformations box to manipulate
your shape:
Select

Rotate

Scale

Skew

11. From the Editing Tools box, click the Edit Shape tool.
Control points along the target shape are displayed.
12. Drag the control points to modify the shape.

n

If the target image is moving between frames, you can track the target shape
over the length of the transition. For more information, see “Tracking
Morphed Shapes” on page 861.
13. On the Shapes property page, select the Apply option.
The Morph effect is applied to the clips.
For more information, click the Help button.

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Chapter 5 Applying Image Transition Effects

Joining Shapes
After you have created your shapes, you can join them together to create a
relationship between the beginning shape of the source image and the ending
shape of the target image. The Morph effect automatically interpolates
between the two shapes over the length of the transition.

n

You can only join open-ended shapes with other open-ended shapes and
closed-ended shapes with other closed-ended shapes.
When the two shapes are joined, you can match corresponding features on the
two shapes. Each shape has four correspondence points that describe the
location of key positions on a shape. You can place these points at key
locations on a shape, such as where the Bézier curve changes direction.
Correspondence point

Move a correspondence
point to this location.

Correspondence points have some restrictions:
•

There must be at least four correspondence points per shape.

•

Shapes intended to be joined must have the same number of
correspondence points.

•

Correspondence points on the ends of open-ended shapes cannot be
moved or deleted.

•

Correspondence points cannot cross over each other. There is a limit as to
how close they are allowed.

To join the source and target shapes:

1. From the Output box, select the Mix option.
Both images and shapes appear in the viewer.
2. From the Transformations box, click the Select button and select the
source shape (red line).

856

Understanding the Morph Effect

3. From the Editing Tools box, click Join, and drag the source shape towards
the target shape.
A blue line is displayed as you drag the pointer from the source shape to
the target shape. When the pointer touches the target shape, the two
shapes momentarily turn yellow and are joined together by a
correspondence vector.
Source shape joined to target shape
by a correspondence vector.

Source shape in red

Target shape in blue

n

To break the join between two shapes, click Join in the Editing Tools box and
click one of the shapes. A dialog box is displayed asking you if you want to
break the join, click OK.
4. From the Editing Tools box, select the Correspondence option.
The source and target shapes are highlighted in yellow. Each shape
contains four correspondence points. The correspondence points on each
shape are connected with correspondence vectors.
5. Move the correspondence points on the source shape to key locations on
the curve, such as where the curve changes directions.
6. Match the correspondence points of the target shape with those of the
source shape.
When you’re morphing between similar objects, such as between two
faces, you should move the correspondence points to try and match up key
features on the source image with those on the target.

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Chapter 5 Applying Image Transition Effects

Move the correspondence points so
that key features on the source
image match those of the target
image. In this case, the features of
the face (eyes, nose, and mouth).

n

To add additional correspondence points, press A and click the shape on
which you want the point to appear. To delete correspondence points, select a
point, and press Delete.
To increase the precision of the shape during processing:

t

Increase the Density value.

The number of correspondent vectors (yellow lines) between correspondence
points increases as the Density value increases.
Correspondence
point
Edge density

Original
shape

Shape with edge density of 5.

During processing, Avid DS Nitris does not use the actual shapes you created,
but uses the edge densities of the shapes to create an approximation of the
shapes. That is, a shape’s edge density defines how closely the form used in
the morphing process matches the shape that is drawn.

858

Understanding the Morph Effect

Shapes are subdivided between correspondence points based on the shape’s
edge density. The higher the edge density, the more edges, and the more
closely the shape is depicted by its edges. Thus, the more precise the transition
between shapes.
When you change the edge density, be careful not to use too high a density
setting. There is no exact formula for selecting the best density for any given
shape. Choose one that approximates the shape enough, but not too much.
Setting a shape’s density unnecessarily high slows down processing time.
For more information, click the Help button.

Creating Barrier Shapes
You may find that the area outside your source or target shapes also gets
distorted when your image is morphed. To get rid of this unwanted distortion,
you can create a barrier shape for either the source or target shapes, which
prevents the distortion from spreading to the rest of the image.
To create a barrier shape:

1. Create a third shape encompassing both the source and target shapes.
The barrier shape is displayed in red or blue depending on which option
you choose.
2. From the Editing Tools box, click the Copy and Join button.
A copy of the shape is created directly on top of its original. By doing so,
you are creating a static warp where the source and target shapes are the
same. This static warp acts as a barrier, which prevents the original warp
from spreading to other areas of the image.

Warping the Morph
After you create the morph between the two images, you can also apply a warp
to the output of the morph. For example, you have two faces that morph from
one to the other, and you want to change the length of the nose of both images.
To do so, you can warp the noses from within the Morph effect.
To warp the output of the morph:

1. On the Shapes property page, select the Mix option.
Both the incoming and outgoing images are displayed in the viewer.
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Chapter 5 Applying Image Transition Effects

2. Select the Apply option.
3. Draw the source and target shapes, and then join them.
The warp source and target shapes are displayed in green.
4. Draw a barrier shape for the areas you don’t want to affect.
The shape is animated using the same interpolation as the Morph effect. If
you want to use a different interpolation than the Morph effect, you can
apply individual warp effects to each clip before applying the Morph
effect.
For more information, click the Help button.

Animating Shapes
You can animate the interpolation between shapes or the shapes themselves
when the objects are moving over time. For still images, the Morph effect
automatically interpolates between the source and target shapes. You can add
keyframes and modify the way the source morphs into the target. For moving
images, you can animate the shapes frame-by-frame to match the movement in
the clip. For more information, see “Creating Animation” on page 963.
To animate the interpolation between shapes:

1. Double-click the transition area between the clips to open the Morph
property editor.
2. Scrub slowly through the transition on the timeline.
By default, the object moves from the source shape to the target shape in a
linear manner, moving from 0% shape interpolation and 0% transparency
at the beginning of the transition to 100% shape interpolation and 100%
transparency at the end of the transition.
3. Place the position indicator anywhere within the transition area.
4. On the Shapes property page, modify the Shape Interpolation Amount.
The amount of morphing changes as you modify the Shape
Interpolation Amount.
5. Click the Animation Key button.
A keyframe is added at that point in time, changing how the object moves
from source to target shape.
6. Move the position indicator to another area of the clip, modify the Shape
Interpolation Amount, and add another keyframe.
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Understanding the Morph Effect

7. Animate the Transparency value in the same way as the Shape
Interpolation Amount.
8. Select View > Single-Instance Views > Animation Editor.
The animation editor is displayed.
9. Tweak the shape and transparency animation by modifying, adding, and
deleting keyframes to both the Blend Shapes and Opacity function curves.

n

You can also modify the slope of the function curves from Linear to either
Spline or Constant interpolation.
For more information, click the Help button.

Tracking Morphed Shapes
If your image moves or scales, you’ll need to set up trackers to track the
source, destination, and barrier shapes. To correctly track the shapes, you need
to increase the trackers’ target area and search regions, and ensure that the
Always Update option is selected.
To track the shapes:

1. On the Shapes property page, select either Source or Destination in the
Output box, depending on the image you want to track.
2. From the Transformations box, click the Select Shape button.
3. In the viewer, drag around all the shapes to select them.
Since all the shapes, including the source, destination, and two barrier
shapes move and scale, you need to track all the shapes.
4. On the Tracker property page, click Show.
All four trackers are displayed.
5. Use the period (.) or comma (,) keys on the keyboard to cycle through
each tracker and set the following for each tracker:
t

Increase the size of the search and target areas to consider the change
in the size of the area on which the shape is drawn.

t

Click the Always Update button.
Since the area of the image defined by the shapes scale and move, the
tracker targets must be updated in each frame.

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Chapter 5 Applying Image Transition Effects

n

This option makes the trackers compare the pixel pattern of the current frame
to that of the previous frame, rather than the first frame at the tracking start
point (or the set target). Use this option when the target area changes in
appearance as the clip is played. This can cause cumulative tracking errors.
When you select this option, the Set Target option becomes deselected and vice
versa.
t

Set the Confidence level.

If you find that the tracker stops frequently, try lowering the confidence
level.

n

If you are tracking field-based material, you can select the Track in Fields
option. A keyframe will be set on each tracked field. The target used is the
contents of the target region in field 1 of the target frame. If you track in fields,
you do not need to first deinterlace, track, and then reinterlace the clip.
6. Click the Track Forward (or Track Backward) button.
7. On the Shapes property page, deselect the Show Shapes option to see the
final result without the drawn shapes and tracker boxes.
8. In the Output box, select Mix to see the resulting morph.
For more information, click the Help button

Setting the Rendering Options
The final look of your morph depends largely on the render settings you
choose. You can go from a quick low resolution test to a high resolution image
for final output by simply changing a few of the settings in the Render
property page.
The render settings let you choose how the edges of your shapes are defined,
how precise the transition is between shapes, how pixels are interpolated, and
how soft or jagged the edges are.
To set the rendering options:

1. In the Morph property editor, select the Render tab.
2. For the Edge Mode setting, select one of the following options:

862

Understanding the Morph Effect

-

Fixed to pin the border of the image in place. Be careful when using
this option because it can cause distortion and shearing if your warped
object moves or grows in size.

-

Sliding to move the image’s borders with the rest of the warped
object. This option produces less distortion.

Image before being warped or stretched.

Image stretched upwards and
processed with Edge mode set to
Fixed. Notice how the borders of the
image do not move, resulting in a
distorted image.

-

Image stretched upwards and
processed with Edge Mode set to
Sliding. Notice how the borders of the
image do not stay in place, but
compensate for the stretched image,
resulting in a less distorted image.

Cookie Cutter to keep everything that falls within your closed shapes
and remove everything else. This option is also useful for creating
mattes. You cannot use this option with open-ended shapes.
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Chapter 5 Applying Image Transition Effects

n

To close a shape, press Ctrl and click the viewer.

With Edge Mode set to Cookie Cutter,
the area outlined by the closed
shapes is cut out. The rest of the
image is ignored and set to black.

A matte is automatically created
based on the areas that were cut out.

3. For the Warp Precision setting, which affects transition quality, select one
of the following:

864

-

Linear to do a quick test. This option processes the morph at the
lowest quality, but is very fast and uses the least amount of memory.

-

Low or Medium if you need slightly higher quality than the Linear
option. The quality of the images improve with only slightly slower
processing times.

-

High if you need a high-quality image that is processed in a
reasonable amount of time. This option produces professional quality
images.

-

Very High or Super High if you require an extremely smooth
transition between shapes. Both of these options provide extremely
high-quality images, but take considerable amounts of time to
process.

Understanding the Morph Effect

4. For the Interpolation setting, which effects pixel quality, select one of the
following:
-

None if you want quick results. This option results in marginal pixel
image quality, but the processing time is very quick.

-

Bilinear if you need reasonable image quality within a reasonable
processing time. This is the default setting.

-

Bicubic if you go from a small source shape to a larger target shape.
This option results in high pixel-quality, which is required when the
morph enlarges parts of the image.

-

Scaling if your target shape is scaled down by more than 50%. This
option results in the least amount of degradation, but also takes the
longest time to process.

5. Select the Antialiasing option if you want the edges of the shapes or
regions to be smooth. If you deselect this option, the edges are jagged.
6. Select the Soften Edges option if you want the pixels around the edges of
the shapes to blend gradually with the pixels of the surrounding image.
7. Process the effect and then play it back on the timeline to view the results.
For more information, click the Help button.

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Chapter 5 Applying Image Transition Effects

Applying a Picture-in-Picture Effect
The Picture-in-Picture effect lets you transform the size and position of an
image in three-dimensional space. You can apply the Picture-in-Picture effect
to clips on the timeline or video tracks, or to an Effects Tree.
On the timeline, you can use the Picture-in-Picture effect for transitions
between two clips or for single-sided transitions at the beginning or end of a
clip. For more information, see “Creating One-Sided Transitions” on
page 909.
Since the Picture-in-Picture effect is a real-time effect, you can view the
results upon playback without having to first process the effect. For more
information, see “Playing Real-Time Effects” on page 900.

To apply a Picture-in-Picture effect as a transition:

1. On the timeline, overlap the clips that you want to work with.
They can be placed on the same or different tracks. Make sure that the
clips to receive the effect have extra material.
2. Select the intersecting edit point between the two video clips on which
you want to apply the Picture-in-Picture effect.
3. From the toolbar, click Transition Effects > Dissolve/Crossfade.
The Dissolve property editor is displayed, and the transition area is
displayed as a gradient on the activeness bar.

866

Applying a Picture-in-Picture Effect

4. In the Dissolve property editor, click the Load Preset button.
The Load Preset dialog box is displayed.
5. From the \Image Transitions folder, select the Picture-in-Picture effect
and click OK.
The transition area is displayed as a gradient on the activeness bar.

6. In the Picture-in-Picture effect property editor, modify the properties to
achieve the effect you want.

n

When you apply the Picture-in-Picture effect as a transition or to an Effects
Tree, the Source property page is also displayed, from which you can adjust
the direction in which the Picture-in-Picture effect is applied and the source
image’s opacity level.
For more information, click the Help button.

.

To apply the Picture-in-Picture effect in an Effects Tree:

1. Drag a clip to the timeline and create a composite container clip from
it—see “Creating a Composite Container Clip” on page 918.
2. From the Avid Explorer, drag a second clip into the Effects Tree.
The clip is added to the timeline, but not to a layer.
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Chapter 5 Applying Image Transition Effects

3. Add the Picture-in-Picture effect to the tree, and connect the inputs as
shown here:

The Input node that is connected to the Input 1 port of the Picture-inPicture effect, in this case the Racer clip, is used as the picture for
the effect.
To apply the Picture-in-Picture effect on the timeline:

1. Drag the clip to be used as the background clip to the timeline.
2. Add a video track to the timeline, above the track with the background
clip.
3. Drag the clip on which you want to apply the effect to the new video track.
4. Apply the Picture-in-Picture effect to the clip on the new video track.
5. In the DVE (Picture-in-Picture) effect property editor, modify the
properties of to achieve the effect you want.
For more information, click the Help button.

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Applying Wipe Effects

Applying Wipe Effects
The Wipe effect lets you create a transition between two overlapping clips,
such that the second clip is revealed according to a specified pattern. You can
also apply a border between the two clips by specifying the position, color,
and edge softness.
You can apply wipes to clips, tracks, or trees. On the timeline, you can also use
wipes for transitions between two clips, or for single-sided transitions at the
beginning or end of a clip. For more information, see “Creating One-Sided
Transitions” on page 909.

n

You can apply a wipe to an Effects Tree in the same way that you apply a
dissolve. For more information, see “Applying a Dissolve Effect to a
Transition” on page 845.
Since the Wipe effects are real-time effects, you can view the results upon
playback without having to first process the effect. In some cases, real-time
effects may require processing to ensure that no frames are skipped. For more
information, see “Playing Real-Time Effects” on page 900.
To apply a wipe between two clips:

1. On the timeline, overlap the clips that you want to work with. They can be
placed on the same or different tracks. Make sure that the clips to receive
the wipe have extra material.
2. Select the intersecting edit point between the two video clips on which
you want to apply the wipe.
The selected edit point turns red.
3. From the toolbar, click Transition Effects > Wipe.
The transition area is displayed as a gradient on the activeness bar.

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Chapter 5 Applying Image Transition Effects

4. In the Wipe property editor, adjust the amount of the wipe, and specify the
start point and duration of the transition.

n

870

The start point and duration options are only available when you apply a
dissolve or wipe on the timeline.

Chapter 6
Processing Effects

This chapter describes how your effects are processed in Avid DS Nitris, and
how to work with projects and media:
•

Understanding Processing

•

Workflow: Processing

•

Processing Areas of the Timeline

•

Processing a Single Effect

•

Setting the Processing Options

•

Creating Caches at Any Level

•

Understanding Processing Modes

•

Working with Real-Time Effects

•

Remote Processing

Chapter 6 Processing Effects

Understanding Processing
Avid DS Nitris is built upon a powerful combination of the Nitris Digital
Nonlinear Accelerator™ (DNA), which delivers hardware-guaranteed realtime performance, plus a software-based processing architecture, which
computes effects using the processor of your workstation.
Processing is the creation of a final image or sequence of images after a
special effect has been applied. Depending on the power of your workstation,
many effects can be computed in real time, allowing you to view the results
during playback. More complex effects, however, may need to be processed
before the results can be viewed.
During processing, Avid DS Nitris steps through each clip frame by frame,
calculating the various paint strokes, compositing layers, transitions, and other
effects that you created, and writes the results to cache files so that your source
media remains unaltered.

Effect applied to a clip in the
timeline generates new
media when processed.

Source media

Source media is the
material that you capture
from tape or file. It is stored
on the storage device.

872

Cache media

Cache media is also
stored on the storage
device. When
Avid DS Nitris
encounters processed
effects during playback,
it points to the cache
media instead of the
original source media.

Understanding Processing

When you play your sequence over the processed frames, Avid DS Nitris
points to this cache instead of the clips' source media. This support for nondestructive editing lets you continuously make changes and reprocess your
clips without affecting your source media.

n

You can commit processed results to a master clip and use the cache media as
source material in future sequences using the Timeline to Clip button. For
more information, see “Extracting Parts of a Sequence” on page 787.

When is Processing Needed?
Processing is usually needed for video images and graphics. Some video
effects do not need processing as Avid DS Nitris can compute the effects
during playback. These are known as real-time effects.
When you apply an effect to a clip, the timeline ribbon above it changes color
to indicate the processing requirements. There are three possible color states
on the timeline ribbon—green, yellow or red. Once the effect is processed
(and a cache is created), the color of the timeline ribbon above it is clear.
If you have the Avid DS Nitris DNA workstation, you can have real-time
playback and output of real-time effects. If so, these effects will have a green
color on the timeline ribbon in the area where they are applied.
If you are not using the Nitris DNA hardware, then Avid DS Nitris will
process all effects using the software. If your workstation has sufficient power,
many effects can be computed in real time by the software, allowing you to
view the results during playback without you having to process them. These
real-time effects will be indicated by a yellow color on the timeline ribbon.
A real-time effect with advanced settings, or a stack of multiple real-time
effects may become too complex for your workstation to process. As a result,
the calculated frame might be delivered to the video output late, so
Avid DS Nitris skips to the next frame to keep in synchronization with
corresponding audio clips. A red dot is displayed on the Play button when a
frame can’t be delivered in time. This means that the real-time effect will
require processing to a cache file before the final output.

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Chapter 6 Processing Effects

Any effects that cannot be processed in real-time by the hardware or the
software will have a red color on the timeline ribbon. When you play back the
areas where these effects are applied, you will see a “Processing Needed”
message displayed in the viewer.
The illustration below shows the different conditions of effects on the timeline
(refer to this topic in the Help to see this in full color):
Red indicates that the effect
cannot be played in real time and
needs to be processed first.

Yellow indicates that the clip can be played
in real time and processing is optional.

Process button

Green indicates
that the clip is
guaranteed to
play in real time,
and processing
is not required.

Timeline
ribbon

When the red highlighted area is
played back, the viewer does not
show the resulting image.

The Process button also turns red or yellow to indicate that processing may be
needed. During processing, Avid DS Nitris steps through each clip frame by
frame, calculating the various paint strokes, compositing layers, transitions, or
other effects that you created. The results of the computation are written to a
cache file with the new processed media. This guarantees perfect playback and
output of your sequence.
Processing can be demanding on your system resources in terms of both time
and storage space. For more information on processing your effects more
efficiently, see “Understanding Processing Modes” on page 893.

874

Workflow: Processing

Workflow: Processing
1

On the timeline, select a region or
object to process (clip, track, layer,
effect, or transition bar).

or

2

Click the Process button.

or

3

4

Select an applied effect and open its
property editor.

Click the all... button.

Set the processing options.

Process media for
real-time playback.

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Chapter 6 Processing Effects

Processing Areas of the Timeline
Processing on the timeline is based on selection. You can process a selected
object or region, or all the clips on the current timeline. To work even more
efficiently, you can process your more complex effects at different stages in
your sequence. For example, if you have effects nested within a container clip,
you can open the container and process the individual effect instead of
processing the entire container clip.

n

The Process button turns red, yellow, or green even if the effect is nested within
a container clip.
When a section of the timeline requires processing, the timeline ribbon above
the effect turns red, yellow, or green. Red means that the section must be
processed, while yellow means that processing can be handled by
Avid DS Nitris during playback, but you should still process it before final
output. Green indicates that the clip is guaranteed to play in real time and
processing is not required. You can, however, still process these effects.

Process button
turns red or yellow.

Corresponding red or yellow highlights on timeline
ribbon indicates sections that may require processing.

Objects

Portions of clip that will be processed to generate new media.

876

Processing Areas of the Timeline

To select areas for processing:

Selection

Action

Entire sequence

On the timeline, click the Process button.

Object

Select a clip, effect bar, or transition bar and click the Process
button,
or
•

Double-click the effect or transition bar on the timeline to
open the property editor.

•

Click the All... button.

Timespan

Highlight a region of the timeline, and click the Process button.

Cache bar

Select the cache bar and click the Process button,
or
Right-click the cache bar and select Process.

•

When you click the Process button, the Processing Options dialog box is
displayed—for further instructions, see “Setting the Processing Options”
on page 882.

•

After setting the appropriate options in the Processing Options dialog box,
click OK to begin processing.
After processing is complete, the timeline ribbon is updated to reflect the
new state of the timeline.

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Chapter 6 Processing Effects

Processing a Single Effect
If you are experimenting with an effect, you can process directly from the
property editor as you make changes to the parameters. Even within a property
editor, there are many options available when processing an effect. You can
process the results on a single frame, a subregion of a frame, or all the frames
in the clip on which you applied the effect.
To process from a property editor:

1. Double-click on the effect or transition bar on the timeline.

n

For time-based and source-generated effects, right-click the clip and select
Properties, and then select the effect from the menu.
The property editor of the effect opens.

Process controls

2. Select one of the following:

878

Processing a Single Effect

Use this

To

Process the current frame.
Enable the auto-process mode. Each time you adjust
a property value, the frame is automatically
processed and updated in the viewer.

n

Results may take time to display while
Avid DS Nitris processes the effects.

Process all frames on which this effect was applied.
This option displays the Processing Options dialog
box.
Process the region selected in the viewer.

3. When you click the Process button, the Processing Options dialog box
opens—see “Setting the Processing Options” on page 882 for further
instructions.
4. After you set the processing options, click OK to begin processing.
After processing is complete, you can play and view the results.
You can quickly view the results from an effect’s property editor.

n

When previewing effects from within a property editor, the preview only is
displayed in the viewer and not on the output monitor.
To preview the results of an effect:

t

In the property editor, click the Preview button.
On the timeline, loop markers are placed at the beginning and end of the
effect. They include the number of pre-roll and post-roll frames that were
set in the User Preferences dialog box. The selected area is played
continuously between the marked region until you click the Stop button.

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Processing a Region of a Frame
If you want to apply an effect on part of an image, you can process only the
region of the frame on which the effect was applied. You can also use
subregion processing to test an effect on part of the image before processing
the effect on all the frames.
To process the effect on a region of the current frame:

1. In the property editor, select Subregion.
2. In the viewer, drag diagonally across the image to form a selection box.
3. At the top of the property editor, click the frame button.
The effect is computed for that frame within the selected box.

n

880

If you are just using the Subregion option for testing, make sure you deselect it
after you’ve seen the results. Otherwise, when you process all the frames, only
the selected region will be processed.

Processing a Single Effect

Previewing Effects without Processing
When you place the position indicator at a specific frame, Avid DS Nitris
automatically processes all effects applied at this frame. This may not happen
instantly as the number and complexity of the effects may require additional
computation time. When the computation is complete, however, you can see
the results on one frame before processing all the rest. These results are stored
temporarily on disk and are known as interactive caches or memory caches.
These results are only kept temporarily to improve your interaction time when
viewing the results of effects on a frame-by-frame basis. This way, there is no
need for Avid DS Nitris to recompute an effect when a frame is revisited.
To view an effect on a series of frames:

t

Hold down the Ctrl key and click Play on the transport controls.
Avid DS Nitris steps through each frame, creating interactive caches for
each one.

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Setting the Processing Options
Depending on the complexity of your effects, it may take time and system
resources to process images. You can reduce processing time significantly by
choosing the options that best suit the task you’re currently performing.

For descriptions of all the options in this dialog box, click the Help button.

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Setting the Processing Options

To set the processing options:

1. In the Processing Options dialog box, select one of the following options:

Option

To

Current Timeline

Process a selected region on the timeline.

Duration of Selection

Process a selected region on the timeline.

Selected Object

Process just the objects that you have selected.

Cache List

Process the effects, composites, and/or transitions
that have been added to the cache list.

2. Select Include Real-time Effects to process real-time effects that are too
complex for your hardware to process, and play back in real time without
skipping frames. Processing creates a cache on disk for the processed realtime effects, so that you can view them upon playback— for more
information, see “Working with Real-Time Effects” on page 898.

n

All real-time effects are processed by Avid DS RP regardless of the Include
Real-time Effects setting.
3. To make processing more efficient, select Minimal or Complete,
depending on your particular scenario—for more information, see
“Understanding Processing Modes” on page 893.
4. To optimize the processing quality of your video media, set the Options
for Field or Frame Processing, and Precision—see “Understanding the
Processing Settings” on page 692.

n

These settings can also be set specifically on an applied effect. Settings on the
Option property page of the effect will take precedence—see “Setting the
Processing Bit Depth” on page 692.
5. For the Storage Settings, set the Resolution and Bit-Depth at which you
want to process your media.
To decrease processing time or save on storage space, you may want to
lower the resolution at which the caches are created. The lower the
resolution, the faster the processing times and the less storage space
used—see “Processing Media at Different Qualities” on page 885.

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6. In the Location box, select Process Remotely if you have one or more
Avid DS RP workstations in your workgroup where you can send your
processing job—see “Remote Processing” on page 903.
7. Set the storage devices—Process Video To and Process Audio To, where
your processed media will be stored. (These storage devices were
configured when Avid DS Nitris was installed.)
The Time Available indicates the time remaining on the storage devices
for processing and saving video and/or audio caches based on the
processing options you selected.
8. To receive an e-mail notification when processing is complete, select
Send email to and type your e-mail address in the text box.

n
n

Before you can use the e-mail Notification option, you must specify your
SMTP server in the Data Management property page of the User Preferences
dialog box. To receive email from a local process, you need to setup the email
server on your workstation.
To receive e-mail from an RP workstation, you need to setup the e-mail server
on the workstation where the DMS Broker is installed. Refer to the Avid DS
Installation and Administration Guide for details on configuring the DMS
Broker to send email notifications.
9. To hear a sound when video processing is complete, select Play sound
and select an 8-bit or 16-bit .wav file.
10. Select Update Viewer While Processing to display the frames in the
viewer and monitor as they’re processed. This option has no effect on the
processing time.
11. If you have sufficient space on the storage device, click OK to
begin processing.
A progress bar is displayed at the bottom of the desktop to show the status
of the process. The progress bar shows the number of passes, frames, and
the estimated time that Avid DS Nitris will take to process your selection.
These passes are based on the number of container clips and the levels of
processing required within the selected region.

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Setting the Processing Options

Here’s the information that is displayed on the progress bar during processing:

Information field

Description

Processing (Minimal)

The type of processing mode that was selected. You have
the option of Minimal or Complete—see “Understanding
Processing Modes” on page 893.

1/2

A running count of the number of passes required to
process the selected area

Frame: 57/139

A running count of the number of frames to be processed
for the current pass

Total: 57/442

A running count of the total number of frames to be
processed

Total time est: 5 min.

The total time (min:secs) required for processing the
selection

After processing is complete, you can play and view the results of the
processed area.
If the processing job was sent to a remote station for processing, the cache bars
turn blue to indicate that they have been sent to a remote machine for
processing. When the area is processed, the caches are automatically imported
into the current project. The cache bar turns green and the red highlights on the
timeline ribbon disappear.

n

If a third-party plug-in effect has not been installed on the RP workstation,
then the effect will not be processed.

Processing Media at Different Qualities
Since Avid DS Nitris is resolution-independent, you can process your clips at
low resolution or in compressed form during the rough cuts of your work, and
then reprocess at full resolution in uncompressed form before outputting to
tape. Working with high-quality media increases processing time, so initially,
you should process your clips at lower resolution to obtain quicker results.
When you’re ready to output the final production, you can switch back to the
higher quality media.

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Chapter 6 Processing Effects

When you set your working sequences preferences to a lower resolution, the
clip in the Avid Explorer (or on the timeline) references the high-quality media
on disk, but produces a cache file at lower quality on your workstation. You
can change your working preferences at any time to reprocess the clip at a
better quality. The clip maintains pointers to all these media files, so you can
view the processed media at different qualities. Media and cache files can
sometimes be very large, so once you’ve completed your edits, you can purge
the clip to clear out this redundant media. For more information, see “Purging
Media” on page 1087.
Media processed at different
working preferences

Full resolution,
2:1 compression

Source media

Quarter resolution,
2:1 compression

Full resolution,
2:1 compression
Full resolution,
no compression

Each time you change your working qualities (such as switching to a different
resolution), Avid DS Nitris automatically looks for media of that quality on
your disk for you to work with. When you process your effects, a new cache
file is created if no cache file exists at that quality.

n
n

886

When you use a lower resolution for processing, your sequence preferences
are automatically set to that resolution, so that you can view the results. To
change the resolution of the sequence back to full, open the Sequence
Preferences dialog box and set the resolution to Full.
For color correction effects, you may notice a slight shift of color between
processed and unprocessed clips. To guarantee consistent output results, use a
precision of 16-bit or higher.

Creating Caches at Any Level

Creating Caches at Any Level
You can create caches at any points in your clip effect stack of effects
hierarchy on the timeline, track, or clip. Cache bars are like effect bars; you
can resize them and move them along the timeline. You can also add caches in
the Effects Tree in the form of nodes.
It is best to add a cache after an effect that has a long processing time or after
effects that you are sure will not be modified. This saves time as once the
cache is created, you will not need to reprocess the entire stack each time a
new effect is added on top of it.
Region on the
timeline ribbon to
be processed.

The color of the cache indicates
the process status or the
playable status of the effects that
are below it. It is the same color
as the process bar on the
timeline.

Cache bar

In this example, the Color
Correction and Edge effects
have not yet been process and
therefore not real time playable.

Clip on the
timeline

Cache Bar Colors
Cache bars on the timeline and cache nodes in the Effects Tree have different
colors depending on their status and whether the cache generated for the
effects have been processed.

Color

Description

Red

The effect needs to be processed. Either no cache currently exists, or the
effect properties were changed thus requiring the effect to be reprocessed.

Yellow

The effect is software real time playable.

Green

The effect is hardware real time playable.

Gray

A cache exists and the effects are real time playable.

Blue

The effect is currently being processed on an RP (Remote Processing)
workstation. For more information, see “Remote Processing” on page 903.
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Chapter 6 Processing Effects

Even though Avid DS Nitris may be able to play back an effect or several
effects in real time, caches bars will still be yellow if the effects have not been
processed. The cache bar remains yellow because complex real-time effects
are not always 100% real-time playable. Once you process your real-time
effects, the cache bar will turn gray, ensuring playback without any frames
being skipped.

Using the Cache Bar in the Timeline
If you have a stack of effects in the timeline, you can create caches at any point
by adding a cache bar. They are also useful when you want to process the
result on a part of an effects stack.
If you have more than one effect on a clip without a cache, then only one cache
will be generated. However, if you add a cache between clip-based effects,
instead of generating once cache for the entire clip, a cache will be generated
for each effect. The cache will turn gray to indicated that the effects have been
processed.
You can process the effects, composites, or transitions below the cache bar,
which creates a separate cache file. You can also purge the contents of the
cache bar or any redundant cache files below the cache bar. For more
information, see “Purging Media” on page 1087.
The following example uses the source generated clip to illustrate where
adding cache bars on the timeline may be useful.
Example: Working with Some Source Generated Clips

You can add a cache bar between the generated clip and the effect bar
Insert a cache bar between the generated
clip and an effect bar.

Red highlight
indicates processing
is required

888

The cache bar is yellow, indicating that the
generated clip (with a clouds image) does
not need to be processed as it’s software
real time playable.

Creating Caches at Any Level

When you process in Complete mode, the cache bar turns gray and the red
area on the timeline ribbon disappears.

If you modify the effect’s properties, the red highlight returns in the timeline
ribbon, but the cache bar remains green meaning that the effect is hardware
real time playable. You should process the effect with the new modifications.
Alternatively, you can add a cache bar on top of the modified effect and
process. This is useful when you have a stack of effects on a clip.

Indicates that
processing is
required
Some properties
for this effect have
been modified

To apply a cache bar on the timeline:

1. Do one of the following:
t

Select a clip.

t

Select a region on a track.

t

Select a region on the timeline effect track.

2. Right-click the clip or area selected and select Add Cache.
A cache bar is created over the clip or region you selected. The cache bar
is green if the time span covered by the cache bar is playable in hardware
real time. It is yellow if the effect is software real time playable.

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Chapter 6 Processing Effects

Cache bar (indicated in yellow)
added to selected clip

n

You can add a cache bar to a clip, track, or to the timeline effect track. If you
want to add a cache bar to several clips, you can’t multi-select the clips and
then add a cache bar. You must do each one separately. For more information,
see “Creating Caches at Any Level” on page 887.
3. Right-click each cache bar and select Add to Cache List.
Each cache bar is added to the Cache List.

4. Click the Process icon.
The Processing Options dialog box opens.
5. In the Processing Options dialog box, select the Cache List option to
process all entries in the cache list.
6. Set the necessary options and click OK to begin processing.
To process a cache bar:

1. Do one of the following:
t

Select the cache bar and click the Process icon in the timeline
controls.

t

Right-click the cache bar and select Process.

The Processing Options dialog box opens.

n

You can add a cache bar and process it in one step by right-clicking the
selected clip or track and selecting Add Cache and Process.
2. In the Process box, select Include Real-time Effects.

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Creating Caches at Any Level

If you have real-time effects in the area covered by your cache bars, you
should select this option to ensure real time playback for the entire time
span covered by the cache bar. If you don’t, the cache bar will remain
yellow.
3. Select the appropriate settings for the other options and click OK.
Avid DS Nitris processes the effects below the cache bar, which turns gray
to indicate that playable media exists for the entire time span covered by
the cache bar.

n

You can also create a clip in the Avid Explorer from the cache you created.
Simply right-click the cache bar and choose Cache to Clip from the menu.

Using Cache Nodes in the Effects Tree
The Effects Tree is part of the Compositing layout. For more information, see
“Using Effects Trees” in the Help.
If you have a complex Effects Tree, you may want to create caches at key
points throughout the tree. By adding cache nodes, you can view the result of
an effect or a combination of effects at any point in time. You can also save
overall processing time. Cache nodes work like other nodes in the tree. The
only difference is that the cache node does not contain any properties like
other effect nodes, but is simply a marker, which indicates that a cache file
exists up to that point in the tree.
Cache nodes are either yellow, green, or gray. They are yellow if any part of
the hierarchy up to the node is unprocessed. They are green if a cache exists,
which means that they are playable in real time and gray if they do not require
processing.

n

Cache nodes turn blue when they are sent to a remote machine for processing.
For more information, see “Remote Processing” on page 903.
You can process the effects, composites, or transitions below the cache node,
which creates a separate cache file. You can also purge the contents of the
cache node or any redundant cache files below the cache node.

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To apply a cache node to an effects tree:

1. Open an Effects Tree.
2. Right-click in the Effects Tree view and select Add Cache. and insert the
cache node where you want.
The cache node is added to the Effects Tree and inserted at the point
where you want to create a cache. The cache node is yellow indicating that
processing is required.

n

To view the results of the Effects Tree only up to the cache node, right-click the
cache node and select View. The cached image is displayed in the viewer.
To process a cache node:

1. Right-click a cache node in your tree and select Process.
2. In the Processing Options dialog box, select the appropriate settings and
click OK.
Once you’ve processed the effect(s) up to the cache node, it turns green.
This indicates that all effects before the cache are playable in real time.

n

892

Tip: You can also Ctrl + double-click the cache node to open the Processing
Options dialog box.

Understanding Processing Modes

Understanding Processing Modes
There are two modes of processing in Avid DS Nitris—Minimal and
Complete. In both modes, Avid DS Nitris processes effects down to the
deepest level necessary for playback of the current timeline. It also only
reprocesses the effects properties that have changed since the last time the
clips were processed.

Minimal Processing
The Minimal processing mode is the most efficient when you’re in the initial
stages of editing. Minimal processing is faster since it processes just the
effects, transitions, or layers that are necessary to ensure playback at the
current level. It also creates only one cache which is saved at the level where
the last effect was processed. The only drawback to this option is that if you
make changes at a higher level, you must reprocess all the lower levels to
regenerate the cache.

Complete Processing
The Complete processing mode processes all effects, transitions, or layers that
are necessary for playback at the current level. It generates caches at each level
of the timeline. Although this mode uses more disk space, subsequent
processing is more efficient since it only regenerates caches for the changed
effects or layers.
When processing in Complete mode, caches are created in this order: clip,
track, clips composited on video track, timeline effect track. This is the order
in which caches are created on the timeline:

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Chapter 6 Processing Effects

Top timeline

Timeline effect track
Track effect
Clips
composited on
video tracks

Composited clip effect on Video track 1

Composited clip effect on Video track 2

5

Timeline effect track
3

Track effect
4 Clips composited on video tracks
1 Composited clip effect on Video track 1
2

Composited clip effect on Video track 2

In cases where you have nested or composite container clips on the timeline,
the tracks are processed first from the foreground clip working to the
background clip. If you have more than one effect on a clip without a cache,
then only a single cache will be generated. However, if you add a cache
between clip-based effects then a cache will be generated for each clip effect.
The clip effect will change to gray indicating that the caches for that effect
have been generated and the clip effect is processed.

Example: Minimal versus Complete Processing
The following example is a scenario in which a section of the timeline needs
processing. The dissolve to be processed includes part of a container clip that
has two effects. Within the container is a clip that also has an effect on it.

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Understanding Processing Modes

Processing a region of a container clip
Top timeline

Dissolve between clip
and container clip
Container clip with two
effects on top of it

Clip inside container clip with one clip effect

In Case A, we’ll perform Minimal processing, and in Case B, we’ll use
Complete processing.

n

During processing, Avid DS Nitris works frame by frame. It starts with the
source image on the first frame, and dynamically computes the effects on that
frame at each level of the timeline. This continues for each frame in the
sequence where an effect is applied.

Case A: Minimal Processing
Since the region to be processed includes part of a container clip,
Avid DS Nitris first processes the effect inside the container clip. Next, the
dissolve between the two clips, and then the two track effects. The results of
processing all the effects is saved in one cache at the top timeline level.

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Chapter 6 Processing Effects

Therefore, when you open the container clip and play its contents, you will not
be able to view the results of the effect because the cache was saved at the top
timeline.
Top timeline
Generate one and
only cache for all
effects at this level.

Region to be
processed.
When changes
are made here,
cache must be
added for all
levels.

1

Process effect stack
from bottom to top.

Process transition
inside container clip.

Process clip effect.

Inside the container clip.

Case B: Complete Processing
With the Complete processing mode, Avid DS Nitris creates caches at each
cache level of the timeline where an effect is processed. Avid DS Nitris first
processes the clip effect in the container clip. It generates a cache for this clip
effect. Since there are no additional track or timeline effects applied, the track
and container caches are left empty, but a cache is created for the dissolve.
The clip effects above the container clip are then processed from the bottom of
the stack to the top and stored as a clip cache.
If you later make changes to the effects on the top timeline, Avid DS Nitris
only needs to reprocess the cache at that level. The effect inside the container
clip below it does not require processing as its cache is still valid.
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Understanding Processing Modes

Top timeline
Region to be
processed.
Use cache #3.

3

Process effect stack
from bottom to top and
generate cache #3.

2

When changes
made here,
cache is simply
added to existing
caches at other
levels (takes
much less time).

Process transition,
cache #2 inside
container.

Process clip effect and
generate cache #1.

1

Inside container clip.

By processing caches at different levels, you can easily purge and reprocess
effects without having to reprocess effects created at other levels. However,
you may wonder why certain effects need to be reprocessed despite the fact
that you processed in Complete mode.

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Chapter 6 Processing Effects

Working with Real-Time Effects
A real-time effect is an effect that you can apply to your sequence and play
without having to process it first. Depending on the power of your
workstation, many effects can be computed in real time. This means that when
you apply a real-time effect to a clip, track, layer, or Effects Tree, you can play
the results immediately without having to process the effect.
Real-time effects fall into two categories—hardware real-time effects and
software real-time effects. When you apply a real-time effect to a clip, track,
or layer, areas of the timeline ribbon turn green or yellow to indicate that the
results of the effect(s) you applied can be played without processing.
If you have the Avid DS Nitris DNA workstation, you get guaranteed real-time
playback and output of some effects. These effects have a green color on the
timeline ribbon in the area where they are applied.
Green areas on
timeline ribbon
indicate effects
that are
guaranteed to be
played and output
in real time.

n

If you are working in a Custom sequence, real-time effects need to be
processed regardless of whether they are software or hardware-based.
If you are not using the Nitris DNA hardware, then Avid DS Nitris will
attempt to process effects using the software. If your workstation has sufficient
processing power, many effects can be computed in real time by the software,
allowing you to view the results during playback. These effects will be
indicated by a yellow color on the timeline ribbon.
Yellow areas on
timeline ribbon
indicate effects
that can be played
in real time.

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Working with Real-Time Effects

Several effects, including dissolves, wipes, color correction, DVE, blue-green
(chroma) keyer, titles, and audio effects (except Timewarp) can often be
played in real time. Stacking multiple real-time effects or boosting some effect
parameters, however, may require more bandwidth than your workstation can
handle and thus require that you process the effects before final mastering.
The real-time effect is shown in yellow.
Timeline ribbon indicates
sections that may require
processing.

Notice that when a
second effect is applied
over the real-time effect,
that portion of the clip
requires processing.

Red indicates the
region where the
effect definitely needs
to be processed.

In some cases, the calculated frame might be delivered to the video output late.
As a result, Avid DS Nitris skips to the next frame to keep in synchronization
with corresponding audio clips. A red dot is displayed on the Play button when
a frame can’t be delivered in time.

n

If you place the pointer over the Play button when the red dot is displayed, a
tooltip indicates how many frames (audio and/or video) were skipped.
The Play button is reset whenever you restart playing.
For a complete list of real-time effects and the conditions under which these
effects might cease to be real-time playable, see “Effects that are Playable in
Real Time” in the Help.
Examples

•

A single color correction will play in real time, but five color corrections
require more bandwidth for processing and might skip frames during
playback.

•

A keyer is a real-time effect, but if you choose to “grow” or “shrink” the
matte, you will not be able to play the effect in real time.

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These effects can always be processed to cache if required. For more
information, see “Creating Caches at Any Level” on page 887.

Playing Real-Time Effects
Avid DS Nitris will always try to play back effects in real time. When it
reaches a point where a frame cannot be computed before display time, the
system will repeat the previous frame to maintain progression along the
timeline.
Skipped frames will occur when a real-time effect sequence is very close to
surpassing the processing resources of your workstation. A red dot will appear
on the Play button as soon as a frame can’t be delivered in time. This means
that the real-time effect should be processed to a cache file before the final
output.
If you place the pointer over the Play button when the red dot is displayed, it
will indicate how many frames (audio and/or video) were skipped. The normal
state of the Play button is reset whenever you restart playing.

n

Tip: Always use the Play button or press the Enter key for playback, and not
the Up Arrow on the keyboard which is a 100% varispeed that can cause
frames to skip (and hence, any corresponding audio to fall out of sync.)
If you’re satisfied with the sequence preview in the output monitor and
Avid DS Nitris can successfully play effects on the timeline without skipping
frames, then you can output your sequence to tape without processing.

n

For progressive sequences, such as 1080p, and 720p, during play back, the
real-time effects are processed on-the-fly in frames. For interlaced sequences,
such as NTSC, PAL, and 1080i, real-time effects are processed on-the-fly in
fields. When the position indicator is parked on a frame, the real-time effects
are processed in frames.
Before mastering, or at any point in your production, you can process realtime effects to a cache, so Avid DS Nitris can refer to this cache file when
playing back the effects. By creating a cache, normal playback can take place
and guarantee smooth output of your sequence. In general, it is good practice
to process real-time effects before mastering.

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Working with Real-Time Effects

To force processing of your real-time effects, select Include Real-time
Effects in the Processing Options dialog box. Each of the processed effects
will then have a cache created on disk and Avid DS Nitris will no longer have
to process these on-the-fly during playback. For more information see “Setting
the Processing Options” on page 882.
Working with Real-Time Effects in HD
With the Avid Nitris DNA hardware capabilities, you can view real-time
effects with HD media at full resolution. If you are using a non-Nitris DNA
hardware platform, you can get the same real-time effects that are available
with Nitris DNA if you work in quarter resolution mode. This way you can do
all your work with quarter resolution HD media to view the real-time effects,
and then recapture the media at full resolution to add the finishing touches to
your project.
To view real-time effects in quarter working resolution mode:

1. Select File > Sequence Preferences.
The Sequence Preferences dialog box opens.
2. In the Working Video Settings box, set the resolution to Quarter.
3. Under Quarter resolution working mode, select Enable real-time effects.

n

This option is only available when working with an HD sequence on a nonNitris DNA workstation.
4. Recapture your clips at quarter resolution.
5. Play back your sequence to view the effects.
With the real-time effects option enabled, you can only view clips that have
been captured or processed in quarter resolution. You will not be able to play
back full and half resolution media and caches. These clips will indicate that
processing is needed (red highlight will display in the timeline ribbon). To
view these clips, you will need to process them at quarter resolution.

n

Avid DS RP does not support the real-time effects option, therefore if you are
sending your processing request to an RP workstation, it won’t recognize that
it has to process full and half resolution media.

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Chapter 6 Processing Effects

Outputting Real-time Effects
During an output-to-tape operation, Avid DS Nitris requires extra resources
which may result in insufficient bandwidth during playback. When this
happens, the Skipped Frames indicator is displayed on the transport controls.
Avid DS Nitris will attempt to output again, starting immediately before the
skipped frames occurred.

n

If your system is equipped with an Open G/L card, Avid DS Nitris might stop
updating the software viewer to transfer bandwidth resources to the output
monitor and prevent frames from skipping.
If the output-to-tape operation fails after several attempts, you will be
prompted to stop the operation. At that point, you must process that section of
the sequence before restarting the output to tape. This operation is very fast
due to the performance of the system.

c

902

Be careful with sequences that contain audio. Retrying an output-to- tape
operation does not guarantee that the audio will be perfectly
synchronized. You should process your sequence or output the audio to
tape in a separate pass.

Remote Processing

Remote Processing
Instead of waiting while your workstation processes effects, you can send a
processing job to a remote workstation running Avid DS RP, so that you
continue working on your own workstation.
The RP software can be installed on any number of workstations on your
network, and the process requests are automatically dispatched to the first RP
workstation that is available. If the RP workstation is already working on
another job, your job will be added to its processing queue. For more
information on setting up your RP workstation, see the Avid DS Nitris
Installation and Administration Guide.
Before you send a job for remote processing, make sure Avid DS RP is started
on the remote processing workstations.

n

When in the Source Timeline mode, do not remote process clips on the
timeline. You may be able to send the request but the processing will not be
performed.
To send a job to an RP workstation:

t

Follow the steps in “Setting the Processing Options” on page 882, and
select the Process Remotely option.
The Process Video to box indicates the folder where the processed media
will be placed. You must make sure that the RP workstation(s) have
permissions to write media to this folder.

Once you send a processing job to a remote workstation, a blue cache bar is
displayed above the clip where the effect was applied. The cache bar turns
yellow while the effect is being processed, and eventually turns green when
the processing is complete.

n

If you place your mouse cursor over the cache bar, it will display the
processing status of the effect.
As your effects are processed, the caches are automatically imported back into
your current project. The highlights on the timeline ribbon will disappear as
the process requests are completed.

n

If you abort the processing request, the cache bar turns red.

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Chapter 6 Processing Effects

If you change certain effects or composites in your sequence that were sent to
a remote machine for processing, the caches for those effects or composites
will be invalid when they are imported back into your project. The cache bar
will turn red to indicate that processing is required.

Monitoring Remote Processing Jobs with the Avid DMS Broker
Avid Distributed Media Services (DMS) Broker lets you monitor and manage
your remote processing jobs that have been dispatched to any RP workstation
in your workgroup.
To monitor a remote processing job:

1. Open a view of the Avid DMS by clicking the DMS button in the status
bar in one of the following ways:
-

Ctrl-click the DMS button to open a view in the Avid DS Explorer.
This lets you dock the view directly in the Explorer where it can be
easily accessed

-

Click the DMS button to open a view in the Microsoft Internet
Explorer

-

Ctrl+Shift-click the DMS button to open a view in the DS Web view

2. The DMS view opens and automatically logs you in as the user.
The Jobs page displays the status and other information about jobs that you
have submitted to the DMS Broker. From here you can cancel, delete or retry
jobs, depending on your level of privilege.
For more information on using the DMS Broker, refer to the Avid DMS System
Installation and Operation Guide.

n

904

When DMS is installed in an Avid DS workgroup, an Avid DS client functions
as a ProEncode client, and an RP workstation as a ProEncode Provider.

Chapter 7
Working with Effects and
Transitions

This chapter describes how to apply effects and transitions, and how to nest
clips on the timeline.
•

Displaying Guides

•

Applying Effects on the Timeline

•

Applying Transitions

•

Nesting Clips

•

Displaying Effects in a Viewer

•

Processing Sequences

Chapter 7 Working with Effects and Transitions

Displaying Guides
As you work with effects and graphics in the viewer, you can display
horizontal and vertical guidelines to help you align them precisely. For more
information, see “Displaying the Safe/Action Title Guides” in the Help.

n

906

The guidelines are used for positioning purposes only. They are not visible in
the final sequence.

Applying Effects on the Timeline

Applying Effects on the Timeline
Any effects that you apply on the timeline are based on what you have
currently selected. You can apply video and audio effects to the entire
timeline, individual clips or tracks, or to a selected region of a clip or track.

n

Before you can select anything on the timeline, you must be in Selection mode.
On the timeline navigation bar, click the Selection Mode button.
Effects applied to clips are called clip effects and effects applied to a track are
called track effects. Clip effects are effects that are attached to a clip and move
with the clip on the timeline. Clip effects affect only the clips on which you’ve
applied them. Track effects can be placed on audio tracks, video tracks,
background tracks, and the timeline effect track. Track effects modify only the
clips on the track on which the effect is applied. An effect placed on the
timeline effect track affects all the tracks in the timeline.
For more information, see “Applying Effects” in the Help and “Understanding
Image Transition Effects” on page 247. For advanced tasks on compositing
and working with complex effects, see the Avid DS Nitris Compositing and
Graphics Guide.

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Chapter 7 Working with Effects and Transitions

Applying Transitions
Transitions are changes, like dissolves, wipes, fades, DVEs, or cuts that you
can apply to or between clips on the timeline. You can apply transitions to the
beginning or end of a single clip, or between two clips.
For example, you can use a one-sided transition to fade into a clip at the
beginning of your sequence. You can then apply wipes, cuts, and dissolves
between other clips on the timeline to move smoothly from one clip to the
next.
The type of transition you apply depends on the media you’re working with.
For instance, you can apply a dissolve, wipe, or DVE to video clips, while you
can apply a crossfade, fade-in, or fade-out to audio clips. For more
information, see “Understanding Image Transition Effects”.

Cutting to a Clip
A cut is a jump or sharp transition between two clips. The cut transfers
activeness from one clip to another. The Cut To transition is especially useful
for multi-camera editing when you need to constantly switch between
different camera shots to create the desired edit. In this case, you must place
each camera take on a separate track. You can then “cut on the fly” by
switching the activeness from one take to another.

n

The behavior of a Cut To is the same for both audio and video clips.
To cut to a clip:

1. Place the clips on different tracks and overlap the clips at the
appropriate timecodes.

Active clip from
camera 1.

Clip on camera 2 that
you want to cut to.

2. Place the position indicator at the point, on the next clip, at which you
want to make a cut.
908

Applying Transitions

n

If the clip you are cutting to is inactive or on a lower track, you cannot see its
frames in the viewer. To view that clip’s frames, click the Solo button on the
track on which the clip is located.
3. Select the clip that you want to cut to.
4. From the toolbar, click Editing > Cut To.
The activeness is switched from the first clip to the selected clip at the
position indicator.

Cut between clips.

Clip from camera 1 is active.

5. Continue to cut back and forth between the two cameras by placing the
position indicator at the appropriate frame, selecting the clip you want to
cut to, and then clicking Editing > Cut To from the toolbar.

Cut to clip from camera 2.

Creating One-Sided Transitions
You can apply one-sided transitions to clips on the timeline. One-sided
transitions are usually applied to the beginning or end of a single clip to
transition into it or out of it.

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Chapter 7 Working with Effects and Transitions

To apply a one-sided transition to a clip:

1. On the timeline navigation bar, click the Selection Mode button to
select it.
2. On the timeline, select a clip’s in-point or out-point.
3. From the toolbar, do one of the following:
-

If you selected a video clip’s in-point or out-point, click Video Effect
> effect.

-

If you selected an audio clip’s in-point or out-point, click Audio
Effect > effect.

The transition’s property editor is displayed, and the transition is
displayed as a gradient on the clip’s activeness bar.

n

You can edit the duration of a one-sided transition the same way you would
edit a transition between clips; simply drag the transition points.

Creating Transitions Between Clips
You can apply a transition between clips on the same track, or on different
audio and background tracks. You can not apply transitions to different video
tracks. Transitions can be created only when there is extra material available
on one of the clips.

To apply a transition between clips:

1. On the timeline navigation bar, click the Selection Mode button.
2. On the timeline, overlap the clips that you need to work with.
These clips can be on the same track, on different audio tracks, or on
different background tracks.
3. Select the edit point between the two clips.
4. From the toolbar, click Transition Effects and select Dissolve/Crossfade,
Wipe, or DVE.
The transition’s property editor is displayed.

910

Applying Transitions

The edit point can be set to be the start, end, or center of the transition.
You can also change the type of transition that you’ve applied. All these
options are available in the property editor.
After a transition is applied between two clips, it is automatically shown
as a gradient on the activeness bar.
For more information, click the Help button.
Same-track transition

Transition area

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Chapter 7 Working with Effects and Transitions

A transition between
two clips on different
background tracks.

Before

Edit points
Transition point at beginning of transition.
After

Transition area

Transition point at end
of transition.

Transitions have their own properties with edit points that indicate the
beginning, center, and end of the transition. These edit points become
highlighted when you select them.

Editing Transition Properties
Once you’ve applied a transition between two clips, you can change the
properties of the transition.
To change the properties of a transition:

1. Do one of the following:
t

Right-click the transition edit point and select Properties.

t

Double-click the transition edit point.

2. Change the properties in the transition’s property editor.
For more information, click the Help button.

Aligning Transitions
You can change the alignment of a transition to begin at the start, end, or
center of the edit point.

912

Applying Transitions

To change the alignment of a transition:

1. In Trim mode, click the transition’s edit point to select it.
2. Right-click the Transition Alignment button and select one of the
following:
- Transition Start to align the transition to the right of the edit point.
Transition starts at
edit point.

-

Transition Center to align the transition to center around the edit
point.
Transition is centered
at edit point.

-

Transition End to align the transition to the left of the edit point.
Transition ends at
edit point.

The icon on the Transition Alignment button represents your alignment
selection for the transition.

Removing Transitions
You can easily remove a transition and restore the original clips. When you
remove a transition, it becomes a cut from one clip to the next as the edit point
remains the same.
To remove a transition, do one of the following:

t

Select the transition’s edit point and press Delete.

t

Right-click the transition’s activeness bar and select Delete (transition
type).

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Chapter 7 Working with Effects and Transitions

Using the Comparison Buffer
The comparison buffer lets you take a snapshot of a frame in your sequence
and temporarily save it to memory. You can then compare the snapshot to its
source frame or to another frame in the sequence.
The comparison buffer is useful when you want to:
•

See how an effect changes a frame. Take a snapshot and compare it to the
frame in the viewer as you apply an effect to it and adjust its properties.

Ripple effect
applied to
image.

•

Fine-tune an effect. Apply an effect and take a snapshot. Then compare it
to the frame in the viewer as you adjust the effect’s properties.

Ripple
magnitude and
size parameters
are adjusted.

•

914

Snapshot of
original image.

Snapshot of image with
a Ripple effect applied
to it.

Compare one frame in your sequence to another. Take a snapshot of a
frame, then move the position indicator to the next frame or different
frame in the sequence.

Applying Transitions

Comparing the
snapshot with a
different frame.

Snapshot
of a frame.

To use the comparison buffer:

1. Right-click the viewer and select Comparison Buffer > Use Compare
Buffer.
2. Right-click the viewer again and select Comparison Buffer > Grab.
A white box is displayed around the viewer to indicate the area that is
currently saved in the buffer.
3. To manipulate the snapshot, do any of the following:
t

Drag the white lines around the snapshot to resize it.

t

Drag the snapshot to reposition it in the viewer. When you drag any
portion of the snapshot outside of the viewer, it is cropped to the
limits of the bounding box.

The size of the snapshot is maintained while the content changes.
t

Press Shift and drag to move the snapshot.

t

Press Ctrl and drag to slide the snapshot inside the bounding box.

t

Press Alt and click the viewer to reset the pan.

t

Press Alt and double-click the viewer to reset the image crop and
position.

4. Turn off the comparison buffer by right-clicking the viewer and selecting
Comparison Buffer > Use Compare Buffer.

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Chapter 7 Working with Effects and Transitions

Nesting Clips
You can break down complicated tasks into more manageable sections by
nesting multiple clips in a container clip. This way, an entire special effects
scene, for example, can be presented as one container clip on the timeline.
Container clips behave just like any other clip on the timeline. The same rules
of activeness, rippling, and other editing functions (trimming, slipping,
sliding) apply.
There are three basic types of container clips that you can use:
•

Composite container clips let you layer several video clips together on
video tracks. The result is treated as a single clip.

•

Background container clips let you edit several video clips together on
background tracks and treat the result as a single clip on the top or
parent timeline.

•

Audio container clips let you group several audio clips, mix them
together, and treat them as a single clip on the top or parent timeline.

In addition, there are image processing utilities (such as Timewarp,
Interlace/Deinterlace, and 3:2 Expand/3:2 Contract) that automatically create
container clips to hold the original clip before the effect is applied.
When you close a container clip, it is displayed as a single clip on the timeline.
You can reopen a container clip at any time to add, modify, or delete
its components.

Creating Nested Clips
When you open a sequence, you are always viewing the top timeline. Container
clips provide you with a new timeline on which you can place clips. This lets
you focus your tasks specifically on clips within the container clip.
By default, the ruler inside the container clip starts at 00:00:00. This lets you
build a subsequence that is independent of the final sequence on the top
timeline.

916

Nesting Clips

Create container
from this clip.

A container clip timeline is nested in the top or parent timeline. When you
open a container clip, it displays its contents on this new timeline. When you
close the container clip, however, the clip is displayed relative in time to all
other clips on the parent timeline.
New container clip timeline.

A button is displayed
on the taskbar to
indicate that you’re in
a container clip.

You can add more clips to the container clip and layer or arrange them
sequentially for compositing, audio mixing, or editing subsections of a larger
project. You can even nest other container clips in this container clip.
You can also set the ruler in the container clip to correspond to the one on the
top timeline. This lets you view clips at the exact timecode that they will
appear in the final sequence.
By default, a container clip is named “Composite Container x”, “Background
Container x”, or “Audio Container x”, where x is the next sequential number
for that type of container clip. You can easily rename a container clip with a
more suitable name by using the clip’s property editor. For more information,
see “Renaming and Adding Comments to Clips” on page 764.

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Chapter 7 Working with Effects and Transitions

A closed container clip
represented as a single
clip on the top timeline.

Creating a Composite Container Clip
Composite container clips let you layer video clips and apply graphics, color
correction, keyer, and DVE effects to each layer. Clips placed on video tracks
are composited over each other, and when the container is closed, the result is
displayed as a single clip on the top or parent timeline.

n

If you use background tracks within your composite container, they are
combined into a single background container within the composite container.
All video tracks are stacked on top of the background container within the
composite container.
You can also create a composite container clip to draw graphics or add titles to
your clips. A composite container clip can contain a number of video clips,
and is used primarily for compositing clips and treating the result as a single
clip. For more information, see “Using the Effects Tree to Composite” in the
Help.
To create a composite container clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. On the timeline, select the video clips that you want to use in the container
clip. Do one of the following:

n

918

To select more than one clip at a time, press Ctrl while clicking clips.
t
t

From the toolbar, click Containers > Composite Container Clip.
From the taskbar, click the Create Container button and select
Create Composite Container Clip.

Nesting Clips

A container clip timeline is displayed. You can now place additional clips
on the tracks, add effects, and perform other editing tasks on the clips.

Composite
Container Clip
button

Also, a new container clip timeline button is displayed in the taskbar to
indicate that you’re working in a composite container clip.
3. Do one of the following after you have finished editing the clips in this
container clip:
t
t

Container clip button

From the toolbar, click Navigation > Go to Top Timeline.
From the taskbar, click the Top Timeline button.

The composite container clip is closed and the top timeline is displayed.
All the clips are displayed as one clip on the timeline. You can reopen the
container clip at any time by clicking the button in the title bar of the
container clip.

Creating a Background Container Clip
Background container clips let you edit several video clips together on a
background track, and treat the result as a single clip on the top or parent
timeline. Any editing tasks that can be performed on the top timeline can also
be done in a background container clip.
For example, to perform a double dissolve (commonly known as a bi-pack),
you first dissolve two clips in a container clip. On the top timeline, you then
dissolve the container clip with a third clip.
To create a background container clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. On the timeline, select the video clips that you want to use in the container
clip.

n

To select more than one clip at a time, press Ctrl while clicking on clips. All
these clips will be placed in the same container clip.
3. Do one of the following:
t
t

From the toolbar, click Containers > Background Container.
From the taskbar, click the Create Container button and select
Create Background Container Clip.

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Chapter 7 Working with Effects and Transitions

A container clip timeline is displayed. You can now place additional clips
on the background tracks, add effects or transitions, or perform other
editing tasks on the clips.
Also, a new container clip timeline button is displayed in the taskbar to
indicate that you are working in a background container clip.
4. Do one of the following after you finish editing the clips in this container
clip:

Top Timeline
button
Background
Container Clip
button
Container clip button

n

t

From the toolbar, click Navigation > Go to Top Timeline.

t

From the taskbar, click the Top Timeline button.

The background container clip is closed and the top timeline is displayed.
All the clips are displayed as one clip on the timeline. You can reopen the
container clip at any time by clicking the button in the title bar of the
container clip.
An option lets the container button appear on the clip. For more information,
see “Editing Property Page” in the Help.

Creating an Audio Container Clip
Audio container clips let you group several audio clips, mix them together, and
treat them as a single clip on the top or parent timeline. These audio container
clips can be synchronized with corresponding video clips or mixed with other
audio clips.
You can create submixes by nesting audio container clips in other audio
container clips. For example, you can create a container clip just to create a
submix of all the drum sound tracks, while another container clip can be used
for the guitar submix. These two container clips can then be mixed together to
generate the final recording.
For more information, see “Mixing Audio” on page 1017.
To create an audio container clip:

1. On the timeline navigation bar, click the Selection Mode button.
2. On the timeline, select the audio clips that you want to use in the container
clip.

n
920

To select more than one clip at a time, press Ctrl while clicking on clips.

Nesting Clips

3. Do one of the following:
t From the toolbar, click Containers > Audio Container.
t

Audio Container
Clip button

From the taskbar, click the Create Container button and select
Create Audio Container Clip.
A container clip timeline is displayed. You can now place additional clips
on the tracks, add effects and transitions, and perform other editing tasks
on the clips. In the audio container clip, you can set your ruler to display
frames or milliseconds for greater accuracy when editing audio clips.
Also, a new container clip timeline button is displayed in the taskbar to
indicate that you are working inside an audio container clip.

4. Do one of the following after you finish editing the clips in this
container clip:
t
t
Container clip button

From the toolbar, click Navigation > Go to Top Timeline.
From the taskbar, click the Top Timeline button.

The audio container clip is closed and the top timeline is displayed. All
the clips are displayed as one clip on the timeline. You can reopen the
container clip at any time by clicking the button in the title bar of the
container clip.

A closed audio container
clip represented as a
single clip on the timeline.

Navigating within Nested Clips
When you first open a sequence, the top timeline is displayed. The top
timeline is the topmost level of the timeline. This is where you can see all the
clips that comprise your sequence.
A container clip timeline is nested in the top or parent timeline. When you
open a container clip, it displays the contents of the container clip on this
new timeline.

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Chapter 7 Working with Effects and Transitions

You can also create container clips in container clips. A container clip that
contains another is called the parent container clip. Each time you create or
open a container clip, a corresponding button is displayed at the bottom of the
taskbar. As you continue to nest container clips, the list of buttons on the
taskbar continues to grow. These buttons provide a quick way of navigating
between container clips. The timeline buttons in the taskbar indicate how deep
the container clip is nested.
Top Timeline
Parent Timeline
Current Timeline

Container clip timelines
that are currently open.
Create new container clip

You can identify container clips by the type of button that is displayed in the
taskbar.

This button

Represents

A composite container clip.
A background container clip.

An audio container clip.

Opening Container Clips
The button at the top of the timeline buttons in the taskbar represents the top
timeline. As you create nested container clips, more timeline buttons appear
on the taskbar. The type of timeline buttons that appear correspond to the
opened container clips.

922

Nesting Clips

Container clip button

Step In

To open a container clip, do one of the following:

t

Click the button in the container clip.

t

Double-click the container clip.

t

Select the container clip and click the Step In button on the timeline
navigation bar.
The container clip timeline is displayed. A new container clip button is
displayed in the taskbar, representing the container clip in which you’re
currently working.

Closing Container Clips
After you’ve made changes to the container clip, you can close your current
container clip and go to the top or parent timeline by clicking the respective
navigation button on the taskbar.
When you click the Top Timeline button, it closes all of the container clips
below it and displays the top timeline.
Similarly, when you click a parent container clip button, it closes any nested
container clips within it and displays only the contents of the selected
container clip.
Top Timeline
button

To close a container clip and return to the top timeline, do one of the
following:

Parent Timeline
button

t

From the toolbar, click Navigation > Go to Top Timeline.

t

From the taskbar, click the Top Timeline button.
This closes all open container clips and returns to the top timeline.

To close a container clip and return to the parent timeline, do one of the
following:

Step Out

t

From the toolbar, click Navigation > Go to Parent Timeline.

t

In the taskbar, click any container clip button (Parent Timeline button)
above the current container clip button.
On the timeline navigation bar, click the Step Out button.

t

The current container clip is closed and the parent container clip’s
timeline is displayed.

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Chapter 7 Working with Effects and Transitions

Deleting Nested Clips
You can delete any container clip on the timeline. Deleting a container clip
removes the container clip and its contents from the timeline.
To delete a container clip and its contents, do one of the following:

t

Select a container clip and press Delete.

t

Right-click a container clip and select Delete Clip.
The container clip is removed from the timeline.

n

If the container clip is sync-locked with another audio or video component, the
other component remains on the timeline. You have to delete it as an
independent clip.
To delete a container clip but preserve its contents:

1. Open a container clip—see “Opening Container Clips” on page 922.
2. Press Ctrl and select all the clips in the container clip.
3. Press Ctrl+C to copy the clips.
4. Close the container clip—see “Closing Container Clips” on page 923.
5. Press Delete to delete the container clip.
6. Place the position indicator at the point on the timeline on which you want
to place the clips you copied.
7. Press Ctrl+V to paste the clips back on the timeline.

924

Displaying Effects in a Viewer

Displaying Effects in a Viewer
You can display effects in a viewer, such as a floating viewer.

Opening a Floating Viewer
When working on several different effects simultaneously, you can open a
floating viewer for each effect, as well as tree effects and container clips. This
lets you view the output of individual effects, container clips, and whole
timelines. You can also display the red, green, blue, and/or alpha component
of an image, and use the transport controls to view the rest of your clip. For
more information, see “Viewing Image Components” on page 928.

n

Unlike the transport controls in the Source and Record viewers, you cannot
customize them by adding and removing buttons.
You can also resize and move each floating viewer to a location where it won’t
obstruct other views, and then pin it in place. Once a floating viewer is pinned,
you can freely switch between the different layouts and the floating viewer
will remain in place. When you modify an effect, the result is displayed in its
floating viewer.
A single floating viewer can display several outputs, see “Changing the Image
Displayed in a Viewer” on page 926.

n

Objects cannot be edited or manipulated in a floating viewer.
To open a floating viewer:

t

Right-click one of the following and select Open Viewer:
-

Clip

-

Clip, track, or timeline effect bar

-

Timeline effect track

-

Container clip

-

Layer effect

-

Result area in Layers view

-

Effect Tree node

-

Overview area of the timeline
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Chapter 7 Working with Effects and Transitions

To pin a floating viewer:

t

n

Click the Pin button in the upper-right corner of a floating viewer.

Tip: You can set the window size and position of floating viewers in the User
Preferences dialog box (General property page).

Changing the Image Displayed in a Viewer
You can view various outputs in a single viewer. The Reconnect Viewer button
lets you view the output of individual effects, container clips, or the whole
timeline. This is useful when you want to display the full results of a
composite in the Record viewer, and view one element at a time in a another
viewer.
To display the output of selected objects in a viewer:

1. Do one of the following:
t

Open a floating viewer—see “Opening a Floating Viewer” on
page 925.

t

Select a viewer that has a Reconnect Viewer button—see
“Customizing Toolbars” in the Help.
2. Click the Reconnect Viewer button for the selected viewer.

n

If the Reconnect Viewer button is not selected, you can still choose options
from the pop-up menu, but they will not have any effect until you select the
button.
3. Right-click the Reconnect Viewer button and select Current Selection.
4. Click an object on the timeline that you want to display in the viewer.
The Reconnect Viewer button turns red, indicating that there is an
alternate object you can view. Each object you select is displayed in the
viewer when the position indicator moves to it.
5. (Option) If you want to continue displaying the output of the currently
selected object, right-click the Reconnect Viewer button and select Lock
Selection.

926

Displaying Effects in a Viewer

The Reconnect Viewer pop-up menu sets the viewer’s connection points.
You can choose from three preset options or choose a selection mode.
Selection mode displays the output of objects you select on the timeline or
in an Effects Tree.

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Chapter 7 Working with Effects and Transitions

To set a viewer’s output connection point:

1. Click the Reconnect Viewer button for the selected viewer.
2. Right-click the Reconnect Viewer button and select the desired
connection—see “Reconnect Viewer Menu” in the Help.
You can now click the Reconnect Viewer button to switch between
displaying this object and the current object in the viewer.

Viewing Image Components
The viewer lets you display the red, green, blue, and/or alpha component of an
image. During compositing, it’s particularly useful to display the alpha
component, so that you can monitor the matte of a clip or layer.
Viewer Red

Viewer Green

Viewer Alpha

Viewer Blue

To display the red, green, or blue component, do one of the following:

t

From the viewer tools, click the red, green, or blue button.

t

Right-click the viewer, and select Red, Green, or Blue Component.

To display the alpha channel, do one of the following:

t

From the viewer tools, right-click the Viewer Alpha Channel button,
select a degree of opacity, and click the button to display the alpha
channel.

t

Right-click the viewer and select Alpha Component and a degree of
opacity.
The alpha channel displays the resulting composite, either on the top
timeline or in a composite container clip.

928

Displaying Effects in a Viewer

To display the matte, do one of the following:

n

t

Right-click the viewer and select Alpha Component > Matte.

t

From the viewer tools, right-click the Viewer Alpha Channel button and
select Viewer Alpha Full.

t

From a keyer property editor, select the Output Matte option to switch
the keyer output between the RBG and alpha channels. When selected, the
alpha channel (matte) is output as an RGB image. This is useful when a
key is applied on a video track as you don’t have to solo the track before
displaying the alpha channel.

Before processing the effect, deselect the Output Matte option if you don’t
want to output the alpha channel as an RGB image.
The alpha channel displays the resulting composite, either on the top
timeline or in a composite container clip. You can also view the mattes of
individual layers.

929

Chapter 7 Working with Effects and Transitions

Processing Sequences
If you’ve applied transitions and effects to clips and then nested them in
container clips, you must process them before playing them. Processing is not
performed automatically, since it takes time and system resources to process
your clips. You can process all or part of the timeline. You can also choose
different levels at which to process your clips. For more information, see
“Processing Effects” on page 871.

n

All audio and some video effects and transitions do not need to be processed
as they are computed during real-time playback.
To process a sequence:

1. Do one of the following:
t

From the toolbar, click Processing > Process.

t

In the timeline controls, click the Process button.

Process button
Highlighted timeline
ribbon indicates
unprocessed section
of the sequence.

2. In the Processing Options dialog box, select the appropriate options.
For detailed information on the processing options, click the Help button
or see “Processing Effects” on page 871.
3. Click OK to begin processing.
A progress indicator is displayed on the bottom of the desktop to show the
status of the process.

4. Click Cancel to stop the process at any time.
930

Processing Sequences

931

Chapter 7 Working with Effects and Transitions

932

Chapter 8
Working with Time Effects

This chapter describes the time effects and how to apply them to clips:
•

Understanding the Time Effects

•

Applying a 3:2 Contract Effect

•

Applying a 3:2 Expand Effect

•

Applying a Deinterlace Effect

•

Applying an Interlace Effect

•

Working with the Timewarp Effect

Chapter 8 Working with Time Effects

Understanding the Time Effects
The time effects let you process images by rearranging the fields and frames in
a clip. Time effects include 3:2 Contract, 3:2 Expand, Deinterlace, Interlace,
Timewarp, and Freeze. You can apply time effects only to clips.

n

These effects aren’t like other clip effects, in the sense that they create
container clips. You can only apply them from the toolbar.
When you apply a time effect, a container clip is created for holding the entire
source clip, even if you only used part of it. First frame and end frame markers
inside the container clip indicate the portion of the source clip that is actually
used. Only that portion is visible on the top timeline.
Unlike other effects, a time effect is not represented by an effect bar that you
can move, copy, delete, or trim. You can, however, save a time effect as a
preset and apply it to different clips.
To apply a time effect:

1. From the timeline, select a clip.
2. From the toolbar, click Time Effects and select a time effect.
A container clip is created.

To modify a time effect:

t

On the timeline, right-click a container clip, select Properties, and then
select the parameters that you want to modify.
The effect’s property editor is displayed for you to make any adjustments.

For more information, click the Help button.

934

Applying a 3:2 Contract Effect

Applying a 3:2 Contract Effect
The 3:2 Contract effect lets you process video fields to recreate the original
film sequence at 24 (23.97) frames per second. This removes the duplicated
fields introduced in the 3:2 pulldown process, so that you can work on clean
frames.
You can apply the 3:2 Contract effect only to video clips.

n

Because the 3:2 pulldown technique is not required with PAL video material,
this effect is only used on sequences in NTSC format.

AA BB BC CD DD EE FF FG GH HH

Clip created from film
transfer using 3:2 pulldown.
Mixed fields that might
contain artifacts.

3:2 Contract

AA BB CC DD EE FF GG HH

3:2 Expand

AA BB BC CD DD EE FF FG GH HH

n

When using these effects inside composite container clips, you should apply
the 3:2 Contract effect inside the composite container clip, complete the
graphics or compositing tasks, and then go to the parent timeline to apply the
3:2 Expand effect.
To contract video fields:

1. From the timeline, select a clip.
2. Frames composed of mixed fields occur in pairs. Place the position
indicator on the first frame in any pair of frames composed of mixed
fields.

935

Chapter 8 Working with Time Effects

AA BB BC CD DD EE FF FG GH HH
Place the position indicator on one of these frames.

3. From the toolbar, click Time Effects > 3:2 Contract.
The clip is contracted to 24 frames per second. A container clip is created.
4. On the timeline, the length of the clip is updated.
For more information, click the Help button.

936

Applying a 3:2 Expand Effect

Applying a 3:2 Expand Effect
The 3:2 Expand effect lets you expand the video fields to recreate a 30 (29.97)
-frames-per-second clip. Once you’ve added effects to your 3:2 contracted
clips, you need to reexpand the clip.
You can apply the 3:2 Expand effect only to video clips.

n

Because the 3:2 pulldown technique is not required with PAL video material,
this effect is only used on sequences in NTSC format.
To expand video fields:

1. From the timeline, select a 3:2 Contract container clip.
2. From the toolbar, click Time Effects > 3:2 Expand.
A 3:2 Expand container clip is created and the clip recovers its original
length.
3. On the timeline, the length of the clip is updated.
For more information, click the Help button.

n

During a 3:2 Expand, if a clip starts or ends with a frame composed of mixed
fields, red frames are added at the beginning or end of the clip to ensure a fully
recoverable operation. You can trim the clip to remove these frames. For more
information, see “Understanding Trimming” on page 811.

937

Chapter 8 Working with Time Effects

Applying a Deinterlace Effect
The Deinterlace effect lets you separate each frame of a clip into two fields:
one containing even lines and the other containing odd lines.
In the deinterlaced clip, each field appears as one frame and contains half the
lines of video information of the original frame. For viewing purposes, the inbetween lines are replaced either by duplicates or by interpolation. As a result,
the clip becomes twice as long on the timeline.
You can apply the Deinterlace effect only to clips.
Deinterlacing clips is useful for several tasks, including:
•

Working with clips originally shot with a video camera or field-based
material.

•

Creating a field-based animated matte (rotoscopy) or paint animation: The
camera captures 60 fields per second; when objects are moving very fast,
individual fields might contain slightly different images. If you want your
matte to accurately track the outlines of the moving object, you must
create a different matte for each field. When you deinterlace the clip, each
field is displayed separately. You can then use the graphics tools to create
a matte which accurately tracks the moving object.

•

Retouching images: Artifacts on clips sometimes appear only on one field
of a clip. The way to remove such artifacts is to deinterlace the clip,
expose the corrupt field, retouch it, and then reinterlace the clip.

•

Tracking: Since individual fields can contain different images, you should
deinterlace clips before tracking to more accurately track objects.

After you’ve worked on the fields in a clip, you must recombine (interlace)
them to display the resulting frames and recover the original playback speed.
For more information, see “Applying an Interlace Effect” on page 940.
To use the Deinterlace and Interlace effects in a composite container clip:

1. Apply the Deinterlace effect to a clip on the top timeline.
2. Apply the composite container clip to the deinterlace container clip.
3. Perform the graphics or compositing tasks inside the composite container
clip.
4. Go to the top timeline to apply the Interlace effect.
938

Applying a Deinterlace Effect

To preserve your edits on the top timeline, make sure that the Ripple mode
is activated.
To deinterlace a clip:

1. Apply the Deinterlace effect to a clip.
A container clip is created and the Deinterlace property editor is
displayed.

2. From the Interpolation box, select one type of interpolation.
3. Select the Invert Fields option to change the order in which odd and even
fields occur in time.
The duration of the clip is doubled.

n

If you deinterlace a clip that is part of a composite, the clip’s duration is
doubled. To maintain synchronization, make sure that you deinterlace the
other clips in the composite.
For more information, click the Help button.

939

Chapter 8 Working with Time Effects

Applying an Interlace Effect
The Interlace effect lets you shorten deinterlaced clips by half because every
two consecutive frames are interleaved into a single frame. This interlaced
frame contains both odd and even fields. You can use the Interlace effect after
you’ve finished making the necessary modifications to a deinterlaced clip.
You can apply the Interlace effect only to clips.
To interlace a clip:

1. From the timeline, select a Deinterlace container clip.
2. From the toolbar, click Time Effects > Interlace.
A container clip is created and the Interlace property editor is displayed.
3. Select the Invert Fields option to change the order in which odd and even
fields occur in time.
The duration of the clip is reduced by half.
For more information, click the Help button.
To use the Deinterlace and Interlace effects in a composite container clip:

1. Apply the Deinterlace effect to a clip on the top timeline.
2. Apply the composite container clip to the deinterlace container clip.
3. Perform the graphics or compositing tasks inside the composite container
clip.
4. Go to the top timeline to apply the Interlace effect.
To preserve your edits on the top timeline, make sure that the Ripple mode is
activated.

940

Working with the Timewarp Effect

Working with the Timewarp Effect
The Timewarp effect is a powerful tool for creating and customizing motion
effects. The Timewarp effect lets you change the speed of clips. You can speed
them up, slow them down, or have them play in reverse.
Applying a Timewarp effect creates a container clip in which frames are
added, removed, or rearranged to create the pacing that you want. Slowing the
action down increases the number of frames, while speeding the action up
decreases it.
The timewarp container clip holds the entire source clip, even if you only used
part of it. First frame and end frame markers inside the container clip indicate
the portion of the source clip that is actually used in the timewarp.
You can use FluidMotion™ rendering as a method of interpolating motion in a
video Timewarp effect. FluidMotion results in extremely smooth motion. The
FluidMotion options allow you to refine the results of rendering effects.

Applying an Audio Timewarp Effect
The audio Timewarp effect lets you alter the length and speed of an audio clip
without affecting the original pitch. There are two methods of changing the
speed—by specifying a percentage of the original speed or by typing a new
SMPTE duration.
You can also adjust the pitch of any source audio with or without a change in
its duration. This effect lets sounds to be transposed a maximum of
two octaves up or down in pitch with or without altering playback speed. The
audio timewarp has been optimized for human speech.

n

If your Avid DS Nitris system has a Merging Technologies audio card
installed, you can use the audio Timewarp Timezone effect, from Merging
Technologies. For more information, see “Applying Merging Audio Timezone
Effects” on page 943.
To apply the audio Timewarp effect:

1. From the timeline, select an audio clip.
2. From the toolbar, click Time Effects > Timewarp.

941

Chapter 8 Working with Time Effects

A timewarp container clip is created and the Timewarp property editor
is displayed.

3. Do one of the following to define the new speed:
-

In the Speed (%) box, type a new speed as a percentage of the
original speed.

-

In the Duration (SMPTE) box, type a new end timecode for the
container clip.

You can define the speed using either the speed or duration control.
Because these properties are interdependent, when you change one, the
other is updated automatically. For example, if you specify a new end
timecode, the speed is adjusted so that the clip fills the new duration.
4. Adjust the length of the crossfade using the CrossFade control.
5. Adjust the Minimum Pitch control to set the minimum or lowest pitch
used during the timewarp processing.
6. Do the following to adjust the pitch shift:
-

942

In the Pitch Shift area, click Enable to active the pitch shift options.

Working with the Timewarp Effect

-

Adjust the pitch by changing the values of the Coarse and Fine
options. The Coarse option transposes in semitones (half steps) and
the Fine option transposes in cents (hundredths of a semitone).

-

Adjust the Pitch Shift Ratio control to set the amount of
transposition (pitch change).

For more information, click the Help button.
Applying Merging Audio Timezone Effects
The audio Timewarp Timezone effect lets you alter the length and speed of an
audio clip without affecting the original pitch. The audio timewarp has been
optimized for human speech.

n

To use the audio Timewarp effect, Timezone from Merging Technologies, you
must have a Merging Technologies audio card installed on your system.
There are two methods of changing the speed: by specifying a percentage of
the original speed or by entering a new SMPTE duration.
To apply the audio Timewarp (timezone) effect:

1. From the timeline, select an audio clip.
2. From the toolbar, click Time Effects > Timewarp.
A timewarp container clip is created and the Timewarp TimeZone
property editor is displayed.
We are so happy for you that you have reached such an important step in
your life. Thank you for letting us share it with you.
3. Click the Load Preset button and select one of the Merging TimeZone
presets.
4. Do one of the following to define the new speed:
-

In the Speed (%) box, type a new speed as a percentage of the
original speed.

-

In the Duration (SMPTE) box, type a new end timecode for the
container clip.

You can define the speed using either the speed or duration control.
Because these properties are interdependent, when you change one, the
other is updated automatically. For example, if you specify a new end
timecode, the speed is adjusted so that the clip fills the new duration.
943

Chapter 8 Working with Time Effects

5. In the Quality box, specify how you want the processing to be done. The
higher the quality setting, the more processing power, and therefore more
time is required to complete the process. You can, for example, set the
quality to Fast while you experiment with parameters. Once you’ve
decided on your settings, set the quality to High to process the final result.
6. Click the Update Duration button to update the clip displayed on
the timeline.
7. On the Advanced property page, set the following parameters:
-

Blocklength: Specify the size of the audio blocks used to perform the
Timezone processing. As a general rule, percussive sounds, such as
drums, piano, or clicks, should use shorter blocklengths, while
instruments such as strings, wind, and flute, should use longer
blocklengths. For clips that combine both percussive and tonal
sounds, like music, you’ll need to experiment with this parameter for
an optimal setting.

-

Cross Fading: Specify the length of the crossfade applied between
each audio block during the Timezone processing.

-

Energy Detection (dB): Specify the energy threshold for processing
audio blocks. When you select this option, only audio blocks that do
not exceed the specified energy threshold are processed. This is
particularly useful for percussive content or for speech applications.
Do not select this option when an exact processed file size must be
guaranteed.

For more information, see “Timewarp (audio timezone) Property Editor” in
the Help.

Applying a Video Timewarp Effect
The video Timewarp effect lets you speed up or slow down the action in a
video clip. You can also reverse the action in a clip, freeze frames, or match
the duration of two clips. You can adjust the quality of the effect using the
settings in the Timewarp property editor. The FluidMotion rendering options
provide a method of interpolating motion in a Timewarp effect to produce
smooth motion. For more information about using FluidMotion rendering, see
“Setting the Image Quality and Interpolation” on page 957.

944

Working with the Timewarp Effect

You can control the warping of the interpolated images in a Timewarp effect
using the Correction tools, as you would with the Warp effects. For
information about creating shapes, see “Warp Effect” in the Help. For
information about using the Correction tools, see “Fixing FluidMotion
Rendering Problems” on page 958.
The Timewarp effect has five modes:

n

Mode

Description

Constant

Speeds up or slows down the action in a clip by giving it a new
constant speed—see “Applying a Constant Speed” on page 947.

Speed

Applies a variable speed, so that the action speeds up and/or
slows down progressively—see “Applying a Variable Speed” on
page 949.

Input Speed

Applies a variable speed based on the source clip in the timewarp
container clip, so that the action speeds up and/or slows
down progressively—see “Applying a Variable Speed Based on
the Source Clip” on page 951.

Position

Rearranges the action completely by changing the position of
frames in time—see “Changing the Position of Frames” on
page 953.

Hold

Freezes frames—see “Freezing Frames” on page 954.

Inside a timewarp container clip, audio and video synchronization are not
valid. Therefore, you cannot play the audio portion of a clip from inside a
video timewarp container clip or from a clip that is a container clip of a
timewarp container clip.
To apply a video timewarp:

1. From the timeline, select a video clip.
2. From the toolbar, click Time Effects > Timewarp.
A timewarp container clip is created and the Timewarp property editor is
displayed.

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Chapter 8 Working with Time Effects

This portion of
the property
editor varies
according to the
mode.

3. From the Mode list, select one of the following:

n

-

Constant to apply a constant speed to the entire clip.

-

Speed to specify a speed that varies throughout the clip.

-

Input Speed to specify a speed based on the source clip.

-

Position to apply frame mapping.

-

Hold to freezes frames.

To freeze frames in the selected clip, you can also go to the frame that you
want to freeze and click Time Effects > Freeze in the toolbar.
4. Select the appropriate options on the General property page. The options
vary depending on the mode you selected from the Mode list.
5. Select the Invert Fields option to reverse field dominance in a clip—see
“Understanding Video Settings” on page 681.

n

If you selected the Frame Processing option in the Processing Options dialog
box, then the Invert Fields option in the Timewarp property editor will have no
effect when you process the timewarp.
6. On the Quality property page, select the Interpolation mode you want to
use for the timewarp.

946

Working with the Timewarp Effect

As frames are added or removed, the timewarp interpolates between
frames (or fields in field processing mode) to create a smoother motion.
7. On the Correction property page, select the view and settings to correct
any defects in the output.
8. On the Options property page, select the appropriate options.
9. Click the Update Duration button to change the duration of the
Timewarp effect to include the entire source effect.

n

If you have problems applying a timewarp to material that has been
transferred from film using a 3:2 pulldown, you should first apply a 3:2
Contract effect, then apply a Timewarp, and then apply a 3:2 Expand effect on
the timewarped results, using the Frames option in the Processing Options
dialog box. For more information, see “Applying a 3:2 Contract Effect” on
page 935 and “Applying a 3:2 Expand Effect” on page 937.
For more information about the Timewarp property editor options, click the
Help button.

Applying a Constant Speed
Using the Constant mode, you can assign a new apparent speed to a portion of
a clip. For example, in a scene where a runner is crossing the finish line, you
can set the speed to 50% to slow down the action.
You can define the speed using any of the speed or duration controls. Because
these properties are interdependent, when you change one, the others are
updated automatically. For example, if you specify a new duration by
changing the end timecode, the speed is adjusted so that the clip fills the new
duration.
Once you’ve applied a new constant speed to a clip, you can adjust the clip’s in
and out-points and its duration.
To apply a constant speed:

1. From the Timewarp property editor, select Constant from the Mode list.
The Constant mode properties are displayed.

947

Chapter 8 Working with Time Effects

Constant mode
properties

2. To define the new apparent speed, do one of the following:
-

Speed (%): Type a new speed as a percentage of the original speed.

-

Speed (Frames per Second): Type a new speed in frames per second
(enter a negative value if you want to reverse the action in the clip).

-

Duration (SMPTE): Type a new duration for the container clip.

-

Duration (Frames): Type a new duration in frames.

Frames are added or removed from the clip to change the apparent speed
of action. Speed values are rounded, so that the number of frames is an
integer.
3. Click the Update Duration button to update the container clip’s duration
on the timeline.

n

948

If the Interpolation option on the Quality property page is set to None and the
new constant speed is slower than the original speed, the updated duration of
the clip on the timeline may not match the updated duration in the property
editor. This is because slowing down the clip without interpolation simply
duplicates each full frame a fixed number of times. To remove the extra frames,
you can simply trim them in the timeline.

Working with the Timewarp Effect

When Interpolation is selected, extra frames are not generated because some
frames are mixed together.
For more information about the Timewarp property editor options, click the
Help button.
To adjust the clip’s in and out-points on the source clip:

1. Select the timewarped clip that contains the in or out-points you want
to change.
2. Do one of the following:
-

From the top timeline, select the clip’s in or out-point. Hold down the
F key and drag the edit handle to move the in or out-point forward or
backward in time.

-

From inside the timewarp container clip, select the First Frame or End
Frame marker and drag it to the new in or out-point.

The clip now uses more or less material, but its duration on the top
timeline does not change. This will either speed up the action or slow it
down, depending on whether you increased or decreased the number of
frames being used.
To adjust the clip’s duration:

1. Select the timewarped clip whose in or out-points you want to change.
2. From the top timeline, select the clip’s in or out-point.
3. Hold down the G key and drag the edit handle to move the in or out-point
forward or backward in time.
The clip’s duration is increased or decreased, but its in and out-points in
the source material do not change.
Applying a Variable Speed
Using the Speed mode, you can assign different speeds to different parts of a
clip without changing the clip’s duration on the timeline.
For example, if you apply a timewarp to a clip in a basketball scene, you can
slow the action down and then speed it up again to make the ball gradually
slow down as it approaches the net, come to a stop above the net, and then fall
through the net at full speed.

949

Chapter 8 Working with Time Effects

Changing the speed changes the portion of the source clip that is used, since
more or less material is needed to maintain the clip’s duration. After each
change, the first frame and end frame markers inside the timewarp container
clip are updated accordingly. A base frame marker is set at the frame where
you originally applied the timewarp.

Animation Key button

Apparent speed at
timecode 00:00:04:07.
Apparent speed
at position
indicator.

950

Working with the Timewarp Effect

To apply a variable speed:

1. From the Timewarp property editor, select Speed from the Mode list.
The Speed function curve is displayed.
2. Change the apparent speed of the clip by doing one of the following:
-

Edit the function curve—see “Working with the Animation Graph”
on page 986.

-

Move the position indicator to a specific timecode and type a value in
the Speed text box.

If the Autokey mode is on, a keyframe is created on the function curve.
If the Autokey mode is off, you can use the Set/Remove Key button in
the Timewarp property editor to add or remove keyframes from the
function curve.

n

You can also edit the function curve in the animation editor by right-clicking
the Animation Key button and selecting Animation Editor.
In the animation editor, you can work on a copy of the function curve and
preserve the original until you’re ready to accept your changes. For more
information, see “Making Temporary Copies of Function Curves” on
page 1004.
For more information about the Timewarp property editor options, click the
Help button.

Applying a Variable Speed Based on the Source Clip
Using the Input Speed mode, you can assign different speeds to different parts
of a clip, and update the clip’s duration accordingly.
Changing the speed in the Input Speed mode does not affect the portion of the
clip that is used because the changes are based on the source material. Instead,
the clip’s duration is lengthened or shortened, depending on whether you
slowed the clip down or sped it up. However you change it, the final
timewarped clip will retain the first and end frames that you originally
specified.

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Chapter 8 Working with Time Effects

Apparent speed at
timecode 00:00:02:10.

Apparent speed at
position indicator.

To apply a variable speed based on the source clip:

1. From the Timewarp property editor, select Input Speed from the
Mode list.
The Input Speed function curve is displayed.
2. Select the Show Input Frames option.
The Input Speed function curve is updated to represent the source material
for the timewarp container clip.
3. Change the apparent speed of the clip by doing one of the following:
-

Move the position indicator to a specific timecode and type a value in
the Speed text box.

-

Edit the function curve—see “Working with the Animation Graph”
on page 986.

If Autokey mode is activated, a keyframe is created on the function curve.
If Autokey mode is deactivated, you can use the Set/Remove Key button
in the Timewarp property editor to add or remove keyframes from the
function curve.
4. Deselect the Show Input Frames option.
5. Click the Update Duration button to update the duration of the clip on
the top timeline.
952

Working with the Timewarp Effect

For more information about the Timewarp property editor options, click the
Help button.
Changing the Position of Frames
Using the Position mode, you can move frames to different timecodes. For
example, to reverse the action in a clip, you can place the last frame first and
the first frame last.
In Position mode, a position curve maps the frames’ original timecode inside
the container clip (the vertical axis) versus their new timecode (on the
horizontal axis). You can change this mapping by editing the function curve.
In the following example, the clip plays backward slowly from the last frame
to the first, then plays forward fast, from the first frame to the last.

Animation Key button

Original timecode of
the frame at timecode
00:00:00:16.

Original timecode of the
frame at position
indicator.

To change the position of frames:

1. From the Timewarp property editor, select Position from the Mode list.
The Position function curve is displayed.
2. Change the position of frames by doing one of the following:
-

Edit the function curve—see “Working with the Animation Graph”
on page 986.

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Chapter 8 Working with Time Effects

-

Move the position indicator to a specific timecode.

-

In the Position box, type the original timecode of the frame that you
want to move to the current location of the position indicator.

If Autokey mode is activated, a keyframe is created on the function curve.

n

You can also edit the function curve in the animation editor by right-clicking
the Animation Key button and selecting Animation Editor.
In the animation editor, you can work on a copy of the function curve and
preserve the original until you’re ready to accept your changes. For more
information, see “Making Temporary Copies of Function Curves” on
page 1004.
To reverse the action in a clip:

1. From the timeline, select a clip.
2. From the toolbar, click Time Effects > Timewarp.
A container clip is created and the Timewarp property editor is displayed.
3. Click the Load Preset button.
4. From the Load Preset dialog box, select the Reverse effect.
In the Base Frame box, Last is selected. In the Speed (%) box, the value is
-100, indicating that the clip will play in reverse.
5. Change the negative speed value to make the clip play backwards at a
different speed.
For more information about the Timewarp property editor options, click the
Help button.
Freezing Frames
Using the Hold mode, you can freeze the action of a specified frame by giving
it a speed of zero. Then you can specify whether to freeze a frame or field by
using the Hold On options. Avid DS Nitris replaces frames in a specific part of
the clip by using the frame or field you specified in the Timewarp property
editor. Field-based holds require processing whereas frame-based holds do
not.
To freeze frames:

1. From the timeline, select a clip.
2. Using the transport controls, locate the frame you want to freeze.
954

Working with the Timewarp Effect

3. From the toolbar, click Time Effects > Freeze.
A timewarp container clip is created and the Timewarp property editor
is displayed.

n

You can also freeze frames by clicking Timewarp and selecting Hold from the
Mode list in the Timewarp property editor.

Notice that the Fix At text box contains the selected frame’s timecode in
the timewarp container clip, and not on the top timeline. A base frame
marker is set at this timecode on the timeline in the timewarp container
clip.
All subsequent frames in the clip are replaced by the current frame
causing the action to freeze indefinitely. You also have the option of
holding the first or last frame of the container clip.
4. Adjust the base frame by changing the Fix At value.

n

You can also adjust the base frame by moving the base frame marker in the
timewarp container clip.

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Chapter 8 Working with Time Effects

5. By default, the Hold This Frame Indefinitely option is selected. If you
want the action to slow down gradually, type a value in the Ease In text
box.
The action slows down over the specified number of frames.
6. If you want to convert the clip into a still image based on the specified
frame, select the Replace Entire Clip With This Frame option.
7. If you want to freeze a frame and then let the action resume, select the
Hold This Frame for a Fixed Duration option and set the following:
-

Duration: Type the number of frames during which the action is
frozen.

-

Ease In: Type the number of frames during which the action slows
down to a stop.

-

Ease Out: Type the number of frames during which the action
recovers its original speed.

8. If you want to create a strobe effect do the following:
-

Select the Strobe option.

-

In the Frequency text box, type the number of frames that are
repeated and then skipped.

Starting with the first frame in the container clip, a specified number of
frames is repeated and then the same number of frames is skipped.
9. To freeze either a frame or field, select one of the following from the
Hold On boxes:

n

-

Frame: Freezes both fields of the selected frame.

-

Field 1: Freezes the first field of the frame.

-

Field 2: Freezes the second field of the frame.

Freeze frame timewarps do not require processing when you set the Hold On
mode to Frame, and you’ve set the Ease In and Ease Out values to zero.
Freeze frame timewarps do require processing when you set the Hold On mode
to Field 1 or Field 2, or when you’ve specified an Ease In or Ease Out value.
10. Click Update Duration to update the clip’s duration.
For more information about the Timewarp property editor options, click the
Help button.

956

Working with the Timewarp Effect

Giving One Clip the Duration of Another
You can use the Timewarp effect to give one clip the same number of frames
as a second clip. This is useful when you want to composite a clip that
contains a single-frame image with another clip that contains action.
To give one clip the duration of another:

1. Place two clips on the timeline.
2. Select the first clip (the clip whose duration you want to change).
3. Press Ctrl and click the second clip (the one whose duration you want to
match).
4. From the toolbar, click Time Effects > Timewarp.
A container clip is created over the first clip and the Timewarp property
editor is displayed. On the timeline, the length of the first clip is updated
to match the length of the second clip.
For more information about the Timewarp property editor options, click the
Help button.
Setting the Image Quality and Interpolation
You can choose the image quality and interpolation for a Timewarp effect. You
can go from a fast low-quality test image to a slower higher-quality image for
final output by simply changing a few of the settings in the Quality property
page.
The Interpolation settings let you choose how the actual pixels of the
timewarped object are calculated. The FluidMotion option uses an
interpolation algorithm that creates intermediate images by morphing the
motion across the bracketing images. The application examines each pixel in
the outgoing image, finds the corresponding pixel in the incoming image, and
creates a motion path between the two that it uses to build the intermediate
images necessary to fill out the effect.
This results in extremely smooth motion. However, it can also introduce
artifacts (distorted areas) into the effect, particularly when objects move in
front of or behind other objects, move significantly from one frame to the next,
or move into the image from outside the frame. The Timewarp property editor
provides tools for correcting artifacts in a Timewarp effect. For more
information about correcting artifacts, see “Fixing FluidMotion Rendering
Problems” on page 958.
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Chapter 8 Working with Time Effects

To create a smoother motion when playing the effect:

1. From the timeline, select a clip.
2. From the toolbar, click Time Effects > Timewarp.
A container clip is created and the Timewarp property editor is displayed.
3. In the Timewarp property editor, select the Quality property page.
4. Select Interpolation > FluidMotion.
5. Adjust the intensity of the FluidMotion effect using the Amount setting.
6. Select the degree of quality you want versus the process time using the
Method settings.
7. Define the width of the border using the Border settings.
8. Correct any artifacts introduced by FluidMotion rendering, see “Fixing
FluidMotion Rendering Problems” on page 958.
For more information about the Timewarp property editor options, click the
Help button.
Fixing FluidMotion Rendering Problems
When you select FluidMotion to render the Timewarp effect, artifacts might
appear in images particularly when objects:
•

Move in front of or behind other objects

•

Move significantly between one frame and the next frame

•

Move into the image from outside the frame

The bracketing images, whether frames or fields of original material, do not
have artifacts.
Artifacts appear when the FluidMotion engine cannot determine the motion of
an object between a pair of sequential input frames or fields. It incorrectly
calculates the correspondence between an object in the first frame and the
same object in its new position in the second frame.
The Correction tools let you specify to the FluidMotion engine what the
correct correspondences are to fix the artifacts. You can use the shape tools to
draw a shape around an artifact object in the first input frame or field, and then
move or edit the shape in the subsequent input frame or field to specify where
that object is positioned in the second frame.

958

Working with the Timewarp Effect

You can then select the style of adjustments that you want to use to fix the
artifacts, either Hint, Correction, or Constraint. For full descriptions of the
options available on the Correction property page, see “Correction Property
Page (Video Timewarp)” in the Help.

n

Shapes span the length of the effect, but have an additional property for
activeness which can be enabled or disabled independently for each pair of
successive input frames or fields. A shape’s correction is applied only to
timespans between two frames or two fields where the shape is active.
Therefore, allowing a shape to correct a problem on a few frames of the effect
without affecting any other part of the effect timespan.
To correct artifacts introduced by FluidMotion rendering:

1. In the Timewarp property editor on the Quality property page, select
Interpolation > FluidMotion.
2. Select the Correction property page.
3. Select a view from the View options to view the input frame or input field
that displays the artifacts.
For example, select View Frame and Previous Input Frame to view a
frame.
4. Select Edit and Show Shapes.
5. Create a shape around the area you want to fix.
6. Use the Shape Behaviour tools to adjust how the artifacts in the selected
shape area are corrected.
-

From the Type menu, select the style of adjustment that you want to
apply to the shape area. Selecting Hint applies the least amount of
change to the area, whereas, selecting Correction applies the most
change to the area, and Constraint is a combination of Hint and
Correction. The best choice is usually Hint, because it treats the
shapes as an approximate area and will try to improve on the
positioning. Whereas, Constraint and Correction use the exact
positioning of the shape you created. Constraint is usually the second
best choice.

-

Select Activeness to let the corrections apply to the area defined by
the shape. Each shape you draw spans the length of the effect.
However, only frames or fields where the shapes are active will the
corrections to the shape area affect the output image.

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Chapter 8 Working with Time Effects

-

Select Enable AutoBarrier if you want to restrict the correction to be
within a certain distance of the shape. For example, use Enable
AutoBarrier to prevent a strong correction in the lower left of an
image from adversely affect the top right of the image.

7. View the subsequent frame or field by selecting Next Input Frame or Next
Input Field.
8. Edit or move the shape to specify the new position of the image object that
the shape is correcting.
9. Select Result to view the corrections.
For more information about the Timewarp property editor options, click the
Help button.

960

Chapter 9
Animating Objects

This chapter describes the different ways you can animate an object’s
properties. You can use the animation tools to create and adjust animation by
setting keyframes and manipulating function curves.
After you master the animation techniques, you can refer to specific chapters
in this guide and the Avid DS Nitris Compositing and Graphics Guide to learn
how to animate transitions, video and audio effects, composited layers, or
graphics.
•

Workflow: Animating Properties

•

Creating Animation

•

Understanding the Animation Editor

•

Editing Animation

•

Processing Animation

Chapter 9 Animating Objects

Workflow: Animating Properties
1

Create animation.

Display effect’s
property editor.
Place position
indicator on a frame.

Keyframing
Process

Adjust parameters.

Set a keyframe
manually
or
automatically
(Autokey mode).

2

Edit animation.
Move between
keyframes, adjust
parameters, and
reset, add, and/or
remove keyframes.

3

Process animation.
In the final sequence, the effect’s properties change over time.

962

or

Display animation editor and
modify the function curve.

Creating Animation

Creating Animation
Animation is the change of an object/image over time. To create animation,
you record changes to an object’s properties. Using a process called
keyframing, you specify the object’s properties at the first and last frame of
each change. Properties are automatically calculated and set for the frames in
between, producing a change in the object. You can add as many keyframes to
an object as you need to create your animation.

n

Adding animation requires system resources that might impact your system’s
performance.
Objects and effects that you can animate include transitions, video and audio
effects, layers, and graphics. For example, you can animate the blur on a video
effect, the order of a layer in a composite, the rotation of a stroke, or the color
of a title.
There are several ways to create animation:
•

Use the Autokey mode to set keyframes automatically, as you adjust the
object’s properties—see “Setting Keyframes Automatically” on page 964.

•

Use the Animation Key button and Animation button to set keyframes
manually each time you adjust the object’s properties–see “Setting
Keyframes Manually” on page 965.

•

Use the animation editor to manipulate the function curves of selected
object properties—see “Understanding the Animation Editor” on
page 981.

•

Use mathematical functions to drive the parameter(s) of one effect using a
parameter(s) of another effect and to modify the relationship of those
parameters—“Animating with Expressions” on page 969.

•

Create a motion path to animate a DVE.

•

Record audio animation in the mixer.

When you create animation, the corresponding animation keys appear in the
animation editor and in the position bar below the Record viewer.

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Chapter 9 Animating Objects

Setting Keyframes Automatically
When you activate the Autokey mode, keyframes are automatically created
each time you modify an object’s properties. Automatic keyframing only sets
keyframes for the properties that you modify, which is useful when you want
to adjust specific properties without adding or modifying the keyframes of the
other properties.
To set keyframes automatically:

1. When you’re ready to begin animating, do one of the following:
t On the status bar, click the Autokey button.
t

From the File menu, select User Preferences to open the User
Preferences dialog box. From the Animation property page, select the
Set Keys When Changing Values option.

t

Right-click the Animation Key button in the property editor of the
object that you want to animate, and select Autokey.

t

Click the auto button in the property editor.

The Autokey mode is activated and the Animation Key button turns red
whenever a keyframe is set. Keyframes will automatically be set for all
property editors and animatable properties until Autokey is deselected.
2. Move the position indicator to the frame on which you want the animation
to start.
3. Use the property editor to adjust the values of the properties that you want
to animate.
A keyframe is automatically set each time you adjust the properties.
4. Go to another frame and adjust the properties again.
A new keyframe is set at the current timecode and property values are
computed for all frames between the keyframes.
5. If necessary, go to different points in the clip and continue adding
keyframes.
6. If you want to stop adding keyframes automatically, click the Autokey
button again to deactivate the Autokey mode.
7. Do one of the following to view the animation:
t

964

Process the effect and play the clip—see “Processing Animation” on
page 1016.

Creating Animation

t

In the property editor, click the Preview button.

t

Press Ctrl and click Play to play the clip frame by frame.

When you play the clip, the keyframed properties change as the clip
advances.

n

In the Autokey mode, keyframes are set only for the properties that you modify.
To set a keyframe for all animatable properties, you should use the Animation
Key button. For more information, see “Setting Keyframes Manually” on
page 965.

Setting Keyframes Manually
You can create animation by adjusting properties and manually setting
keyframes at different points in time. Manually setting keyframes lets you to
preview your changes before you actually set any keyframes.
This method is also useful when you want to set keyframes using the controls
in the property editors or views, or interactively in the viewer.
The Animation button at the left of numeric parameters on property editors
lets you to set a keyframe for individual parameters at the current position of
the position indicator.
The animation controls change color depending on the status of the animation
and keyframe. For example, the animation controls turn yellow when you
modify the value of an animation parameter but do not set a keyframe. The
yellow indicates a temporary value for the parameter. If you move the position
indicator to another frame, the temporary value is removed and the curve is
restored. If you want to set a keyframe for the temporary value of the
parameter, click the Animation button for that parameter.
When you click the Animation Key button, keyframes are set for all animation
properties of the effect at the current position of the position indicator.
However, when the Animation Key button is yellow (indicating there are
temporary values) clicking the Animation Key button will set keyframes only
for those properties that have temporary values.

n

When keyframes are set for all properties, clicking the Animation Key button
removes all the keyframes.
The following table describes the animation control status indicator colors.
965

Chapter 9 Animating Objects

n

Color

Status description

Gray

No keyframes are set. You can preview adjustments to animation
parameters.

Green

No keyframes are set at the current position of the animation.

Red

Keyframes are set at the current position of the animation.

Yellow

Temporary change to a parameter value at the current position of the
animation.

For the Color Correction and Color Correction Classic effects, clicking the
Animation Key button does not set keyframes if all the parameters are set to
their default settings. For more information, see “Returning to Default
Values” in the Help.
To set keyframes manually:

1. Click the Autokey button to turn off Autokey mode.
2. Open the property editor in which you want to create animation.
3. Move the position indicator to the frame in which you want the animation
to start.
4. Adjust the properties that you want to animate.
5. Set keyframes by doing one the following:
t To set a keyframe for an individual numeric parameter, click the
Animation button beside the parameter.
t To set keyframes for several properties that you modified, click the
Animation Key button.
t

To set a keyframe for all properties in the property editor when there
are temporary values, press Ctrl and click the Animation Key button.

t

To set a keyframe for all properties in the property editor when there
are no temporary values set, click the Animation Key button.

6. If necessary, go to different points in the clip and continue adding
keyframes.
7. To view the animation, do one of the following:
t

966

Process the effect and play the clip—see “Processing Animation” on
page 1016.

Creating Animation

t

In the property editor, click the Preview button.

t

Press Ctrl and click Play to play the clip frame by frame.

When you play the clip, the keyframed properties change as the clip
advances.

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Chapter 9 Animating Objects

Viewing and Moving Animation Keys
Once you’ve created animation, each animation key you set is displayed in the
position bar below the Record viewer. Animation keys are represented as red
bars. You can only view and reposition animation keys in the position bar.

Animation key

To view animation keys:

t

Select an effect from the timeline.
If the effect has animation, its animation keys are displayed in the position
bar.

To reposition animation keys:

t

Select an animation key from the position bar and drag it to a new
location.

To show or hide the animation keys:

t

Right-click the position bar and select/deselect Show Animation Keys.

To snap the position indicator to an animation key:

1. Press Ctrl and click an animation key.
2. Reposition the key in the position bar.
The key moves with the position indicator and you can see, in the viewer,
where you're moving it.

968

Creating Animation

Animating with Expressions
Expressions are mathematical formulas that you can use to control any
parameter that can be animated, such as translation, rotation, blur radius, or
hue.
You can create almost any connection between parameters, from simple
“A = B” relationships to very complex ones using predefined variables,
standard math functions, random number generators, and more. Regardless of
how you use expressions, you’ll find that they’re powerful because they allow
you to animate precisely, right down to the parameter level. Using expressions,
you can:

n

•

Match the position and/or rotation of one DVE to the position of another
DVE,

•

Match the settings of several Color Correction effects, or

•

“Lock” several properties that do not have a lock option.

Expressions in Avid DS Nitris are built using the same expression language as
Softimage®|XSI.®

Creating Expressions
You can create an expression in different ways, depending on the complexity.
You can create simple expressions using an effect’s property editor or write
more complex expressions using the expression editor.
One way to create a simple expression is by dragging and dropping one
parameter over another in a property editor. The parameter that you choose to
originate the expression is referred to as the “input”. The input is the
parameter that drives the parameter(s) that you constrain it with.
Once you create an expression, you will see an arrow on the animation button
of the parameter you are constraining. This indicates the presence of an
expression. A single-headed arrow indicates that an expression present is
unidirectional and a double-pointed arrow indicates that an expression is
bidirectional. For more information, see “Editing Bidirectional and
Unidirectional Expressions” on page 979.

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Chapter 9 Animating Objects

Unidirectional expression
Bidirectional expression

n

If you create an expression on a parameter that already has animation, such as
a function curve or another expression, the existing animation is overwritten
by the expression. You can press Ctrl+Z to undo and bring back the
animation/expression.
To create a simple A = B (constraint) relationship:

t

In a property editor, drag parameter A’s animation icon onto parameter B’s
animation icon.
Parameter B’s animation icon shows an arrow and its value changes to that
of parameter A.

Arrow indicates
an expression.
Drag animation
icon from one
parameter to
another.

n

Softness is now an expression; it
takes its value from Opacity, which
is the input.

Tip: If you’re creating a constraint type expression, and need to switch
property pages, start dragging the animation icon and then hover over the tab
of the property page you want to switch to. This will let you access the other
property pages.
To open the expression editor and create a default expression:

t

In a property editor, right-click the animation icon of a parameter and
select Create Expression.
The expression editor displays, and you can write and edit expressions.

970

Creating Animation

Expression was created on Softness
parameter of Drop Shadow effect.

If there was any animation
for the parameter, it is
replaced by an expression
that is 0. This will be
replaced when you create
an expression.

There are no inputs for this
expression.

n

In Avid DS Nitris, expressions can have any number of inputs (including 0).
For more information, see “Expression Editor” in the Help.

971

Chapter 9 Animating Objects

Validating and Applying Expressions
After creating an expression, you can validate and apply it. When you validate
an expression, the syntax of the expression is checked but not applied. When
you apply an expression, it is connected to the target parameters. Any changes
you make to the expression do not take effect until you apply the expression.
To validate an expression:

t

In the expression editor, click the Validate button.
A message displays in the message pane, informing you of whether or not
the expression is valid.

To apply an expression:

t

In the expression editor, click the Apply button.
The expression is automatically validated. If the expression is invalid, a
message informs you and the expression is not applied.

Bypassing Expressions
When you want to deactivate, but not delete an expression, you can bypass it.
When you bypass an expression, the resulting expression will either take the
value from the first input or use the value of zero if there are no inputs.
To bypass an expression:

t

In the expression editor, click the Bypass button.

Writing Expressions
Once you have the expression editor open, you can write an expression by
typing it in the expression pane. When using mathematical operators,
constants, and functions, it is inserted in the expression pane of the expression
editor along with placeholder(s) for the parameter. For example, the Add
operator will insert the following in the expression pane:
 + 
All you have to do is replace the placeholders “expr1” and “expr2” with
values.

972

Creating Animation

n

Tip: To place only the mathematical operator, and not the accompanying
placeholder(s), press Ctrl while selecting an operator to add to the expression
pane.
Here’s how to write an expression:
1. Select an input from the input pane and drag it to the expression pane.
2. In the expression pane, enter an expression by typing or choosing items
from the Insert menu.
3. Validate and apply the expression.
To add inputs to an expression, do one of the following:

t

Drag an input from the input pane and drop it in the appropriate location
in the expression pane.

t

Position the cursor at the appropriate place in the expression pane, click
Insert > Inputs and select an input.

Reverting Expressions

While writing or editing expressions in the expression editor, you can revert or
go back to the text of the expression that is currently in use for the property.
To revert an expression in the expression editor:

t

While writing an expression in the expression editor, click the Revert
button.

Resulting Value of an Expression

The value of an expression is always a floating-point value (meaning it can be
a number like 12.345 instead of an integer like 12). The expression editor
always shows the mathematically correct value. However, some parameters
can only accept integers or values in a specific range. In this case, the value
returned by the expression is automatically rounded off.
Using Inputs
An input is the parameter that will drive the parameter(s) that you constrain it
with in an expression. You can have multiple inputs in an expression, and they
can be connected to other

973

Chapter 9 Animating Objects

Connected and disconnected inputs are indicated in the expression editor by an
icon. All inputs are listed in two places: the Insert menu (click Insert > Inputs)
and the input pane at the bottom of the expression editor.
You can undo (Ctrl+Z) any add, remove, connect, and disconnect operation
when working with inputs.
Connected input
Disconnected input

n

You can only use animatable properties as expression inputs. These have an
animation button beside them on a property page.
List of inputs
Connected inputs created
by dragging animation
butter of parameters on a
property page.
Disconnected inputs
created using the Add
button in the expression
editor.

To add inputs, do one of the following:

t

In the expression editor, click the Add button at the bottom of the property
page.
A numbered input is added to the bottom of the Inputs list. It is not
connected to anything.

t

Drag the animation button of a property from a property editor to the
Inputs list in the expression editor. You can place it anywhere in the list.
An input is added to the Inputs list. It is automatically connected to the
property from which it originated.

To connect an existing input:

t

974

Drag the animation button of a parameter and drop it on any input
(disconnected or not) in the input pane.

Creating Animation

If the input was disconnected, it is now connected to the parameter. If the
input was already connected to a property, it is replaced with the new
property.
t

On a property page, right-drag the animation button of a parameter and
drop it on a parameter that already has an expression (the animation
button will have an arrow on it).
A menu displays, giving you the option to connect to an existing input or
to a new input.

To remove inputs:

t

Select one or more inputs from the input pane, click the Remove button.

To disconnect inputs:

t

Select one or more inputs from the input pane, click the Disconnect
button.

Expression Syntax
Here are a few things to remember when creating expressions:
•

Parentheses must always be closed.

•

Spacing is irrelevant. Spaces, tabs, and carriage returns make an
expression easier to read, but they are ignored by Avid DS Nitris.

975

Chapter 9 Animating Objects

Syntax Colors

As you start writing expressions, you’ll notice that the text is highlighted in
different colors. Here’s what they mean:

Color

Description

Purple

•

Connected inputs.

•

Disconnected inputs are purple, underlined in red.

Blue

Keywords, functions, and operators.

Red

Numbers, predefined constants, and syntax errors.

Black

User-defined variable and sub-expression names.

Brown

Strings

Green

Comments

Syntax Errors

When you validate or apply an expression, the message window updates to
display the result. If the expression contains any syntax errors, it is highlighted
along with the line and column number.
Also, if one or more inputs used in the expression are not connected or do not
exist, a warning message is displayed.

Expression
error

Error
message

To identify syntax errors in an expression:

t

In the message pane, double-click the error.
The error is highlighted in the message pane.

976

Creating Animation

Removing Expressions
Before you can remove an expression, you’ll need to recognize when an
expression is present. When there is an expression on a property, you’ll see an
arrow on the animation button.

Arrow indicates that an expression is
present on a property.

To remove an expression:

t

Right-click an animation button that contains an expression and select
Remove Expression.
If other expressions were using this expression as an input, they are still
connected to that property.

Saving and Loading Expression Presets
A preset is a customized set of properties for an effect. The expression's
property page is similar to the property pages of effects. You can load and save
presets through the property editors or toolbars.
Loading a preset into an expression will only affect the text of the expression
and its bypass state; it will not add, remove, reconnect, or disconnect inputs.
When saving and loading an expression preset, only the inputs that are
contained within a particular effect will be valid in the preset. If there are
inputs connected to properties in other effects, they will still be saved with the
preset, but will not be connected to anything when you load the preset. For
more information, see “Using Presets” in the Help.
Adding Comments to Expressions
You can add comments to an expression by using the // notation. Anything
from the // to the end of the line is considered to be a comment. It is displayed
in green in the expression pane, and will be ignored when the expression is
validated. For example:

977

Chapter 9 Animating Objects

// Input1: Connect to X position of other object
var Period = Fr; // Number of frames for 1 turn
var Radius = 100; // Radius of circle
Input1 + cos( Fc * 360 / Period ) * Radius
Comments are handy when you want to:
•

Explain what should be connected to each input. This is useful for
expression presets, so you know what to connect to the expression after
loading the preset,

•

Explain what each variable means, and

•

Comment out lines. For example, you can comment out an expression and
replace it by a different expression just to test something, and then return
to the original expression.

To add comments:

t

In the expression pane, type // and then your comments.
Your comments appear in green.

Editing Expressions
After creating an expression, you can fine-tune it in the expression editor or by
modifying parameters in the property editor. For example, in the Bubble
effect, let’s create an expression on the Size parameter using the Hue Jitter
parameter as the input.
If you change the value of the Hue Jitter, the Size parameter will update to
always be equal to the other parameter. Now let’s say you want the Size to be
12 times larger than Hue Jitter. Here’s how you would do it. In the expression
pane, type *12 and click the Apply button. The expression is validated and
applied.

978

Creating Animation

Name of input

Another way to edit an expression is to modify and set keyframes (in the
property editor) from either the source property or on the expression in the
expression editor.
Editing Bidirectional and Unidirectional Expressions

A bidirectional expression is an expression that you can modify and set
keyframes on the property editor from either the input parameter or in the
expression. For example, B = A is a simple bidirectional expression.
B’s expression is drive by A. You can edit the expression by changing the
value of either A or B. However, the more complicated an expression is, the
less likely it is to be bidirectional.

Unidirectional expression
Bidirectional expression

A unidirectional expression is indicated by a single-headed arrow; the
expression goes in only one direction because there is no inverse. Some
examples of unidirectional expressions include:
•

An expression with no inputs cannot be inverted, so it is unidirectional.
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•

An expression with multiple inputs has an ambiguous inverse.

For example, B = A + C is unidirectional. Why? Because if we change A, we
know that B is also changes. If we change B, we don't know if it changes A or
C. Also, you’ll notice that the slider and calculator icon are dimmed on the
property page, since you can no longer edit the property.

n

Tip: You can eliminate the ambiguity of an expression by using the Read Only
function found on the Insert menu (Value > Read Only) in the expression
editor. For example, suppose B’s expression is:
B= Input1 + Input2
If you change B, it’s unclear if it will change Input1 or Input2. However, if you
make Input2 read only, then the ambiuity is gone.
B= Input1 + Input2(readonly)

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Understanding the Animation Editor

Understanding the Animation Editor
The animation editor is where you can display and control the animation of a
selected object. An object’s animation is represented by a function curve on
the animation graph. A function curve is a graphical representation of an
object’s property changes over a period of time. All function curves can be
edited.

n

Some property editors contain animation graphs, where you can view or
manipulate function curves without opening the animation editor.

Animation Editor

Animation graph

Animation tools

Animation menus
Animation tree

To access the animation editor, do one of the following:

t

From the view switcher, select the Animation Editor button.

t

Select View > Single-Instance Views > Animation Editor.

t

In a property editor with animation controls, right-click the Animation
Key button and select Animation Editor.

Using the Animation Tree
The animation tree displays a hierarchy of animated objects, such as effects or
layers. You can navigate this tree to locate individual animated properties.
When you select an item in the tree, its function curve is highlighted in the
animation graph. You can also hide individual curves, leaving only the ones
that you want to edit.

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Control box

Filter list

Filter control
Pin button
Hidden parameter

Object properties

Visible parameter

Option

Description

Control box

Indicates properties where function curves exist

Filter list

Displays a list of filters for displaying function curves
that meet a specific set of criteria

Filter control

Makes the tree display the contents of the filtered list

Pin button

Marks an object so that it remains in the animation
editor when you select a different object

Hidden parameter

Represents a parameter that is not displayed in the graph

Visible parameter

Represent a parameter that is displayed in the graph.

Object properties

Represents the animated properties of an object

Navigating the Animation Tree
When you select an object, the animation property tree displays its properties.
When you select a property from the tree, it highlights the corresponding
function curve.
You can expand and collapse the tree to show or hide properties. A plus sign
(+) marks each property icon that has additional properties. After you click the
plus sign to expand an item in the tree, it changes to a minus sign (-) to
indicate that it can be collapsed.
To expand or collapse the animation tree:

t

To expand the animation tree, click the plus sign (+) next to an object.
The object’s animatable properties are listed below the expanded object,
and the plus sign changes to a minus sign.

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Understanding the Animation Editor

t

To collapse the animation tree, click the minus sign (-) next to an object.
The object’s properties are no longer visible in the animation tree, and the
minus sign changes to a plus sign.

Displaying Function Curves
When editing function curves, it is often useful to display several curves
simultaneously, so that you can synchronize the animation of different
properties. Conversely, it is useful to hide the function curves of properties that
you do not want to animate.
To show or hide a property’s function curve:

t

In the animation tree, click the control box next to the property whose
function curves you want to hide or display.
The control box is light-blue when the function curve is displayed. It is
gray when the function curve is hidden.

To hide or display all the function curves of an object:

t

In the animation tree, click the control box next to the object whose
function curves you want to show or hide.
A plus sign in the control box indicates that all of its function curves are
displayed. The control box is gray when all the function curves are
hidden.

Displaying Function Curves of Different Objects
You may want to view or edit several function curves simultaneously. For
example, when applying color correction to two clips, you may want to see
their animated properties simultaneously. You can do this by pinning
(marking) the function curves of different objects, so that they can all be
viewed in the animation editor at the same time.

n

If more than one object is selected in the 3D DVE layout, the animation editor
does not display its function curves.
To see the animation curves, select the first graphics object and view the
desired animation parameters in the animation editor. Pin these parameters by
clicking the pin icon to the left of each parameter (e.g. Transform, Surfaces ...)
in the animation editor. The pin icon will turn red. Now, select the second
graphics object and view the desired animation parameters in the animation
editor. The animation curves for both objects should be displayed.
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To view the function curves of multiple objects:

1. Open the property editor of the first animated object.
2. Right-click the Animation Key button and select Animation Editor.
The animation editor is displayed. In the animation tree, all the animatable
properties are displayed.
3. Click the Pin button of the function curve that you want to keep displayed
in the animation editor.
Pin button

4. Leaving the animation editor open, select another object whose function
curve you want to view.
The animatable properties of the second object are displayed in the
animation editor above the pinned properties.
5. Pin the properties of the new objects that you want to display.
To unpin a function curve:

t

Click the Pin button to unpin the property.
When you open a different object, the unpinned properties are no longer
displayed in the animation editor.

Filtering Function Curves
By filtering function curves, you can customize the contents displayed in the
animation tree and view only those files that meet a specific set of criteria. For
example, you may want to view or edit only the function curves that begin
with the letter “c” and have the opacity parameter. By displaying only the
function curves that meet these criteria, you can easily locate and edit them.
The animation filter is located at the top of the animation tree. By default, the
animation filter list is displayed; you can hide it you need more room to
display function curves in the animation tree.You can also turn the list on or
off, but only if there is one or more filters present in the list. If there are no
filters, then the entire tree is displayed.

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Understanding the Animation Editor

Animation filter list
Filter control
Object properties

To show or hide the animation filter:

t

In the animation editor, select View > Filter.

To turn the animation filter on or off:

t

Select the Filter control beside the filter list to turn it on.
The function curves that meet the criteria of the selected filter are
displayed.

t

Deselect the Filter control to turn it off.
The entire animation tree is displayed.

To create a filter:

1. In the animation editor, select View > Edit Filter.
The Edit Filter dialog box opens and the last created filter is displayed.
2. Click the Clear button.
3. From the Criterion list, select a filter option.
4. In the Value text box, type the text or portion of text that you want to use
as a filter criterion. For example, to view function curves that contain
opacity, select Contains as the criterion and type “opacity” in the Value
text box.
5. Repeat step 4 to add additional filter criteria.
6. To clear all data, click the Clear button.
7. Click the Save button and type a name for the filter. Click OK.
8. Click the Close button.
The animation filter list is activated and your filter appears as an option in
the list.

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To delete a filter:

1. In the Edit Filter dialog box, select a filter from the Filter Name list.
2. Click the Delete button.

Working with the Animation Graph
The animation graph is the area on the animation editor where you can
manipulate the function curve or keyframe values of any animated property.
You can edit the keyframed values by adjusting the key points on a selected
function curve. The horizontal axis (X axis) displays the time scale in frames
or milliseconds. The vertical axis (Y axis) displays the values of the animated
property.
In the animation graph, function curves are highlighted in light-blue over the
duration of the animated effect. In addition, when you select a function curve,
it is displayed in white over the duration of the effect and its keyframes are
displayed in red. When you select a keyframe, its precise coordinates are
reflected on the X and Y scales.
Value scale

Region of effect

Time scale
Time and value of selected keyframe

Selected keyframe

Customizing the Animation Graph
By customizing the display of the animation graph, you can change the
incremental values of the time and value scales, the spacing between grid
lines, and show or hide other indicators on the graph. For example, the grid in
the animation graph is useful when adding or moving keyframes. You can
display or hide the vertical or horizontal grid lines independently.

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Understanding the Animation Editor

To customize the animation graph:

1. From the animation editor, click the Preferences button.
2. In the Animation Editor Preferences property editor, select the Editor tab.
3. To show or hide the grid, do one of the following:
t

In the Grids area, set the Display Grid options.

t

Press G.

4. To display the precise coordinates of a selected keyframe, select the Key
Coordinates option, in the View box.
Small indicators on the animation graph’s axes show the value and time of
the selected keyframe.
Changing the Time Scale
Like the timeline, you can set the time scale on the X axis to display in frames
or milliseconds.
To change the time scale:

t

In the timeline, right-click the ruler and select Display As.
The time scale on the ruler changes according to your selection.

Zooming the Animation Graph
You can enlarge or reduce the animation graph to view function curves at close
range or view all the function curves in an animation.
To zoom in and out:

1. To activate the zoom mode, do one of the following:
t
t

Press Z.
In the animation editor, click the Zoom button.

2. To zoom in on a specific rectangular area, drag on the animation graph.
When you drag the pointer, a rectangle is displayed. When you release the
mouse button, the display zooms into the rectangular area.
3. To perform a continuous zoom, right-drag on the animation graph.
To reset the zoom:

t

Press Z and click the animation graph.

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Panning the Animation Graph
You can scroll over the animation graph to view the full length of the function
curves in an animation.
To pan the animation graph, do one of the following:

t
t

Press X and drag up/down to pan the Y axis, and drag left/right to pan the
X axis.
In the animation editor, click the Pan button to activate the pan mode.

To reset the pan:

t

n

988

Press X and click the animation graph.

Tip: To reset both the pan and the zoom, press the Z+X keys, and click the
animation graph.

Editing Animation

Editing Animation
Once you’ve animated an object, you can use the animation editor to view and
modify its properties. The animation editor represents the animation as one or
more function curves on the animation graph, where the values of the
animated properties are plotted over time.

Emboss effect
changes
over time

Frame 0

Relief property
gradually increases
and then decreases
rapidly.

Frame 4

Frame 9

Frame 12

Keyframes

Function curve of the Relief property

You can use the animation editor to manipulate a function curve, or to finetune the animation frame-by-frame. You can also add, move, or delete
function curves or keyframes, and trim, crop, or remove an entire animation.
The animation editor can display function curves for multiple animations
simultaneously. Pinning an animation to the animation editor keeps its
function curves displayed while you work on other function curves.

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n

Some effects, like fades or transitions, have an animation graph built into one
of their property pages. You can add keyframes on this function curve the same
way you add keyframes to function curves in the animation editor.
When you want to adjust properties using the controls in property editors or
layer controls on other views, you can edit animations with the Animation
Key. For example, if you’re adding a graphics animation to a composite, you
would typically create the graphics in the viewer and record keyframes using
the Animation Key.

Editing Keyframes Manually
You can manually set or delete keyframes on a frame-by-frame basis using the
object’s property editor.
To edit keyframes manually:

1. Open the property editor in which you want to create animation.
2. In the property editor, right-click the Animation Key button and select
First Key.
The position indicator moves to the first keyframe in the animation.
3. If necessary, edit the settings and click the Animation Key button to set
a keyframe.
The new settings at this frame automatically override any previous
settings.
4. Click the Next Key button to move to the next keyframe.
5. If you want to add a keyframe, use the Frame Backward and Frame
Forward buttons on the transport controls to advance your clip to the
appropriate timecode. Change the values and click the Animation Key
button to add a keyframe.
6. Continue to edit keyframes until you reach the end of the animated
sequence.
To remove a keyframe:

1. In a property editor or view, click the Previous Key or Next Key buttons
(located next to the Animation Key button) to go to a timecode where a
keyframe has been set.
The Animation Key button will be red to indicate that a keyframe is set on
the current frame.
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Editing Animation

2. Right-click the Animation Key button and select Remove Key.
The current keyframe is removed.

Editing Animation on the Animation Graph
In the animation editor, each animatable property is represented by a different
function curve on the animation graph. You can modify these curves to edit the
animation.

Pinned
function
curve
Marked
parameters

Selected
function
curve

Keyframes

Selected keyframe

When working in the animation graph, you can display the function curves of
properties that you want to animate, or hide curves to isolate a specific
property. Function curves on the graph appear in blue for the duration of an
effect. When you select them, they’re highlighted in white and their keyframes
are displayed.
As you modify function curves, you can take snapshots that let you compare
the results of a change to a function curve to the original curve. Snapshots
appear in black on the graph.
There are several ways of manipulating keyframes to change the result of an
animation. You can add new keyframes, delete existing ones, move a keyframe
to a new value or time, and control all of the keyframes at a specific timecode.

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You can also adjust a keyframe’s tangents to increase or decrease the slope of
the function curve at that keyframe. For example, if you want a property to
change rapidly at a specific time, you can increase the slope of the function
curve at that keyframe.
Once you’ve finished adjusting a curve, you can snap keyframes to the nearest
point on the grid to precisely align keyframes with timecodes.

n

You can undo any operation performed on a function curve. From the Edit
menu, select Undo or press Ctrl+Z.
For more information, see “Animation Graph Menu” in the Help.

Viewing Locators in the Animation Graph
In the animation graph, you can display any locators that you placed on the
timeline to help you align keyframes at specific points in your sequence.
To display locators in the animation graph:

t

From the animation editor, select View > Locators.

Selecting Keyframes in the Animation Graph
Once animation has been created for an object, you can edit the individual
keyframes that have been set. Before you can edit a keyframe, you must select
it.
To select a keyframe:

1. In the animation editor, click the Select button.
2. In the animation graph, click a keyframe.
The selected keyframe is highlighted and its tangent handles are
displayed.
To select multiple keyframes:

t

Press Shift and click a keyframe.
The selected keyframes are highlighted.

To select a range of consecutive keyframes:

t

992

Press V and drag over a section of the function curve.

Editing Animation

The selected region is highlighted in white.

n

Tip: To change the value of multiple keyframes, press Shift and click to select
the keyframes and enter a new value in the Value text box.

Adding, Moving and Deleting Keyframes
Using the animation tools, you can add, move, and delete keyframes to edit
an animation.
On the animation graph, you can move keyframes to values that are out of a
property’s range. However, the values that are actually processed are the
maximum or minimum values displayed in the property editor.
To add a keyframe:

1. In the animation tree, click a property to select its function curve.
In the animation graph, the function curve is selected and the keyframes
are displayed in red.
2. To add a keyframe, click the Add Key button and click the animation
graph.
The closest selected function curve updates to pass through the
new keyframe.

n

You can use the Select tool to change the value of multiple keyframes. Press
Shift and click keyframes to select them. Now enter a new value in the
animation graph value box.
To move a keyframe:

1. In the animation tree, click a property to select its function curve.
In the animation graph, the function curve is selected, and the keyframes
are displayed in red.
2. To move a keyframe, click the Select button and do one of the following:
t

Drag a keyframe to a new position.
The value and/or frame of the selected keyframe is updated.

t

Click a keyframe and in the Frame and Value boxes, enter a new
frame and/or value.
The function curve is updated to pass through the modified keyframe.

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To delete a keyframe

1. In the animation tree, click a property to select its function curve.
In the animation graph, the function curve is selected and the keyframes
are displayed in red.
2. To delete a keyframe, click the Remove Key button, and click a keyframe.
The keyframe is removed and the function curve is updated.
3. To remove all the keyframes on the selected function curve, right-click the
Animation Key button and select Remove Animation.
You will be prompted to confirm before all the keyframes are deleted.

n

Pressing the Delete key only deletes selected keyframes.

Selecting Function Curves
Before you can manipulate a function curve or edit specific keyframes, you
must select it. Before you can cut, copy, or paste function curves, you must
select a region.
You can select individual keyframes, a region of the function curve, the entire
function curve, or several function curves.
To select function curves:

1. In the animation editor, click the Select button and do one of the
following:
t

In the animation tree, click a property and select its function curve.
Press Shift and click additional properties to select multiple function
curves.

Property

t

Press Shift and click a function curve to select it. Click additional
function curves for multiple selection.

t

Drag the pointer to form a rectangle over the function curve(s) that
you want to select.

Any function curves that pass through the rectangle are selected. Using
this method, you also select the individual keyframes.
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Editing Animation

In the animation graph, selected function curves are displayed in white
over the duration of the effect, and keyframes are red.
2. Click the Frame button to view the entire selection.
The selected function curve is framed, so that you can see it in full view.
Framing is based on the duration and values of the keyframes on the
function curve.
To select a region of a function curve:

1. Select a function curve.
2. In the animation editor, click the Select Region button or press V to
activate the Select Region mode.
3. In the animation graph, drag over a region to select it.
Using this method, you also select the individual keyframes that are
within the region and on the selected function curve.
Manipulating Keyframes
When you select a function curve, its keyframes are displayed in red. You can
add new keyframes, as well as move or delete existing keyframes. In addition,
you can change the value or frame of a keyframe.
When you create a shape using tools, such as the ones in the Graphics layout
or the Matte or keyer effects, you can edit the resulting shape keyframes by
selecting the Shape curve in the animation editor and using the meta curve to
adjust the keys.

n

Shapes are represented by keyframes in the meta curve region. There is no
corresponding function curve in the animation editor.
To add a keyframe:

1. From the animation graph, select a function curve.
2. Click the Add Key button or press A.
3. On the animation graph, click to add a keyframe.
The closest selected function curve is updated to pass through the new
keyframe.

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To move a keyframe:

1. From the animation graph, select a function curve.
The function curve is highlighted and the keyframes are displayed in red.
2. Drag a keyframe to move it to a new position.
The value and/or frame of the selected keyframe is updated.

n

On the animation graph, you can move keyframes to values that are out of a
property’s range. However, the values that are actually processed are the
minimum or maximum values displayed in the property editor.
To remove a keyframe:

1. From the animation graph, select a function curve.
The keyframes are displayed in red.
2. Do one of the following:
t Click the Remove Keyframe button.
t

Press D.

3. Click the keyframes that you want to remove.

n

Tip: To remove a keyframe, you can also select it and press Delete.
To remove all the keyframes on a function curve:

1. From the animation graph, select a function curve.
The keyframes are displayed in red.
2. Press the Backspace key.
You are asked to confirm the deletion. Click OK to delete all the
keyframes on the selected curve.

n

Pressing the Delete key only deletes selected keyframes.
To change the value or frame of a keyframe:

1. In the animation graph, select a keyframe.
2. In the Frame and Value text boxes, enter a new frame and/or value.
The function curve is updated to pass through the modified keyframe.

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Editing Animation

Manipulating Keyframes on Multiple Function Curves
The meta curve region is a powerful tool that lets you add, move, and remove
keyframes on every visible function curve in the animation graph.
When you display the meta curve region, red locators appear below the
animation graph at every timecode at which a keyframe is placed on a function
curve. If several function curves have keyframes at the same timecode, all of
those keyframes are represented by a single locator.

n

Although locators in the meta curve region can represent and control multiple
keyframes, those keyframes are not locked together. If you move a keyframe out
of alignment with other keyframes, a new locator will appear in the meta curve
to represent the keyframe’s new location.
Adding keyframes in the meta curve region places a keyframe on every visible
curve, at the current timecode. Moving a locator in the meta curve region
moves all of the keyframes at that timecode. Deleting keyframes from the
meta curve region removes any keyframes on any function curves at the
current timecode.

Corresponding keyframes

Meta curve locator

Meta curve region

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To display the meta curve region, do one of the following:

t

To display all curves, select View > Meta Curve Region > Display for
all curves.
The meta curve region is displayed below the animation graph. The
locators for all function curves are displayed.

t

To display selected curves only, select View > Meta Curve Region >
Display for selected curves only.
The meta curve region is displayed below the animation graph. The
locators for the selected function are displayed.

To display the locators for a selected function curve:

1. From the animation tree, select a function curve.
2. Click the button beside the meta curve region.
The button appears pressed, and the locators for the selected function
curve are displayed.
To display the locators for all function curves:

t

Click the button beside the meta curve region.
The button appears unpressed and the locators for the selected function
curve are displayed.

To hide the meta curve region:

t

From the animation editor, select View > Meta Curve Region > Hide
Meta Curve Region.
The meta curve region is hidden.

To add a keyframe to all visible function curves:

1. From the animation editor, click the Add Key button.
2. Click anywhere in the meta curve region.
A keyframe is added to every visible function curve in the animation
editor at the current timecode.
To move all keyframes at a specific timecode:

1. From the animation editor, click the Select button.
2. Drag a locator in the meta curve region.
All keyframes represented by the locator are moved to the new timecode.

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Editing Animation

To delete a keyframe from all visible function curves:

1. From the animation editor, click the Remove Key button.
2. Click a locator in the meta curve region.
All keyframes represented by the locator are deleted.
Synchronizing Animation
You can synchronize keyframes in the animation editor by dragging their
locators in the meta curve region. Moving one locator to the same timecode as
another synchronizes their respective keyframes at the current timecode. This
is useful when, for example, you want to coordinate changes to several of an
object’s properties at the same time.
To synchronize keyframes:

1. In the animation graph, select a function curve and add a keyframe to it.
A locator is displayed in the meta curve region, representing the first
keyframe.
2. Select a different function curve, and add a keyframe to it.
A locator is displayed in the meta curve region, representing the second
keyframe.
3. In the meta curve region, click the second keyframe’s locator and drag it
on top of the first keyframe’s locator.
The keyframes are now synchronized, and represented by a single locator
in the meta curve region. Moving the locator moves both of the
keyframes.
Modifying Regions
In Avid DS Nitris, you can select and modify a region of the animation graph.
Keyframes in a selected region are automatically selected, and can be moved
simultaneously. You can also stretch or shrink a selected region horizontally
or vertically.
To modify a region of the animation graph:

1. Click the Select Region button, and select the region of the function curve
that you want to copy.
The selected region is highlighted, and edit controls appear along on all
four sides.
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2. Drag the edit controls to stretch or compress the region.
Changing the Slope of a Function Curve
The slope of a function curve determines how a property changes between
keyframes. For example, in a scene where an actor moves from artificial
lighting to sunlight, you can animate the color correction, so that it changes at
the same rate as the light changes, as illustrated in the following examples:
•

If the actor is walking through an open door, the color correction should
increase rapidly along a spline curve.

Spline

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Editing Animation

•

If the actor steadily approaches the end of a tunnel, the color correction
should increase linearly.

Linear

•

If the actor is suddenly exposed to sunlight, the color correction should be
constant, and then change in one step.

Constant

When you select a keyframe, its tangent handles are displayed, allowing you
to change the slope of the function curve at that keyframe.
To change the slope of a function curve:

1. Select a keyframe.
The tangent handles are displayed.
2. Select a tangent handle and drag it to a new position. If the tangent handle
is close to the key point, press Ctrl to give priority to the tangent handle.
Tangent handles

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Changing the Type of Function Curve
There are three types of function curves: linear, constant, and spline.
•

Linear: A type of curve that consists of straight line segments between
control points. Use this type of curve when you want a property to change
at a constant rate between two keyframes.

•

Constant: A type of curve where a property’s value changes only at
keyframes; between keyframes, the value is constant.

•

Spline: A type of curve that lets you fine-tune the animation by changing
the slope of the curve at each keyframe.
Linear

Constant

Spline

To change the type of curve for selected keys:

1. From the animation editor, select a function curve.
2. Click the Animation Editor Preferences button.

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Editing Animation

For detailed information, click the Help button.
3. From the Animation Editor Preferences property editor, select the Keys
tab.
4. From the Interpolation box, select a curve type.

Option

Description

Constant

Creates a curve with constant values that change in steps.

Linear

Creates a curve where keyframes are joined by straight lines.

Spline

Creates a smooth curve whose slope you can modify at
any point.

The function curve is updated between the keys that you selected.
To change the type of curve for selected curves:

1. From the animation graph, select a function curve.
2. Do one of the following:
t

From the animation editor menu, select Curves > Constant
Interpolation, Linear Interpolation, or Spline Interpolation.

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t

Right-click the curve, and select Constant Interpolation, Linear
Interpolation, or Spline Interpolation.

t

From the animation editor, click one of the interpolation buttons.

The function curve is updated according to the option you selected.
To set the tangent slope options:

1. From the animation editor, select a function curve.
2. Click the Animation Editor Preferences button.
3. On the Keys property page, select one of the following options from the
Slope box:
-

Unified to keep the slopes together as they move, keeping a constant
angle between them.

-

Broken to let the slopes move freely as you drag each handle
individually.

Click Help for detailed information on the Animation Editor Preferences.
To change the slope of a spline at a keyframe:

1. On a spline function curve, select a keyframe.
The tangent handles are displayed at the selected keyframe.
2. Click a tangent handle to select it and drag it to a new position.
The slope of the function curve changes at the keyframe.

n

If the tangent handle and the keyframe are close together, hold down the H key
and drag. This lets you manipulate the tangent handle.

Making Temporary Copies of Function Curves
Snapshot curves are temporary copies of function curves that stay in the
animation graph after you edit the original curves. Using the snapshot curves,
you can edit function curves, compare the edited curve to the temporary copy
of the original, and revert to the original if you’re not satisfied with the change.
When you’re ready to accept your changes, you can update the snapshot curve
to reflect the edits that you made.

1004

Editing Animation

To use snapshot curves:

1. From the animation editor, select a function curve.
2. Click the Animation Editor Preferences button.
3. On the Editor property page, select the Snapshot Curve option from the
View box.
A snapshot curve is created and hidden behind the original function curve.
4. Edit the selected function curve.
The snapshot curve is displayed in black.
5. If you want to revert to the snapshot curve, click the Swap button.
The original curve is highlighted and you can edit it.
6. When you’re satisfied with the edits, click the Snap button.
The black snapshot curve is updated to match the white function curve.
For detailed information, click the Help button.
Snapping Keys to Grids and Frames
You can make keyframes snap to the nearest frame on the grid’s X axis or to
the nearest frame on the grid’s X axis. Snapping keyframes to the grid lets you
position them at precise timecodes.
To snap a keyframe to the grid:

t

Select Edit > Snap to Grid.

To snap a keyframe to its nearest frame:

t

Select Edit > Snap to Frame.

Click Help for detailed information on the Edit menu commands.
Locking Keyframe Positions
You can freeze a keyframe’s values, as well as its location in time by locking
the key’s position on the X or Y axis.
If the function curve uses a spline interpolation to transition action to the next
keyframe, you can also freeze the keyframe’s speed of transition and influence
on the function curve by using the animation editor’s tangent handle locking
controls.
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Chapter 9 Animating Objects

To lock a keyframe’s position on the animation graph:

1. From the animation graph, select a keyframe.
2. Do one or both of the following:
t

Click Keys and select Lock in X (Time) to lock the key’s location in
time on the X axis.

t

Click Keys and select Lock in Y (Value) to lock the key’s value on
the Y axis.

The keyframe is frozen in place on the graph and cannot move until Lock
in X or Lock in Y is deselected. You can still manipulate the keyframe
tangent handles to change the shape of the slope.

Offsetting Animation
You can offset an animation by moving an entire function curve. If, for
example, you’re satisfied with a function curve’s slope, but want the
corresponding change in properties to occur later in the animation, you can
move the entire curve farther down the timeline.
To offset an animation:

1. From the animation editor, select a function curve.
2. Hold down the R key, and drag the curve to reposition it on the timeline.
To offset multiple function curves:

1. Hold down the Shift key, and click each function curve to select it.
2. Hold down the R key, and drag the curve to reposition it on the timeline.

Copying Animation
You can copy the animation of one property to another by copying the function
curve. For example, you can animate the Z position of an object, so that it
appears to move away from the viewer. You can then copy the animation to a
blur effect, so that the blur increases as the objects move away from the
viewer. You can then adjust the blur function curve according to the scale of
the blur parameter.

1006

Editing Animation

To copy an animation, you simply copy a property’s function curve and paste
it onto the function curve of another property. You can copy the entire curve or
a region of a curve. When pasting the animation, you can do one of the
following:
•

Insert the copy at a selected timecode.

•

Replace a portion of the function curve at a selected timecode.

•

Paste the copy over a selected region.

To copy an entire animation:

1. In the animation tree, click a property.
In the animation graph, the property’s function curve is highlighted.

Copy from
this curve.

2. Press Ctrl+C.
The animation is copied.
3. In the animation tree, click a property to receive the animation.
In the animation graph, its function curve is highlighted.

Copy to this
curve.

4. Press Ctrl+V.
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Chapter 9 Animating Objects

The animation is pasted. In the animation graph, the function curves for
both properties are identical and appear as only one curve.

Two
identical
curves
appear as
one.

To copy a region of a function curve:

1. In the animation graph, do one of the following to specify the region that
you want to copy:
t

t

Select contiguous keyframes.
The region to be copied is between the first and last selected
keyframes.
Click the Select Region button and select the region of the function
curve that you want to copy.

Region to be copied

2. Press Ctrl+C.
The animation is copied.

1008

Editing Animation

3. If you want to paste the animation to a different property, select a
function curve.
4. Specify where to paste the animation by clicking the Select Region button
and doing one of the following:
t

Clicking a timecode.
When the animation is copied, it starts at the specified timecode.

t

Selecting a region.

When the animation is copied, it fits into this region. If you copy an
animation to a region of a different size, the animation is automatically
scaled in time.

n

If you do not specify where to paste the animation, it’s pasted at its original
timecode on the selected curve.
5. Press Ctrl+V.
The animation is pasted, replacing the selected function curve over the
specified region.

Animation pasted to second
curve at selected timecode.

Animation pasted to selected
region of second curve.

To insert a copied region of a function curve:

1. In the animation graph, do one of the following to specify the region that
you want to copy:
t

t

Select contiguous keyframes.
The region to be copied is between the first and last selected
keyframes.
Click the Select Region button and select the region of the function
curve that you want to copy.
1009

Chapter 9 Animating Objects

Region to be copied.

2. Press Ctrl+C.
The animation is copied.
3. If you want to paste the animation to a different property, select a
function curve.
4. Click the Animation Editor Preferences button.
5. On Paste Options property page, select the Insert option from the Paste
Options box.
6. To specify where to insert the animation, click the Select Region button,
and click a timecode.

n

If you do not specify where to paste the animation, it’s pasted at its original
timecode on the selected curve.
7. Press Ctrl+V.
The animation is pasted at the selected timecode on the selected curve.

Copied animation inserted
in second curve.

1010

Editing Animation

Repeating Animation
Cycling animation lets you to repeat a function curve for the duration of an
animation. By applying different types of cycles, you can quickly create
repetitive animations like blurring in and out.
When you create cycles, the repeated information is not added to the function
curve. It’s based on the original keyframes, but does not contain any
keyframes. When you adjust the original keyframes, changes are reflected
throughout the cycle.
Creating a Basic Cycle
A basic cycle repeats the shape and pattern of a function curve, as defined by
the keyframes, for the duration of the animation. For example, you can use a
basic cycle to animate a blur in and out of a clip.
To create a basic cycle:

1. In the animation graph, select the function curve whose shape you want to
repeat.
2. Click Curves and select Cycle.
The pattern is repeated along the X axis of the animation.
Original curve with keyframes.

Curve cycled along X axis
without keyframes.

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Chapter 9 Animating Objects

Creating a Relative Cycle
A relative cycle repeats the shape and pattern of the function curve by starting
each cycle at the value of the last key in the preceding cycle. The result is a
progressive offset that creates a gradual overall change in the animation while
repeating the basic pattern. For example, you can use a relative cycle to blur in
and out of a clip, while gradually sharpening the overall focus.
To create a relative cycle:

1. In the animation graph, select the function curve whose shape you want
to repeat.
2. Click Curves and select Relative Cycle.

Last point of one
cycle becomes start
point of next cycle.

Freezing a Cycle
Freezing a cycle applies it to the time span between two specified timecodes in
the animation. When the cycle is frozen, the keys in the cycled part of the
function curve are sampled and applied to each cycle in the frozen part of the
curve. You can then edit the function curve. If the cycle is not frozen to the
entire length of the animation, it will be removed from any leading or trailing
frames.
Freezing cycles is useful when you only want to repeat a cycle for part of an
animation, or when you want to make slight modifications to the same basic
curve throughout the animation.

1012

Editing Animation

To freeze a cycle:

1. In the animation graph, select the function curve whose shape you want
to repeat.
2. Click Curves and select Freeze Cycle.
The Freeze Cycle dialog box is displayed.
3. Enter a start and end timecode.
The cycle is applied between the start and end timecodes, and the repeated
information is added to the function curve.
Original cycled curve.

Cycle removed from
trailing frames.
Cycle removed from
leading frames.

Cycle is frozen to this interval.

Deleting a Cycle
Since the repeated information is not added to the function curve, you can
delete the cycle while preserving the original keyframes.
To delete a cycle:

t

Click Curves and select Constant Extrapolation or Gradient
Extrapolation.

Trimming Animation
When you want to trim animation, you should trim the animated effect by
rescaling the function curves or cropping them.

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Chapter 9 Animating Objects

To specify how the animation is trimmed:

1. Open the property editor of the effect that you want to trim.
2. In the property editor, do one of the following:
t

Deselect the Crop Curves option to rescale the function curves.
When you trim the effect on the timeline, the function curves are
rescaled in the animation editor.

t

Select the Crop Curves option.

When you trim the effect bar on the timeline, the function curves are
cropped in the animation editor. On the animation graph, the highlighted
area of the function curve shows the new length of the animated effect.
For more information, see “Saving Effects” in the Help.
Rescaled function curve

Cropped function curve

Trimmed effect

Removing Animation
An object’s animation can be composed of more than one function
curve.A separate function curve exists for each animatable property of an
object. When removing animation, you can choose whether you want to
remove the entire animation or just selected animated properties within
the animation.
Removing the Entire Animation
When you remove an animation, you’re deleting the function curves for all the
animated properties of the selected object.

n
1014

When you remove animation, locked keys will also be deleted.

Editing Animation

To remove the entire animation:

1. Open the property editor or view for the property whose animation you
want to remove.
2. Right-click the Animation Key button and select Remove Animation.
All keyframes on all functions curves are deleted. The function curves
become straight lines.
Removing the Animation of a Single Property
You can remove the animation of a single property by removing all the
keyframes from the property’s function curve.
To remove all the keyframes on a function curve:

1. Select an animated object.
2. In the animation editor, select View > Animation Editor.
The animation tree is displayed.
3. From the animation tree, click the property whose function curve you
want to remove.
In the animation graph, the corresponding function curve is highlighted.
4. Press the Backspace key.
All keyframes on the function curve are deleted and the function curve
becomes a straight line.

1015

Chapter 9 Animating Objects

Processing Animation
You can view the evolution of your animation by stepping through the
animation frame by frame. Before you can play the clip, you must first process
the animation.
To process animation:

1. Do one of the following:
t

From the toolbar, click Processing > Process.

t

In the timeline controls, click the Process button.

2. In the Processing Options Dialog Box dialog box, select the appropriate
options.
3. Click OK to begin processing.
A progress bar is displayed on the bottom of the desktop to show the
status of the process.
4. Click Cancel to stop the process at any time.
For more information, click the Help button or see “Understanding
Processing” on page 872.

1016

Chapter 10
Mixing Audio

This chapter describes how to mix audio, as well as how to create mixes and
submixes using audio container clips and effects. You will also learn how to
animate your audio mixes.
•

Workflow: Mixing Audio

•

Working in Audio Container Clips

•

Audio Clips and Tracks

•

Understanding the Mixer

•

Using an External Controller

•

Building an Audio Mix

•

Fine-tuning the Mix

•

Animating the Audio Mix

•

Audio Media Conversion

•

Processing the Mix

Chapter 10 Mixing Audio

Workflow: Mixing Audio
Audio mixes are best created in an audio container clip. The following
illustration shows how the audio tracks are created and fed into the mixer.
1

Create an audio container clip.
Create an audio container clip to
hold all the clips that will be mixed.

2

Apply audio effects.
Apply effects on the
timeline tracks.

Left

Right

Apply effects
on the mixer
input strips.
Mixer

3
4

Process the mix.
Close the audio container clip to
automatically process the mix.

1018

Fine-tune the mix.
Adjust the volume and balance
of the audio streams.

Working in Audio Container Clips

Working in Audio Container Clips
Audio container clips let you compress multiple audio tracks with up to 64
tracks of audio down to a single audio clip on one track, leaving you with
more audio streams and tracks to work with. You can have any combination of
audio clips and tracks in an audio container clip. The format of the container
clip itself, however, depends on the mixer configuration specified inside the
container clip.
This illustration shows a group of audio clips that have been mixed down to a
single clip on the timeline.

A closed audio container
clip is represented as a
single clip on the timeline.
An open audio
container clip.

Here are other reasons for using audio container clips:
•

Animating (automating) your mix: If you need to boost or lower the
signal at different points in time, it’s more efficient to animate the mix in a
container clip. This way, if you move the container clip, its animation
moves with it.

•

Submixing: You can edit specific sounds more efficiently by creating
submixes of common track types. For example, mix hard sound effects
like creaking floors and footsteps in one container clip, vocal tracks in
another, and instrumentals in yet another container clip. Then, premix all
of the clips in their respective container clips and play them
simultaneously on the parent timeline.

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Chapter 10 Mixing Audio

•

Sample Accurate Editing: Within an audio container clip, you can do
your editing in terms of audio samples as opposed to the video frames
used on the top timeline.

•

Processing: When you close an audio container clip, the tracks and any
effects are automatically processed and represented as a single clip on the
parent timeline.

For more information, see “Creating Nested Clips” on page 916.

1020

Audio Clips and Tracks

Audio Clips and Tracks
Audio clips and tracks can have up to eight channels of audio in any of the
following formats:

Format

Description

Mono

Single channel of audio

Stereo

Two audio channels: Left and right

Quadraphonic

Four audio channels: Left, right, left rear, right rear

LCRS

Four audio channels: Left, center, right, surround

4 Stream

Four audio channels: Output 1 to 4

5.1

Six audio channels: Left, right, center, Low Frequency
Emitter (LFE), left surround, right surround

6.1

Seven audio channels: Left, right, center, Low Frequency
Emitter (LFE), surround center, side left, side right

7.1

Eight audio channels: Left, right, center, Low Frequency
Emitter (LFE), left surround, right surround, left center,
right center

8 Stream

Eight audio channels: Output 1 to 8

Since the clip and track formats are independent of each other, you can place
any kind of audio clip on any audio track. You can also place different format
clips on the same track. For example, you can place a mono and a stereo clip
on the same stereo track.

n

You can manipulate audio clips in much the same way as video clips. You can
play them in the viewer, drag and drop them from the Avid Explorer to the
timeline, trim, copy, and delete clips, and add effects to them.

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Chapter 10 Mixing Audio

Stereo clip with two
channels of audio.

Mono clip with one
channel of audio.

When you place an audio clip on a track with a different format, it turns
orange. This does not prevent you from playing it back.

1022

Understanding the Mixer

Understanding the Mixer
Although you can perform some mixing by applying effects to the audio clips
on the timeline, the mixer gives you greater flexibility and control over your
overall audio mix. The mixer combines the audio signals coming from the
audio tracks and routes them to the output strips.
You can assign the channels of an audio track to a specific output strip.
Depending on your audio hardware configuration, you can have up to eight
audio output channels available. For more information, see “Assigning a
Mixer Input Strip to an Output Channel” on page 1030.
The mixer has two views:
Standard view

The standard view is the default view of the mixer. In this view
you can add audio effects, adjust the volume levels, pan the
signals, and mute or solo the various tracks. You can also
animate most of the controls on the mixer.

Routing view

The Routing view contains the Matrix Routing panel for the
input strips, which lets you assign the input strips to audio
output channels.
Also, in this view, the number of level meters on the input strips
matches the number of audio channels on the track. For
example, 5.1 tracks have six level meters and eight stream
tracks have eight level meters.

n

If you’ve activated the pan on a mono track, the number
of level meters on the input strip matches the number of
output channels. This is because the mono signal has
been split to allow for the positioning of the sound with
the pan control.

To access the mixer:

t

From the view switcher, click the Mixer button.

To access the routing view:

t

Click the Routing View button.

1023

Chapter 10 Mixing Audio

To access the standard view:

t

Click the Standard View button.

For information about the mixer controls, click the Help button.

Changing the Mixer Configuration
You can capture and output up to eight channels of audio in various formats.
For more information, see “Mixer Configuration Formats” in the Help.
To change the mixer configuration:

t

Click the Mixer Config list box and select a configuration.

Using the Input Strips
Input strips appear on the mixer as you add audio tracks to the timeline. On
each input strip, you can control the sound of all the clips on its corresponding
audio track. You can use the strip controls to adjust the overall volume, add
effects to the whole track, and pan the signal to the output strips.
The results of the adjustments on the input strips are mixed and passed to the
output strips, which let you adjust the output volume of the audio signals. The
signal from the output strips is then directed to an external device.
An input strip corresponds to an audio track on the timeline. The strip controls
let you add effects and adjust the overall volume and balance of each track.
The signals from all strips are then mixed and routed to the output strips.
For more information, see “Mixer Input Strips” in the Help.
1024

Understanding the Mixer

Adding Effects on a Mixer Input Strip
Adding an effect on the mixer strip is equivalent to applying an effect to the
entire audio track. When you apply an effect to a mixer strip, the effect is
displayed in the mixer strip’s effects box. Effects on the mixer strips are
processed from top to bottom. These effects are also applied before you make
any adjustments to the volume and pan controls.
You can apply an effect to a mixer input strip by selecting one from the Load
Preset dialog box or by dragging an effect preset from a toolbar.
Effects box

Mixer Strip

To add an effect using the Load Preset dialog box:

1. Right-click the effects box and select Add Effect.
The Load Preset dialog box is displayed.
2. Select an effect and click OK.
The effect is applied to the strip and displayed in the effects box.
To add an effect using a toolbar:

t

From a toolbar, drag an audio effect or preset to the effects box.
The effect is applied to the strip and displayed in the effects box.

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Chapter 10 Mixing Audio

Adjusting the Volume
The level meter lets you monitor the level of incoming and outgoing audio
signals (in decibels). There are level meters on the input and output strips.
The fader is used to control the volume on the mixer strips. It simulates an
audio taper fader, except the scale is more precise (between +5 and -5 dB).
To adjust the volume on the mixer strips:

t

n

Drag the fader up or down to set the volume at the appropriate decibel
level.

The fader levels do not correspond to the level meter. The fader levels range
from 20.0 dB to -inf dB, while the level meter shows the energy level of the
signal from 0 dB to -inf dB.
By default, the level meters on the input strips are post-effects and pre-fader.
This means that they display the energy levels according to the strip effects
that have been applied. When you adjust the volume, the change is only shown
on the output strips. However, it is possible to make the level meters on the
input strips post-fader.
To make the level meters of an input strip post-fader:

t

n

Click the Post button on the mixer input strip.

Tip: Double-clicking the fader returns it to the zero position.

Adjusting the Audio Balance
The pan control lets you adjust the balance of the signal to the output strips.
Dragging the slider left or right determines the percentage distribution.
You can only change the balance of the signal if the mixer is configured as
stereo. If the mixer is configured in one of the surround formats (LCRS,
Quadraphonic, 5.1, 6.1, or 7.1) you must use the Surround Panner.
If you move the pan control all the way to the left or right, then 100% of the
signal is routed either to the left or right output strip. On mono tracks, the pan
control at the center position splits the signal 50/50. For stereo tracks,
however, 70.7% of the signal is routed to each of the output strips when the
pan control is at the center.

1026

Understanding the Mixer

The following example illustrates the distribution of the signals on a stereo
track with the pan activated and deactivated.

Pan is
deactivated.

100% of
signal routed
to the left
output strip;
0% to the
right output.

70.7% of
signal
routed to
both output
strips.

100% of
signal
routed to
both output
strips.

Pan is activated
(center position).

Pan to the left.

To pan the signal on the input strips:

1. Right-click the pan control and select Enable Pan.
The pan control is activated; you can now adjust the balance. A check
mark is displayed beside the selection indicating that pan has been
activated.
2. Drag the pan control to the left or right.

n

Tip: Double-clicking the pan control returns it to the center position
3. To deactivate the pan control, right-click it and select Enable Pan.

c

If you leave the pan control enabled at the center position, there will be a
3 dB loss in your signal.

1027

Chapter 10 Mixing Audio

Using the Mute and Solo Buttons
You can listen to individual audio tracks by isolating their signals or muting
them. The Solo buttons let you monitor track signals and do not affect the
recording. You can also use the Mute buttons on the input strips when listening
to tracks, but it actually prevents the signal from being routed to the outputs.
To listen to a single track:

t

Click the Solo button of a strip.

You can activate the Solo button on more than one input strip at a time.

Solo the input
strips that you
want to hear
during playback.

Also, you can activate both the Mute and Solo buttons at the same time. In this
case, mute always overrides solo. For example, first solo the strips you want to
hear. During playback, click the Mute button on those same strips to hear the
various combinations of the signals.

1028

Understanding the Mixer

Mute the strips
that you do not
want to hear.

For example, if you are working on background noise effects for a voice
dialogue, solo the voice track and the different background noise tracks. You
can then selectively mute the various background tracks to listen to their
combined effects against the voice track.
To mute a mixer strip:

t

Click the Mute button on the strips that you do not want to hear.

To mute all of the mixer strips:

t

Click the Master mute button on the mixer.

To isolate a mixer strip:

t

Click the Solo button on the strips that you do want to hear.

Naming a Mixer Input Strip
You can change the default name of any mixer input strip. This name is on its
corresponding audio track in the timeline. If you change the audio track name,
the mixer input strip name is updated accordingly.
To change the name of an input strip:

t

Click in a strip name text box, type a new name, and press Enter.

1029

Chapter 10 Mixing Audio

n

Tip: Since the strip name corresponds to the track name, you can also change
the name from the Track property editor.

Reordering the Mixer Input Strips
The input strips appear in the order that their corresponding audio tracks
appear on the timeline. Therefore, reordering the tracks changes the order of
the input strips.
To reorder the input strips:

t

From the Track selector, drag the audio Track button to a new location.
The track is moved to the new location and the order of the input strips
changes to match the tracks.
Track button

Move cursor
Cursor indicates
invalid location.

Assigning a Mixer Input Strip to an Output Channel
You can specify which output channels are used by the audio channels of each
input strip during playback and recording using the Matrix Routing panel. The
Matrix Routing panel is available in the Routing view of the mixer and is
located at the top of each input strip.

1030

Understanding the Mixer

Matrix routing
panel

Output channels
Input channels

The Matrix Routing panel has a tabular format where each column represents
an audio channel of the input strip and each row represents one of the output
strips or output channels. Using this panel, you can route each input channel to
one or more output channels.

n

If you’ve enabled the pan on a mono track, the number of input channels on
the input strip matches the number of output channels. This is because the
mono signal has been split to allow for the positioning of the sound with the
pan control.
To assign an input strip to an output channel:

t

For each input channel, click each cell that corresponds to the output
channel to which you want to assign it.
A black dot is displayed in the cell to indicate the assignment. You can
assign an input channel to more than one output channel.

Using the Output Strips
The results of the refinements on all the input strips are mixed and passed to
the output strips. Output strips let you adjust the output volume of the audio
signals. The number of output strips on the mixer depends on the mixer
configuration selected. The signal from the output strips is then directed to an
external device.

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Chapter 10 Mixing Audio

n

If you are working within a container clip, the signal is routed to the parent
container clip.
For more information, see “Mixer Output Strips” in the Help.

Muting the Output Strips
The Mute button on the mixer output strip activates or deactivates the sound of
a selected output strip. When mute is activated for a mixer output strip that is
on the top timeline, it prevents the signal from being directed to the output
device.

n

When mute is activated on a mixer output strip in a container clip, it prevents
the signal from being directed to the parent container clip.
To mute an output strip:

t

1032

On an output strip, click the Mute button.

Using an External Controller

Using an External Controller
An external controller is a hardware device that’s connected to your
Avid DS Nitris workstation. It lets you access commands in the software
through controls on the device. You can, for example, use the fader on a
controller to move the fader in an audio strip or, vice versa, use the position
indicator to move the jog wheel.
The only restriction is that specific control types, such as faders, rotary knobs,
or switches should be assigned to appropriate commands in Avid DS Nitris.
For example, assigning a fader on the external controller to a button in
Avid DS Nitris is not possible.
The External Controller Setup view lets you assign the controls on the external
controller to any of the hundreds of commands available in Avid DS Nitris.
To access the External Controller Setup view:

t

Select View > Single-Instance Views > External Controller Setup.

For more information, see “External Controller Setup View” in the Help.

Mapping External Controls to Avid DS Nitris Commands
When reassigning a command or control, you should first check for assigned
items.
To view the status of controls and commands:

t

In the Display box of the External Controller Setup view, use the options
to filter the controls and commands.
When both options are selected, all controls and commands are displayed.
Slider01 is assigned to
Gain in Strip 1 (Audio
Functions).

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Chapter 10 Mixing Audio

Slider01 is unassigned.

To assign a control to a command:

1. In the External Controller Setup view, select the Unassigned option from
the Display box to display unassigned controls and commands.

n

You can only map unassigned controls to unassigned commands.
2. From the Commands list, select a command and drag it to a control in the
Controls list on the left.

Audio gain on Output1 is assigned to Encoder5
on the external controller.

3. Continue to drag items from the Commands list to items in the
Controls list.
4. When you are satisfied with the new mapping, click the Apply button.

1034

Using an External Controller

To unassign a control or command:

1. In the External Controller Setup view, click an assigned control or
command in the Controls or Commands list.
The name is highlighted.
2. Click Delete.
The item becomes unassigned. If only the Assigned option is selected, this
item disappears from the list and appears in the unassigned list.

n

Tip: You can undo a mapping operation by choosing Undo from the
Edit menu.
3. When you are satisfied with the mappings, click the Apply button.

Creating a Command Mapping Set
You can configure the command mapping of the external controller to suit the
type of work you do and your particular work habits.
To create a command mapping preset:

1. In the External Controller Setup view, click the Save button.
The Save Preset dialog box is displayed.
2. Select a folder in which to save the preset, and enter a name in the File
Name text box. You can also add a comment in the Comments text box.
3. Click OK.

Loading a Command Mapping Set
You can load the default command mapping set or one that you created with
your personal preferences.
To load a command mapping set:

1. In the External Controller Setup view, click the Load button.
The Load Preset dialog box is displayed.
2. Select a command mapping preset.
3. Click OK.

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Chapter 10 Mixing Audio

Building an Audio Mix
You can use the Editing layout to create mixes and add audio effects to your
clips at different stages. You can start your mixing session by overlapping
audio clips on the timeline, and then fine-tune the signal on the mixer by
adding audio effects, and adjusting the volume and balance of the signal
before output.
Avid DS Nitris supports up to 64 tracks of audio on a timeline. This capability
also depends on the overall throughput of your system. For example, the
number of video tracks, compression settings, disk fragmentation, or audio
effects can all affect the system throughput. Instead of relying solely on the
throughput, you can give yourself more flexibility by creating mixes using
audio container clips.
Audio container clips let you compress as many as 64 tracks down to one,
leaving you more audio tracks to work with. Here are some other reasons to
use container clips:
•

Grouping sound tracks: If you want to edit specific sounds more
efficiently, you can group sound tracks and create submixes of common
track types in an audio container clip. For example, you can mix hard
sound effects like creaking floors and footsteps in one container clip,
vocal tracks in another, and instrumentals in yet another container clip. All
of these clips can be premixed in their respective container clips, and then
played simultaneously on the top timeline.

•

Animating (automating) your mixes: If you need to boost or lower the
signal at different points in time, it’s more efficient to animate the
necessary controls in a container clip. This way, if you move the container
clip, its animation moves with it.

•

Sample accurate editing: Inside an audio container, the timeline ruler is
displayed in terms of audio samples, as opposed to video frames. This lets
you have greater control over the placement of your audio clips.

When you close the audio container clip, the tracks are automatically
processed and represented as a single clip on the top timeline. You can now
play the mix in real time.

n
1036

Before doing your mixes, make sure you’ve already edited your sound tracks
(music and dialogue).

Building an Audio Mix

Creating Audio Tracks
Whether you’re building a mix in an audio container clip or not, you need to
add audio tracks to the timeline. Audio clips and tracks in Avid DS Nitris can
have up to eight channels of audio in any of the following formats:

Format

Description

Mono

Single channel of audio

Stereo

Two audio channels: Left and right

Quadraphonic

Four audio channels: Left, right, left rear, right rear

LCRS

Four audio channels: Left, center, right, surround

4 Stream

Four audio channels: Output 1 to 4

5.1

Six audio channels: Left, right, center, Low Frequency Emitter
(LFE), left surround, right surround

6.1

Seven audio channels: Left, right, center, Low Frequency
Emitter (LFE), surround center, Side left, Side right

7.1

Eight audio channels: Left, right, center, Low Frequency
Emitter (LFE), left surround, right surround, left center, right
center

8 Stream

Eight audio channels: Output 1 to 8

To create an audio track, do one of the following:

t

Right-click in the overview area, and select Create Audio Track and
a track format.

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Chapter 10 Mixing Audio

t

Drag an audio clip from the Avid Explorer to the timeline ribbon.
Tracks created this way adopt the format of the audio clip.

To determine a clip’s audio format:

t

Right-click a clip on the timeline and select Properties.
The Clip property editor is displayed, and the audio format is shown in the
Type box.

To determine a track’s audio format:

t

Right-click a track and select Track Properties.
The Track property editor is displayed, and the audio format is shown in
the Format list box.

To change a track’s audio format:

1. Right-click a track and select Track Properties.
The Track property editor is displayed.
2. In the Format list box, select the format you want.

n

1038

Audio clips appear yellow if their format does not match the audio track
format, such as when a stereo clip is placed on a mono track.

Building an Audio Mix

Using the Surround Panner
The Surround Panner lets you specify the positioning and movement of the
sound elements in your sequence. You can, for example, use it to create the
effect of footsteps crossing a room, or simulate the sound of a door closing
behind your listening audience.
You can only use the Surround Panner on mono tracks and if the mixer
configuration is set to one of the surround output configurations, namely
LCRS, Quadrophonic, 5.1, 6.1, or 7.1.
For more information, click the Help button or see “Surround Panner” in the
Help.
Panning area

Track list
Mute, solo and
animation buttons
Divergence

Pan control

Gain and LFE faders

To access the Surround Panner:

t

Select View > Single-Instance Views > Surround Panner.

To specify the location of a sound:

t

Drag the pan control to the location you want in the panning area.

To specify the size of a sound source:

t

Adjust the Divergence value.
1039

Chapter 10 Mixing Audio

Mixing Clips
There are several ways of mixing audio on the timeline. You can:
•

Place audio clips on different tracks on the timeline, but within the same
region. Unlike video clips on background tracks, audio clips do not lose
their activeness when placed at the same timecodes as other audio clips.
This lets you play several clips simultaneously.

Mixing audio tracks.

Both clips are active.

•

Overlap clips on the timeline to create a crossfade from one audio clip to
another. The two audio clips can be on the same track or different tracks.
For more information, see “Applying Crossfade Effects” on page 1061.
Crossfade between two audio clips.

Crossfade transition

•

Create a submix in an audio container clip. Place multiple audio clips in a
container clip and mix them down to a single clip on the top timeline.

Creating a Submix
The mixer can support up to 64 input tracks. If you notice frames skipping
during playback (indicated by a red light on the transport controls), you should
mix your audio tracks in container clips instead.

1040

Building an Audio Mix

In a container clip, you can mix 64 tracks of audio down to one, giving you
more tracks to work with. An audio container clip can also contain other
container clips, letting you create many more submixes.
For example, create a container clip to hold different dialogue, foley, and
background music tracks, and mix them down to a single track in preparation
for a scene. When the audio container clip is closed, these tracks appear as a
single clip, which you can mix with other audio clips and/or synchronize with
corresponding video clips.
Audio container clips also lets you display the timeline ruler in samples,
frames, or milliseconds, giving you greater accuracy when editing audio clips.
The initial format of your audio container clip depends on the clip selected.
That is, if the audio container is created from a stereo clip, then the container
will be stereo. You can, however, change the format of an audio container clip
by changing the mixer configuration within the container. For more
information, see “Changing the Mixer Configuration” on page 1024.
To create an audio container clip:

1. Place a clip on the track where the container clip will be created.
2. Right-click the clip and select Create Audio Container Clip.

n

You can select more than one clip on a track by holding down the Ctrl key and
clicking the clips that you want to select. These clips all become part of the
new container clip.
A new timeline is opened, and the selected audio clip is placed on the first
track. You can now insert additional audio tracks on which to place other
audio clips that form the mix.

Audio
container clip
button

Also, notice that a new container clip button is displayed in the taskbar.
This button indicates that you’re working in an audio container clip.

n

Inside an audio container clip, the ruler time scale is set to samples by default.
You can change the time scale by right-clicking on the ruler and choosing a
different time scale.

1041

Chapter 10 Mixing Audio

An open audio container clip.

Stereo audio clip
4 stream
audio clip
Mono audio clip

Taskbar

3. When you’ve finished editing the clips in this container clip, click the Top
Timeline button in the taskbar to close the audio container clip and return
to the top timeline.
A closed audio container clip is represented as a single clip on the timeline

Taskbar

When you close the container clip, Avid DS Nitris automatically
processes the mix and displays a single clip on the parent audio track.
While processing, a progress bar indicates the status of the process. The
number of passes that Avid DS Nitris processes is based on the number of
nested container clips in the current container clip.
After processing, you can mix the resulting clip with other audio clips on
the timeline. You can reopen the container clip by clicking the icon on the
container clip.

1042

Fine-tuning the Mix

Container clip icon

Fine-tuning
the Mix
After you’ve placed and edited your audio clips on the timeline, you can finetune the signal using the mixer. Each input strip in the mixer corresponds to an
audio track on the timeline. The strip controls let you add effects and adjust
the overall volume and balance of each track. The signals from all the strips
are then mixed and routed to the output strips.
A strip’s volume level is displayed in decibels on the level meter. The level
meters resemble a plasma display, which shows the level of energy for an
audio signal at a specific point in time. Stereo tracks have a dual level meter to
indicate the strengths of each stream. Mono tracks only have a single level
meter.
The signal that results from the adjustments on the input strips are then fed
into the mixer, where all the audio signals are combined into a single
composite signal. The mixed audio signals are then directed to the output
strips. Here, again, you have the option to adjust the volume before outputting
it to a parent container clip or external device. For more information, see
“Understanding the Mixer” on page 1023.

1043

Chapter 10 Mixing Audio

Input strips

Output strips

Adjust levels
after the mix
Adjust levels
before all the
strips are mixed.

Adjusting the Mixer Inputs
As you add audio tracks to the timeline, the input strips appear on the mixer,
which always reflects the appearance of the audio tracks on the timeline. If
you reorder the audio tracks on the currently-displayed timeline, the mixer is
updated accordingly.
The quality of an audio mix depends on the volume and pan levels on each
input strip. You should set the levels, so that the mix is well balanced. The
controls on the input strips let you manipulate the signal coming from each
audio track on the timeline. You can adjust the volume and pan levels of each
strip before the signal is fed into the mixer. You can also use the Mute and
Solo buttons to listen to the signals coming from individual tracks.

n

The Solo buttons are for monitoring purposes only and do not stop the signal
from going into the mixer.
The fader is used to control the volume on the mixer strips. It simulates an
audio taper fader, except that the scale is more precise between the +5 dB and
-5 dB range.

1044

Fine-tuning the Mix

The level meter ranges from 20.0 dB to -∞ dB. On the input strip, the level
meter maintains the energy levels even if the volume is adjusted or the strip is
muted. This lets you view the signal as it comes from the audio tracks. The
volume change is only shown on the output strip level meters.

n

Click Post on the mixer input strip to have the level meter reflect the volume
change.
You can also add effects to the signal before it’s processed in the mixer.
For more information, see “Fine-tuning the Mix” on page 1043.
To fine-tune the sound on an input strip:

1. Click the Solo button on the input strip that you want to tune.
Only the sound from this input strip can be heard.
2. Move the position indicator to the beginning of the first audio clip on the
respective track.
3. On the transport controls, click Play.
4. During playback, click the Solo button to hear the effect of the track in
and out of the mix. Click the Solo button again to turn off the effect.
5. As the sequence is played back, drag the fader up or down.

n

Double-clicking the fader button returns it to the 0 dB position.
6. For mono tracks, you can also activate the pan control if you want to
change the routing of the signal. The pan control lets you adjust the
balance among the output strips. Moving the pan control determines the
distribution of the audio signals among the output strips—see “Adjusting
the Audio Balance” on page 1026.
7. After you’ve completed the fine-tuning for this strip, deselect the Solo
button, and repeat this procedure for all the other input strips.

Adjusting the Mixer Outputs
The results of the adjustments on all the input strips are mixed and passed to
the output strips. Output strips let you adjust the output volume of the audio
signals. The number of output strips on the mixer depends on the selected
mixer configuration. The signal from the output strips is then directed to an
external device.

1045

Chapter 10 Mixing Audio

n

If you’re working in an audio container clip, the signals are directed to the
parent container clip.
To adjust the volume on the output strip:

1. On the output strip you want to listen to, click the Solo button.
This lets you focus on the sounds from this strip alone.
2. Move the position indicator to the beginning of the sequence.
3. On the transport controls, click Play.
4. As the sequence is playing, monitor the output levels on the level meter
and drag the fader up or down to adjust the volume of this strip.
5. Repeat this procedure for the other output strip(s).
6. After you’ve fine-tuned each output strip, make sure you deselect any
Solo buttons to listen to the combined results of the output strips.

1046

Animating the Audio Mix

Animating the Audio Mix
When you want to adjust the volume or balance at different stages of the
sequence, you can use the animation capabilities of the mixer to automate the
volume and balance of your audio signals.
You can animate the fader, mute, and pan controls on the input strips before
the signal is processed in the mixer. You can also choose the strips that you
want to animate.
When you animate the pan control, fader, and mute settings during real-time
playback, the adjustments are graphed as function curves. You can easily
modify these function curves in the animation graph after the recording
is complete.

c

All animation is track-based. Therefore, if you move the audio clips to a
different track, you will lose the associated animation. If you want to keep
the associated animation, then drag and drop the previously saved
sequence on the timeline. New audio tracks will contain the audio
animation.

Animating the Input Strip Controls
The Animation button lets you record any adjustments you make to the pan,
mute, and fader controls on the mixer strip in real time. The Solo button
cannot be animated because it’s a tool that lets you listen to the sounds of the
different tracks.
To activate animation on the strips:

1. On the strip that you want to animate, click the Animation button.

Animation button

By default, all the controls on this strip are animated when you begin the
keyframing process. You can, however, select the controls that you want
to animate.
2. Right-click the Animation button and select a command from the menu.

1047

Chapter 10 Mixing Audio

n

Pan can only be animated if the pan control is activated. Right-click the pan
control and select Enable Pan.
3. Deselect the controls that you do not want to participate in the animation.
To animate the controls:

1. Click the Animation button on the input strips that will participate in
the animation.
2. On the transport controls, click Play.
3. Adjust the controls on the input strip as the sequence is playing.
Any actions that you perform with the previously activated controls are
automatically recorded.
4. To stop playing the sequence, click Play again.
5. Click the Animation button on the input strip to deactivate it.

n

If you leave the Animation button activated, you can record over the animation
simply by replaying the sequence and redoing the control movements at the
appropriate times. The previous animation’s function curve is overwritten
until you stop the recording.
6. Go to the beginning of the sequence and click Play to see the results of the
recorded animation.
If you open the animation editor, you can see your animated movements
graphed on the function curve.

1048

Animating the Audio Mix

Function
curve

Keyframes at frames 0,4,9 and 12.

The animation editor displays the function curve that you generated.

n

You can also use the Animation Key button to manually animate your controls.
For more information, see “Setting Keyframes Manually” on page 965.

Bypassing the Animation
When you play a sequence that’s been animated, all the controls that were
animated will automatically play back. If you want to monitor certain sounds,
you can bypass the animated movements of some or all of the controls. This
lets you fine-tune your audio signal. Any animated controls that are bypassed
are still processed and sent to the outputs.
To bypass the animation during playback:

1. On an input strip, right-click the Animation button and select a command
to bypass from the menu.
A check mark beside the command indicates that it will be bypassed.

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Chapter 10 Mixing Audio

2. Select any other items that you want to bypass during playback.
When you replay the sequence, the controls that you selected for bypass
do not participate in the animation.

Editing the Animation
All animated movements can be modified by adjusting the keyframes that
were set for the animated controls.
To edit the animation:

1. Right-click the Animation Key button and select Animation Editor.
2. In the animation tree, select the name of the strip on which the animation
was created.
3. Click the plus sign (+) to expand the tree, and then select a property or
control whose keyframe, values need to be adjusted.
The corresponding function curve is displayed in the animation graph.
4. Adjust the key points on the function curve at the appropriate timecode
settings.
For more information, see “Editing Animation on the Animation Graph” on
page 991.

Deleting Animation
You can delete all or part of the animation on the mixer input strips.

To delete all animation on the mixer:

t

Right-click the Animation Key button and select Remove Animation
Curves.
The function curves for the pan, gain, and mute of each input strip in

Animation Key button

To delete animation on individual strip controls:

t

Animation button

1050

On an input strip, right-click the Animation button and select one of the
following:
-

Any of the Delete options from the bottom of the menu.

-

Delete All Animation to remove all animation on this input strip.

Audio Media Conversion

Audio Media Conversion
You can mix audio clips of different sample rates within a sequence. However,
if an audio clip’s sample rate doesn’t match that of the sequence, or if it is not
supported by your audio hardware, you will not be able to hear it when you
play the sequence. To hear the clip, you need to convert it to the sample rate of
your sequence, and/or a sample rate that is supported by your hardware.
You can also convert audio clips that are already in a sequence to match the
sequence video frame rate. For example, if you want to convert a sequence
from NTSC to PAL. Any audio clips can be converted so that their sample rate
remains the same, except that they will be timed to keep in sync with the
sequence’s new video frame rate.

Converting the Audio Sample Rate
When you place an audio clip on the timeline, its sample rate is converted
according to the settings in the Sequence Preferences dialog box (Audio
property page). You can have the sample rate of a clip automatically converted
when it is dropped into a sequence of a different frame rate. You can also
choose to manually convert it later.
To set up automatic conversion a clip’s sample rate:

1. Select File > Sequence Preferences.
2. In the Sequence Preferences dialog box, select the Audio tab.

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Chapter 10 Mixing Audio

3. In the Sample Rate Conversion box, select Conversion on Drop to
automatically convert the sample rate of all audio clips when a sequence is
dropped on the timeline.
4. Use the Conversion Quality controls to specify a conversion quality.
For more information, click the Help button.
To convert a sequence’s sample rate:

1. Open a new sequence and set the new sample rate that you want to use.
2. From the Explorer, drag the former sequence onto the timeline.
3. You will be asked if you want to convert the sample rate of all the clips to
the new sequence sample rate.
4. Click Yes.
All audio clips will automatically be converted. A new media file is
created for each of these clips.
Converting the Audio Sample Rate Manually
You can place clips on the timeline without having their sample rate
automatically converted to match that of the sequence. However, if an audio
clip’s sample rate doesn’t match that of the sequence, you will not be able to
hear it when you play the sequence. You can change the sampling rate of clips
to conform to the rest of the sequence.

1052

Audio Media Conversion

n

When an audio clip’s sample rate does not match the sequence’s sample rate,
the clip appears red on the timeline.
To manually convert the sample rate of a clip:

t

Right-click a clip on the timeline and select Convert to Current Sample
Rate.

To manually convert the sample rate of a track:

t

Right-click an audio track and select Convert to Current Sample Rate.

To convert the sample rate of an audio container clip:

1. Right-click the track holding the audio container clip, and select Convert
to Current Sample Rate.
2. Double-click the container clip to open it.
3. Right-click on each track within the container, and select Convert to
Current Sample Rate.
The red highlight will appear on the timeline ribbon to indicate that the
clips need processing.
4. Process the clips to generate new media at the current sequence frame
rate.

Converting the Reference Frame Rate of Audio Clips
If you are changing the frame rate of a sequence, you will need to adjust the
audio clips accordingly, so that they remain in sync with the video. To change
the reference frame rate in the audio clips, you can do an audio pull up/down
using the Media Tool or Tape Tool. The sample rate of the audio clips remains
the same but they become slightly longer or shorter to remain in sync with the
video.
The audio must already be captured from tape or file, and exist as media in
Avid DS Nitris. The pull up/down can also be performed on .wav or .mxf files.
To convert the reference frame rate of audio clips:

1. Select Data Management > Media Tool.
2. Drag the audio clip from the Explorer over the Media button in the Media
Tool.

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Chapter 10 Mixing Audio

Media button

All media that exists for that clip is displayed in the view.
3. To view the captured video frame rate and sample rate:
a.

Right-click the view and select Settings > Add/remove Columns.

b.

Select Avid DS Audio Captured at Video fps and Avid DS Audio
Sample Rate.

c.

Click Apply.

This adds two columns to the Media Tool that let you view the sample rate
and frame rate of the media.
4. Right-click the media file that you want to convert and select up/down
convert audio.

n

You can also access the Audio Media Conversion dialog box from the Tape
Tool. Select an audio clip in the Tape Tool timeline. Then right-click the clip
and select Audio Up/Down Convert. For more information about the Tape
Tool, see “Tape Tool” in the Help.
The Audio Media Conversion dialog box shows you the frame rate
conversion settings.

1054

Audio Media Conversion

For more information, click the Help button.
5. In the Video Reference box, select Conversion Includes Reference
Change.
In most cases, keep the Use Default Reference Conversion Parameters
option selected. Avid DS Nitris will use the most appropriate drop frame
conversion for your media. If you are converting more than one clip, such
as batch conversion, you must use the default parameters.
If you want to manually select the conversion parameters, de-select Use
Default Reference Conversion Parameters and select the desired
conversion parameters. For Drop Frame Conversion, 1001/1000 is dropframe to non-drop frame, and 1000/1001 is non-drop frame to drop-frame.
6. Click Yes, or Yes to All (if you are converting more than one clip).
The conversion will take a few seconds to complete.
New media is created for your current sequence frame rate, and displayed
in the Media Tool.

1055

Chapter 10 Mixing Audio

Processing the Mix
Unlike video clips, all audio clip, track, and strip effects (as well as any
animation) are processed in real time, so that no caches need to be created.
The only exception is when you create audio container clips. These container
clips are processed automatically when you close them.

n

You can process clip-based audio effects to reduce your workstation’s memory
usage. For more information, see “Processing Clip-based Audio Effects” on
page 1058.
The following illustration shows how audio effects are processed from the
tracks on the timeline to the strips on the mixer.

1056

Processing the Mix

Clip effects processed
1

Clip effects are processed
first, in order from bottom
to top.

2 Track effects processed
Track effects are
processed next, also in
order from bottom to top.
Audio signal passed to input strips

Left

3

Right

The signals from the audio tracks are
passed to the corresponding mixer input
strip.
Strip effects processed

5
Mixer

Effects on the mixer input
strip are processed in order
from top to bottom.

Adjust the volume and
balance

4

On the input strips you can
adjust the volume and
balance of the audio signal.
6 Audio signal passed to output
strips
The signals from the input strips
are combined and passed to the
output strips.

Audio clip effects are processed before track effects. If the effects are stacked,
then they’re processed from bottom to top. The signal from the audio track is
then passed to the corresponding mixer input strip, where you can adjust the
volume and balance of the incoming signal. If you’re still not satisfied with the
results, you can add more effects to the strip. These strip effects are processed
from top to bottom.
The signals from all the input strips are then mixed together and distributed to
the output strips based on the pan levels set on the input strips. On the output
strips, you can make the final adjustments to the volume level using the fader.

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Chapter 10 Mixing Audio

The resulting signal is recorded on your external device. If you’re currently
working in a container clip, then the resulting signal is sent to the parent
container clip.
When you close an audio container clip, Avid DS Nitris automatically
processes the mix and displays a single clip on the parent audio track. While
processing, it will indicate the progress. The number of passes that
Avid DS Nitris processes are based on the number of nested container clips in
the current container clip.
If you haven’t made any changes to the clips in the container clip, then
processing is not necessary.

Processing Clip-based Audio Effects
All audio clip, track, and strip effects (as well as any animation) are processed
in real time. However, you might want to process clip-based audio effects to
reduce your workstation’s memory usage.
To process a specific audio clip effect on the timeline:

1. Right-click the audio clip and select Clip Cache.
2. Apply an audio effect to the audio clip.
The clip area on the timeline changes to yellow, indicating the effect is
real-time but can also be processed.
3. Click the Process button.
4. In the Processing Options dialog box, select the following options:

n

1058

-

Selected Object

-

Include Real-time Effect to force processing and create a cache on
disk for the real-time effects

You can process several audio clip effects by selecting Current Timeline on
the Processing Options dialog box.

Chapter 11
Working with Audio Effects

This chapter describes the audio effects and how to apply them:
•

Understanding Audio Effects

•

Applying Crossfade Effects

•

Applying Dynamics Effects

•

Working with Equalizer (EQ) Effects

•

Applying Fade Effects

•

Applying a Gain Effect

•

Applying Reverb Effect

•

Applying a VST Host Effect

Chapter 11 Working with Audio Effects

Understanding Audio Effects
The audio effects are used to adjust the output signal of your audio clip. You
can apply audio effects to clips, tracks, or mixer input strips. For information,
see “Working with Effects and Transitions” on page 905.
Since all of the audio effects are real-time effects, except for the Timewarp
effect, you can hear the results upon playback without having to first process
the effect. For information about Timewarp effects, see “Applying an Audio
Timewarp Effect” on page 941.

n

In some cases, real-time effects may require processing to ensure that no
frames are skipped. For more information, see “Playing Real-Time Effects” on
page 900.
If you are adjusting parameters in an audio property editor during playback,
you may notice a slight time lapse before you hear the results of the change.
This will not affect the quality of the final output to tape or file.

1060

Applying Crossfade Effects

Applying Crossfade Effects
A crossfade is an audio transition between two clips over a specified number
of frames. The sound of the outgoing clip gradually becomes less audible as
the incoming sound increases to the desired volume.
To create a crossfade between two clips:

1. On the timeline, overlap the clips that you want to work with.
They can be placed on the same or different tracks. Make sure that the
clips to receive the crossfade have extra material.
2. Select the edit point between the two audio clips on which you want to
apply the crossfade.
3. From the toolbar, click Transition Effects > Dissolve/Crossfade.
The transition area is displayed as a gradient on the activeness bar.

4. In the Crossfade property editor, adjust the amount of the crossfade and
specify the start point and duration of the transition.
For more information, click the Help button.

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Chapter 11 Working with Audio Effects

Applying Dynamics Effects
The Dynamics effects let you control the dynamic range of the audio signal.
You can apply audio effects to clips or tracks, or on the mixer input strips.
There are five dynamics processes available in the Dynamics property editor:
Gate, Expander, Compressor 1, Compressor 2, and Limiter.
For a list of the Dynamics effects, see “Dynamics Effects” in the Help.
To apply a dynamics effect:

1. Apply a dynamics effect to a clip, track, or mixer input strip.
The Dynamics property editor is displayed.
2. On the General property page, set the Attack and Release times.
3. On the Threshold property page, set the ratios.
4. Adjust the thresholds for the required processes.
For more information, click the Help button.

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Working with Equalizer (EQ) Effects

Working with Equalizer (EQ) Effects
The Equalizer (EQ) effects let you boost or cut the output signal at certain
frequencies. You can apply audio effects to clips or tracks, or on the mixer
input strips.

Applying the 3 Band Tone Control Effect
The 3 Band Tone Control effect lets you adjust the decibel level of the bass,
middle, and treble frequencies, and the overall audio signal. You can boost or
cut the signal in a decibel range of -15 dB to +15 dB.
To boost or cut the frequency ranges of the audio signal:

1. Apply the 3 Band Tone Control effect to a clip, track, or mixer input strip.
2. In the 3 Band Tone Control property editor, specify the amount of gain (in
decibels) to be added to or cut from each of the frequency ranges.
To boost or cut the overall gain of the input signal:

t

In the Input Gain text box, specify the amount of gain (in decibels) to be
added to or cut from the whole signal.
For more information, click the Help button.

Applying the 4 Band Parametric EQ Effect
The 4 Band Parametric EQ effect lets you boost or cut the audio signal at four
different frequencies. You can boost or cut the signal in a decibel range of -24
dB to +24 dB. You can also boost the overall gain of the audio clip’s input
signal.
To boost or cut the overall gain of the input signal:

1. Apply the 4 Band Parametric EQ effect to a clip, track, or mixer input
strip.
The 4 Band Parametric EQ property editor is displayed.
2. On the Band 1 property page, specify the amount of gain (in decibels) to
be added to or cut from the whole signal.

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To boost or cut the frequency ranges of the audio signal:

1. In the Frequency text box, enter the frequency at which you want the
effect to be applied.
2. In the Gain text box, enter the amount of gain (in decibels) to be added to
or cut from the audio signal at the selected frequency.
3. In the Q text box, enter the Q factor (resonance).
4. Specify the curve type: Peaking, LF (low frequency) Shelving, or HF
(high frequency) Shelving.
For more information, click the Help button.

Applying the 10 Band Graphic EQ Effect
The 10 Band Graphic EQ effect lets you boost or cut the audio signal at preset
frequencies ranging from 31 Hz to 16 kHz. The bands are separated by exactly
one octave, and each band has a bandwidth of one octave.
You can also boost or cut the overall gain of the audio clip’s input signal.
To boost or cut the overall gain of the input signal:

1. Apply the 10 Band Graphic EQ effect to a clip, track, or mixer input strip.
The 10 Band Graphic EQ property editor is displayed.
2. On the Bands 1 - 5 property page, specify the amount of gain (in decibels)
to be added to or cut from the whole signal in the Input Gain text box.
To boost or cut the frequency ranges of the signal:

t

Specify the amount of gain (in decibels) to be added to or cut from each of
the frequency ranges.
For more information, click the Help button or see “10 Band Graphic EQ
Property Editor” in the Help.

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Applying Fade Effects

Applying Fade Effects
The fade effects let you animate the volume of your audio clip over time. You
can apply audio effects to clips or tracks, or on the mixer input strips.
To apply the Fade effect:

t

Apply a fade effect to a clip, track, or mixer input strip.

The Fade property editor is displayed. It consists of a single property page
which contains a function curve to control the volume of your audio clip.
Adjust the curve to set an increase or decrease in volume.
For more information, click the Help button.

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Chapter 11 Working with Audio Effects

Applying a Gain Effect
The Gain effect lets you boost or cut the output gain of an audio signal. This is
done by increasing or decreasing the decibel level.
You can apply audio effects to clips or tracks, or on the mixer input strips.
To adjust the output gain of an audio clip:

1. Apply the Gain effect to a clip, track, or mixer input strip.
The Gain property editor is displayed.
2. In the Level text box, enter the desired decibel level of the audio clip.
To invert the output signal:

t

Select the Invert phase option.

To reset the decibel level to the default value (0):

t Click Unity.
For more information, click the Help button.

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Applying Reverb Effect

Applying Reverb Effect
The Reverb property editor lets you apply a reverberation effect to your clip.
The reverberation effect simulates the many reflections of sound that can
occur within a room and can be used to add depth to a sound.
You can apply audio effects to clips, tracks, or mixer input strips.
To apply the Reverb effect:

t

Apply the Reverb effect to a clip, track, or mixer input strip.
The Reverb property editor is displayed.

For more information, click the Help button.

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Chapter 11 Working with Audio Effects

Applying a VST Host Effect
The VST Host effect lets you load and use VST plug-in effects in
Avid DS Nitris. You must have VST plug-in effects installed before you can
use them in Avid DS Nitris.

n

Avid DS Nitris implements version 1.0 of the VST Host and works with any
VST plug-in effects that support this version of the VST Host.
During the installation of Avid DS Nitris, a \VSTPlugIns folder is created in
the Avid DS Nitris installation folder. In a default installation the full path to
the folder would be: C:\Program Files\Avid\DS_v7.x\VSTPlugins.
Avid DS Nitris recognizes any VST plug-ins installed in the \VSTPlugIns
folder and any of its subfolders or installed with Cubase VST.
You can apply audio effects to clips or tracks, or on the mixer input strips.

n

Consult the vendor’s documentation on how to install and uninstall a VST
plug-in effect.
To apply a VST plug-in effect:

1. Install a VST plug-in effect on your system.
2. Apply the VST Host effect to a clip, track, or mixer input strip.
The VST Host property editor is displayed.
3. From the Effect list, select the plug-in effect you want to use.
To use a VST plug-in effect bank or program:

1. Apply the VST Host effect to a clip, track, or mixer input strip.
The VST Host property editor is displayed.
2. From the Effect list, select the plug-in effect you want to use.
3. Click Load and navigate to the folder where the VST effect bank (.fxb
files) or program (.fxp files) are installed.
By default, Avid DS Nitris looks in the folder in which the VST plug-in is
located.
4. Select the file you want and click OK.
5. From the Program list, select the effect preset you want to use.
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Applying a VST Host Effect

For more information, click the Help button.

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Chapter 11 Working with Audio Effects

1070

Chapter 12
Media Management

This chapter describes how to manage your project files and media in
Avid DS Nitris and how to use your disk space efficiently by purging,
deleting, and archiving. This chapter includes the following sections:
•

Understanding Media

•

Managing Media

•

Archiving Projects

•

Restoring Projects

•

Moving Projects to Another Workstation

•

Deleting Projects

•

Deleting Clips

•

Viewing Information about Storage Devices

For details on setting up your storage areas, see “Planning your Storage
Locations” in the Avid DS Nitris Installation and Administration Guide or the
Help.

Chapter 12 Media Management

Understanding Media
Media in Avid DS Nitris exists in one of two forms: source media or caches.
Media is the digitized form of source material after it has been captured or
imported from tape or file into Avid DS Nitris.
A cache is a media file that is generated when you process an effect, transition,
or composite created in your sequence. During playback, Avid DS Nitris
refers to this cache file instead of the source media.
Both source media and cache media are stored on high-performance storage
devices. The following illustration shows the relationship between source and
cache media.

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Understanding Media

Master clips in the Avid Explorer.

Effect applied to a clip in the timeline.

Source media

Cache media

Cache media is created when
effects and transitions applied to
your clips are processed. It is also
stored on the storage device. When
Avid DS Nitris encounters
processed effects during playback, it
points to the cache media instead of
the original source media.

Source media is the material
that you capture from tape or
file. It is stored on the storage
device and referenced by
master clips.

Storage device

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Like captured media, you can process your clips at different resolutions and
compression ratios. Each time you change your working qualities (resolution,
compression ratio, or bit depth), and process your clips, a separate cache file is
created.
To keep track of different media qualities and avoid data redundancy, the time,
quality, and channel information is used to store the coordinates of the media.
•

Time: The source timecode or timeline timecode of your media.

•

Quality: The quality aspects of an image (resolution, compression,
format).

•

Channel: The number of video and/or audio components in the media
file.

To handle caches even more efficiently, the Media Indexer uses information or
metadata to create a unique reference for each cache file. If this same clip and
effect are reused anywhere else in your sequence or project, then the Media
Indexer reuses the same cache. This lets you automatically view the results of
an effect as soon as it is placed on the timeline. For this same reason, however,
you may notice that purging caches does not necessarily free up storage space.
If a cache is used by another part of the sequence or project, it will not be
purged.
Changing the duration of the clip, or its properties, or stacking another effect
on the clip, will require a new cache. However, the Media Indexer still tries to
use any existing caches for the parts of the clip that have not changed.
The Media Indexer also manages the creation of caches at different stages in
your sequence to ease the reprocessing and purging of caches. For more
information, see “Creating Caches at Any Level” on page 887.

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Managing Media

Managing Media
When working on big projects, you can easily accumulate large amounts of
media captured from different sources in different formats, resolutions, and
compression ratios. To organize your work and use disk space efficiently, you
need to find, purge, move, and delete media. When you are working with
projects and sequences that share media, you need to determine how the media
is shared.

Using the Media Tool
The Media Tool lets you view media files and the clips, sequences, or projects
with which they are associated. It provides a comprehensive way of looking at
your assets (projects, sequences, clips, and media) and how they relate to each
other.
You can use the Media Tool to display your files in a variety of combinations.
For example, you can display the media associated with a single clip or the
media associated with all clips in a project. You can display all media
contained in two projects, display only the media that is shared, and then
display only the media that is not shared.
The Media Tool lets you view more than just media files: you can also view
associations between projects, sequences, and master clips. You can display all
projects in your workgroup, and then all sequences in those projects. Then
select two of these sequences and display all master clips in these sequences.
And you can perform various media management tasks on the files that are
displayed, such as recapturing, purging, defragmenting, copying, moving, and
deleting. You can also edit from the Media Tool by opening clips and
sequences in a viewer or by dragging them to the timeline.
To access the Media Tool, do one of the following:

t

Select Data Management > Media Tool.
The Media Tool opens with two empty panels.

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Tape Tool

Sequences
Master clips

Projects

Media

Processor

Panel A
Panel B

Bin tools
Media tools

The two panels of the Media Tool represent the association between the files
in the panels. For example, if master clips are displayed in the left panel
(panel A), all media files for the clips are displayed in the right panel
(panel B). Also, if you select objects in one panel, the related objects in the
other panel are also selected.

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Managing Media

Displaying Project and Media Files
The Media Tool icons, at the top of the view, let you display project and media
files. After the files are displayed, you can rearrange them to display their
associations.
To display project and media files by using the Media Tool icons:

t

Drag an icon from the top part of the Media Tool to one of the panels.
The results are described in the following table:

Drag this to a panel

To display

Projects icon

All projects defined in your project root.

Sequences icon

All sequences in the current project.

Clips icon

All master clips in the current project.

Media icon

All media in the current project.

Displaying Tapes Associated with a Project
You can display a list of the tapes associated with a project using the Tape
Tool. For information about the Tape Tool, see ”Tape Tool” in the Help.
To display the tape(s) associated with a project:

1. Click the Tape Tool button at the top-left corner.
2. Drag the Projects icon to panel A to display your projects.
3. Select a project from the list and drag it to the Clips icon.
A list of master clips associated with this project displays.
4. Select a master clip.
A list appears on the left side of the Tape Tool view. At the top of the tree
is the name of the tape from which the master clips were digitized. On the
right side is a timeline that displays the digitized media available on the
tape and the portions of the media that is used and unused in the project.
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Tape associated
with selected
project

Tape Tool view

Displaying Associations between Files
There are several ways to display the associations between projects,
sequences, master clips, and media files.
To display associations by dragging to a panel, do one of the following:

1078

t

Drag one or more project folders, sequences, master clips, or media files
from an open bin to one of the panels.

t

Drag one or more items from one panel to another.

Managing Media

The results of these actions are described in the following table:

Drag this

To

To display

Project

Panel A

All sequences in the project in panel B.

Sequence

Panel A

All master clips in the sequence in panel B.

Panel B

All projects using that sequence in panel A.

Panel A

Media used by the master clip in panel B.

Panel B

All sequences that use the master clip in panel A.

Panel B

All master clips that use the media file in
panel A.

Master clip

Media file

To display associations by dragging within a panel:

t

From a list of items, select one or more items and drag them to an empty
part of the same panel.
For example, if you drop the Media Tool sequence icon to panel A, all
sequences in the current project are displayed. Select a sequence, drag it
to an empty part of panel A, and panel B displays all master clips in the
selected sequence.

To display associations by dragging to a Media Tool icon:

t

Drag an object from one panel to an icon in the top part of the dialog box.
Use this action if you want to “hop” to a different association. For
example, if a sequence is listed in panel A, by default its master clips are
listed in panel B. To view media for the sequence, drag the sequence from
panel A to the Media icon.

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Modifying the Media Tool Display
After you have displayed your choice of objects, you can use the Media Tool
tools to modify the display. Some of these tools let you show additional
associations between project files and media.
To modify the Media Tool display:

t

Click one of the following Media Tool tools:

Click this

To

Union

Display all items contained in the contents of Panel A in
Panel B (default).

Intersection

Display only the items shared by the contents of Panel A in
Panel B

Intersection
Complement

Display only the items not shared by the contents of Panel A.

Include Cache Files

Display cache media as well as source media. After you
click the button, reprocess the sequence to display the media.

Clear All

Remove objects from both panels.

History Back

Show the previous display in the Media Tool history list.

History Forward

Show the next display in the Media Tool history list.

Cancel

Cancel Media Tool processing.

You can also use the standard bin tools and procedures to modify the display:

1080

•

Bin tools: Click a bin tool button to change the way the files are
displayed—see “Bin Tools (Bottom)” in the Help.

•

Bin views: Select a bin view to change the information displayed in
Details and Script views—see “Saving or Deleting a Bin View” on
page 656. The Video Management and Audio Management views are
designed especially for media files.

Managing Media

You can edit the bin display and create a customized view by clicking the
Fast Menu button and selecting Settings > Add/Remove Columns.

n

•

Sorting: You can sort by using the information in any column or
combination of columns—see “Sorting Files” on page 656. For example,
to sort your media files by storage, click the Location column.

•

Sifting: Select a Custom Sift to display only files that meet specific
criteria—see “Sifting Files” on page 658.

Tip: If you don’t see any files or media in the Media Tool, make sure the Union
button is selected.

Viewing Media Files
You can view media files as thumbnails, making it easier to identify and locate
particular media. You can also step through the media files by changing the
frame that’s displayed on the thumbnail. This gives you a basic idea of what is
included in each media file.
To change the frame displayed on the thumbnail:

1. In the Media Tool or in a storage folder, click the Thumbnail button.
2. Right-click a media file and select View Frame and one of the following:
-

First Frame to display the first frame of the media file.

-

Middle Frame to display the middle frame of the media file.

-

Last Frame to display the last frame of the media file.

-

Advanced to open a dialog box that lets you enter a particular frame
number to be displayed.

The thumbnail displays the frame number you chose. The setting is used
for all media files in the bin or the Media Tool. This setting does not affect
master clips or sequences.

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Defragmenting Media
The more you capture, delete, and purge media from your system, the more
likely that your media files will become fragmented on your storage device. A
certain level of fragmentation is normal, because files need to be spread across
multiple drives in order to play efficiently. However, excessively fragmented
media may slow down your system or cause playback problems, such as
skipped frames. If playback problems become serious, you can use the
Windows Disk Defragmenter or other defragmenting application. This can be
very lengthy process. In many cases it is more efficient to defragment
individual files.
To defragment media files:

1. In a bin, right-click a clip or clips that you think might be fragmented and
select Show Media.
The Media Tool opens with the associated media files in the right panel.
If you select Audio Management or Video Management from the Bin
View list, you can view a column headed Fragments.This column lists the
number of fragments into which the media file is divided.
2. Right-click one of the selected files and select Defragment.
A progress bar appears, and the selected media files are defragmented.
The following illustrations show media files before and after
defragmenting.

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Managing Media

Media files before defragmenting

Media files after defragmenting

Verifying Media
If you encounter problems while playing back your sequences, there may be
corrupted media on your storage device. Verifying your media will ensure that
you sequence plays properly. Also, you might want to verify your media
before archiving.
To verify your media:

1. In a bin, right-click a clip or sequence and select Show Media.
The Media Tool opens with the associated media files in the right panel.
2. Select one or more files, right-click, and select Verify Media and one of
the following:
t

Verify only last frame or sample

t

Verify every frame or sample

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If you have any corrupted files, you are prompted to delete them. Media
that you delete must be recaptured or reprocessed.

Copying Media
You can copy media from one storage area to another. You can copy one file at
a time, a selection of files, or an entire folder of media files.

n

Do not copy or move media files by dragging and dropping. Use the Copy to
Storage and Move to Storage commands instead.
To copy a media file:

1. In the Media Tool or in a storage folder, right-click one or more media
files and select Copy to Storage.
To copy more than one file, hold down the Ctrl key while selecting files,
and then right-click one of the selected files to select the Copy option.
2. In the Copy Media dialog box, select the video or audio storage area to
which you want to copy your media.
Any projects using this media are automatically linked to your local drive.
This is because, by default, the Media Indexer is configured to look at your
local storage area first. You can verify this by opening the Media Indexer and
verifying that your local storage is the first one in your list. For more
information, see “Managing Your Storage Areas” in the Avid DS Nitris
Installation and Administration Guide.

Moving Media
If you add or remove a storage device from your system, you may have to
move some media files from one storage area to another. You can move one
file at a time, a selection of files, or an entire folder of media files.

n

1084

Do not copy or move media files by dragging and dropping. Use the “Copy to
Storage” and “Move to Storage” commands instead.

Managing Media

To move a media file:

1. In the Media Tool or in a storage folder, right-click one or more media
files and select Move to Storage.
To move more than one file, hold down the Ctrl key and click the
necessary files, and then right-click one of the selected files to display the
menu.

2. In the Move Media dialog box, select the video and audio storage area to
which you want to move your media.

Deleting Media
If you’re sure that you no longer need certain media files, you can manually
delete them from your storage area. When media is deleted, the clips that refer
to that media are maintained, but indicate that no media is attached to them.
Since the master clips are not deleted, it is possible to recapture this media
later.

n

The Purge dialog box provides additional features that make it easier to
determine which media files to delete. For more information, see “Purging
Media” on page 1087.
To delete media files:

1. In the Media Tool or in a storage folder, right-click a media file and select
Delete.
You are prompted to confirm your decision.
2. Click Yes to delete the media.

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To delete entire projects and their associated media files, see “Deleting
Projects” on page 1115, “Viewing Information about Storage Devices” on
page 1119, and “Deleting Clips” on page 1117.

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Managing Media

Purging Media
Media files often contain large amounts of information that can quickly use up
your system storage space. It is good practice to purge unused media,
especially if you have captured different qualities of media from the same
source.
There are two types of media generated in Avid DS Nitris:
•

Source media is created when you capture or import files.

•

Processed media (cache) is generated when you process effects, graphics,
or composites in your sequence.

You can purge your source media and cache files without losing vital
information about the edits you made. Since a clip is a representation of the
digitized media stored on your storage device, you can delete your media
without deleting the clip and sequence files. This is called purging your media.
You can later use the clip or sequence files to recapture the source material or
reprocess the effects. Purging source media requires you to recapture the
original media, while purging caches requires you to reprocess the sequence
before it can be played back in real time.
When a clip’s source media is deleted, the clip icon in the Avid Explorer turns
red. When caches are purged, the icon does not change color, but areas of the
timeline that rely on this processed media are highlighted in red.

n

To check what type of media is associated with a clip, right-click the clip and
select Properties. For more information, see “Displaying File Properties” on
page 651.
It is possible to purge only the video or audio portion of a clip. In this case, the
icon in the Avid Explorer does not turn red, as there is still media associated with
the clip. You can only purge media from the current project. If you want to
purge media in another project, you must open that project and then purge the
media.

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Chapter 12 Media Management

There are several ways to purge source media or cache files in Avid DS Nitris.

Purge from

To do this

Avid Explorer bin

Delete media of selected clips and sequences.

Cache bar menu

Delete the caches associated with the cache bar, the cache
files below the cache bar, or both.

Tape Tool

Delete media of the selected channel in the Tape Tool
timeline. Right-click a channel and select Purge.

Toolbar

Delete all cache files from the current sequence, all
interactive memory caches, or a cache file associated with
a particular clip, effect, or area on the timeline.

Purge dialog box

Delete source and cache media of specific clips,
sequences, or projects. This option gives you more control
over what types of media are deleted and from what
source they will be deleted.

Purging Source Media
Source media is the digitized form of source material after it has been captured
and imported from tape or file into Avid DS Nitris. You can select the type of
media you want to delete.
You can purge media at the clip, sequence, or folder level:
•

Purging a clip deletes media that was captured for that clip.

•

Purging a sequence deletes media for all clips in the sequence.

•

Purging a folder deletes media of the master clips contained in that folder.

To purge a file or folder from the Avid Explorer:

1. In the Avid Explorer, right-click a clip, sequence, or folder, and select
Purge Media.
The Purge dialog box is displayed.
The media for your selection will be purged unless you change the option
under the Display Associated Media For list.

n
1088

To purge everything but the clips selected in the Avid Explorer, select the
Except For option in the Display Associated Media list.

Managing Media

2. Select the other options as necessary.
For detailed information on the options in the Purge dialog box, click the
Help button .

n

To remove the largest number of unused media files and gain storage space,
select the Unreferenced Media option and the Optimize For Maximum Storage
Space Recovery option. Note that this is a time-consuming process.
You should keep media used in other project files unless you are absolutely
sure that they are not required.

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You can delete cache media and reprocess it later. For more information, see
“Purging Caches” on page 1090.
3. Click the Refresh Purge List button.
A list of media that meets all the criteria that you selected is displayed in
the Purge list. By default, all the files in the list are selected, but you can
select any number of media files from the list to purge.
4. Click the Purge button to begin deleting the media.
After you purge source media and it is deleted from your storage device, the
clips that reference this media have a red icon beside them in the Avid
Explorer. Clips on the timeline that have no associated media, display the
“Media Not Available” message in the viewer when you play back the
sequence.
Purging Caches
When you process effects, graphics, or a composite in your sequence, a cache
file is generated on your storage device, so that you can play back the newlycreated media.
If you need storage space, you can delete this cache media and reprocess it at a
later time. When you delete a sequence’s caches, the Process button on the
timeline turns red, and the unprocessed regions are highlighted on the timeline
ribbon.
If you’re using cache bars to generate caches, you can purge the caches at the
different levels at which they were created. The cache bar’s color indicates if
playable media exists for the entire region covered by the cache bar. If any part
under the cache bar is unprocessed, the cache bar will be yellow. If the entire
region has been processed and playable media exists, the cache bar is green.
For more information, see “Understanding Processing” on page 872.
To purge the cache of selected objects on the timeline:

1. Select one or more clips, effect bars, container clips, or tracks.
2. From the NLE Tools toolbar, select Purge > Purge Cache.
To purge caches for all objects on the current timeline:

t

1090

From the NLE Tools toolbar, select Purge > Purge All Caches.

Managing Media

To purge caches generated with cache bars:

t

Right-click a cache bar and select one of the following:
-

Purge Selected to purge only the cache media associated with the
selected cache bar.

-

Purge Below to purge any unnecessary cache media that lies below
the cache bar, while keeping the cache real time playable. (This
option is useful if you processed using the Complete option and no
longer need the caches at each level anymore.)

-

Purge to purge the cache media associated with the cache bar, as well
as any cache media that lies below it.

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Example: Purging versus Deleting Media
Purge master clip from sequence A.
Result: The master clip is never deleted.

Master clip

If the Keep Media Used in Other Sequences option is selected, and
the master clip is used in another sequence, then the media is not
deleted.
If the Keep Media Used in Other Sequences option is not selected,
then the media is deleted.

Sequence

Sequence

Once the media is deleted, when you play back a sequence that
uses this master clip, the “Media Not Available” message is displayed
in the viewer whenever it encounters this clip.
Because the master clip was not removed, it’s easy to recapture the
media from the Avid Explorer or timeline.

Media

Delete Clip and Unused Media for master clip from sequence A.
Master clip

Result: Deletes the master clip in the Avid Explorer.
Avid DS Nitris checks to see if this clips media is used elsewhere. If it
is, then the media is not removed.
Although the master clip is deleted, the clips remain on the timeline in
sequence A and B, and still refer to the original media.

Sequence

Sequence

Media
Delete Clip and All Media for master clip from sequence A.
Result: Deletes the master clip in the Avid Explorer, as well as its
associated media regardless of whether this clip is used in another
sequence.

Master clip

Although the master clip is deleted, the clips on sequence A and B
remain on the timeline. When you play back either of your
sequences, the “Media Not Available” message is displayed in the
viewer whenever it encounters this clip in your sequence.
Sequence

Sequence

General Note
Purge always keeps the master clip; it removes the media
depending on the setting.
Delete always removes the master clip; it removes the media
depending on the command selected.

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Media

Archiving Projects

Archiving Projects
Archiving is a way to create backups of your project, move a project to another
workstation, or free up space on your local disk. You can restore archived
projects later, if necessary. You might need to archive and restore a project
when you upgrade to a new version of Avid DS Nitris; check the release notes
for more information.
You can archive both the project files and their related media. If you choose to
archive only the project files, you can recapture the media easily once the
project is restored.

Archive all
files related
to project.

Project files

Sequences and
clips refer to
media on disk.

Archived project files and media.
Only media related to
clips and sequences in
project are archived.

Source and cache media

n

You can archive or restore media only if its format (frame rate, resolution, or
quality) is compatible with the current sequence format. For example, you
cannot restore an NTSC archive while you are working in a PAL sequence.
Similarly, you cannot restore an HD archive in an NTSC sequence.
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A complete Avid DS Nitris archive consists of two parts:

n

•

Project archive: A single folder that is created on a disk. This folder
contains complete information about recreating a product (bins, clips,
sequences, presets, and so on). It includes any folders and files stored in
the project root, such as source images for linked files or documents with
notes about the project. The archive also includes audio media and audio
caches, if you decide to include them (currently, audio media can only be
archived to disk, not to tape).

•

Media archive: A videotape on which video media and video caches are
recorded. You can save video media on a single tape or, if necessary, on
multiple tapes.

A video archive is limited to one tape for video media and one tape for video
caches, unless you are archiving more than one video compression or
resolution. For more information, see “Creating a Complete Archive on
Multiple Tapes” on page 1099.
Archiving caches is optional, because you can reprocess them after you restore
the project. Also, you might need to reprocess caches after restoring a project
in an upgraded version of Avid DS Nitris. Check the release notes for the
upgrade.

Creating a Project Archive Only
The following procedure describes how to archive the project information
only. If you need to, you can restore the project and then recapture the media.
To create a project archive:

1. Select Data Management > Project Manager.
2. Select the Archive tab.
3. Select a project to archive by selecting it from the list of displayed
projects.
You can archive projects from anywhere on the network. Click the
Refresh button to get an up-to-date list of the projects you can access.
4. By default, all projects are archived in the \DS Archives folder. You can
select a different destination folder for the project files by doing one of the
following:
t

1094

Type the path in the Project Archive Destination text box.

Archiving Projects

t

n

Click the Browse button to search for the appropriate folder.

Avid DS Nitris does not let you archive a project at the root of a drive, such as
F:\. The archive must be within a folder. For example, F:\DS Archives\ is a
valid location for a project archive.
5. Click the Archive button.

c

After you’ve archived your project, make sure that there is an
archivetape.log file in the archive folder. Without this log file, you cannot
restore your media.

Creating a Device Preset Before Archiving
If you are going to archive media to tape, create an external device preset, so
that it is available from the Device list when you start to create the archive.
To create a device preset:

1. Connect the external device to your Avid DS Nitris system.
2. Select View > Multi-Instance Views > Deck Configuration.
3. Set the Edit Mode to Assemble in your preset to avoid having to stripe
the entire tape before archiving your media to tape.
Even when outputting in Assemble mode, you must stripe the first few
seconds of the tape.
For more information on creating an external device preset, see
“Configuring the External Device” in the Help.

n

Tip: Test the external device by outputting a segment of a sequence before
creating an archive.

Creating a Complete Archive for a Project
The following procedure describes how to archive a project and all its media to
a single tape. If your project is too large to fit on a single tape, see “Creating a
Complete Archive on Multiple Tapes” on page 1099.

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To archive a project:

1. Check the device that you want to use to create the archive—see “Creating
a Device Preset Before Archiving” on page 1095.
2. Select Data Management > Project Manager.
3. Select the Archive tab.

Projects

4. Select a project to archive by selecting it from the list of displayed
projects.
You can archive projects from anywhere on the network. Click the
Refresh button to get an up-to-date list of the projects you can access.
5. If you want to archive the media associated with your project, select the
type of media you want to archive from the Media Archive Options box.

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Archiving Projects

For video media and video cache media, you must specify a compression
rate, resolution, and bit depth for the media you want to archive. For audio
media and audio cache media, you must specify a sample rate.

n
n

If you want to archive cache media, you must also archive the master media.
You cannot archive only cache media.
If you archive a project with media that is shared between projects, the media
will be archived with both projects. When it is restored, Avid DS Nitris checks
to see if the media is still in its original location. If it is, the link is recreated. If
not, the media is restored to its original location.
Video is always archived to tape, and audio is always archived to the
specified media location on disk.
The status area displays the amount of time required on tape to archive
your video media. It also displays the amount of disk space that the
project files, including the audio media (if any) will consume. If the media
archive is longer than the length of your tape, you need to split the media
onto two tapes. For more information, see “Creating a Complete Archive
on Multiple Tapes” on page 1099.
6. By default, all projects are archived in the \DS Archives folder. You can
select a different destination folder for the project files by doing one of the
following:

n

t

Type the path in the Project Archive Destination text box.

t

Click the Browse button to search for the appropriate folder.

Avid DS Nitris does not let you archive a project at the root of a drive, such as
F:\. The archive must be within a folder. For example, F:\DS Archives\ is a
valid location for a project archive.
7. Click the Archive button to begin archiving your project.
If your project contains linked clips that are not stored in the project
folder, a message is displayed, warning you that linked clips cannot be
archived as the media does not reside within the current project. You
should back up these files separately.
If you are archiving video media to tape, after the project archive is
created (and the audio is archived), the Creating Media Archive dialog
box opens.

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8. In the Archive Tape Options box, select a device to which you want to
archive the media files.
9. In the Archive Tape Options box, type a value in the In-point timecode
box to set the starting timecode of the archive on the tape. By default, the
in-point timecode is set to 00:00:00:00.
10. Click the Continue button.
Your media files are archived to tape.
For detailed information on the Creating Media Archive dialog box, click the
Help button.
After you’ve archived your project, make sure that there is an archivetape.log
file in the archive folder. Without this log file, you cannot restore your media.
It is also a good idea to compare the timecodes in the archivetape.log file with
those on the archive tape. If they’re the same, you shouldn’t have any
problems restoring your project. If they’re different, however, archive the
project again.

n
1098

The archive.log file contains the Avid DS Nitris version number, so you know
which version you were using when the archive was created.

Archiving Projects

Once the archive is complete and you have checked the log file, you can delete
your project to make space on your disk. For more information, see “Deleting
Projects” on page 1115.

n

If you want to archive a project with a non-standard video format, you can
create an archive of the project files only (do not include the media), and then
back up the folder that contains the media for your project on another
medium, such as CD-ROM or DLT. When restoring this project, all you have
to do is make sure you copy the folder containing the media files back to its
original location. All the media will be linked back to the original master clips
inside the project. See “Archiving on Other Media” on page 1104.

Creating a Complete Archive on Multiple Tapes
If you archive a large project and its media, you may find that one tape is not
enough to hold all your media.
You can create an archive with two tapes, with each one containing different
types of media, such as:

Archive

Contents

Project

Project data, audio media, audio cache

Tape 1

Project data and video media

Tape 2

Project data and video cache

It’s very important that the project data for both archives are identical for you
to be able to restore the project accurately at a later date. It’s also important
that you archive video caches on tape 2. Then when you restore the project,
make sure to restore tape 1 before tape 2, so that the video caches link to the
master clips.
If you want to archive video media at more than one compression or
resolution, you can create additional tapes for the media and its caches.
However, for a single media type, an archive is limited to one tape for video
media and one tape for video caches.

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Chapter 12 Media Management

n

Be sure to keep track of which projects were archived using the multiple
archive method as Avid DS Nitris does not remind you when it comes time to
restore the project. It is also important to name your tapes appropriately, so
that you can easily distinguish the media on the tapes.
To create multiple archives of the same project:

1. Check the device that you want to use to create the archive—see “Creating
a Device Preset Before Archiving” on page 1095.
2. Select Data Management > Project Manager.
3. From the Project Manager, select the Archive tab.
4. Select a project to archive.
5. Select the following media archive options:
-

Archive video media files to tape

-

Archive audio media files to disk

-

Archive audio cache media to disk

6. For the video media, select a compression rate, resolution, and bit depth of
the media you want archived. For the audio media and audio cache media,
select a sample rate.
7. Type a path in the Project Archive Destination text box where you want
the project archive to reside.
8. Click the Archive button to begin archiving the first part of your project.
The project files and audio media are archived to disk and the Creating
Media Archive dialog box is displayed before it starts to archive any
video media.
9. In the Archive Tape Options box, select the device to which you want to
archive the media files.
10. Type a value in the In point timecode box to set the starting timecode of
the archive on the tape. By default, the in-point timecode is set to
00:00:00:00.
11. Click the Continue button.
Avid DS Nitris archives your video media to tape.
12. Without making any changes to your project folder, select the same
project to archive by selecting it from the list of displayed projects.
13. From the Media Archive Options box, select the Archive video cache
files to tape option.
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Archiving Projects

14. Select the compression rate, resolution, and bit depth of the media you
want to archive.
15. Click the Archive button to begin archiving the cache media.
The project data is archived to disk again and the Creating Media Archive
dialog box is displayed.
16. From the Archive Tape Options box, select the device to which you want
to archive the media files.
17. Type a value in the In point timecode box to set the starting timecode of
the archive on the tape. By default, the in-point timecode is set to
00:00:00:00.
18. Click the Continue button.
Avid DS Nitris archives your cache media to tape.
After you’ve archived your project, make sure that there is an archivetape.log
file in the archive folder. Without this log file, you cannot restore your media.
It’s also a good idea to compare the timecodes in the archivetape.log file with
those on the archive tape.

Archiving a Project with Different Frame Rates
If you have project that contains sequence of different frame rates, such as
NTSC and PAL, you can archive the video and audio media of both sequences.
When archiving a project with different frame rates, the project that you’re
archiving must be open.
To archive a project with different frame rates:

1. Open the project to archive and open an NTSC sequence.
2. Connect Avid DS Nitris to an NTSC deck and insert a tape in it.
3. Open the Project manager and select the Archive tab.
4. Select the following media archive options:
-

Archive video media files to tape

-

Archive video cache files to tape

-

Archive audio media files to disk

-

Archive audio cache media to disk

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Chapter 12 Media Management

5. For the video media, select a compression rate, resolution, and bit depth of
the media you want archived. For the audio media and audio cache media,
select a sample rate.
6. By default, all projects are archived in the \DS Archives folder. You can
select a different destination folder for the project files by doing one of the
following:

n

t

Type the path in the Project Archive Destination text box.

t

Click the Browse button to search for the appropriate folder.

Avid DS Nitris does not let you archive a project at the root of a drive, such as
F:\. The archive must be within a folder. For example, F:\DS Archives\ is a
valid location for a project archive.
7. Click the Archive button to begin archiving your project.
If your project contains linked clips that are not stored in the project
folder, a message is displayed, warning you that linked clips cannot be
archived as the media does not reside within the current project. You
should back up these files separately.
If you are archiving video media to tape, after the project archive is
created (and the audio is archived), the Creating Media Archive dialog
box opens.

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Archiving Projects

8. In the Archive Tape Options box, select a device to which you want to
archive the media files.
9. In the Archive Tape Options box, type a value in the In-point timecode
box to set the starting timecode of the archive on the tape. By default, the
in-point timecode is set to 00:00:00:00.
10. Click the Continue button.
Your NTSC media files are archived to tape and the audio media is
archived to disc.
11. When the archive is finished, do not modify anything in the project.
12. Open a PAL sequence.
13. Connect Avid DS Nitris to a PAL deck and insert a tape in it.
14. Open the Project manager and select the Archive tab.
15. Repeat steps 5 to 10, archiving only the PAL video media and video
caches of the project. The audio media was already archived and does not
need to be done again.
After you’ve archived your project, make sure that there is an archivetape.log
file in the archive folder. Without this log file, you cannot restore your media.
It is also a good idea to compare the timecodes in the archivetape.log file with
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Chapter 12 Media Management

those on the archive tape. If they’re the same, you shouldn’t have any
problems restoring your project. If they’re different, however, archive the
project again.

n

The archive.log file contains the Avid DS Nitris version number, so you know
which version you were using when the archive was created.
Once the archive is complete and you have checked the log file, you can delete
your project to make space on your disk. For more information, see “Deleting
Projects” on page 1115.

n

If you want to archive a project with a non-standard video format, you can
create an archive of the project files only (do not include the media), and then
back up the folder that contains the media for your project on another
medium, such as CD-ROM or DLT. When restoring this project, all you have
to do is make sure you copy the folder containing the media files back to its
original location. All the media will be linked back to the original master clips
inside the project. See “Archiving on Other Media” on page 1104.
For detailed information on the Creating Media Archive dialog box, click the
Help button.

Archiving on Other Media
You cannot create archives directly on removable media (aside from
videotape). However, you can back up an archive and its media in the
following ways:
•

Compress a project archive and copy it to another medium. For example,
create a Zip archive and copy it to a CD-ROM, CD-RW, or DLT.

•

Directly copy media files from a media files folder to a folder on another
medium. When restoring this project, make sure you copy the folder
containing the media files back to its original location. All the media will
be linked back to the original master clips inside the project. Refer to the
archive.log file in the archive folder for the alphanumerical folder name
and path in which to restore the project media location.

For information about restoring projects, see the next section.

1104

Restoring Projects

Restoring Projects
Projects are archived when a job is completed, to create backups of your
project files, or to move a project to another workstation. If you need to work
on the project again, you simply have to restore it. You can restore the project
files, as well as any video and/or audio media that was archived with it.
If you only want to work on a small portion of an archived project, you can
select the parts of the project you want to restore.
Information about archived files can be found in text files in the project’s
archive folder. The archive.log file records the dates of all archive and restore
operations for a selected archive, and the archivetape.log file keeps a list of all
its archived media files. You can use this file to determine the compression
ratios and resolutions at which the media was archived.
Note the following:
•

You can restore media only if its frame rate and video format are
compatible with the current sequence format. For example, you cannot
restore an NTSC archive while you are working in a PAL sequence.
Similarly, you cannot restore an HD archive in an NTSC sequence.

•

Avid DS Nitris restores video media in the first video storage that is
defined in the Installed Media Storages list, and restores audio media in
the first audio storage defined. If there is not enough room on the first
storage, Avid DS Nitris restores the remaining media on the next
appropriate storage (video or audio). If you want the media created in a
particular storage, use the Move Up button to move the storage to the top
of the list. For more information, see “Maintaining your Storage
Locations” in the Help.

•

If you restore a project that contains third-party plug-in effects onto a
machine that does not have the plug-ins installed, the effects will appear
over the clips they were applied to, but they will be empty. They will be
editable after you install the plug-ins.

•

Video and audio cache files cannot be restored from archives created in a
version earlier than Avid|DS 6.0. When restoring this type of archive, a
message is displayed, and the options for restoring cache files are not
available.

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•

Video and audio media archives from versions earlier than Avid|DS 6.0
can only be restored to GEN storages. They cannot be restored to an MXF
storage.

•

If you are restoring from an archive in which one or more video
compressions (codecs) are no longer supported, a dialog box is displayed.
Use this dialog box to substitute a supported codec.

•

You can restore an archive only from a drive or device that supports both
read and write operations. For example, you cannot restore an archive
directly from a read-only CD-ROM. To restore from a CD-ROM, copy the
archive to a local drive and clear the read-only option on the main folder
and all subfolders.

•

When restoring a project and opening sequences of that project, missing
Graphics titling fonts are logged in the Avid Event Log. By checking the
log, you’ll see exactly which fonts are missing on your system.

Restoring a Complete Project
From the Project Manager, you can restore the project files and corresponding
media. If you’re restoring a project whose media was archived on more than
one tape, see “Restoring a Project Archived on Multiple Tapes” on page 1111.
To restore a complete project:

1. Select Data Management > Project Manager.
2. Select the Restore tab.

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Restoring Projects

3. In the Archive Folder text box, type the location of the archived project
file that you want to restore, or click the Browse button to search for
the file.

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4. In the Project Name text box, specify the folder in which you want to
place the restored files.
5. If you want to restore the project’s media, select the Select media to
restore option from the Options box.
The Media Options (1/2) dialog box lets you select specific clips or
sequences for which you want the media to be restored.
6. Since you want to restore the complete project, leave this dialog box
inactive and click OK.The Media Options (2/2) dialog box is displayed.

7. Select the type of media you want to restore and its corresponding
compression ratio, resolution, bit depth, or sample rate, and click OK.
If you have video material archived on tape, you will be prompted to
insert the tape into the deck. If you have audio material on disk, it will
automatically be restored from your archive.
8. Click the Restore button.
If you’re restoring material from videotape, Avid DS Nitris controls the
deck, searches for the appropriate footage on the tape, and then
captures it.

n

If you encounter problems restoring material from tape, you should disable the
viewer using the Viewer button in the status bar and try capturing again. When
restoring full resolution HD material at 29.97 and 30 frames per second, the
viewer is automatically disabled.
Avid DS Nitris usually stops the deck, rewinds, and then pre-rolls before
capturing material. With an archive, however, the media should be stored
on tape one right after the other. As a result, the pre-roll is skipped and all
the media is captured in one pass. This feature, known as streaming
capture, greatly reduces the time to restore an archive.

1108

Restoring Projects

n

If the restoration is not entirely successful, that is, some clips were not
restored, click Restore to recapture the missing clips.
9. After a project is restored, open the project through the Open Project
dialog box or by selecting File > Open Project.
10. To complete the restore, save the project and its sequences.

Restoring Parts of a Project Archive
At times, you may only want to restore part of a project, some of its clips, or
one particular sequence. Avid DS Nitris lets you select the project files and
associated media files to restore.
To restore parts of a project archive:

1. Select Data Management > Project Manager.
2. Select the Restore tab.
3. In the Archive Folder text box, type the location of the archived project
file that you want to restore, or click the Browse button to search for
the file.
4. In the Project Name text box, specify the folder in which you want to
place the restored files.
5. To restore the media of a selected part of your project archive, click Select
Media to Restore from the Options box.
The Media Options (1/2) dialog box lets you select specific clips or
sequences for which you want the media to be restored.

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6. Select the Only Restore media referenced by the following files option
to activate the selective restore function.
7. Click one of the following:
t

Add Clip to select individual clips for which you want the media to
be restored.

t

Add Sequence to select individual clips for which you want the
media to be restored.

8. In the Avid Explorer, select the clips or sequences for which you want
media to be restored and click OK.
The selected clips or sequences are displayed in the Media Options (1/2)
dialog box.

n

To remove items from the list, select the items and click Delete.
9. When you have all the clips and/or sequences you want, click OK.
The Media Options (2/2) dialog box is displayed.

10. Select the type of media you want to restore and its corresponding
compression ratio, resolution, bit depth, or sample rate, and click OK.
If you have video material archived on tape, you are prompted to insert the
tape into the deck. If you have audio material on disk, it is automatically
restored from your archive.
11. Click Restore.
If you’re restoring material from videotape, Avid DS Nitris controls the
deck, searches for the appropriate footage on the tape, and then digitizes
it.

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Restoring Projects

Restoring a Project Archived on Multiple Tapes
You can restore a project whose media was archived on multiple tapes. As the
project files are archived with each tape, you must be careful not to overwrite
your project files.

n

In order for cache media to be recognized, master clip media must be present.
Thus, to make sure the video caches link properly, restore tape 1 (master clip
media) before you restore tape 2 (video caches). For information about
archiving a project on multiple tapes, see “Creating a Complete Archive on
Multiple Tapes” on page 1099.
To restore a project archived on multiple tapes:

1. Select Data Management > Project Manager.
2. Select the Restore tab.
3. In the Archive Folder text box, type the location of the archived project
file that you want to restore, or click Browse to search for the file.
4. In the Project Name text box, specify the folder in which you want to
place the restored files.
5. From the Options box, select the Select media to restore option to restore
the audio media files.
The Media Options (1/2) dialog box is displayed.
6. Since you want to restore the complete project, leave this dialog box
inactive and click OK.
The Media Options (2/2) dialog box is displayed.
7. Select the audio media and audio cache file options, and then click OK.
8. Click the Restore button.
After the project data and audio media files are restored, you can begin
restoring the video and cache files.
9. Repeat steps 2 to 8, but this time restore your video media files. When
Avid DS Nitris asks you if you would like to skip the restoration of the
project information, click Yes.
By choosing Yes, you are only restoring the video media files and not
overwriting the project data.

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10. Repeat steps 1 to 7 again, but this time restore the video cache files.
Your entire project with media and cache files are now restored. You can
open the project from the Project Manager and work with your sequences.

Restoring a Project with Different Frame Rates
You can restore projects that contain sequences of different frame rates, such
as NTSC and PAL.
To restore a project with different frame rates:

1. Open a new NTSC sequence.
2. Connect Avid DS Nitris to an NTSC deck.
3. Insert the tape with the project you want to restore.
4. Open the Project manager and select the Restore tab.

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Restoring Projects

5. In the Archive Folder text box, type the location of the archived project
file that you want to restore, or click the Browse button to search for
the file.
6. Click the Select media to restore button.
7. In the dialog box that opens, select the options for restoring the video
media and video caches, as well as the audio media and audio caches.
8. Click the Restore button.
The NTSC media is restored.
9. To restore the PAL sequences in your project, start a new PAL sequence.
10. Connect Avid DS Nitris to a PAL deck.
11. Repeat steps 3 to 8.
The restoration is complete. All PAL and NTSC media and caches should
be present in the project.

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Moving Projects to Another Workstation
You can easily move your project files to another Avid DS Nitris workstation.
Simply archive your files with or without the associated media, copy them to a
folder on the new workstation, configure the media storages so that they match
those of the machine on which the project was archived, and then restore the
project.
You cannot restore a project if it already exists in an Avid DS Nitris
workgroup. You restore the project only on a system that belongs to a different
workgroup or if the original project was deleted after archiving.

n

If you want to move individual media files, see “Moving Media” on
page 1084.
To move a project to another workstation:

1. Archive your project to a location on the network—see “Archiving
Projects” on page 1093.

n

Make a note of your current storage paths, so that you can easily configure the
storages on the new workstation where you will be restoring your project.
2. On the new workstation, make sure that you’ve configured the same
storage areas as the machine on which you archived your project—see the
“Maintaining your Storage Locations” of the Avid DS Nitris Installation
and Administration Guide.
3. Restore your project from the network location—see “Restoring Projects”
on page 1105.

1114

Deleting Projects

Deleting Projects
When you no longer need a project, archive it first and then delete it from
your system. For more information, see “Archiving Projects” on page 1093.
When you delete a project, the project folder, project files, and all media
associated with the project are deleted.
To delete a project:

1. Close the project that you want to delete.
2. Select Data Management > Project Manager.
3. From the Project Manager, select the Delete tab.

4. Select a project to delete by selecting it from the list of displayed projects.
5. Click Delete.

1115

Chapter 12 Media Management

You are prompted to confirm your decision.
6. Click Yes to delete the project and its media.

1116

Deleting Clips

Deleting Clips
When you first capture media into Avid DS Nitris, a master clip is created in a
bin in the Avid Explorer to represent the digitized media on your storage
device. If you no longer require the master clip, you can delete the clip from
the project.
Be careful when you delete a master clip, because deleting a clip can also
delete its associated media, depending on the option that you choose.
Since master clips and their media are stored separately, you can delete the
media, but keep the clip so that you can later recapture the media. For more
information, see “Purging Media” on page 1087. For a comparison of deleting
and purging, see “Example: Purging versus Deleting Media” on page 1092.
You delete subclips the same way you delete master clips.

n

For information on deleting a sequence, see “Deleting Sequences” on
page 702.
To delete a clip from a bin:

1. In an Avid Explorer bin, select the clip or clips that you want to delete.
You cannot delete a clip while it is displayed in the Source viewer
2. Right-click a selected clip, and select one of the following:
t

Delete Clip & Unused Media: Deletes the clip. Also deletes the
media for the clip if the media is not used in a sequence or in another
master clip in the current project. If the media is being used, then only
the clip is deleted and not the media.

t

Delete Clip & All Media: Deletes the clip and associated media even
if this clip or its media is used elsewhere. Although this is a quick way
to create more disk space on your drive, it can be risky. You should
only do this when you’re absolutely sure that you no longer need the
media associated with this clip.
A dialog box asks you to confirm the deletion. Click Yes.

n

Selecting the Delete option under the Windows section of the menu or pressing
the Delete key deletes the selected master clips, but does not delete the
associated media.

1117

Chapter 12 Media Management

A progress bar is displayed, showing that the delete is in progress. You
can click Cancel to stop the delete process.

n

1118

You can also delete clips by using the Media Tool—see “Using the Media
Tool” on page 1075.

Viewing Information about Storage Devices

Viewing Information about Storage Devices
The Media property page of the Project Manager gives you detailed
information on your storage devices. You can find out the exact location and
size of your storage, the free disk space available, and the percentage that is
full. It provides information on which projects have associated media on the
device and lets you delete media folders.
To view information about storage devices:

1. Select Data Management > Project Manager.
2. From the Project Manager, select the Media tab.

1119

Chapter 12 Media Management

1120

Compositing and Graphics

This book provides information about compositing and effects.
For links to specific sections, see the following topics:
•

Compositing

•

Using Effects Trees

•

Keying

•

Color Correcting Images

•

Transforming Images

•

Tracking

•

Paint Effects

•

Workflow: Painting and 2D Titling

•

3D DVE and 3D Titling

•

Image Effects

Related Topics

Compositing Reference
Color Correction Reference
Image Effects Reference
Paint & Titling Reference

1122

Chapter 1
Compositing

The Compositing chapter of the Avid DS Nitris Getting Started Guide
introduces you to the basics of compositing, compositing methods, and the
compositing layout. It also covers basic compositing concepts such as the
composite container clip and layer effects. It is important that you read and
understand the Compositing chapter of the Avid DS Nitris Getting Started
Guide and complete the provided tutorials before working on the procedures
in this chapter.
This chapter introduces the Effects Tree as a compositing method and covers
advanced compositing topics such as premultiplication, working with
Photoshop files, and processing.

Chapter 1 Compositing

Quick Recap: Compositing
Here is a quick recapitulation of the Compositing chapter of the Avid DS Nitris
Getting Started Guide. Below are answers to basic questions, which you
should know by now, that will help you understand the material presented in
this chapter.

Question

Answer

What is Compositing?

The layering of two or more images together to form one new integrated image.

What is a matte?

A grayscale image that defines the transparency of an image when it is
composited over another. It lets you isolate and protect specific parts of the
image while compositing.

What is the difference between An internal matte is part of the image that is stored in the alpha channel. An
an internal matte and an
external matte can either be created from scratch by using an effect such as the
external matte?
keyer, provided as a separate clip, or come from another image. For more
information, see “Working with Mattes” on page 1136.
What is a composite container
clip?

A clip on the timeline that lets you layer video clips. An opened container clip
displays the video clips on multiple tracks and the result is a single clip on the
top timeline of the Editing layout. You can apply effects on individual clips
inside the container or on the entire composite container clip.
Remember that when compositing with layers, you are working within a
composite container clip as soon as you switch to the Compositing layout.

What is the Layers view?

The Layers view is part of the Compositing layout. It displays the content of the
composite container clip in a layer format and lets you reorder layers, animate,
add effects, and apply blending operations. For more information, see “Working
with the Layers View” on page 1129.

What are the 4 effects that you •
can apply to a layer?
•

What is the result area?

1124

Color Correction
DV

•

Graphics

•

Keyer

The result area is the part of the Layers view that displays the final composite of
all layers both for RGB and alpha channels.

Using the Effects Tree to Composite

Using the Effects Tree to Composite
In the Avid DS Nitris Getting Started Guide you learned about two methods of
compositing.
•

Simple track compositing which lets you composite in the Editing layout
by adding video tracks to the timeline and placing clips on the video
tracks. An advantage of using this method is that when compositing you
can see your clips in context of the timeline.

•

Compositing using layers which lets you work in the Compositing layout
with composite container clips and the Layers view. The Layers view has
a great advantage in that it provides a visual interface when layering your
clips. It is also useful when importing Photoshop files as each
“Photoshop” layer occupies its own layer in the Layers view as a linked
image file in Avid DS Nitris. For more information, see “Working with
Layered Photoshop Images” on page 1163 and “Working with the Layers
View” on page 1129.

The third method is compositing with the Effects Tree. The Effects Tree in the
Compositing layout is a powerful tool that lets you create and manage
complex multi-layered effects and composites.
It shows the relationship between effects and images in a pictorial format. It is
made up of nodes: the graphical representation of the input images, and the
resulting output. Nodes are joined by connectors, which connect input and
output ports.

Input node

Connector

Effects nodes

Port

Output node

•

Input nodes represent the source image from a track in the Layers view or
from a clip and its effects on the timeline.

•

Effects nodes represent each effect applied or added to the Effects Tree.
Each effect node reads an input image, processes the image, and gives a
specific output image as the result.

•

Output nodes represent the output image of the Effects Tree. The result
of all the nodes is fed to the output node which is displayed in the viewer.
1125

Chapter 1 Compositing

n

You can build and apply an Effects Tree to a clip, track, layer, or as a
transition. Each method has its advantages. For more information. see “Using
Effects Trees” on page 1171.
There are a number of advantages for using the Effects Tree:

n

•

You can have complex interactions between layers

•

Ability to add multi-input effects. You can apply any combination of
image effects in the Effects Tree.

•

You can reuse the treatment of an element repeatedly within a composite

•

You can apply blending operations by using the Composite node—see
“Applying Blending Operations in the Effects Tree” on page 1211.

Tip: To work more quickly in the Effects Tree, use the keyboard shortcuts.
Select Help > Keyboard Shortcuts. You can also set the default preferences for
your Effects Tree in the User Preferences dialog box. Select File > User
Preferences (Effects Tree property page).
For more information, see “Using Effects Trees” on page 1171.

1126

Relationship within the Compositing Layout

Relationship within the Compositing Layout
It is important that you understand the relationship between the different
elements of the Compositing layout in order to work efficiently without
getting lost within the layout.
It is made up of 3 significant parts that interact with each other:
•

The composite container timeline

•

The Layers view

•

The Effects Tree

The result area and the viewer
displays the final composite of all
your layers and Effects Trees

The order the images appear in the
Layers view corresponds to the
order of the images on the timeline
of the composite container

Adding an image to the Layers view or to
the Effects Tree as input, adds a new track
in the timeline of the composite container
You can build an Effects Tree per layer letting
you combine multiple images on one layer,
which serves as the input to the layer above it.

1127

Chapter 1 Compositing

n

1128

Adding layers to the Layers view adds a new track on the timeline, but not in
the Effects Tree and vice versa. Similarly, adding an image as input in the
Effects tree adds a new track on the timeline. For more information, see
“Adding Layers” on page 1129 and “Adding or Removing Inputs To and From
an Effect Node” on page 1179.

Working with the Layers View

Working with the Layers View
In the Layers view, you can work with video images independently of each
other. For example, you can animate, track, apply effects, or apply opacity per
layer.
For more information on the Effects Tree, see “Working with the Effects Tree”
on page 1178.

Adding Layers
When you create a composite container clip for compositing, the clips that you
select are automatically added as layers in the Layers view. You can create
additional layers by placing clips on new tracks on the timeline.
To add layers, do one of the following:

t

Drag a clip from a bin to the Layers view.
The clip forms a new layer in the composite and is placed on a track. Any
other clips that you add to this track on the timeline are also part of that
layer.

t

From a bin, drag a clip to the timeline ribbon of the timeline.
Timeline ribbon

The track forms a new layer in the composite. Any other clips that you add
to this track on the timeline are also part of that layer.

n

If you don’t want to immediately add a clip to a layer, right-click while
dragging a clip from a bin to the timeline ribbon. This will create a track on
the timeline. This is especially useful if you want to create mattes on the
timeline and assign them later as external mattes to layers in the Layers view.

1129

Chapter 1 Compositing

Reordering Layers
Layers are composited from the bottom to the top. You can change the order of
the layers at any time during the compositing session. You can also change the
resulting matte by reordering the external mattes of a layer.
To reorder layers, do one of the following:

Layer
button

n

t

Drag the Layer button to a new position on the Layers view.

t

Right-click a layer and select one of the following:
-

First to move the matte to the left most position.

-

Left to move the matte one position to the left.

-

Right to move the matte one position to the right.

-

Last to move the matte to the right most position.

If you don't want to animate layers when you reorder them, deselect the
Autokey button before changing the order of your layers.

Renaming Layers
Layers and tracks are named according to the name of the first clip on the
track. Layers are also named consecutively as you add them, beginning with
L1 (layer). Each layer RGB thumbnail contains the name of the layer, as well
as the name of its corresponding track on the timeline.
As you add tracks or layers, you can rename them. If you rename a track, its
new name will also be updated in the Layer RGB thumbnail.

n

Although the track name is displayed in the Layer RGB thumbnail, you can
only rename it from the Track or Layer Name property editors. For more
information, see “Changing Track Properties” on page 730 of the
Avid DS Nitris Editing Guide.
Layer name

1130

Track name

Working with the Layers View

To rename a layer:

1. Right-click an empty area of a layer and select Layer Name.
2. In the Layer Name dialog box, type a new name, and click OK.

Scrolling Layers
As you add more layers to your composite, the layers at the bottom of the
timeline scroll off the bottom of the Layers view. Similarly, as you add more
matte functions to a layer, they scroll to the right or left of the screen. You can
scroll the layers vertically and horizontally to display any layers or mattes that
may be hidden from view.

Vertical scroll bar

Horizontal scroll bar

To scroll layers vertically:

1. Click the textured gray area (vertical scroll bar) to the left of the
layer controls.
2. When the hand button appears, drag up or down to view additional layers.
To scroll layers horizontally:

1. Click the textured gray area (horizontal scroll bar) above the
view switcher.
2. When the hand button appears, drag left or right to view additional mattes
on the layer.

Navigating Through Layers
When working with multiple layers in the Layers view, you can navigate
through the layers. This is handy when you have an Effects Tree per layer that
you want to edit.

1131

Chapter 1 Compositing

To navigate through layers:

1. Click a layer in the Layers view.
2. Do one of the following:
t

Shift + Right Arrow (>) to move to the next layer.

t

Shift + Left Arrow (<) to move to the previous layer.

Loading a Layer Effect in the Layers View
When working in the Layers view, you can replace the Key effect by loading
an effect from the Keyer property editor.
To load a new layer effect:

1. Click a layer in the Layers view.
2. Click the Key effect.

3. In the Blue-Green Keyer property editor, click the Load Preset button.
4. In the Load Preset dialog box, select an effect and click OK.
The Key effect in the Layers view is replaced with the loaded effect. The
Key button is also replaced with an Fx button.

5. Click the layer effect button to edit the properties of the effect.

1132

Working with the Layers View

Animating Layers
When compositing clips in a container clip, you can animate the order of the
layers in the composite, as well as the transparency of each layer. Once the
animation is created, you can process the clip to view the animated frames in
real time.
You can adjust the animated properties or remove the animation at any time,
and animate the process of creating animation using the Autokey button. For
more information, see “Editing Animation” on page 989 and “Setting
Keyframes Automatically” on page 964 of the Avid DS Nitris Editing Guide.
Animating the Order of Layers
The Autokey button at the bottom of the Layers view lets you change the order
of the layers over time. When the layer ordering has been animated, this button
turns red.
To animate the order or appearance of the layers:

1. Use the transport controls to advance the clip to a frame in which you
want the animation to begin.
2. Reorder your layers by dragging the track button of a layer to a new
position.
3. Click the Autokey button at the bottom of the Layers view to set
a keyframe.
When a keyframe is set, the Autokey button turns red. If the position
indicator is on a frame that is not a keyframe, the button turns green.
4. Advance to the next frame in which you want to change the layer order
and change the layer’s order.
Once an initial keyframe has been set, you no longer need to click the
Autokey button as keyframes are created automatically when you change
the layer’s order (simulating Autokey behavior).
5. Continue adding as many keyframes as needed.

1133

Chapter 1 Compositing

Adjusting the Opacity of a Layer
There are two ways available for adjusting the opacity of a layer: Opacity, the
default, which is applied before a composite and Mix, which is applied after
the composite. Right-click the Layer menu and select either option. For more
information, see “Layer Menu” in the Help.
Use the opacity controls to decrease or increase the opacity of a layer to make
it more or less transparent when composited over other layers.
To adjust the opacity:

1. Do one of the following:
t

Drag the opacity slider up or down.

t

Click in the Opacity Level indicator, type a value and press Enter.

Opacity
level
Opacity slider

2. Select the check box to the left of the Opacity Level indicator to apply the
opacity to a layer.
Animating the Transparency of a Layer
The Autokey button at the bottom of the Layers view lets you animate the
transparency levels of a matte over time. When a layer has been animated, this
button turns red.
To animate the transparency of a layer:

1. Use the transport controls to advance the clip to a frame in which you
want the animation to begin.
2. Click the Autokey button at the bottom of the Layers view to set a
keyframe.
When a keyframe is set, the Autokey button turns red. If the position
indicator is on a frame that is not a keyframe, the button turns green.
3. Adjust the opacity control on one or more of the layers by moving the
slider or entering a value in the Opacity text box.
1134

Working with the Layers View

4. Click the Autokey button again.
Depending on the accuracy you need, you can move frame by frame or set
larger intervals between animated points.
You can also adjust the opacity of a layer in the Effects Tree using the
Composite effect node. For more information, see “Compositing Two Layers”
on page 1198.

Removing Layers and External Mattes
If you want to remove a layer from the composite, you can easily delete it
from the Layers view without deleting the clips on the tracks. You can also
remove any external mattes that you no longer want, but you cannot remove
the original matte.
To remove a layer from the composite:

t

On the Layers view, right-click a layer and select Remove Layer.

To remove external mattes:

t

Right-click the external matte of a layer and select Delete.
The external matte is removed from the layer.

1135

Chapter 1 Compositing

Working with Mattes
The information in each pixel of an image is comprised of four channels (or
components): R, G, B, and A (the alpha channel). When compositing, the
alpha channel is very important. It specifies the transparency of each pixel,
allowing portions of the foreground image to reveal or block out the
background image when two images are overlaid.
There are three instances:
•

The clip already has a matte in its alpha channel which is preserved when
capturing.

•

The clip does not have a matte and in order to use it for compositing you
are required to create one in its alpha channel.

•

You are provided with a matte clip to use for compositing. This clip is
known as an external matte.

Using Clips with Internal Mattes
When you capture material, you can preserve the clip’s matte in the alpha
channel and immediately use it for compositing.
In the example shown here, the simple compositing method has been used to
layer two video tracks in the Editing layout. The video track that is being used
as the foreground in the composite has a clip with an internal matte.
Clip with matte in alpha channel.

Video track
used as the
foreground

Video track
used as the
background

1136

The result in the viewer. The
composite is possible because
the overlaid clip contains a
matte in its alpha channel.

Working with Mattes

When compositing using the video tracks in the Editing layout (simple track
compositing) and you apply a DVE or Picture-in-Picture effect to a clip, a
matte is automatically created using the parameters you specify in the DVE
property editor.
DVE effect

Foreground
video track

Once you create the composite, you can enhance it by adding effects, such as
color correction, blurs, graphics, and so on.

n

On video tracks, you cannot apply a Matte Composite operation with external
mattes nor can you adjust the transparency or animate the order of the layers.
If you need to perform any of these tasks, build your composite within a
composite container clip. For more information, see “Using Composite
Container Clips” on page 287 of the Avid DS Nitris Getting Started.

Using Clips without Mattes in the Alpha Channel
Every foreground clip must have a matte in its alpha channel to form a
composite. When you import or capture clips in Avid DS Nitris, each clip will
have an alpha channel. If the captured clip does not have a matte in its alpha
channel, you must create one using a number of effects such as the keyer,
matte, or graphics effect, in order to use it in a composite.
Clips that do not have a matte will have a full (white) alpha channel when you
view the alpha channel. For more information, see “Viewing Mattes” on
page 1140.
You can create a matte on the timeline or the Layers view.

1137

Chapter 1 Compositing

Creating a Matte by Using a Keyer
Keying creates a matte by keying a matte on the foreground clip based on the
RGB, HSL, or YCbCr color values. You can then composite the foreground
clip over a background clip, as shown here:
Blue-Green keyer effect.

Video track with
foreground clip

The result in
the viewer

Video track with
background clip

For more information, see “Keying” on page 1217.
Using the Shapes Tools
By using the shapes tools in the Matte effect property editor, you can create
mattes on material that do not have mattes. You can also further use it to cleanup the alpha channel of a matte.
Foreground clip with a matte effect

Foreground clip

Resulting composite
Background clip
Matte created with
the shapes tool

1138

Working with Mattes

To use the shapes tool to create a matte:

1. Apply a matte effect to the clip.
2. Select the Shapes tab.
3. In the Shapes Creations, select a tool.
4. Draw the shape.
5. To view the matte that you created, right-click the viewer and select
Alpha Component > Matte.
The layer’s matte is displayed as a grayscale image.
For more information, see “Creating Mattes” on page 1467.
Creating a Matte on the Timeline
When you want to composite an image on a video track and the image does
not have a matte in its alpha channel, you can create one using a keyer, matte,
or graphics effect.
To create a matte on the timeline:

1. Right-click a clip and select Add Clip Effect.
2. From the Load Preset dialog box, select a keyer, the Matte effect, or the
Graphics effect.
t

Keyer effects such as the Luminance or Chroma keyers extract the
alpha component based on the luminance or color thresholds in an
image—see “About Keying” on page 1218.

t

The Matte effect lets you touch up an existing matte, or create one
from scratch—see “Matte Effect” in the Help.

t

The Graphics effect lets you create your own matte—see “Painting
and 2D Titling” on page 1383.

3. To view the matte that you created, right-click the viewer and select
Alpha Component > Matte.
The layer’s matte is displayed as a grayscale image.

1139

Chapter 1 Compositing

Creating a Matte on a Layer
You can create use the Layers view to create mattes on each layer which are
combine to produce a final composite. You can further use the matte blending
operations, see “Applying Blending Operations in the Layers View” on
page 1150.
To create a matte on a layer:

1. On a layer in the Layers view, click the Key button.
The Blue-Green Keyer property editor is displayed by default.

n

Tip: To load a different keyer, click the Load Preset button and select a
different keyer from the \Keyer folder.
2. Create your matte by keying out specific luminance or chrominance
values.
The matte is displayed in the Layer Alpha thumbnail.

Layer Alpha thumbnail

Key button on the layer

A checkmark beside the Key button indicates that the key is activated.
When the key is deselected, it is not used in the overall composite until
you select it again.
Viewing Mattes
While creating your matte, it is a good idea to view the matte from time to
time.
To view the matte, do one of the following:

t

In the Viewer tools, click the Viewer Alpha (Full) button.

t

Right-click the viewer and select Alpha Component > Matte.

t

When using any keyer effect, go to the Key property page and select the
Output Matte option.
The layer’s matte is displayed as a grayscale image.

1140

Working with Mattes

n

Tip: You can also combine mattes and change how layers are composited
using blend and matte operations. For more information, see“Applying
Blending Operations in the Layers View” on page 1150

Using External Mattes in the Timeline and Layers View
An external matte is a matte taken from one clip and applied to another.
External mattes may already exist with a clip or you can create one by adding
a keyer effect on the clip. You can also use the alpha or RGB component of
another clip as the external matte. In the example for “Using the Shapes
Tools” on page 1138, the matte created can be applied to another clip as an
external matte. Sometimes, you may be provided with a matte clip that you use
for compositing.
There are three methods for adding external mattes: using matte containers,
using the Layers view, and using the Effects Tree. For the Effects Tree method,
see “Using External Mattes in the Effects Tree” on page 1197.
RGB clip
without a matte

Composite result

Background clip
External matte clip

Using Matte Containers on the Timeline
The greatest advantage of using this method is that you can work entirely in the
Editing layout.
The matte container lets you layer video clips on two fixed tracks: the Fill and
Matte tracks. It allows you to combine separate RGB channels of an image with an
alpha channel that was created from channels of another image.

It has the following properties:
1141

Chapter 1 Compositing

•

The two tracks labeled Fill and Matte are fixed

•

Tracks cannot be added or deleted

•

Although the tracks can be renamed and recorded, they way they are
connected cannot be changed

•

Matte containers are real-time and hardware real-time

•

Like the composite container, when it is closed, the result is displayed as a
single clip on the top timeline.

To add an external matte using the matte container:

1. Right-click a clip in the Avid Explorer that you want to use as the
background and drag it to a video track in the timeline.
2. Create another video track.
3. Right-click the clip without a matte in its alpha channel that you want use
as the foreground to the second video track.
4. Create a matte composite using one of the following methods:

n

t

Right-click the clip that you want to use in the matte container and
select Create Matte Container.

t

Click the Container button in the Toolbar and select Matte
Container

You can only create a matte container from a single clip selection.
5. Click the Viewer Alpha (Full) button to see the alpha channel of the clip.
Notice that there is not matte on the alpha.
6. Right-click the external matte clip in the Avid Explorer and drag it to the
Matte track of the matte container.

1142

Working with Mattes

7. Click the Viewer Alpha (Full) button to see the alpha channel of the clip.
Notice that there is a matte on the alpha channel which has been derived
from the external matte clip.
8. Step out of the container to return to the Editing layout and to see the final
composite.

n

Tip: From inside the matte container, use the Reconnect Viewer button in the
Viewer Tools to connect to the top timeline. For more information, see
“Reconnect Viewer Menu” in the Help.
9. To set matte’s properties, right-click the matte container and select Matte
Properties. This option is also available when working inside the matte
container. select this option when inside the container.

n

If you get a halo or black outline after compositing, you should check the
premultiplication settings. For more information, see “Compositing with
Premultiplied Images” on page 1153.

Using External Mattes on Layers
You can add as many external mattes as you wish to each layer in the
composite. You can also combine or blend them using matte blending
operations to produce the desire effect. The mattes are blended in the order in
which the appear. For more information, see “Applying Blending Operations
in the Layers View” on page 1150.

n

Tip: You can also combine mattes in an Effects Tree by using the Matte
Composite or Key Combiner effect. For more information, see “Compositing
Multiple Mattes” on page 1209 and “Key Combiner (Alpha or Luma)”.
To add an external matte to a layer:

1. If you are in the Editing layout, make sure that the background clip on the
timeline is selected and switch to the Compositing layout.
This clips forms a layer in the Layers view.
2. From the Avid Explorer, drag the clip without a matte in its alpha that you
want to use as the foreground to the Layers view.

1143

Chapter 1 Compositing

The result of the composite does not
show background because the
foreground clip does not have a matte

A new layer is formed in the Layers view and a new track is created with
the clip in the timeline.
3. Right-click the external matte clip in the Avid Explorer and drag it to the
timeline ribbon of the timeline. When you see a shadow over the timeline
ribbon, release the clip.
The clip is automatically placed on a new track on the timeline, but does
not form a layer in the Layers view.
4. Click the track button of the external matte and drag it to the Layer Alpha
thumbnail.

Composite
result
External
alpha

Track button

1144

Working with Mattes

The clip’s matte is added to the right of the layer’s existing matte. The two
mattes are combined with the default matte composite operation (Min.)
and the results are displayed in the Layer Alpha thumbnail.
A layer with an external matte
Matte Expand

Layer Alpha

Matte controls

Original Alpha

External Matte

5. To change the matte operation between the mattes, right-click the Matte
control and select an operation—see “Applying Blending Operations in
the Layers View” on page 1150.

n

Tip: If the mattes are partially obscured by the viewer, use the horizontal scroll
bar at the bottom of the Layers view to see the external mattes.
6. Right-click the External Matte thumbnail (of this newly added matte) and
select one of the following:
-

Alpha to use the external clip’s alpha component as a matte.

-

RGB to create a matte based on the RGB components of the external
clip.

Combining Mattes
You can add an unlimited number of external mattes to a layer, and then
combine them to produce the desired result. When you add several mattes to a
layer, the mattes are combined using Boolean logic.
To combine mattes on the same layer:

1. On the layer, make sure the two mattes to be combined are arranged next
to each other.
2. Right-click the Matte Controls button between the two mattes and select
a blend operation.
The combined matte appears in the Layer Matte thumbnail.

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Chapter 1 Compositing

Matte expand

Layer matte

Matte controls

Original matte External matte

For more information, see “Matte Controls Menu” in the Help.

1146

Working with Masks

Working with Masks
A powerful feature when compositing is the ability to apply an effect to certain
channels (channel masking) or to certain pixels using a mask (pixel masking).
Masks are an image, portion, or component of an image that defines where an
effect will be applied. They can come from the current image’s alpha channel,
or from an external clip’s R,G,B, luma, or alpha channel.
For example, on the Masking property page of an effect, if you select the red
channel in the Process box, and the alpha channel in the Mask box, then the
effect will only be applied to the red channel using the alpha channel of the
input clip as a mask.

Applying Channel or Pixel Masking
When using channel or pixel masking when 8-bit precision is used,
SuperBlack and SuperWhite information (full YCbCr range) is not preserved:
Effects are set to 8-bit precision when:
•

In the Options property page, the Precision has been set to Auto with the
sequence’s preference Precision set to 8-bit

•

In the Options property page, the Precision has been set to 8-bit

•

Using some DS effects that do not support 16-bit or 32-bit/Float precision
(such as Impressionist or Painterly effects).

•

Using some third-party effects that do not support 16-bit or 32-bit/Float
precision.

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Chapter 1 Compositing

The following example shows you the results using a combination of channel
and pixel masking:

Original image

1148

Blur applied to RGB channels
(channel masking)

Blur applied to red channel only
(channel masking)

Blur applied to RGB channels, using alpha
as a mask (channel & pixel masking)

Image’s alpha channel

Working with Masks

To apply channel or pixel masking:

1. On the Masking property page of an effect, select the channels on which
you want the effect to be applied from the Process box.

Pixel
masking
options

Channel
masking
options

2. From the Mask box, select one of the following:
-

None to apply the effect to the entire image.

-

Alpha to apply the effect using the clip’s alpha channel as a mask.

-

Mask Input to apply the effect using a matte from another image or
effect in an Effects Tree only.

3. From the Process box, select the channels on which to apply the effect.

Using Alpha and Luma as Mask
When compositing images in the Layers view or the Effects tree, you can
apply a number of blending operations. For more information, see “Applying
Blending Operations in the Layers View” on page 1150. You can use the alpha
or luma in the foreground image to mask the blending operation against the
background.
To use the Alpha or Luma as Mask:

1. In the Layers view, right-click the blending operation under the Layer
RGB thumbnail.
2. Select Use Alpha as Mask or Use Luma as Mask.

n

If you are working with a Composite effect node in the Effects Tree, use the
alpha or luma as a mask options by right-clicking the blending operation.

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Chapter 1 Compositing

Applying Blending Operations in the Layers View
When compositing clips using the Layers view or the Effects Tree, you can
apply blending operations between the RGB and alpha components of the
image or the matte. You can also apply blending operations to external mattes
on a layer.
The operations differ between the RGB and alpha channels. Most RGB
operations that you select are automatically applied to the alpha channel. You
can, however, change the alpha operation separately. On a layer, the two
images or mattes are combined with the default operation (Over) and
displayed in the result area. For more information, see “Interlayer Alpha Menu
and Interlayer RGB Menu” in the Help.

Result area

Layer operations for RGB
and alpha channels.

n

In the Effects Tree, the blending operations are available in the Composite
node. To combine multiple mattes in an Effects Tree, use the Matte Composite
effect. For more information see “Compositing Multiple Mattes” on
page 1209.
To apply blend operations on a layer:

t

Right-click the RGB or alpha operator between the two layers on which
you want to apply the operation, and select an operator from the menu.
The results of the composite appear in the result area at the top of the
Layers view.

1150

Applying Blending Operations in the Layers View

Blend Operations

To apply external matte operations on a layer:

1. Right-click the matte controls between the mattes and select an operator.

Matte controls

2. Right-click the External Matte thumbnail and select RGB or Alpha.

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Chapter 1 Compositing

External matte set to Alpha

1152

External matte set to RGB

Compositing with Premultiplied Images

Compositing with Premultiplied Images
Images that contain an alpha channel could be either premultiplied or not.
Premultiplication is a mathematical process where the RGB channels of an
image are multiplied with their corresponding alpha channel values.
How can you tell if an image has already been premultiplied? It’s best to check
with the artist if the image was premultiplied or not. But if you cannot do this,
you may be able to tell by looking at the RGB and alpha channels of the
image, or the results after the image is composited with another.
A premultiplied source is one which the RGB channels have been multiplied by
the alpha channel. If both the RGB and alpha channels contain black in the
same areas, it’s a good indication that the image is premultiplied.

RGB channels

Alpha channel

A non-premultiplied source is one which the RGB channels are independent from
the alpha channel. If the black areas of the alpha channel and the same areas of the
RGB channel are different, it’s a good indication that the image is not premultiplied.

RGB channels

Alpha channel

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Chapter 1 Compositing

The Science behind Premultiplication
Having premultiplied images simplifies the compositing process as it avoids
the additional operation of multiplying the RGB channels with the alpha
channel. If Avid DS Nitris is given the correct indication about a premultiplied
image, then the proper result is obtained when it is placed over the
background. The soft edges blend well with the background and there are no
noticeable artifacts.
If the incorrect indication is given, then Avid DS Nitris either applies the
premultiplication operation again on an image that is already premultiplied, or
does not apply it at all on an image that should be premultiplied.
The following table shows the results of composited images with different
premultiplication settings. Keep in mind that the actual compositing operation,
called Over, is as follows:
(RGB Foreground × α) + (1 -α) × RGB Background = Result

Type of material

Set to

Result

Premultiplied

Premultiplied

Correct.
Since you informed Avid DS Nitris that the RGB channel has
been multiplied with the alpha channel, it will not perform the
premultiplication.
Operation: [Foreground x α] + (1 -α) × Background

Premultiplied

Not premultiplied

Incorrect.
These results may cause a black line to appear around the edge
of your image where it should be transparent and antialiased.
Operation: [Foreground × α] × α + (1 - α) × Background
The alpha channel is multiplied twice.

Not premultiplied

Not premultiplied

Correct.
Since you informed Avid DS Nitris that the RGB channel has
not been multiplied with the alpha channel, Avid DS Nitris will
do the premultiplication.
Operation: [Foreground] × α + (1 - α) × Background

1154

Compositing with Premultiplied Images

Type of material

Set to

Result

Not premultiplied

Premultiplied

Incorrect.
These results can cause transparent areas of the foreground to
be displayed much brighter than they should.
This happens because you informed Avid DS Nitris that the
image is already premultiplied when in fact it is not, causing
the entire foreground to be added to the background rather than
just areas specified by the alpha channel.
Operation: [Foreground] + (1 - α) × Background
The RGB channel is not multiplied by alpha channel. Therefore
the foreground gets “ADDed” to the background.

n

You can force a multiplication between alpha and RGB channels for those
effects or clips that have an unpremultiplied alpha on video tracks. You must
select the Force Premultiplication Output option in the Sequence Preferences
dialog box. If you select this option, all effects will no longer be real-time
playable. For more information see “Video Property Page (Sequence
Preferences)” in the Help.

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Chapter 1 Compositing

Importing Source Files with an Alpha Channel
When using computer-generated images or sequences in your composites, it’s
important to indicate if the source has been premultiplied or not when you
import the source file into Avid DS Nitris. You can set and change the
premultiplication

The alpha channel of the circle has
a matte that has softness around
the edges (transparency).

If the premultiplication setting is
If the premultiplication setting is
incorrect, dark areas appear around correct, there is no dark halo.
the edges of the circle when
composited over a background image.

Setting the Premultiplication Option
You can always set the option before importing to avoid getting unexpected
results or artifacts in your composite.
To set the appropriate premultiplied option:

1. Select View > Multi-Instance Views > Capture Settings.
2. In the Media Capture panel, select the Keep Alpha option.
3. If the source is premultiplied, select the Premultiplied Alpha option.
4. If the source is not premultiplied, deselect Premultiplied Alpha.
Changing the Premultiplication Setting
If you get unexpected results after compositing an imported image, such as a
halo or black outline, it may be because the premultiplication setting
is incorrect. You can change the premultiplication setting after you import the
file.

1156

Compositing with Premultiplied Images

To check the premultiplication setting:

1. In the Avid Explorer, right-click the clip and select Properties from the
Avid DS Nitris menu.
2. On the File Info tab, check if the Premultiplied Alpha option is selected.
To change the premultiplication setting in the Layers view:

1. If you are compositing in the Layers view, right-click the layer that
contains the image whose premultiplication setting you want to change.
By default Auto is selected. This indicates that the material will be
composited according to the clip’s premultiplication setting.
2. Select Premultiplied or Not Premultiplied from the menu.

n

Tip: If you are compositing directly on the top timeline, you can apply the
Premultiplication effect on the clip to change the setting. In the
Premultiplication effect, the Modify Image option will change the outgoing
image's RGB pixels by premultiplying or unpremultiplying the image as
necessary. For more information, see “Applying the Premultiplication Effect”
on page 1157.
To change the premultiplication setting in an Effects Tree:

1. If you are using the Composite node in an Effect Tree, select the
Premultiply tab.
2. Select the input that corresponds to the source file that you want to change
and change the Premultiplication setting.

Applying the Premultiplication Effect
The Premultiplication effect lets you change a clip’s premultiplication setting.
When you import material into Avid DS Nitris, you should specify whether
the material is premultiplied or not. However, if you didn’t set the
premultiplication when you imported the material or a clip’s premultiplication
was incorrectly set, you can use the Premultiplication effect to change the
clip’s setting.
It also lets you change a clip’s premultiplication without having to first create
a composite container clip. You can use this effect to change an outgoing
image’s RGB pixels by premultiplying or undoing the premultiply in the
image as necessary.

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Chapter 1 Compositing

You can apply the Premultiplication effect to clips, tracks, or trees.
To apply the Premultiplication effect:

1. Apply the Premultiplication effect to a clip, track, or tree.
2. From the effect’s property editor, select one of the following:
-

Premultiplied to flag the clip as premultiplied.

-

Not Premultiplied to flag the clip as not premultiplied.

-

Auto to maintain the clip’s current premultiplication state.

Original image (note line around balloon)

Premultiplication effect

3. Select the Modify Image option if you want to change the outgoing
image’s RGB pixels by premultiplying or unpremultiplying the image
as necessary.
For example, if you choose Premultiplied in the Premultiplication State
box, as well as the Modify Image option, then the RGB channel values
will be multiplied by the alpha channel values to produce a premultiplied
outgoing image. This option is useful when you work with
unpremultiplied images and you need to add premultiplied information,
such as antialiased text.
When undoing the premultiplication, Avid DS Nitris attempts to remove
the influence of the alpha channel from the RGB channels. This option is
useful when working with a premultiplied image and you need to modify
the alpha channel information separately from the RGB channels.
4. On the Masking property page, indicate whether or not you are using a
mask for the effect. By default, the effect is applied to the RGB channels.
You can derive masks from the alpha of the input clip or an external matte
from another clip.
5. On the Options property page, select the appropriate options.
1158

Compositing with Premultiplied Images

Click the Help button for detailed information on the Premultiplication
properties.

Automatic Changes to the Premultiplication Setting
An image is no longer premultiplied after you modify the RGB or alpha
channels separately. When dealing with a premultiplied source, you may have
to perform the operations specified in the following table:

Scenario

Solution

Applying an effect to a clip that modifies the
alpha channel only (by selecting the Process
Alpha option and deselecting the Process RGB
options on the Masking property page)

•

Make sure the effect processed the RGBA channels by
checking Masking property page

•

“Unpremultiply” the image using the procedure below

Applying a graphics effect to a clip or layer, and “Unpremultiply” the image before applying the Graphics
apply strokes only to the alpha or only to the
effect
RGB channels
Applying a key (with the Keep Original Alpha Select the Force Premultiplication option from the Key
option on) or matte effect to a clip
property editor (Matte property page)
Applying an external matte to a premultiplied
source in the Layers view

Before you apply the external matte, change the
Premultiplication setting to Non-premultiplied

To “unpremultiply” an image:

1. Apply the Premultiplication effect to the source clip—see “Applying the
Premultiplication Effect” on page 1157.
2. On the General property page, select the Not Premultiplied option.
3. Click the Modify Image button.

Compositing Clips over a Black Background
You can composite a single layer or several layers over a black background.
Whether you are using one or several layers, the bottommost layer will always
be composited over black when the Force Premultiplied Output option is
selected. Avid DS Nitris provides a simple method in which you can achieve
this without having to first create a black background clip.

1159

Chapter 1 Compositing

n

Tip: If you want to composite against black in the video track, select the Force
Premultiplied Output option in the Sequence Preferences dialog box. If you
want to composite against black using the Composite effect node, double-click
the node and in the Composite property editor, select the Force Premultiplied
Output option.
To composite clips over a black background using layers:

1. From the timeline, select a clip.
2. From the taskbar, click the Compositing button.
A composite container clip is created and the Compositing layout is
displayed. A layer is also created from the clip.
3. If the clip doesn’t have a matte, create one using a keyer, DVE, matte, or
graphics effect.
4. Add more clips and layers to your composite.
5. Right-click an empty area of the Layers view deselect the Force
Premultiplied Output option, if it’s not already deselected.
The bottommost layer is composited over a black background.

Force Premultiplied Output is
deselected.

Force Premultiplied Output is
selected.

Unpremultiplying with Color
Often you will use clips that have been created in other applications such as
Adobe Photoshop or Adobe After Effects. If the captured clip consists of a
foreground image (and its matte in the alpha channel), which has been
composited and premultiplied with a color background, you can apply the
Unpremultiply with Color effect. It recovers the original foreground image

1160

Compositing with Premultiplied Images

colors, especially in the semi-transparent and motion blur regions, keys out the
background color and premultiplies it with a black background color, so you
can use the clip for other compositing operations.
This effect can also be applied to the Effects Tree. For more information, see
“Unpremultiplying with Color in the Effects Tree” on page 1206.

To unpremultiply with color on the timeline:

1. Using the simple track compositing method, composite the background
and foreground clip on the timeline.

The foreground image
with a matte in its alpha
channel

Background image

The composited result is displayed in the viewer.You’ll notice that dark
areas appear around the edges of the text. When you view the matte, you
will notice the softness around its edges.

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Chapter 1 Compositing

A halo around the text indicates
unwanted artifact

The alpha channel of the text has
a matte that has softness around
the edges.

2. Click the track’s Solo button to only view the foreground image.

Track Solo
button

3. Apply an Unpremultiply with Color effect to the foreground image.
The Unpremultiply with Color property editor is displayed.
4. From the Effects List, select Original Color.

The Original Color property editor is displayed.
5. Click the Color Picker button.
The cursor changes to the eyedropper cursor.
6. In the viewer, select the color that you want to remove and replace with
black.
7. Click the track’s Solo button off to see the result in the viewer.

1162

Working with Layered Photoshop Images

Working with Layered Photoshop Images
When you capture a layered Photoshop image into Avid DS Nitris, each layer
is an individual linked image file, and the layered result is imported as a
sequence in the Avid Explorer. All applied blending or layer operations in
Photoshop are maintained in the new Avid DS Nitris sequence. For more
information, see “Capturing from Layered Adobe Photoshop Files” on
page 477 of the Avid DS Nitris Capture and Output Guide.
When you place a Photoshop sequence on the timeline, the composite is
recreated in a composite container clip. When you open the container clip,
layers are displayed in the Layers view and on the timeline. DVEs are applied
to each clip to position them according to the original Photoshop image, and
the opacity of each layer is adjusted to match the opacity levels in the original
Photoshop image.

n

Tip: Layers that were hidden in the original Photoshop file will be displayed
as part of the composite in Avid DS Nitris. After importing the file, you can
mute the layers that you don’t want to use in the composite.

Layers in Photoshop
Opacity settings
are matched in
Avid DS Nitris.
Text layers are
rasterized.
Layer effects are
ignored in
Avid DS Nitris.

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Chapter 1 Compositing

Photoshop layers in Avid DS Nitris
Opacity settings are matched

All layers are visible

DVE applied
to each clip

Outer glow layer
effects are ignored

In Avid DS Nitris, the following Photoshop features are supported:

1164

Feature

Support in Avid DS Nitris

Color spaces

RGBA 8, 16-bit and grayscale (converted to RGBA 8-bit
images)

Text layers

Text is rasterized on import

Shape layers

Shapes are rasterized on import

Blending modes

Normal only

Working with Layered Photoshop Images

Photoshop Layer Notes and Tips
When you work with Photoshop layers in Avid DS Nitris, there may be times
when you don’t get the same results as those in Photoshop. Try the following:
•

Import only RGB or grayscale images.

•

In Avid DS Nitris, try unmuting the background if it contains transparent
areas and/or export the alpha channel.

•

In Photoshop, apply layer masks to the layer before you import them
into Avid DS Nitris.

Here are some points to consider when working with Photoshop layers.
•

Remember that text or shape layers are rasterized when you import them
into Avid DS Nitris.

•

When the layered Photoshop file is recreated in Avid DS Nitris, the
Output Frame Size option for each DVE is turned off by default to
minimize the size of the sequence. This may create some hard edges on
blur and drop shadow effects. To remove these hard edges, open the DVE
property editor for that clip and select the Output Frame Size option.

•

Remember that effects are applied in a specific order. The order will affect
the outcome of your shot. For layered Photoshop images, you should
always apply effects after the DVE if you don’t want your material to
suffer from hard edge cropping. For more information, see “Processing
Composites” on page 1167.

Using Photoshop Images
Once you have imported the layered photoshop images, you can apply effects
to each layer.
To start using the Photoshop image:

1. Drag the Photoshop sequence to the timeline, and click the Container
Clip button.
Container clip
button

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Chapter 1 Compositing

The composite container clip is displayed in the Compositing layout. On
each clip, a DVE is applied, positioning them according to their position
in the Photoshop file.
2. Mute the layers that you don’t want to appear in the composite.
3. You can blend operations between layers and create effects on each layer.
Deleting Imported Photoshop Files
If you no longer need the sequence and master clips associated with the
Photoshop file, you can delete them along with the corresponding media at
any time.
To delete the imported Photoshop file:

1. Select the folder that was created when you imported the file.
2. Right-click the folder and select Delete Clip & Unused Media.
A message box is displayed, prompting you to confirm deletion of the
Targa files in the \Linked Layers folder.
3. Click Yes to free up the maximum amount of disk space.
The sequence, master clips, and Targa files are deleted.

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Processing Composites

Processing Composites
Most of the composites, effects, and effect nodes that you apply must be
processed to see the results during a real-time playback.
Avid DS Nitris processes each layer independently. It then combines the
results from all layers to process the final composited image for each frame in
your sequence.
Processing is done by selection. You can process the entire sequence or a
specific object in the sequence. Processing can also occur at different stages in
your sequence. When you process a sequence with complex effects,
Avid DS Nitris creates caches at incremental levels. This allows you to make
changes to your effects at any level without having to reprocess the entire
sequence.
When processing the DVE effect, you may notice a slight difference in the
quality of the realtime and the processed DVE. The difference may be more
pronounced for DVEs that are partially processed (part of the clip is realtime,
part is processed). In these cases, it is strongly recommended that you process
the entire effect in order to remove the boundary between the realtime portion
and the processed portion of the effect.

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Chapter 1 Compositing

The operations in the Compositing layout are processed in the following order:

1

An effect applied to a clip
inside the container clip.

2

Effects Tree

Effect nodes applied
to the Effects Tree

3

External mattes are processed from right to left.

4

Layer effects are
processed from
bottom to top

5

Composite and blend
operations are processed
between layers from
bottom to top. The opacity
of the matte is factored
into the process.

1168

Processing Composites

Processing Layered Clips on the Timeline
When you layer clips on the timeline, whether it’s on the Editing layout or
inside a container in the Compositing layout, the timeline ribbon will change
color to indicate that processing is required. If the color is red, then you must
process the clips in order to play them in real time. For more information, see
“When is Processing Needed?” on page 873 of the Avid DS Nitris Editing
Guide.

n

Tip: You can preview the resulting composite before processing all frames in
the sequence. To view the sequence frame by frame, press Ctrl and click Play
in the transport controls.
To process the composite:

1. Select an object or specific time span on the timeline.
2. In the timeline controls, click the Process button.

Process button
Highlighted areas of
timeline ribbon indicate
unprocessed section of
the sequence.

3. Select the appropriate options from the Processing Options dialog box.
4. Click OK to begin processing.
A progress indicator appears at the bottom of your desktop to show the
status of the process.
A progress indicator appears at the bottom of your desktop to show the
status of the process. You can Cancel the process at any time, or press the
spacebar on your keyboard.

n

You can process the container clip while it is open or closed.

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Chapter 1 Compositing

Processing Effect Nodes
As you add effect nodes to the Effects Tree, you will notice that the timeline
ribbon is highlighted indicating whether processing is required. One of the
methods of processing quickly in the Effects Tree is by adding a cache before
processing the entire or a section of the tree.
When working with large trees, it is a good idea to add cache nodes between
effect nodes to process the effects. This will let you play the effects up to the
cache node in real time. For more information, see “Using Cache Nodes in the
Effects Tree” on page 891 and “Creating Caches at Any Level” on page 887 of
the Avid DS Nitris Editing Guide.
To process a node:

1. Right-click a connector between two nodes and select Add Cache
and Process.
A cache node is added to the tree and the Processing Options dialog box is
displayed.

Cache node (indicated in yellow)
added in Effects Tree

2. In the Processing Options dialog box, select the appropriate options.

n

To process more than one cache node at a time, add the cache nodes to the
cache list and then select the Cache List option from the Processing Options
dialog box.
3. Click OK to begin processing.
4. A progress indicator appears on the bottom of the desktop to show the
status of the process.

1170

Chapter 2
Using Effects Trees

Effects Trees are useful in creating and managing complex composites. This
chapter describes how to apply and use effects trees to composite.

Chapter 2 Using Effects Trees

Applying Effects Trees
You can apply an Effects Tree on a clip or track on the timeline or on a Layer.
You can also apply an Effects Tree as a transition on the timeline. You can also
work directly in the Effects Tree of the Compositing layout. For more
information, see “Working with the Effects Tree” on page 1178.

Applying an Effects Tree on a Clip or Track
You can build a quick Effects Tree on a clip or track when you want to apply
an unlimited number of effects on a single clip or track.
To apply an Effects Tree to a clip or track:

1. Apply a clip or track effect to a clip or track—see “Applying Effects” on
page 210 of the Avid DS Nitris Getting Started.
2. From the effect’s property editor, click the Load Preset button.
The Load Preset dialog box is displayed.
3. From the Load Preset dialog box, select Effects Tree.
An Effects Tree is applied to the clip or track, and the Effects Tree
property editor is displayed.
4. From the Effects Tree property editor, click the Expand button.
The Effects Tree view is displayed with the input as the clip or track on
which you have applied the effects tree. You can now add effect nodes to
the tree. For more information, “Working with the Effects Tree” on
page 1178.

Effects Tree
applied to clip
Effects applied in tree

Input from clip

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Applying Effects Trees

Applying an Effects Tree as a Transition
With Effects Trees you can apply a transition between two clips that is
composed of multiple effects.

n

If you build an Effects Tree on the top timeline, you can only have one image
input when it is applied as a clip effect or a single-sided transition. You can
have two image inputs when they are applied as a two-sided transition.
To apply an Effects Tree as a transition:

1. On the timeline, select the edit point between two overlapping clips.
2. Apply a transition, such as a dissolve or wipe—see “Understanding Image
Transition Effects” on page 844 of the Avid DS Nitris Editing Guide.
3. From the transition’s property editor, click the Load Preset button.
The Load Preset dialog box is displayed.
4. From the \Image Transitions folder, select Effects Tree Transition.
An Effects Tree is applied as a transition and the Effects Tree property
editor is displayed.
5. From the Effects Tree property editor, click the Expand button.
The Effects Tree view is displayed.
6. Add effects to the tree by right-clicking on an empty area of the view and
selecting Add Effect.
7. From the \Image Transitions folder, select a transition effect.
In the following example, a Morph transition was added as the transition
in the Effects Tree.
8. Connect the inputs to the effect—see “Connecting Nodes” on page 1179.

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Effects Tree applied as transition

Clip inputs

Transition effect

Converting a Stack of Effects to an Effects Tree
When working on the timeline, you may find yourself with stacks of effects on
clips, track, or the timeline. To save on screen real estate, you can convert
these stacks to an Effects Tree. Another advantage for converting a stack of
effects to an Effects tree is that you can save the entire stack as a preset, which
you can load to another Effects Tree.
You can also select effects on clips, track, and the timeline that you want to be
in an Effects Tree.

To convert a stack of effects on a clip to an Effects Tree:

1. Select the clip or move.
2. Right-click the clip and select Convert Effects Stack to Tree.
The stack of effects is replaced by one effect bar: the Effects Tree bar.

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Applying Effects Trees

n

Tip: To convert the stack of effects of more than one clip, select the clips and
press Ctrl+9. An Effects Tree bar will replace the stacks on all selected clips.
3. Double-click the Effects Tree bar to open its property editor.
4. Click the Expand button.
The Effects Tree view is displayed.

5. Optional: Save the effects in the Effects Tree as a preset. For more
information, see “Loading and Saving Presets” on page 1393.
To convert a selection of effects to an Effects Tree

1. Holding down the Ctrl key and select the effects that you want to be
convert to an Effects Tree.

n

The effects need not be of one type; you can select clip, track or timeline
effects for conversion.
2. With the Ctrl key is still pressed, right-click and select Effects to Tree.
The selected effects are replaced by one effect bar: the Effects Tree bar.

n

Tip: After you make the selection, press Ctrl+9 to convert only the selected
effects to an Effects Tree.
3. Double-click the Effects Tree bar to open its property editor.

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4. Click the Expand button.
The Effects Tree view is displayed.

n

The new Effects Tree bar occupies the total duration of the stack of effects.
If there is an effect in the stack that has a Mix to Color effect before the
conversion to the Effects Tree and has a shorter duration than that of the new
Effects tree bar, the Mix to color effect will not be preserved. As seen in the
effect’s property editor, the Mix to Color will be changed to Mix to Input so as
to preserve its duration.

Applying an Effects Tree on a Layer
With Effects Trees, you can composite multiple inputs on a layer, and add an
unlimited number of effects to these inputs. You can even add Effects Trees to
more than one layer.

n

When you combine an Effects Tree with other effects on a layer, the tree acts as
an input to the other effects. For example, if you create an Effects Tree and
also use the Color Correction effect on the layer, then the Effects Tree acts as
the input to the Color Correction effect and so on, working upwards through
the effects on the layer.
To apply an Effects Tree to a layer:

1. Select a clip on the timeline and click the Compositing button in the
taskbar.
2. In the Compositing layout, select a layer in the Layers view.
The Effects Tree view for the selected layer is displayed.
Within the Effects Tree you can now add inputs and effects to the Effects
Tree. For more information, see “Adding or Removing Inputs To and
From an Effect Node” on page 1179 and “Adding Effect Nodes to a Tree”
on page 1178.

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Applying Effects Trees

Green button
indicates an Effects
Tree on a layer

Timeline tracks input
into Effects Tree

n

Tip: Each layer can have its own Effects Tree. To view the Effects Tree on a
layer, right-click the layer and select Effects Tree (layer).

Opening the Effects Tree View
You can open an Effects Tree view for any effect on the timeline or on a layer.
To open the Effects Tree view, do one of the following:

t

On a clip or track, press Ctrl while you double-click the effect bar above a
clip/track.

t

On a layer, right-click the layer and select Effects Tree (layer).

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Chapter 2 Using Effects Trees

Working with the Effects Tree
In the Effects Tree, you can add unlimited effects, switch one input for
another, delete effects, fold nodes, copy trees, and save tree presets. You can
also save tree presets which you can apply to other clips or Effects Trees.

Adding Effect Nodes to a Tree
After you have accessed the Effects Tree view and decided where to apply
your Effects Tree (on a clip, track, or layer), you can begin adding effects to it.
Effects are represented as nodes in the Effects Tree view.
To add effects to the Effects Tree, do one of the following:

t

Right-click an empty area of the Effects Tree view, and select Add Effect.
In the Load Preset dialog box, select an effect.

t

From a toolbar, drag a preset and place it in an Effects Tree view. When
you drag a preset from a toolbar or the Avid Explorer and place it on top
of a highlighted connector, the preset is automatically inserted between
the connected nodes.

t

From the Avid Explorer, navigate to the \FactoryPresets folder. Select one
or more presets and drag them to an Effects Tree view.
The effects are placed in the tree in the order in which you selected them.

n

Tip: You can select multiple effects in the Avid Explorer (Ctrl-click) and then
press Ctrl while you drag them to the Effects Tree. The effects are added to the
tree already connected to one another, and in the order in which you selected
them.
After you have added nodes to an effects tree, you can connect them together.
For more information, see “Connecting Nodes” on page 1179.

Adding Clips to the Effects Tree
When you add clips to the Effects Tree, you are essentially adding input nodes
that represent the image. Note that you will not be able to view the input node
unless it is connected to the output node. When adding more than one clip, you
can composite them using the Composite effect node which you must in turn
connect to the output node—see “Compositing Multiple Images” on
page 1199.
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Working with the Effects Tree

Input nodes
representing
clips or images

Effect Node

To add an input node, do one of the following:

t

From the Avid Explorer, select a clip and drag it to the Effects Tree view.
To select more than one clip, use the Ctrl or Shift keys to select.
New inputs are added to the Effects Tree and new tracks are added to
the timeline.

t

From the timeline of the Compositing layout, drag a track to the Effects
Tree view.
The new input node is added to the Effects Tree view.
Although you can add multiple inputs to the Effects Tree, they won’t be
visible in the viewer until connected to the output node.

Adding or Removing Inputs To and From an Effect Node
You can add or show inputs (ports) in the effect node. You can also remove or
hide any input. For example, the DVE effect node shows the Foreground and
Background ports by default. You can add or show the Local and Transform
inputs when you want to use them.

n

When working with dynamic effect nodes such as the composite container or
the 3D DVE node, you can add multiple inputs (or ports) to the node.
To add or remove inputs or ports to an effect node:

1. Right-click the effect node and select Add/Remove Inputs.
2. Select the input or port that you want to show or hide.

Connecting Nodes
When you want to connect nodes, you can use kissing, twanging, sticky
connection, or dragging from an output port.

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To connect nodes, do one of the following:

t

Starting position

Kissing: Drag a node’s input port over the output port of another node, so
it “kisses” the edge of the second node, and hold for a fraction of a
second.

Button turns blue when connected

While holding the mouse button down, you can drag the newly connected
node to another node and connect it to that one as well.

“Kissing” second node

t

Final result

Twanging: Drag a node over an existing connector.

The existing connector snaps or “twangs” to the input and output ports of
the node.

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Working with the Effects Tree

n

Tip: If you don’t release the mouse button, you can move the node away from
the connector and no connection will take place. Even though you haven’t
made a permanent connection, the results are displayed in the viewer. This is
handy to quickly see how an effect may affect your tree. If the node has
multiple ports, you can drag the node through the connector until it connects
to the desired input.
t

Sticky connection: Click a node’s output port and release the mouse
button. The connector becomes “stuck” to the pointer. You can move the
pointer over another node’s input port and click to connect it.

Click node’s output port

t

Release mouse button and move
away from node. The connector is
“stuck” to the pointer.

Click node’s input port

Dragging from an output port: Drag a node’s output port towards the
input port of another node.
A connector is displayed from the output port and turns blue to indicate
the output is connected. As you get close to the input node, the connector
snaps to it. If it doesn’t, it is probably because the input node is invalid.

Click output node

Drag to input node

Disconnecting Nodes
To disconnect nodes, you can rip, click a connector, click and drag a connector
from an input port, or drag the input port.
To disconnect nodes, do one of the following:

t

Ripping: Click a node and “shake” or “rip” it away from the other nodes,
or press R and drag a node away from another node or connector.

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The selected node is placed where you release the mouse button. If there
were other nodes connected to the selected node, then the connector will
be joined between the two.
t

Click anywhere on a connector.
The selected connector turns white. When you release the mouse button,
the connector is removed.

t

Click and drag connector: Click the connector that is attached to the
input port and drag it away from the node.
The connector is removed.

To switch one input for another, do one of the following:

t

Disconnect the current input node and connect the new input node to
the effect.

t

Click a track button and drag it over an input node.
If the image contributes to the composite, the viewer and layer thumbnails
are updated.

n

You cannot switch the primary input.

Selecting Nodes
There are many ways to select nodes in an Effects Tree.
To select a node:

t

Click a node’s title bar.
The selected node becomes highlighted.

To select multiple nodes, do one of the following:

1182

t

Right-click an empty area of the view and select Select All.

t

Hold down the Ctrl key and click the nodes (if a node was already
selected, it becomes deselected).

Working with the Effects Tree

t

Drag a selection rectangle around several nodes.

t

Right-click a node and select Select Proceeding Nodes or Select
Subsequent Nodes to highlight all nodes before or after the
selected node.

Collapsing and Expanding Nodes
You can collapse nodes if you want to hide the inputs and effects associated
with them.

View of nodes when collapsed.

View of nodes when expanded.

To collapse a node:

t

Right-click a node and select Collapse.
The selected node is collapsed, which is useful when a node contains
several inputs and you want hide them to maintain as much space as
possible in the view.

To expand a node:

t

Right-click a node and select Expand.
The selected node is expanded.

Removing Nodes
You can only delete input nodes when an Effects Tree is applied on a layer.
Also, you cannot delete the primary input node (usually input 1).

n

Tip: You can also replace effect nodes with another. However, an effect node
can only be replaced with an effect that has the same number of inputs.

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To remove a node:

t

Right-click a node(s), and select Delete.
The node(s) are removed from the Effects Tree. Any connections to other
nodes are also deleted.

To reset an Effects Tree:

t

Right-click an empty area of the view and select Reset All.
All nodes and effects are removed except for the input and output nodes.

Editing an Effect Node
When you open an effect’s property editor from an Effects Tree, you can edit
any effect in the tree. If you have multiple effects in your Effects Tree, you can
select which property editor you want to view.
To edit an effect in an Effects Tree:

t

Double-click an effects node in the tree.
The effect’s property editor is displayed. You can now edit the effect using
the parameters in the property editor. You can also select other effect
nodes in the tree directly from this property editor’s Effect list:

Effect list

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Working with the Effects Tree

n

Effects Trees of folded nodes are not displayed in the Effects list. However,
once you expand the Effects Tree view, you can see them in the tree. Doubleclick the expanded node to display its property editor.
To add an effect to the Effect list:

t

Right-click an effect and select Expose.
The effect is displayed in the Effect list. This is useful if you build a
complex tree, but don’t want to expose its properties in the Effect list. If
you don’t want to expose the properties, deselect this option.

Viewing and Bypassing Nodes
When your Effects Tree grows, it is handy to view or bypass certain nodes in
the tree. For example, you may want to view the output of your tree without a
certain effect. In this case, you can bypass the effect node that you don’t want
to see.
Another example is when you apply several effects and you want to see the
result up to a certain point. In this case, you can view the node previous to that
point. You can only view one node at a time.
You can also select to view nodes in separate viewers. This is handy, for
example, if you want to match the colors in one clip with those of another.
To bypass a node:

1. Select the effects that you want to bypass.
2. Right-click a node and select Bypass.
You can also hit B on your keyboard.
The node’s output port turns orange, and the viewer updates to display the
tree without the effect that you bypassed. Bypassed nodes will not
be processed.
To view a node:

1. Select the node whose output you want to view.
2. Right-click a node and select View.
The output of the selected node is displayed in the viewer and the effect’s
output port turns green.

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Chapter 2 Using Effects Trees

n

Tip: If your Effects Tree starts getting large, it’s a good idea to add a cache
node between some of the effects and process them. This will save you time
and let you play the effects up to the cache node in real time. For more
information, see “Creating Caches at Any Level” on page 887 of the
Avid DS Nitris Editing Guide.
To view an effect in a floating viewer:

t

Right-click a node and select Open Viewer.
The output of the node (with any applied effects) is displayed in its
own viewer.

Folding Nodes
When working with large Effects Trees, it can be difficult to navigate the tree
and locate your effects. “Folding” nodes into a new Effects Tree node can help
organize your view.
All output connections for folded nodes can’t be reconnected when:
•

You select effects that have their output ports connected to two different
nodes and try to fold them. Since a folded node only has one output port,
only one of the output ports of the effects inside the folded tree will be
connected to the output.

•

You select nodes that aren’t in a series (for example, you have three effects
and you select 1 and 3) and fold them; connection to the input node will
be lost.
In these situations, you will be prompted to undo the folding to regain all
connections.

n

1186

Tip: In your user preferences, you can make new nodes automatically fold and
group when they’re added to the Effects Tree, and automatically expand
existing nodes when you position the pointer over them. Select File > User
Preferences (Effects Tree property page).

Working with the Effects Tree

To fold nodes:

1. In an Effects Tree, select the nodes you want to fold or group.
Selected nodes

2. Right-click one of the selected nodes and select one of the following:
-

Fold Minimal

-

Fold All

The selected nodes are placed in a new Effects Tree with a red border, which only displays
the inputs that are directly connected to the effect that feeds the new Effects Tree.

Fold Minimal

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The selected nodes are placed in a new Effects Tree with a red border, which
displays all inputs, both connected and unconnected, from each effect.

Fold All

To unfold nodes:

t

Right-click the folded Effects Tree and select one of the following:
-

Unfold
The nodes are placed in the parent Effects Tree.

-

Unfold and Repel
The nodes are placed in the parent Effects Tree. Any nodes that were
close to the folded are repelled away from the nodes as they are
unfolded.

Attracting or Repelling Nodes
When you have many nodes in an Effects Tree, sometimes it’s easier to focus
on a group of nodes by pushing other nodes away from the group. You can
repel or attract nodes to/from selected nodes.
Nodes are attracted or repelled by an amount that is a factor of the size of the
selection. If you select a bigger node, then nodes will be repelled or attracted
farther than if you select a smaller node.

n

1188

Tip: You can set the amount at which nodes are repelled in the User
Preferences dialog box. Select File > User Preferences (Effects Tree property
page).

Working with the Effects Tree

To repel nodes:

1. In the Effects Tree, select the nodes that you want to remain stationary.

2. On your keyboard, press the equal (=) key.

All nodes in the tree are pushed away from the selected nodes.

n

Keep in mind that when you select nodes, they must fall together within a
square region to be repelled/attracted. For example, if you have four nodes
positioned in two rows and you select two nodes diagonally, then attracting
and repelling will not work.
To attract nodes:

1. In the Effects Tree, select the nodes that you want to remain stationary.
2. On the keyboard, press the minus (–) key.
All nodes in the tree are pulled closer to the selected nodes.
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Organizing Nodes
When creating complex effects using the Effects Tree, you may end up with a
large number of nodes all over the Effects Trees workspace. To work more
efficiently and to have a clear idea of which node is connected to which, it’s
best to organize your Effect Tree as you work.

There are two ways of organizing nodes:
•

Arranging all nodes in the Effects Tree in a more coherent or structured
manner displaying all the input, effect, and output nodes.

•

Sorting a selected number of nodes, or a branch of the Effects Tree, to
display how they are connected.
If you have not selected any node(s), then organizing the branch will
rearrange itself around the output node. Unlike the Organize All Nodes
option, you will notice that the nodes are not framed. Instead, the focus is
on the selected nodes. To frame the Effects Tree, select the Frame All
option.

n

Tip: To save vertical space in the Effects Tree, you can use the Densely
Organize All Nodes or Densely Organize Branch options. For more
information, see “Effects Tree Menu” in the Help.
To organize nodes in the Effects Tree:

t

1190

Right-click the Effects Tree and select one of the following:

Working with the Effects Tree

Command

Shortcut

Organize Branch

Shift + ]

Organize All Nodes

Shift + [

Densely Organize Branch

[

Densely Organize All Nodes

]

Renaming Nodes
When you add several similar effects, such as color correction, it may become
difficult to differentiate between each effect. Renaming the effect nodes makes
it easier for you to locate them in a tree.

n

You cannot rename input or output nodes. However, since the second part of
an input port’s name in an Effects Tree is derived from a track, you can
rename the track. The name will be propagated to the input node.
To rename an effect node:

1. Do one of the following:
t

Right-click the node and select Rename Effect.

t

Alt + click the name.

2. Enter a new name for the node.
Renaming Input Ports
You can rename an input port’s name using the input’s name to help you
determine the node from which an input originates.
To rename node input ports, do one of the following:

t

Right-click a node’s input port name, and select Rename Input.

t

Alt + click the input port name.

t

Right-click a node and select Use Input Names.

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Chapter 2 Using Effects Trees

The name of the node connected to the input port is appended to the input
port’s name and number. For example, if a Blue-Green keyer is connected
to Input 1 of a Composite node, then the input port’s name will be
displayed as Input 1 - Blue Green Keyer when you select this option from
the Effects Node menu.

n

Tip: You can set the Use Input Names option as the default in the User
Preferences dialog box. Select File > User Preferences (Effects Tree property
page).

Displaying Tooltips
Tooltips are handy when you’re working with a zoomed-out tree and the node
or input names are difficult to see. You can display tooltips on nodes, node
input names, and connectors. You can also determine how quickly tooltips are
displayed when you position the pointer over these objects.
To display tooltips on nodes, connectors, and node inputs:

1. Select File > User Preferences.
2. On the Effects Tree property page, select one or more options from the
Tooltip Settings box.

Zooming the Effects Tree
Zooming the Effects Tree lets you focus on one part of your tree, which may
be useful in complex trees with many effects.
To zoom the Effects Tree:

t

Position the pointer over a node from which you want the Effects Tree to
zoom in or out and do one of the following:
-

Press Z+right-click the Effects Tree and drag right or left.

-

Press Z and drag a selection around the nodes you want to zoom in.
Press Z and click in the Effects Tree to go back to the original size.

-

Press Alt+Z to zoom in on the Effects Tree or press Alt+X to
zoom out.
The Effects Tree incrementally zooms in or out each time you press
the key commands.

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Working with the Effects Tree

n
n

Tip: You can set the amount at which the incremental zoom takes place by
selecting the Steps option in the Mouse Zoom box in the User Preferences
dialog box. Select File > User Preferences (Effects Tree property page).
When you apply an Effects Tree to a clip or track, it can only use one input:
from the clip or track. If you want to create a multi-input effect, apply an
Effects Tree on a layer.

Using the Birds Eye View
The Birds Eye view lets you interactively move an Effects Tree to see nodes or
effects that are outside the current view.
To use the Birds Eye View:

1. Right-click an empty area in the Effects Tree view and select Birds Eye
View.
Close view
Darker region indicates
there are more nodes
and/or effects outside the
Effects Tree view.

1

2

2. Drag your cursor over the light-colored region in the Birds Eye View to
reveal more nodes and effects.
The open hand changes to a closed hand to show that you’re dragging the
view. The Effects Tree moves accordingly to display more nodes and
effects.
3. To close the view, click the Close button in the top-right hand corner.
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Chapter 2 Using Effects Trees

Saving and Loading Trees
Once you create a complex tree, you can save it as a preset and reuse it in an
existing tree or apply it as a clip or track effect. When you save a tree, all the
nodes that comprise the tree including the source (input), effects, and output
are saved with the tree.
You can also add an Effects Tree preset to an existing tree or replace the tree
with a preset.
Saving an Effects Tree
After creating an effects tree, you can save it as a preset. If you want to apply
an Effects Tree preset to a clip or track, it can only have one input.
To save an Effects Tree as a preset:

1. Do one of the following:
t

On a clip, track, or transition, double-click the Effects Tree effect bar.

t

In an Effects Tree view, right-click an empty area and
select Properties.

The Effects Tree property editor is displayed.
2. In the Effects Tree property editor, click the Save Preset button.
3. In the Save Preset dialog box, select a folder, type a name and description
for your preset, and click OK.
The preset is saved in the folder you selected.

n

If you try to save an Effects Tree from an effect’s property editor, only the
current effect will be saved as a preset. Make sure you select General from the
Effect list before you save the Effects Tree.

Loading an Effects Tree
Before loading an Effects Tree, you may want to view it first.
To view an Effects Tree:

1. Double-click the Effects Tree preset node.
The Effects Tree Preset property editor is displayed.

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Working with the Effects Tree

2. In the Effects Tree property editor, click the Expand button.
The Effects Tree view is displayed in a floating window.

To load an Effects Tree:

1. Right-click an empty area of an Effects Tree view and select Add Effect.
The Load Preset dialog box is displayed.
2. Browse through the folders and select a preset.
The Effects Tree preset is added to the current Effects Tree view. It looks
like any other effect node.
3. Connect the preset node to the tree.

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Effects Tree preset

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Using the Effects Tree to Composite

Using the Effects Tree to Composite
The Effects Tree can be used to composite multiple images and combine
multiple effects. Some artists prefer this method because it visually maps out
the nodes of the tree. This section includes examples of how the Effects Tree
can be used to composite images.

Using External Mattes in the Effects Tree
An external matte is a matte taken from one clip and applied to another.
External mattes may already exist with a clip or you can create one by adding
a keyer effect on the clip. You can also use the alpha or RGB component of
another clip as the external matte. In the example for “Using the Shapes
Tools” on page 1138, the matte created can be applied to another clip as an
external matte. Sometimes, you may be provided with a matte clip that you use
for compositing.
There are three methods for adding external mattes: using the Effects Tree,
using the Layers view, and using matte containers. For the Layers view and
matte container methods, see “Using External Mattes in the Timeline and
Layers View” on page 1141.

RGB clip
without a matte

Composite result

Background clip
External matte clip

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To add an external matte to the Effects Tree:

1. In the Effects Tree, add Composite effect node and connect it to the
background as shown here:

2. Drag the clip that you want to use as the foreground to the Effects Tree.
3. Drag the external matte clip to the Effects Tree.
4. Add the Key Combiner - Luma effect (\Tree Effects folder) to the tree
and connect the nodes as shown here:

You are using the Luma channel of your external matte as a source for the
alpha and combining this alpha channel with RGB channels of the clip
(TextRGB)

n

If you want to combine the alpha channel with the RGB channels of the clip
using the alpha channel of the matte as the source for the alpha, use the Key
Combiner - Alpha effect. You can also open the Key Combiner property editor
and select the source from which to map the output image’s alpha channel.

Compositing Two Layers
The Over effect is a real-time effect which lets you composite two images.

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Using the Effects Tree to Composite

To composite two layers:

1. In the Layers view, click a layer to display its Effects Tree.
2. Right-click in the Effects Tree and select Add Effect.
3. From the \Tree Effects\Blending Operations folder, select Over.
4. Connect the input nodes to the Over node as follows:

5. In the Options property page, select the appropriate options.
6. Click OK to begin processing.
7. A progress indicator appears on the bottom of the desktop to show the
status of the process.

Compositing Multiple Images
In an Effects Tree, the Composite effect node lets you composite upto 64
images. Open the Composite node's property editor to get a visual interface of
the input images, which is similar to the Layer’s view.
Compositing is from bottom to top, so the order the images appear in the
Composite effect property corresponds to the order of the images on the
timeline of the composite container represent the output image of the Effects
Tree. The result of all the nodes is fed to the output node which is displayed in
the viewer.

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Output shows the result
of the composite

L1 input corresponds to
the bottommost layer
Blending
Operations

In the composite effect node, you can mix and apply blending operations
between images. You can also ensure that the result of the composite has valid
RGBA colors. This is very useful when the inputs you are using are derived
from a .psd file. You should select the Clamp to Valid Color option to
maintain any blending operations that were originally performed in
Photoshop.
You can also set the premultiplication state for each input. For more
information on premultiplication, see “Compositing with Premultiplied
Images” on page 1153.
When you use several Composite effects or use a Composite effect with a
layer or other effects in the same tree, you may need to export the effect’s
alpha channel in order for it to be correctly composited.
To apply the Composite effect:

1. In the Layers view, click a layer to display its Effects Tree.
2. From the \Tree Effects folder, select the Composite effect.

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Using the Effects Tree to Composite

3. Connect the input nodes to the Composite node, and the output node from
the Composite node to the Output node.
If your inputs already have mattes, then you’ll see the composited result in
the viewer. If they don’t have mattes, you can create them using any of the
keyer, matte, or graphics effects. You can also add an external matte to an
input using the Matte Composite effect. For more information, see
“Working with Mattes” on page 1136.

n

Tip: By default, the Composite effect node opens with only two inputs. To
automatically create new inputs ports in the Composite node, hold down the S
key when connecting input nodes to the Composite node. To quickly add input
ports to the Composite node, press down the A key and the D key to delete
input ports.
4. Double-click the Composite node to display the Composite
property editor.
5. On the General property page, set the following properties:
-

Output premultiplication settings

-

Opacity and mix settings

-

Required inputs to the correct premultiplication setting.
By default, all clips are set to Auto, which will maintain the clip’s
current premultiplication setting.

-

n

blending operations between inputs

If the output does not display the results you expect, the premultiplication
setting of the image was probably incorrectly set when it was imported. On the
General property page change the input’s premultiplication setting. For more
information, see “Changing the Premultiplication Setting” on page 1156.
6. On the Masking property page, specify whether or not to use a mask for
the effect. By default, the effect is applied to the RGB and alpha channels.
You can derive masks from the alpha of the input clip or an external matte
from another clip.
7. On the Masking property page, set the Mix Parameter to blend the result
of the effect with the original input or a color.
8. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

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Chapter 2 Using Effects Trees

Uncompositing Foreground from the Background
You can recover the original foreground from the background image by
applying the Uncomposite from Bgnd effect in the Effects Tree. You can then
use the clip for other compositing operations. You must have a matte in your
alpha channel and the clean plate of the original background.
In the following example shows you how the foreground image, the text is
uncomposited from the original background and then composited over a
different background.

Original image

The foreground composited over a
new background

To uncomposite the foreground image from the background:

1. Drag the clip that you want to use to the timeline and switch to the
Compositing layout.
2. If the matte is available as an separate clip, you will need to combine it
with the color channels using the Uncomposite with Bgnd effect. To do
this, add the matte clip to the tree and connect using a Key Combiner Luma effect.

3. Add the original background to the Effects Tree.
4. Add the Uncomposite From Bgnd effect and connect as shown here:

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Using the Effects Tree to Composite

The result is shown in the viewer.

The foreground image is
now uncomposited from
the gradient background

5. Add a new background image to the Effects Tree.
6. To composite the foreground image on the new background, add the Over
effect in the Tree Effects\Blending Operations folder.

The result is shown in the viewer.

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Chapter 2 Using Effects Trees

Combining Separate RGB and Alpha Channels
You can combine separate RGB channels of an image with an alpha channel
that was created from the channels of another image. The Key Combiner
(Alpha or Luma) effect is useful for this operation when you:
•

Want to use an external matte as a clip’s alpha channel, or

•

Produce a logo or text in another application in which the RGB and alpha
channels have been exported separately and you want to combine them in
Avid DS Nitris.

When applied as a clip or track effect, only the RGB input is used. The Key
Combiner effect is useful when you want to invert an image’s alpha channel or
fill the alpha channel so that it’s opaque. Filling the alpha channel reduces
processing time and disk space.

n

With Avid DS Nitris Editor, you can apply this effect as a tree effect, however,
you will not be able to view the nodes within the Effects Tree.
To combine separate RGB and alpha channels:

1. Create an Effects Tree on a layer.
2. Add the image that you want to use as the alpha channel’s source.
3. Add the image that contains the RGB channels that you want to combine
with an alpha channel.

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Using the Effects Tree to Composite

RGB
Key
Combiner

RGB image (Input 1)

Alpha

Key Combiner result
(RGBA image)

RGBA image (Input 2)

4. Add the Key Combiner effect to the tree and connect it as shown here:
Composited result

Background image

RGB
Alpha
Key Combiner
result

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Chapter 2 Using Effects Trees

The RGB image is combined with the alpha channel. You can apply more
effects to the RGBA image or composite it over another image as shown
in this example.
5. Open the Key Combiner - Luma property editor.

n

If you use the Key Combiner effect as an input to a Composite node and the
output does not display the results you expect, change the input’s
premultiplication setting in the Composite property editor. For more
information, see “Changing the Premultiplication Setting” on page 1156.
6. On the Alpha property page, map the output image’s alpha channel to one
of the following: alpha, luma, red, green, fill or clear.
7. On the Masking property page, select an option if you want the Key
Combiner to use a mask. You can also set the Mix Parameter to blend the
result of the effect with the original input or a color.
8. In the Options property page, select the appropriate options.
9. Click OK to begin processing.
10. A progress indicator appears on the bottom of the desktop to show the
status of the process.

Unpremultiplying with Color in the Effects Tree
Often you will use clips that have been created in other applications such as
Adobe Photoshop or Adobe After Effects. If the captured clip consists of a
foreground image (and its matte in the alpha channel), which has been
composited and premultiplied with a color background, you can apply the
Unpremultiply with Color effect.
It recovers the original foreground image colors, especially in the semitransparent and motion blur regions, keys out the background color and
premultiplies it with a black background color, so you can use the clip for
other compositing operations.
For more information on premultiplication, see “Compositing with
Premultiplied Images” on page 1153.

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Using the Effects Tree to Composite

To unpremultiply with color in the Effects Tree:

1. Drag the background clip to the timeline and switch to the Compositing
layout.
2. Add the foreground clip to the Effects Tree. If you are using an external
matte, add the matte clip and connect both clips to a Key Combiner effect
node.
3. Add a Composite effect node and connect as shown here:

The composited result is displayed in the viewer. You’ll notice that dark
areas appear around the edges of the text containing the colors from the
original background. When you view the matte, you will notice the
softness around its edges.
4. Double-click the Composite node to open its property editor.
5. Select the foreground image and click its Solo button. This will enable
you to work with the Unpremultiply with Color effect on the foreground
image displayed in the viewer.

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Chapter 2 Using Effects Trees

6. Add the Unpremultiply with Color effect between the foreground image
and the Composite effect node.

7. Double-click the Unpremultiply with Color effect.
The Unpremultiply with Color property editor is displayed.
8. From the Effects List, select Original Color.

The Original Color property editor is displayed.

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Using the Effects Tree to Composite

9. Click Color Picker.
The cursor changes to the eyedropper cursor.
10. In the viewer, select the color that you want to remove and replace with
black.
11. In the Composite property editor, click the Solo button of the foreground
image off to see the result.

Compositing Multiple Mattes
The Matte Composite effect lets you composite multiple mattes together.
These mattes are combined in the order in which they appear using various
matte compositing operations.
You can use the R, G, B or alpha channel from an image or effect as the inputs
to the Matte Composite effect. In the example below, two RGB images are
composited together using the Matte Composite effect. The alpha output of
this effect is then combined with the RGB channels of the sky using the Key
Combiner effect, and then composited over the car image.
You can also choose to use a separate matte as a mask for the composited
mattes. The Matte Composite effect behaves in the same manner as when you
apply an external matte to a layer. For more information, see “Using External
Mattes in the Timeline and Layers View” on page 1141.

n

With Avid DS Nitris Editor, you can apply this effect as a tree effect, however,
you will not be able to view the nodes within the Effects Tree.
The following example shows you how external mattes are added to an
Effects Tree.

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Chapter 2 Using Effects Trees

External
mattes
(input from
timeline
tracks)

Input external mattes using Matte Composite effect

External mattes added to layer

To composite multiple mattes:

1. Apply the Matte Composite effect to an Effects Tree.
The effect’s node is added to the tree.
2. Add the images that you want to use as mattes to the Effects Tree.
Each image is displayed as an input node in the tree.
3. Connect each input to the Matte Composite node.
4. On the General property page, select the channel that you want to use in
the composite, as well as the matte compositing operation you want to
apply between each input. The default operation is Min. You can also use
an invert of the RGB or alpha channels.
5. On the Masking property page, select one of the following from the Mask
box:
1210

None to not use any external matte.

Using the Effects Tree to Composite

-

Alpha to use the alpha channel from the background (input 1). The
composited mattes are applied using the alpha channel from the
background as a mask.

-

Mask Input to use the matte from an external source when you
connect it to the Mask Input of an effect in the Effects Tree. The
composited mattes are applied using the matte from another image or
effect.

You can also use the alpha, the luminance of the RGB, the separate red,
green, or blue channels, or an invert of any of these as the input for the
external matte.
6. On the Options property page, select the appropriate options.
7. Connect the output of the Matte Composite effect to the input of another
image or effect.
Click the Help button for detailed information on the Processing options.

Applying Blending Operations in the Effects Tree
The Composite effect node lets you apply blending operations between input
images.
By default, the blending operations are set to Over and the result is displayed
in the Output area. You can apply the operations independently on the RGB
and alpha components of each input.
Most operations that you select for the RGB channels are automatically
applied to the alpha channel. You can, however, change the alpha operation
separately. These operations are the same as those found on each layer.
For more information, see “Interlayer Alpha Menu and Interlayer RGB Menu”
in the Help.

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Chapter 2 Using Effects Trees

Output area

Blending operations for
RGB and alpha channels.

To apply blending operations in the Effects Tree do one of the following:

t

Right-click the RGB or alpha operator between the two layers on which
you want to apply the operation, and select an operator from the menu.
The results of the composite is displayed in the Output area.

t

From the \Tree Effects\Blending Operations folder, drag a blending
operation preset to the Effects Tree.
The blending operation is automatically applied between the layer, and the
result is displayed in the Output area.

n

1212

You can use the alpha or luma in the foreground image to mask the blending
operation against the background. Select Use Alpha as Mask or Use Luma as
Mask from the Interlayer RGB menu.

Using the Effects Tree to Composite

Blending operation in the Effects Tree

Result in the
Output area

Blending operation
automatically applied

Mapping Luminance Variations between Clips
The flicker effect lets you map the variations in the luminance of one clip to
another clip. This effect is useful if, for example, you have a background clip
with flickering fire and you want to composite another clip (a man) on top that
doesn’t have the flickering. You can map the luminance variations from the
fire to the man.

n

With Avid DS Nitris Editor, you can apply this effect as a tree effect, however,
you will not be able to view the nodes within the Effects Tree.

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Original

Luminance in face changes to
match luminance in fire

To use the Flicker effect:

1. Place the clip you want to use as a reference on the timeline. This is the
clip (fire) whose luminance values you want to map to another clip.
2. Create a composite container clip.
The Compositing layout is displayed.
3. Click the layer to display the Effects Tree.
4. From the Avid Explorer, drag the clip (man) to which you want to apply
the luminance values to the Effects Tree.
The clip is added as an input node in the Effects Tree.
5. Add the Flicker and Composite effects to the Effects Tree.
6. Connect the nodes as follows:

7. Double-click the Flicker node.
The Flicker property editor is displayed and a small selection rectangle
(the luminance box) is displayed in the viewer. Since you want to map the
luminance values of the background clip to the man clip, only the
background clip is displayed. To view the man clip separately, deselect the
Output Reference option.
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Using the Effects Tree to Composite

8. On the Black property page, position the luminance box over an area
containing the level of black to which you want to choose as a reference.

n

Tip: You can also draw a new luminance box in the viewer by clicking in the
viewer and dragging over an area.
9. Click Set as Reference Frame.
The black luminance is set and the property editor displays the reference
luminance swatch, as well as the timecode for the chosen frame.
10. Verify each frame in the clip to determine if the luminance box is in the
correct position. If the area you set for the reference frame moves from
frame to frame, you need to move the luminance box in each frame so that
it covers the same area.
11. Set a keyframe on the frames on which you reposition the luminance box.
12. Repeat steps 8 to 11 for the White property page, if required.
13. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
14. On the Options property page, select the appropriate options.

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Chapter 2 Using Effects Trees

1216

Chapter 3
Keying

Keying lets you combine a foreground image over a background image using a
matte. This chapter describes how to use Avid DS Nitris keyers.

Chapter 3 Keying

About Keying
Applying the keyer as a clip or track effect on a video track lets you composite
clip over another clip on a background track underneath it. Applying the keyer
to layers or trees lets you create a more complex composite, such as multiple
keys on multiple layers. When keying, you can use a matte that is already
combined with the foreground image, or create your own using any of the
Avid DS Nitris keyers. You can create a key based on HSL, YCbCr, or RGB
color values or on luminance values.

1218

Using the Blue-Green Keyer

Using the Blue-Green Keyer
The Blue-Green Keyer effect lets you create a matte based on a blue or green
background color. Once the matte is created, you can composite the clip over
another one. If you want to key out a background color other than blue or
green, use the HSL or Chroma keyer.
The following example shows you how a matte is created for a woman who is
filmed against a green screen and composited over a medieval glowing
background.

Creating a Basic Matte
Once you apply the keyer, you can create a basic matte and then fine-tune it
using the Blue-Green Keyer property editor.
To create a basic matte:

1. Apply the Blue-Green Keyer effect to a clip, track, or layer, or in an
Effects Tree.
The Blue-Green Keyer property editor is displayed.
2. On the Key property page, select the Keep Original Alpha option if your
image has an existing matte that you want to keep.
3. Right-click the viewer and select Comparison Buffer > Use
Comparison Buffer or press Alt+1 (one). Using the comparison buffer,
you can view a snapshot of the image as it is currently and then compare
the results to the key as it progresses—see “Using the Comparison
Buffer” on page 914 of the Avid DS Nitris Editing Guide.

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Chapter 3 Keying

4. Right-click the viewer and select Comparison Buffer > Grab or
press Alt+2.
5. Resize the comparison buffer, so you can view the edge of the lady’s
dress.
The image is saved. This lets you view the current image with an image
later in the key process.

6. Press Alt+1 to turn off the comparison buffer for now.
7. Click Pick Key Color.
The cursor changes to the eyedropper cursor when you move it over
the viewer.

Pick cursor

8. In the viewer, click the color that you want to key out.
A matte based on the selected color is created. This color is displayed in
the color swatch beside the Pick Key Color button.
9. Click the Output Matte button to see the initial matte created by the
keyer.

1220

Using the Blue-Green Keyer

10. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

Fine-tuning the Matte
The Blue-Green Keyer property editor contains several property pages from
which you can fine-tune your matte, crop the image, create a garbage matte,
track the garbage matte, create a spill matte, and apply spill correction.
To fine-tune the matte:

1. In the Blue-Green Keyer property editor, select the Key tab.
2. Adjust the Cleanup controls to increase or decrease the threshold between
the foreground and background. Higher values remove more foreground.
3. Adjust the Foreground Presence controls. Higher values remove
semitransparency from the foreground image.

Semitransparent areas
are removed.

4. On the Matte property page, select the Output Matte option to display
the matte in the viewer.

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Chapter 3 Keying

Since all the changes you make are applied to the matte and not the RGB
channels, you should display the matte while you work.
5. Adjust the opaque and transparent areas of the matte by doing the
following:
t

Click the Pick BG button and then click the background areas of the
matte in the viewer.
Semitransparent areas of the background become transparent. You
can continue clicking the viewer to force more areas to become
transparent.

t

Click the Pick FG button and then click the foreground areas of the
matte in the viewer.
Semitransparent areas of the foreground become opaque. You can
continue clicking in the viewer to force more areas to become opaque.
Many times it is necessary to switch between picking the foreground
and background, so some areas that should be transparent don’t
become opaque and opaque areas don’t become transparent.

n

Tip: Use the sliders to adjust semitransparent areas making them transparent
or opaque.
6. Deselect the Output Matte option to view the progression of the key.
7. Press Alt+1 to turn on the comparison buffer.
Now you can see the edges and compare them to the original image. As
you can see, there’s some softness around the edges that need to be
removed.

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Using the Blue-Green Keyer

8. In the Size box, click the Apply button.
9. Shrink the size of the matte until there is no more green around the edge
of the lady’s dress.

10. Turn off the comparison buffer.
11. On the Shapes property page, select the Output Matte option.
12. Use the graphics tools on this property page to create a garbage matte.
You can also apply a blur to the shape, or fill the inside or outside of the
shape. In this example, two rectangles were drawn with Fill Inside set to 0.
These rectangles cover the garbage on both sides of the lady. You can also
animate the shapes on this property page if the garbage matte obscures
your image at any point.
13. If the image moves or scales, you may need to animate the shapes in the
garbage matte. You can do this by tracking the shapes to the object or
other objects—see “Using the Shape Tracker” on page 1363.

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Chapter 3 Keying

Creating a Spill Matte
The spill matte is derived from a selected key color. Any areas of the
foreground image that contain black or gray are replaced by the spill replace
color. For example, if an area has black, then 100% spill replace color is
applied. If an area has 50% gray, then 50% spill replace color is applied.
To create a spill matte:

1. In the Blue-Green Keyer property editor, select the Spill Matte 1 tab.
2. Make sure the Apply option is selected (by default it is selected) to apply
the spill matte to the image.
3. Select the Output Spill Matte option to view the spill matte.

n

Make sure that the Output Matte option is deselected on the Matte property
page or you won’t see the spill matte.
4. Use the Softness and Threshold controls to adjust the spill matte.

1224

Using the Blue-Green Keyer

The Softness slider adjusts the range between transparent and opaque
areas of the spill matte. The Threshold slider adjusts the spill correction
area.
5. On the Spill Matte 2 property page, use the controls to further adjust
the matte.
6. On the Spill Replace property page, use the controls to adjust the amount
and hue of spill color in an image’s RGB channels.
7. Deselect the Output Spill Matte option to see how the image is
composited and to view the spill.
In this example, there is green spill around the edges of the woman, as
well as in her dress.

Green spill

Enlarged area
showing spill.

8. To select a hue to replace the spill hue, do one of the following:
t

Click the Pick Hue button and click a color in the viewer.

t

Drag the color selector in the color wheel to the hue and saturation
that will replace the current spill hue and saturation.

9. Fine-tune the replacement color using the Hue and Saturation controls.
10. Use the Luma Gain controls to multiply the original luminance by the
value you select. A value of 100 represents the original luminance.
11. Use the Luma Brightness controls to add to the original luminance by the
value you select. A value of 0 represents the original luminance.

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Chapter 3 Keying

1226

Spill Subtraction

Spill Subtraction
After keying out a color background with any Keyer effect, a colored fringe
may remain around the foreground image. To quickly remove this “leftover”,
you can apply the Spill Subtract effect. It lets you “subtract” the contribution
of the background color from the spill areas to recover the original foreground
color once an initial key matte has been extracted.
Note the following:

•

You can only use the Spill Subtract effect directly after applying a Keyer
effect and if there are unwanted artifacts around the foreground image.

•

The clip on which you are applying the Spill Subtract effect must have a
matte; an internal or external matte.

•

You cannot use the Spill Subtract effect if Spill Correction or Spill
Replacement stages have already been applied. If any of the color
channels of the foreground image have been manipulated with other
techniques, you will not achieve the best results.

•

If you are working with a Blue-Green Keyer or Chroma Keyer effect,
make sure that the Apply option in the Spill Replace property page and
the Force Premultiplied option in the Matte property page are not
selected.

The following example shows you how the Spill Subtract effect is applied on
the timeline and Effects Tree to remove the green area left behind after a BlueGreen Keyer is applied to the foreground image.

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Chapter 3 Keying

Applying a Spill Subtract on the Timeline
You can apply the Spill Subtract as a clip, track, or timeline effect.
To apply the Spill Subtract effect on the timeline:

1. On the timeline, select the foreground clip on which a Keyer effect has
been applied.

2. From the toolbar, select Video Effects > Spill Subtract.
The Spill Subtract effect is applied on top of the Keyer effect and its
property editor is displayed.
3. Click the track’s Solo button to only view the foreground image.
4. From the Effect’s List, select Original Color.

The Original Color property editor is displayed.
5. Click Color Picker.
The cursor changes to the eyedropper cursor.
6. In the viewer, select the color that you want to subtract. This color is the
original background color you picked to generate the initial key matte.

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Spill Subtraction

7. Click the track’s Solo button off to see the result in the viewer.

Applying a Spill Subtract in the Effects Tree
You can apply the Spill Subtract effect as an effect node in the Effects Tree.
To apply a Spill Subtract effect in the Effects Tree:

1. On the timeline, select the clip to be used as the background image.
2. From the taskbar, click the Compositing button.
A composite container clip is created from the clip, which is placed in the
Layers view.
3. From the Avid Explorer, select the foreground clip and drag it to the
Effects Tree.
4. From the \Tree Effects folder, add the Composite effect and composite the
foreground over the background image.
5. Apply the Blue-Green Keyer effect to key out the background color.

6. From the \Image Effects folder, add the Spill Subtract effect and connect
after the Blue-Green Keyer effect as shown here:

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Chapter 3 Keying

7. Double-click the Spill Subtract effect to open its property editor.
8. Do one of the following:
t

Click the track’s Solo button in the timeline to only view the
foreground image

t

Open the Composite property editor, select the foreground image, and
click its Solo button.

9. From the Effect’s List, select Original Color.
The Original Color property editor is displayed.
10. Click Color Picker.
The cursor changes to the eyedropper cursor.
11. In the viewer, select the color that you want to subtract.
12. Deselect the Solo button to see the result in the viewer.

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Using the Chroma Keyer

Using the Chroma Keyer
The Chroma Keyer effect lets you create a matte based on color. If you want to
create a matte based on a blue or green background color, use the Blue-Green
Keyer effect.
In the following example, the Chroma Keyer effect was used to create a matte,
which in turn was used to change the color of the sky from bright blue to aqua
using the Color Correction effect.

Before

After

Creating a Basic Matte
Once you apply the keyer, you can create a basic matte and then fine-tune it
using the Chroma Keyer property editor.
To create a basic matte:

1. Apply the Chroma Keyer effect to a clip, track, layer, or tree.
The Chroma Keyer property editor is displayed.
2. On the Key property page, select the Keep Original Alpha option if your
image has an existing matte that you want to keep.
3. Click the Pick Key Color button.
4. In the viewer, click the color that you want to key out.
A matte based on the selected color is created. This color is displayed in
the color swatch beside the Pick Key Color button.
5. Click the Output Matte button to see the matte.

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Chapter 3 Keying

Since all changes you make are applied to the matte and not the RGB
channels, you should display the matte while you work.

6. On the Masking property page, specify whether you’re using a mask for
the effect or not. By default, the effect is applied to the RGB and alpha
channels. You can derive masks from the alpha of the input clip or an
external matte from another clip.
7. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

Fine-tuning the Matte
The Chroma Keyer property editor contains several property pages from
which you can fine-tune your matte, crop the image, create a garbage matte,
track the garbage matte, create a spill matte, and apply spill correction.
To fine-tune the matte:

1. In the Chroma Keyer property editor, select the Key tab.
2. From the Tune box, adjust the Chroma Tolerance controls. Lower values
add more foreground; higher values remove more foreground.
3. Adjust the Gain and Lift controls. Gain lets you add more opacity to the
matte, and Lift adds more transparency to the matte.
4. On the Matte property page adjust the opaque and transparent areas of the
matte by doing one of the following:
t

1232

Click Pick BG or Pick FG, and then click background and
foreground areas of the matte in the viewer.

Using the Chroma Keyer

t

Use the controls to adjust semitransparent areas, making them
transparent or opaque.

5. Use the Size controls to increase or decrease the size of the matte.
6. Use the Blur controls to adjust the softness of the blur and the degree to
which it is applied to your matte.

n

Tip: If you want to force the outgoing image to be premultiplied, select the
Force Premultiplied option. This option is useful when you need to touch up
an existing premultiplied image’s alpha channel and keep the image
premultiplied, or when you want to see the results of the keyer effect without
first compositing it.
7. On the Crop property page, use the controls to crop the image from the
top, bottom, left, or right edges. The crop is applied to the R, G, B, and
alpha components.
8. On the Shapes property page, use the graphics tools to create a garbage
matte. You can also apply a blur to the shape, or fill the inside or outside
of the shape.

n

Tip: If the image moves or scales, you may need to animate the shapes in the
garbage matte. You can do this by tracking the shapes to the object or other
objects. For more information, see “Using the Shape Tracker” on page 1363.
9. On the Matte property page, select the Invert Matte option.
Since the sky requires color correcting, you need to invert the matte.

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Chapter 3 Keying

Creating a Spill Matte
The spill matte is derived from a selected key color. Any areas of the
foreground image that contain black or gray are replaced by the spill replace
color. For example, if an area has black, then 100% spill replace color is
applied. If an area has 50% gray, then 50% spill replace color is applied.
To create a spill matte:

1. In the Chroma Keyer property editor, select the Matte tab.
2. Deselect the Output Matte option.
To see the spill matte, you must turn off the matte.
3. On the Spill Matte 1 property page, select the Apply option (by default it
is selected) to apply the spill matte to the image.
4. Select the Output Spill Matte option to view the spill matte.
The spill matte is derived from the selected key color. Any areas of the
foreground image that contain black or gray will be replaced by the spill
replace color. For example, if an area has black, then 100% spill replace
color is applied. If an area has 50% gray, then 50% spill replace color is
applied.
5. From the Tune box, adjust the Chroma Tolerance controls. Lower values
add more foreground; higher values remove more foreground.
6. Adjust the Gain and Lift controls. Gain lets you add more opacity to the
matte, while Lift adds more transparency to the matte.
7. On the Spill Matte 2 property page, adjust the following controls to finetune the spill matte:
-

1234

Map to apply post-process mapping to the spill matte, so that the
semitransparent areas fully opaque or fully transparent.

Using the Chroma Keyer

-

Size to increase or decrease the size of the matte.

-

Blur to apply a post-process blur to the spill matte.

8. Deselect the Output Spill Matte option.
Since the next steps are to adjust the amount and hue of spill color, you
need to view the RGB channels.
9. On the Spill Replace property page, use the controls to adjust the amount
and hue of spill color in an image’s RGB channels. To select a hue to
replace the spill hue, do one of the following:
t

Click the Pick Hue button and select a color from the viewer.

t

Drag the color selector in the color wheel to the hue and saturation
that will replace the current spill hue and saturation.

10. Fine-tune the replacement color using the Hue and Saturation controls.
11. Adjust the Luma Gain controls to multiply the original luminance by the
value you select. A value of 100 represents the original luminance.
12. Adjust the Luma Brightness controls to add to the original luminance by
the value you select. A value of 0 represents the original luminance.
To color correct the sky:

1. Deselect the Output Spill Matte option, so you can view the changes you
make to the RGB channels.
2. Apply a color correction effect on top of the Chroma Keyer effect.
The Color Correction property editor is displayed.
3. On the Masking property page, do the following:
t

In the Mask box, click the Alpha button.

t

In the Process box, make sure that the R, G, and B options are
selected.

The effect is applied only to areas of the image where the alpha channel is
not black. If the matte is not adjusted properly, you can go back to the
Chroma Keyer effect and adjust it further.
4. On the Basic property page, adjust the Hue to select a new color for the
sky.

1235

Chapter 3 Keying

Using the Difference Keyer Effect
The Difference Keyer effect lets you create a matte based on the difference
between the foreground and reference clips. The foreground clip contains an
image that you want to isolate, while the reference clip contains a background
similar to the foreground clip. When you apply the Difference Keyer effect,
only the isolated image in the clip is retained.
When you apply the Difference Keyer as a layer effect, you must first set up
the composite by placing the clips on tracks and layers. Once you set up the
composite, you can apply the Difference Keyer effect to the foreground clip
and then create a basic matte. You can fine-tune the matte using the Difference
Keyer property editor.
In an Effects Tree, you connect the foreground and reference clips to the
Difference Keyer node, and then use a Composite node to composite the
output of the Difference Keyer node with the background clip.

The property editor has the same property pages as when you apply the
Difference Keyer to a layer, but without the Reference property page. This is
because the Difference Keyer node has two inputs, so the Reference property
page isn’t required. It contains several pages from which you can fine-tune
your matte. You can, for example, fine-tune the key by adjusting the Spill
Correction and Pre-blur values. You can also apply a post-process blur and
adjust the matte's function curve values.
In the following examples, the Difference Keyer effect is used to create a
matte for the hands, so that they can be composited over the flowers
background.

1236

Using the Difference Keyer Effect

Applying the Difference Keyer on Layers
In this example, the Difference Keyer was used to create a matte for the hands
by applying the effect on a layer.

To apply the Difference Keyer effect on layers:

1. On the timeline, select the clip to used as the background image.

2. From the taskbar, click the Compositing button.
A composite container clip is created from the clip, which is placed in the
Layers view.
3. Drag the clip to be used as your foreground clip from the Avid Explorer to
an empty area of the Layers view.
A track on the timeline and a layer in the Layers view is created for
the clip.

4. From the Avid Explorer, right-drag the clip to be used as your reference
clip to the timeline ribbon.
The clip on the timeline is placed above the foreground clip without
adding it as a layer.
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Chapter 3 Keying

5. In the Layers view, select the foreground layer and click Key.
The Blue-Green Keyer property editor is displayed by default.
6. Click the Load Preset button.
7. From the Load Preset dialog box, select the Difference Keyer from the
\Keyer folder.
8. Select the Reference property page.
9. From the timeline, drag the track that contains the reference clip to the
reference thumbnail.
The reference clip is displayed in the reference thumbnail. The Difference
keyer computes the difference between the reference clip and the selected
layer, and creates a matte on the layer.

Composite after the
Difference Keyer effect
is applied.

Reference clip in
reference thumbnail.

Background clip

Foreground clip

Reference clip

10. Fine tune the matte further to create the results you want—see “Finetuning the Matte” on page 1240.

1238

Using the Difference Keyer Effect

Applying the Difference Keyer to an Effects Tree
In this example, the Difference Keyer was used to create a matte for the hands
by applying the effect to an Effects Tree.

To apply the Difference Keyer effect to an Effects Tree:

1. On the timeline, select the clip to used as the background image.

2. From the taskbar, click the Compositing button.
A composite container clip is created from the clip, which is placed in the
Layers view.
3. Click the layer to make sure it’s active.
The Effects Tree for the layer also becomes active.
4. In the Avid Explorer, press Ctrl and click the clips to be used as your
foreground and reference clips, and drag them to an empty area of the
Effects Tree view.
Tracks on the timeline and nodes in the Effects Tree view are created for
the clips.

1239

Chapter 3 Keying

Foreground clip

Reference clip

5. Right-click an empty area of the Effects Tree view and select Add Effect.
The Load Preset dialog box is displayed.
6. From the \Keyer Effects folder, select the Difference Keyer effect.
The effect is added as a node in the Effects Tree view.
7. Connect the foreground clip to Input 1 on the Difference Keyer node, and
the reference clip to Input 2.
8. Add a Composite node, located in the \Tree Effects folder, to the tree and
connect the nodes as follows:

The Difference Keyer effect computes the difference between the
reference clip and the selected layer, and creates a matte on the layer.

Fine-tuning the Matte
The Difference Keyer property editor contains several property pages from
which you can fine-tune your matte, crop the image, create a garbage matte,
track the garbage matte, create a spill matte, and apply spill correction.

1240

Using the Difference Keyer Effect

To fine-tune the matte:

1. In the Difference Keyer property editor, select the General tab.
2. Select the Keep Original Alpha option if your image has an existing
matte that you want to preserve.
3. Select the Output Matte option to output the matte as an RGB image.
This option also lets you switch the viewer’s display between the matte
and the RGB channels.
4. From the Pre-blur box, select the Apply option and use the controls to
adjust the amount of blur to be applied. By default, a Fast (uniform) blur is
applied. This type of blur decreases the amount of time required to
process the effect.

n

When you use the Pre-blur controls on the General property page, make sure
the Same as Processing option on the Options property page is selected. This
will ensure that the pre-blur is applied to individual fields.
5. On the Map property page, make sure the Apply option is selected, so that
changes are applied to the matte.
6. Adjust the opaque and transparent areas of the matte by doing one of
the following:
t

Adjust the Clip Low and Clip High controls.
Clip Low forces semitransparent areas of the background to become
more transparent. Clip High forces semitransparent areas of the
foreground to become more opaque.

t

Click Force (Opaque or Transparent) and select an alpha value
from the viewer.

7. Adjust the function curve further by interactively manipulating it on the
function curve graph.
8. On the Matte property page, select the Apply options from the Blur box to
apply a blur to the matte.
9. Use the Radius and Amount controls to adjust the blur.
10. From the Size box, select the Apply option to apply the Shrink/Grow
effect to the matte.

n

When you use the Size controls on the Matte property page, make sure the
Same as Processing option on the Options property page is selected. This will
ensure that the shrink/grow effect is applied to individual fields.
1241

Chapter 3 Keying

11. Use the Shrink/Grow controls to adjust the size of the matte.
12. Deselect the Output Matte option.
Since you will work on the spill color correction, you no longer need to
see the matte.
13. On the Spill property page, click Pick Spill Color, then select the spill
color in the viewer.
14. To select a hue to replace the spill hue, do one of the following:
t

Click Pick Replace Hue and click a color in the viewer.

t

Drag the color selector in the color wheel to the hue and saturation
that will replace the current spill hue and saturation.

15. Fine-tune the replacement color using the Hue and Saturation controls.
16. Use the Luminance Offset and Threshold controls to add or subtract
luminance to or from the original luminance value and to adjust the spill
correction area.
17. Use the Softness controls to create a softer transition between the
replacement color and adjacent colors in the RGB image.

n

Spill correction in the Difference Keyer is only effective if you are keying out
blue or green screen shots.
18. On the Masking property page, specify whether you’re using a mask for
the effect or not. By default, the effect is applied to the RGB and alpha
channels. You can derive masks from the alpha of the input clip or an
external matte from another clip.
19. On the Options Property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

1242

Using the HSL Keyer Effect

Using the HSL Keyer Effect
The HSL Keyer effect lets you create a matte based on the hue, saturation, and
luminance (HSL) values of an image. Once the matte is created, you can
composite the clip over another one. You can also use the HSL Keyer effect to
key out specific areas of an image.

Creating a Basic Key
Once you apply the HSL Keyer effect to a clip, track, layer or tree, you can
create a basic key and then fine-tune it. Regardless of how you applied the
keyer, the steps required to create a key are the same. However, if you applied
the keyer using a graphics effect, you’ll need to perform a few preliminary
steps before you can create the key.
To create a basic key:

1. Apply the HSL Keyer effect to a clip, track, layer, or Effects Tree.
The HSL Keyer property editor is displayed.
2. In the viewer, press Shift and drag over the portion of the image that you
want to key out.
The specified color range is removed from the image.
Selecting an area to be keyed.

Use the following shortcuts when keying out mattes:

1243

Chapter 3 Keying

To

Do this

Select pixels

Click and drag

Make a rectangular selection

Hold down Shift and drag

Select the pixels in roll area (fall-off regions)

Hold down Ctrl and drag

You can also enter values in the HSL Keyer property editor.
3. View the output of the matte by right-clicking the viewer and selecting
Alpha Component.

n

Tip: Select the 75% transparency to view both the matte and the image as you
extract color ranges. If you applied the keyer on a video track, be sure to solo
the track, so you only see the output of the matte for the keyer.
4. Continue making rectangular selections over areas that are still
not transparent.
Each time you drag over the color to be keyed, the current frame is
processed and the viewer immediately displays the results.
5. To view the final matte, right-click the viewer and select
Alpha Component > Matte.
The resulting matte is shown in the viewer.

1244

Using the HSL Keyer Effect

6. To display the RGB image, turn off the alpha component by right-clicking
the viewer again and select Alpha Component > Off.
You can now see any underlying layers in the composite.

n

Tip: If you applied the keyer on a video track, be sure to deselect the Solo
button on the track.

Fine-tuning the Key
The HSL Keyer property editor contains several property pages from which
you can fine-tune your matte, crop the image, create a garbage matte, track the
garbage matte, create a spill matte, and apply spill correction.
To fine-tune the key:

1. In the HSL Keyer property editor, select the Matte tab.
2. Select the Apply option from the Blur box to apply a blur to the matte.
3. Use the Radius and Amount controls to adjust the blur.
4. From the Size box, select the Apply option to apply the Shrink/Grow
effect to the matte.

n

Tip: When you use the Size controls on the Matte property page, make sure the
Same as Processing option on the Options property page is selected. This will
ensure that the shrink/grow effect is applied to individual fields.
5. Use the Shrink/Grow controls to adjust the size of the matte.
1245

Chapter 3 Keying

6. On the Map property page, select the Apply option.
This property page lets you apply post-process mapping to the matte
generated by the HSL keyer. By modifying the function curve, you can
adjust areas of the matte according to their degree of transparency.
7. On the Masking property page, specify whether you’re using a mask for
the effect or not. By default, the effect is applied to the RGB and alpha
channels. You can derive masks from the alpha of the input clip or an
external matte from another clip.
8. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

1246

Using the Linear Luma Keyer Effect

Using the Linear Luma Keyer Effect
The Linear Luma Keyer effect lets you create a matte based on the luminance
values of an image. If the background you want to key out does not contain
chrominance information but only luminance information (such as white,
blacks and grays), then use the Linear Luma keyer to create the matte. The
Linear Luma keyer is simpler to use and faster than the Luma keyer.
In the following example, the Linear Luma keyer was used to create a matte
for the man on a white background in order to composite him over the
medieval background.

Creating a Basic Key
Once you apply the Linear Luma keyer, you can create a basic key and then
fine-tune it. Whether you applied the keyer to a clip, track, layer, or tree, the
steps required to create a key are the same
To create a basic key:

1. Apply the Linear Luma Keyer effect to a clip, track, layer, or
Effects Tree.
2. On the Key property page, select the Keep Original Alpha option if your
image has an existing matte that you want to preserve.
3. Select the Output Matte option to output the matte as an RGB image.
This option also lets you switch the viewer’s display between the matte
and the RGB channels.

1247

Chapter 3 Keying

4. Click the Reverse FG/BG button.
Since the key is based on the brightness of the luminance, a white
background produces a high score in the keyer making the alpha white.
You can reverse the foreground and background to create the correct
matte, so the foreground is white and the background is black.

5. Use the Gain and Brightness controls to adjust the matte. The Gain
control lets you add to or remove opacity from areas that are
semitransparent. The Brightness control lets you add brightness to all
areas of the matte.
6. From the Pre-blur box, select the Apply option and use the controls to
adjust the amount of blur to be applied.
By default, a fast uniform (box) blur is applied. This type of blur
decreases the amount of time required to process the effect.

n

1248

When you use the Pre-blur controls on the General property page, make sure
the Same as Processing option on the Options property page is selected. This
will ensure that the pre-blur is applied to individual fields.

Using the Linear Luma Keyer Effect

Fine-tuning the Matte
The Linear Luma Keyer property editor contains several property pages from
which you can fine-tune your matte, crop the image, create a garbage matte,
track the garbage matte, create a spill matte, and apply spill correction.
To fine-tune the matte:

1. From the Linear Luma Keyer property editor, select the Matte tab.
2. Adjust the opaque and transparent areas of the matte by doing one of
the following:
t

Click Pick BG or Pick FG, and then click the background and
foreground areas of the matte in the viewer.

t

Use the sliders to adjust semitransparent areas, making them
transparent or opaque.

3. Use the Size controls to increase or decrease the size of the matte.

n

When you use the Size controls on the Matte property page, make sure the
Same as Processing option on the Options property page is selected. This will
ensure that the shrink/grow effect is applied to individual fields.
4. Use the Blur controls to adjust the softness of the blur and the degree to
which it is applied to your matte.

n

Tip: If you want to force the outgoing image to be premultiplied, select the
Force Premultiplied option. This option is useful when you need to touch up an
existing premultiplied image’s alpha channel and keep the image
premultiplied, or when you want to see the results of the keyer effect without
first compositing it.

1249

Chapter 3 Keying

5. Use the controls on the Crop and Shapes property pages to crop the matte
or remove garbage from the matte respectively. You can also track shapes
in your garbage matte using the controls on the Tracker property page.
6. Deselect the Output Matte option to view the results of the composite.

7. On the Masking property page, specify whether you’re using a mask for
the effect or not. By default, the effect is applied to the RGB and alpha
channels. You can derive masks from the alpha of the input clip or an
external matte from another clip.
8. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

1250

Using the Luma Keyer Effect

Using the Luma Keyer Effect
The Luma Keyer effect lets you create a matte based on the luminance values
of an image. Luminance is the portion of a video signal that contains the
brightness (black and white) information. If you want additional control over a
luma key, use the Linear Luma keyer instead of the Luma keyer.

Creating a Basic Matte
Once you apply the Luma Keyer effect, you can create a basic key and then
fine-tune it. Regardless of how you applied the keyer, the steps required to
create a key are the same.
To create a basic matte:

1. Apply the Luma Keyer effect to a clip, track, layer, or Effects Tree.
2. In the viewer, press Shift and drag over the portion of the image that you
want to key out.
The luminance range you selected is removed from the image.
Selecting an area to be keyed.

Use the following shortcuts when keying out mattes:

1251

Chapter 3 Keying

To

Do this

Select pixels

Click and drag

Make a rectangular selection

Hold down Shift and drag

Select the pixels in roll area
(fall-off regions)

Click a pixel, press Ctrl, and drag

You can also enter values in the Luma Keyer property editor.
3. View the outline of the matte by right-clicking the viewer and selecting
Alpha Component.

n

Tip: Select the 75% transparency, so that you view both the matte and the
image as you extract color ranges. If your clip is on a video track, solo it
before you view the alpha channel.
4. Continue making rectangular selections over areas that are still not
transparent. Each time you drag over the color to be keyed, the current
frame is processed and the viewer immediately displays the results.

n

Tip: You can zoom in on the viewer to find pixel values that need to be keyed
out.
5. To view the final matte, right-click the viewer and select Alpha
Component > Matte.
The resulting matte is displayed in the viewer.

1252

Using the Luma Keyer Effect

6. To display the RGB image, turn off the alpha component by right-clicking
the viewer again and selecting Alpha Component > Off.
You can now see any underlying layers in the composite.

n

Tip: If you applied the keyer on a video track, be sure to deselect the Solo
button on the track.
Results of a composite using the luminance keyer effect

1253

Chapter 3 Keying

Fine-tuning the Matte
The Luma Keyer property editor contains several property pages from which
you can fine-tune your matte, crop the image, create a garbage matte, track the
garbage matte, create a spill matte, and apply spill correction.
To fine-tune the matte:

1. On the Luma Keyer property editor, select the Matte tab.
2. Select the Apply option from the Blur box to apply a blur to the matte.
3. Use the Radius and Amount controls to adjust the blur.
4. From the Size box, select the Apply option to apply the Shrink/Grow
effect to the matte.

n

When you use the Size controls on the Matte property page, make sure the
Same as Processing option on the Options property page is selected. This will
ensure that the shrink/grow effect is applied to individual fields.
5. Use the Shrink/Grow controls to adjust the size of the matte.
6. On the Map property page, modify the function curve to adjust areas of
the matte according to their degree of transparency.
7. On the Masking property page, specify whether you’re using a mask for
the effect or not. By default, the effect is applied to the RGB and alpha
channels. You can derive masks from the alpha of the input clip or an
external matte from another clip.
8. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

1254

Chapter 4
Color Correcting Images

This chapter introduces you to the concepts of color correction and describes
the different tools that you can use to color correct your images.

Chapter 4 Color Correcting Images

Setting Up the Color Correction Environment
It is important that the environment in which you will be color correcting
images does not affect your perception of color. A proper environment gives
you the tools you need to properly color correct an image. It also provides a
neutral colorscape so that your eye will not mislead and deceive you as you
manipulate color. Remember that although the camera eye does not lie, the
human eye (integrated with the brain) does “lie” all the time. It corrects for
lighting and color qualities created by various types of light, such as
fluorescent lighting, that alter the hue of the visual object.
Your environment should have the following elements:
•

Properly calibrated broadcast monitor: At a bare minimum, the
monitor should be calibrated, so that the setup, gain, chroma, and hue (if
applicable) are properly adjusted. In a professional color correction suite,
additional calibrations are often performed. Most critical to these are
setting the color temperature and normalizing the gray scale of the
monitor.
The color temperature determines the color of gray. The desired color
temperature is 6500 Kelvin, or the color temperature of natural daylight.
Most monitors have a much higher color temperature out of the box and as
a result have a much bluer gray than is desired for color correction.
A normal gray scale implies that the color of gray does not vary across the
gray scale. On most monitors, the color of gray shifts as the image
transitions from black to white, usually getting bluer in bright regions.
Color temperature calibration and normalization require special
measurement equipment that reads the color of gray off the monitor.

1256

•

Proper lighting: The lighting in the room should be set to 6500 Kelvin.
(This color temperature is often referred to as D65.) The light should be
on dimmers as bright lighting is undesirable.

•

Neutral gray wall behind the monitor: Since your eyes are sensitive to
any light in the room, the wall should be a neutral color as well. A neutral
gray wall is the best solution, but a white wall is fine as long as bright
lights do not shine directly on it.

Workflow: Color Correcting Images

Workflow: Color Correcting Images
1

2

Apply a Color Correction effect

Set black and white points
Black point
White point

3

Correct tonal and
contrast ranges

Be sure to analyze
the footage before
you begin color
correcting

Use HSL
controls

Use levels

4

Use the Hue Offset tab
to correct hue or color
cast problems

5

Other color correction tasks such as channel blending or matching clips

The Levels property page
is a specialized version of
the HSL controls

Use the Match Color Tool
to retain color consistency
between two or more clips
that are shot in the same
environment

6

Use the Luma, Chroma, or RGB clipping properties on the HSL property
page to make sure that your adjustments are within legal limits

1257

Chapter 4 Color Correcting Images

Color Correction in Avid DS Nitris
The Avid DS Nitris Color Correction tools let you:
•

Restore or alter the original look of a scene so that it can be more realistic
and well-balanced

•

Correct shots taken in the same environment, so that your scene remains
consistent

•

Fix white or black balance problems that are caused when shooting

•

Create special effects

In Avid DS Nitris, there are two types of color correction effects from which
you can select the one that works best for your project or most suitable for
your working method. You should always define what the overall goals of
your color correcting process.

n

•

Color Correction Classic effect: Provides a very basic Color Correction
toolset. It lets you adjust the various aspects of an image’s color such as
the hue, saturation, contrast, and brightness. You can adjust the color in
each of the user-defined ranges of shadows, highlights, and midtones.

•

Color Correction effect: With a more advanced property page, this effect
offers a broader tool set that allows you to perform additional tasks, such
as color channel blending, analysis of video images using histograms, and
color correction using a match color tool. Most of the procedures in this
chapter use the Color Correction effect.

There are also several preset Color Correction effects in the Color Correction
folder (\Image Effects\Color Corrections) that you can apply to your image.
These include Blue Duotone, Old Photo, and Saturated.
It is important that you always make sure that the clip that you want to color
correct is selected on the timeline or the position indicator is on the clip. Once
you apply the Color Correction effect, you can modify parameters to color
correct your image. The adjustments you make to parameters in the Color
Correction property editor are cumulative and applied on top of parameters on
subsequent property pages.

1258

Working with Source Effects

Working with Source Effects
It is always a good idea to decide beforehand whether to color correct all your
footage at the source, on an entire sequence, or on a per clip basis. Your
decision depends entirely on your footage. Applying source effects will solve
problems that are present in your source material, such as color
inconsistencies or imbalances, or when you want to achieve a common look
and feel to all your media.
Source effects are not limited to color correction. You can also apply image
effects, such as the noise effect directly at the source to eliminate a visible
scratch on your material. Other effects include graphics effects. A great
example is when you want to apply a logo to the material from the source tape.
Use the Graphics combo view to edit the graphic.
Source effects should be applied before any sequence dependant processes
such as frame rate conversion, media conversion or mix and match.
There are three levels where you can apply and edit source effects:
•

Tape: It is common to color correct after you have captured your material
from the source tape when you want to maintain color and lighting
consistency on your tape. This may be the case when you have material on
the same tape that was shot at two different locations at the same time of
day.
Color correction or other effect settings at this level will be reflected on all
clips and subclips that derive from the same source tape.

•

Master clips: After you have captured from tape, you can apply source
effects on a master clip. Master clips always reference captured media
files that are located on your storage drives.
Color correction settings on the clip will be inherited by the subclips
created from it.

•

Subclips: You can also apply source effects directly on subclips, which
have been created from master clips.
Remember that subclips do not directly reference the original media and
remain linked to the master clip from which they were created. All
subclips created from a master clip that has a source effect will inherit the
new settings.

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Chapter 4 Color Correcting Images

Clips on the timeline will have a green icon on the clip indicating that a source
effect has been applied.

You can edit effects to the result of the source effect or composite without
applying a certain effect to each clip or subclip created from your source
material. Remember that additional effects on the clip or sequence are
cumulative; it’s similar to working with new clips on the timeline or in the
Effects Tree.

n

Tip: To bypass the applied source effect on a clip, apply a mix. If you set the
mix value to 0 on the portion of the effect that you want, the source effect will
not be applied.
In the Animation Editor, you can add keyframes and bring the curve down to 0
for the area that you want to bypass. For more information, see “Editing
Animation on the Animation Graph” on page 991 in the Avid DS Nitris
Editing Guide.

Applying and Editing Tape Source Effects
Once you have captured material from tape, you can apply source effects using
any of the following methods:
•

Using the Tape Tool to Apply Source Effects

•

Using the Avid Explorer to Apply Source Effects

•

Applying Tape Source Effects on the Timeline

•

Applying Tape Source Effects in the Effects Layout

Using the Tape Tool to Apply Source Effects
The Tape Tool view lets you see the media on one or more tapes, their
qualities, and the parts of the media that are used in a selected clip or
sequence. For more information, see Tape Tool in the Help.

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Working with Source Effects

To apply and edit source effects on tape using the tape tool:

1. Do one of the following:
t

In the Avid Explorer, click the Tape Tool button.

t

From the Data Management menu, select Media Tool. In the Media
Tool view, click the Tape Tool button

The bottom portion of the view/bin displays a timecode box on the right
side and a timeline on the left.
2. Right-click the gray area as shown below and select Insert Tape Effect.

The Load Preset dialog box appears.
3. Select an effect and enter the settings in its property editor.

n

To bypass source side effects, use the Bypass option in the property editor of
the effect. For more information, see “Bypassing Effects” on page 235 of the
Avid DS Nitris Getting Started Guide.

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Chapter 4 Color Correcting Images

Using the Avid Explorer to Apply Source Effects
All captured material from tape are stored in the folder, within a specific
project, that you selected as the capture target. You can apply source effects at
this level.
To apply and edit tape source effects in the Avid Explorer:

1. In the Avid Explorer, navigate to the folder containing the capture clips
from tape.
2. Right click the clip, select Source Effects > Edit Tape Effect.
3. Do one of the following depending on the task:
t

If you are applying an effect for the first time, select an effect from
the Load Preset dialog box and enter the settings in the effect’s
property editor.

t

If you are editing the source effect, modify the values in the property
editor.

Applying Tape Source Effects on the Timeline
Applying and editing source effects on the timeline is useful when you want to
pre-apply some effects.
To apply and edit tape source effects on the timeline:

1. Drag and drop the clip captured from tape to the timeline.
2. Do one of the following:
t

Right-click the clip and select Source Effects > Edit Tape Effect.

t

From the NLE Toolbar, click Editing and select Source Effects >
Edit Tape Effect.

3. Do one of the following depending on the task:

1262

t

If you are applying an effect for the first time, select an effect from
the Load Preset dialog box and enter the settings in the effect’s
property editor.

t

If you are editing the source effect, modify the values in the property
editor.

Working with Source Effects

Applying Tape Source Effects in the Effects Layout
If you are already working in the Effects layout, you can apply at tape source
effect on a clip from the transport controls of the viewer.

Click the Tape Effect Mode
button to apply a tape
source effect on the
selected clip on the
timeline. A green icon
appears on the clip.

You can toggle between the Tape Effect Mode button and the Masterclip
Effect Mode button.

Editing Masterclip and Subclip Source Effects
You can edit the properties or values of the source effects on the master clip or
subclip you are using.
If you make any adjustment on a master clip, subclips created from it will
reflect the changes.
To edit source effects on a master clip or subclip:

1. Do one of the following:
t

In the Avid Explorer, right click the clip, select Source Effects > Edit
Master clip Effect or Edit Subclip Effect

t

Right-click a clip on the timeline, select Source Effects > Edit
Master clip Effect or Edit Subclip Effect

The Load Preset dialog box opens.
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Chapter 4 Color Correcting Images

2. Do one of the following depending on the task:
t

If you are applying an effect for the first time, select an effect from
the Load Preset dialog box and enter the settings in the effect’s
property editor.

t

If you are editing the source effect, modify the values in the property
editor.

Editing Masterclip Source Effects in the Effects Layout
If you are already working in the Effects layout, you can apply at tape source
effect on a clip from the transport controls of the viewer.

Click the Masterclip Effect
Mode button to apply a
masterclip source effect
on the selected clip on the
timeline. A green icon
appears on the clip.

You can toggle between the Tape Effect Mode button and the Masterclip
Effect Mode button.

Removing Source Effects
You can delete the source effect applied on the tape, master clip or subclip on
the timeline.
To remove source effects on tape:

1. Select the master clip either in the Avid Explorer or on the timeline.
2. Right-click and select Source Effects > Remove Tape Effect.

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Working with Source Effects

All values that were set to the master clip or subclips created from the
master clip are now removed.
To remove source effects on a master clip or subclip:

1. Select the master clip either in the Avid Explorer or on the timeline.
2. Right-click and select Source Effects > Remove Master clip Effect or
Source Effects > Remove Subclip Effect.
All values that were set to the master clip or subclips created from the
master clip are now removed.

Loading Source Effects
You can load any effect that you want to use on a clip that already has source
effect on it.
To load a source effect’s property editor:

1. Right-click the clip either on the timeline or in the Avid Explorer and
select Source Effects > Edit Master clip Effect or Edit Subclip Effect.
2. In the effect’s property editor, click the Load Preset button.
3. In the Load Preset dialog box, select an effect.
4. Set the desired values.
Subclips previously created or subclips newly created from this material
will inherit the new values.

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Chapter 4 Color Correcting Images

Applying a Color Correction Effect
There are several ways that you can apply the Color Correction effects:
•

You can apply both the Color Correction Classic and Color Correction
effects to a clip, track, timeline, or Effects Tree—see “Applying Effects”
on page 210 of the Avid DS Nitris Getting Started Guide.

•

You can add them as effect nodes to the Effects Tree—see “Adding Effect
Nodes to a Tree” on page 1178.
From the timeline navigation bar, you can switch to the Color Correction
mode by clicking the Color Correction button.
From the taskbar, click the Effects button. By default, the Color
Correction effect with its large property editor is displayed.

•
•

A gray effect bar appears on the timeline indicating that a default Color
Correction effect has been applied. When you edit the values on the Color
Correction property editor, the effect bar automatically changes to light
green.

n

1266

Tip: When working in the Editing and Compositing layouts, Ctrl Click the
Effects button in the taskbar to open a floating Color Correction property
editor. A Color Correction effect is applied on the clip the position indicator is
on.

Setting the Color Correction Mode

Setting the Color Correction Mode
When working with the Color Correction effect, you can set the color
correction mode depending on the task at hand.
To set the color correction mode:

1. In the Color Correction property editor, select HSL > Controls > Master.

2. Select a correction mode:
-

Normal: Displays the correction in the viewer as expected

-

Preserve Luma: Displays the corrected image where the hue values of
the image are replaced with new output values without distorting the
luminance values

-

Natural Correction: Displays the corrected image where the hue
values of the image are replaced with new output values without
distorting the luminance and saturation in the image

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Chapter 4 Color Correcting Images

Analyzing Footage
You should always analyze the footage to check that the black and white
points of the image are properly set, for luminance and color problems. This
will help you determine how to proceed with color correcting your images and
whether you need to set the black and white points.

Analyzing Images using Histograms
One of the ways to analyze images is by using the histogram, which provides
an easily understood summary of the color or tonal range (from shadows to
highlights) of an image. It is on the Levels property page of the Color
Correction effect property editor.

% or proportional
number of pixels

Here is an illustration of the properties of the histogram.

White point
controls

Black point
controls

Gray point controls
Dark

Light
Luminance of the pixels

A histogram is a graph of information about the color values of all the pixels in
an image. Color values are plotted on the horizontal axis of the graph; the
percentage or proportional number of pixels is plotted on the vertical axis.

n
1268

Right-click the histogram to turn ON or OFF a filled curve.

Analyzing Footage

If an image is mostly dark, the bars of its histogram are concentrated at the low
end. If an image contains only a small number of discrete color values, its
histogram shows discrete spikes for each of those values.
A typical setup in the histogram will show the following values on both the
input and output side (Normalized %):

Black Point

Gray Point

White Point

0

50

100

The black and white point values represent normal safe limits for video
broadcast. Any value below 0 is considered SuperBlack while any value above
100 is considered SuperWhite.

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Chapter 4 Color Correcting Images

The following examples illustrate some histogram patterns:
Example 1
This image has large areas that are
very dark and a relatively even
distribution of values in the rest of
the brightness range. The histogram
shows a sharp spike at the very low
end, a concentration of values in the
lowest 25% of the range, and a
relatively even distribution in the rest
of the range.

Example 2
This image, like the last one, has
more dark values than light. But the
distribution of values is less extreme.
This is reflected in the histogram,
which shows a more rounded peak at
the low end, fewer extremely low
values, and relatively more midtone
values.

Example 3
This image has very large highlight
areas in the background and on the
chicks. Most of the rest of the image is
relatively, but not extremely dark. The
histogram shows sharp spikes at the
high end, relative concentration in the
low to middle range, and few values in
the middle to high range.

Once you determine the quality of the color and tonal range of the footage,
then you can begin to color correct it accordingly.

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Analyzing Footage

Setting Black and White Points of an Image
When analyzing footage, it is important to make sure that the black and white
points are properly set.
Always play the segment you want to adjust and check the following using the
vectorscope or the viewer:
•

The black point is at 7.5IRE for NTSC or 0 mV for PAL.

•

The white point is at 100IRE for NTSC or 700 mV for PAL.

If they are not, then you will need to set the black and white points. Setting the
black point and the white point is often straightforward. Using a vectorscope,
you simply look for what should be the darkest area of the image and adjust
controls until it becomes as dark as possible and then repeat the same process
for the white point of the image.
When capturing DPX files, you can quickly set the black and white points by
adjusting the color values of the output. For more information, see “Capturing
DPX Files” of the Avid DS Nitris Capture and Output Guide. Also see
“Linearizing Film-Based Material”.
Displaying Pixel Information in the Viewer
You can also quickly check the pixel ratios of the darkest and lightest areas of
your image using the viewer properties in Avid DS Nitris by displaying the
pixel information.
To display pixel IRE information in the viewer:

1. Right-click the viewer and select Viewer Properties.
The Viewer Properties dialog box is displayed.
2. Select the Guides tab.

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Chapter 4 Color Correcting Images

3. Select Display Pixel Info.
4. Click the Color Space button and select YCC 601 > Y IRE > CC
Normalized (%).
In the viewer, the location (X,Y) coordinates and the RGB IRE color
information of the pixel that the cursor is hovering over.
Here is an example showing the black IRE values of a test pattern in the
viewer:

The black point
reads 7.5IRE

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Analyzing Footage

Setting the Black and White Points
There are two methods:
-

Using the HSL Controls

-

Using the Levels Controls

The method you choose depends on how you prefer to work.
To set the black and white points using the HSL Controls:

1. Switch to the Effects layout or add a Color Correction effect to access the
Effects layout.
2. Move the position indicator to the segment of the clip you want to correct.
3. Click HSL > Controls > Master.
4. In the Luma box, do the following:

n

-

Black point: Adjust the Brightness control until the waveform or the
pixel ratio in the viewer reads 7.5IRE for NTSC or 0 mV for PAL. To
attain a richer or deeper black, adjust the Setup control in the
Shadows tab

-

White point: Adjust the Gain control until the waveform or the pixel
ratio in the viewer reads 100IRE for NTSC or 700 mV for PAL.

If the black point of the image is already set or does not require any setting,
adjusting the black point using the Brightness control will alter its value.
To set the black and white points using the Levels property page:

1. In the Levels property page, click the Master tab.
2. Use the input histogram to analyze the image.
3. To set the black point, do one of the following:
t

Drag the black slider to the right until you get a good black. The
waveform or the pixel ration reads 7.5IRE for NTSC or 0 mV for
PAL.

t

Type a numerical value in the appropriate text box and press Enter.

4. Set the white point.
5. If you need to, you can adjust the gray slider to get a nice histogram in the
output side—see “Input and Output Adjustments” on page 1279 to
understand the relationship between input and output in the Levels page.

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Chapter 4 Color Correcting Images

Color Correcting Tonal Ranges in Images
After using the histogram to analyze footage, you may find that an image lacks
a full range or contrast. This problem can be corrected by adjusting the tonal
range to improve sharpness, contrast, and detail. When color correcting the
overall tonal range of an image, either brightening or darkening an image, you
are essentially remapping the highlights and shadows of an image to provide a
new output. A good place to start is by using the HSL controls.
You can also use the Levels property page, which is a more advanced and
specialized version of the HSL controls, to control the highlights and shadows
by defining the white, gray, and black point of an image. One of the
advantages of using Levels property page over the HSL controls is that you
can control the highlights and shadows for a specific color channel (Red,
Green or Blue), the luminance range, and the composite signal.
Be careful when adjusting the highlights and shadows of an image. You should
determine whether:
•

The scene was meant to be shot in either darkness or lightness. In the case
of a shot at sunset, expand the range as much as possible without making
the image unrealistically dark.

•

The contrast and details and a good balance between light (highlights) and
dark (shadows) tones.

You may want to adjust the range of tone or contrast of an image:
•

When it lacks a full range of one color channel or across all color
channels.

•

To deliberately reduce detail in one part of the range.

•

To deliberately expand another part of the range that is more important in
the image.

•

To adjust the gray point in respect to the black and white points in order to
rebalance the midtones without significantly affecting the shadows and
highlights. This is also known as making a gamma correction.

•

Rebalance the color or luma range.

Working with the HSL Controls
The HSL controls can be divided into three groups:
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Color Correcting Tonal Ranges in Images

n

•

Hue and Saturation controls, which when adjusted do not affect the
luminance of the image.

•

Brightness, Gain, Setup, and Contrast controls, which when adjusted
affect the luminance of the image.

•

The Gamma control, which is applied to the result of the entire image.

You can control the color contrast in the Chroma box. To lock the Luma and
Chroma Contrast sliders so their values are identical, select Lock.

Hue and Saturation
These controls are useful when you want to alter the entire color cast or tint of
the image or the intensity of the colors in the image. In addition to the hue and
saturation controls in the Controls tab, you can specify the hue and saturation
of an image by using the color wheels in the Hue Offset tab. The hue changes
as you move around the wheel, while Saturation increases from the center

Match color
tool
Color chip

Click one of the icons to
switch the color display:
Color Wheel, Vectorscope,
Hue, Saturation, Value.

Hue Offset controls:
Adjusts the tint of an
image.

The Color Wheel: Displays the
entire spectrum of colors. Drag the
color selector to a new color.

If an object of an image that should be a neutral gray appears tinged with
color, you can use the offset to restore the correct gray color.
You can also use the hue and saturation controls to create a specific look and
feel to your footage. For example. you may want to add a blue tinge to create a
perception of dusk.

n

When experimenting, do use the vectorscope to make sure that you are
working within legal limits.
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Chapter 4 Color Correcting Images

Gain, Brightness, Setup, and Contrast
Brightness and the Contrast controls always interact with each other, while
Gain and Setup controls work together. If you have made an adjustment using
either the Luma or Chroma Contrast control, you should adjust the luminance
of your image by using the Brightness control. If you have made a Gain
adjustment, use the Setup control to adjust the luma of your image.

n

To customize the luminance ranges for the highlights, midtones, and shadows
of the image, use the curves in the Luma Ranges tab. For more information,
see “Luma Ranges Tab” in the Help.
•

Gain is a multiplication factor and makes adjustments to the luminance of
your image based on a percentage of the original luminance. To
“brighten” or “darken” an image, you may choose to use the Gain control
instead of Brightness because it makes proportional adjustments, whereas
Brightness continues to add even when you have already set your Black
point and therefore, lightening or darkening the Black point further.
Output

Output

1

1

Input

0

1
Gain > 100%

n

Input

0

1
Gain < 100%

You can lock the Luma Gain and Chroma Saturation sliders so their values are
identical by selecting Lock.
•

Setup, like Brightness, is an additive factor and adds luminance to the
image.
Although it’s similar to the Brightness control, Brightness is applied
before the Contrast and Gain operations while Setup is applied after the
Contrast and Gain operations.

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Color Correcting Tonal Ranges in Images

Output

Output

1

1

Input

0

1
Brightness or
Setup > 0

•

Input

0

1
Brightness or
Setup < 0

Contrast increases or decreases the contrast in an image.
Output

Output

1

1

Input

0

1

Input

0

Contrast > 0%

1
Contrast < 0%

Gamma Corrections
After correcting the shadows and highlights of your image, you may still find
that it may still be slightly darker or lighter. A gamma correction using the
Gamma control solves this problem because it is applied to the result of the
image without altering the shadows and highlights.
It uses the following formula: Output = Input ^ (1/gamma).
Output

Output

1

1

Input

0

1
Gamma > 1

Input

0

1
Gamma < 1

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Chapter 4 Color Correcting Images

You can define the remapping of the midtones by using the Gamma slider:
•

on the Master, Highlights, Midtones, and Shadows tabs of the HSL
property page

•

on the RGB tab of the HSL property page. You can adjust the Gamma
value for each color channel

•

of the RGB Gamma slider on any of the tabs on Controls (except Alpha).
All RGB Gamma slider is dynamically linked. Adjusting the value
automatically changes the value across the property page.

•

on the Levels property page. It is available in the Red, Green, Blue, and
Master tabs. Increasing the value lightens the selected color channel of
that image. The Curve graph provides a visual feedback of the change.

Increasing the Gamma value on the Controls tab of the HSL property page, for
example, in the Master tab brightens the entire image. Increasing the value in
the Highlights tab brightens the highlights of the image.
Large adjustments of the gamma can sometimes be useless. It is better to make
small adjustments without the whole image becoming either too dark or too
light. Smaller gamma adjustments are more useful when fine-tuning the
relative weight of the darks and lights. Using a gamma correction also
improves the contrast and detail of the image.

n

When using the Color Correction Classic effect, use the gamma on the
luminance channel in the Adjust property page. The relationship on this
property page is Gamma, Gain, and Setup.

Using Levels to Correct Tonal Ranges
All the controls in the Levels property page are dynamically linked. When you
make one adjustment on this property page, all the controls reflect that change.

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Color Correcting Tonal Ranges in Images

Sub-dividing tabs

Input text boxes

Input histogram

Curve
graph

Output histogram

Output text boxes

Input and Output Adjustments
Adjusting tonal and contrast ranges means that you are changing the
relationship between the input and output values for your image. If you change
the values on the input side by using the text boxes or sliders, then the range of
the input values are mapped to the same range of the output values on the
output histogram.
The input histogram always shows the distribution of values for the
uncorrected image. After an adjustment, the output histogram updates
according to the changes being made. The Curve graph also updates to show
the relationship between the input values (x axis) and the output values (y
axis).
It is important to understand the differences between the input and output
sides.

Input Side

Output Side

Defines the black, white, and gray point
of the uncorrected image

Defines how the corrected image is
displayed

n

The Composite and Luma tabs only have black and white points.

Lets you increase the tonal range of an image Lets you decrease the tonal range of
an image

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Chapter 4 Color Correcting Images

1280

Input Side

Output Side

Changes made on the input side makes
the system clip the values

Changes made on the output side,
remap the values

Set the input values to approximate the
camera’s view when the footage was shot.
When you color correct an image, you
typically want to maximize the tonal range.

Set the output values to add a stylistic
look to the image.

To be set first

To be set after the input values

Color Correcting Tonal Ranges in Images

Working with the Composite and Luma Tabs
The Composite tab displays histograms that represent the levels in the
composite image before and after correction. The Luma tab shows histograms
that represent the luminance levels in the image before and after correction.
They are useful for checking whether your color-corrected images are within
the composite and luminance limits you need to meet and for adjusting levels
to meet those limits, if necessary.
The Composite and Luma tabs display unit information in normalized units.
You can make only black point and white point adjustments in the Composite
and Luma tabs. By adjusting these two points, if necessary, you can bring any
values that exceed your composite or luminance limits back into an acceptable
range.

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Chapter 4 Color Correcting Images

Linearizing Film-Based Material
When film-based media are scanned, a series of frames are produced in DPX
or Cineon file format, which could be logarithmic-based. Avid DS Nitris
provides the option to convert logarithmic-based media to linear-based media
prior to applying effects. This conversion is known as linearizing.
If you are only editing (trimming or cutting) log-based media, linearizing the
files is not necessary.
There are three ways to linearize film-based material:
•

Directly at import—see “Capturing from DPX Files” in the Help.

•

By using the LogLin Remapping effect that has two presets: lin2log and
log2lin—see “Linearizing Log-based Media” on page 1284 and
“Log2Lin” in the Help.

•

By using the color correction effect—see “Linearizing Log-based Media”
on page 1284.

Working with LUTs
The Lookup Table (LUT) is a file that contains the conversion of pixel values.
The number of entry in the file represents the number of possible pixel values
on a per channel basis. The value of each entry represents the mapped pixel
value.
Before you import the files, you need to determine what look-up table (LUT)
should be used to convert the pixel values from a log to a linear representation.
You can import an LUT specific to the files, or use a standard LUT. If you use
a standard LUT, you can choose either a linear transformation or a log-tolinear transformation.
The “Linear” option preserves the log-based representation during import.
Within Avid DS Nitris these log-based images can be used for many actions
where linearizing (conversion from log to linear) may not be important, such
as cuts-only editing or some basic effects. For applying complicated effects
and combining the media with other non-log representation images, Avid
recommends linearizing the pixel values by applying one of the following:

1282

•

an LUT modified by the controls in the DPX Import dialog box

•

an LUT imported from file

Linearizing Film-Based Material

You can export DPX or Cineon files through similar controls. When exporting,
you can convert from linear to log or invert the file used for import. For more
information, click the Help button in the DPX Export dialog box.
Exporting LUTs
You can export a LUT by saving the input and output’s bit depth, black and
white levels.
To export a LUT:

1. In the Color Correction property editor, select the Levels property page.
2. Select a color tab (Red, Green, Blue).
3. Click the Export LUT button.
The LUT properties dialog box is displayed.

4. For Input and/or Output, set the following:
-

Bit depth: Specifies the number of bits used to store information
about each pixel of the image

-

Black Level: Sets a new default value for what you want to use as
black level.

-

White Level: Sets a new default value for what you want to use as
white level.

The system remaps the new Black Level and White Level default values.
5. Click OK.
6. Specify the location, give the filename, and click OK.

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Chapter 4 Color Correcting Images

Loading LUTs
When you have a series of varying shots that belong to one film project, you
can load an existing LUT and apply it to the shots to create consistency
between them. Once you have loaded the LUT, you cannot modify its
properties or adjust the Display Gamma value. However, you can invert the
values to apply the inverse settings if necessary.
To load a LUT:

1. In the Color Correction property editor or the LogLin Remapping
property editor, select the Levels property page.
2. Select a color tab (Red, Green, Blue).
3. From the Type drop-down list, select File LUT.
The Open LUT file dialog box is displayed.
4. Select the file and click OK.
The LUT properties dialog box is displayed. You can change the bit depth
of the output, as well as the in/out levels.
The system remaps the new default values and the changes can be seen in
the curve graph.s

Linearizing Log-based Media
After capturing DPX or Cineon files, you can use the color correction effect or
the LinLog Remapping effect to linearize log-based media. Both of these
effects are real-time.
To linearize a DPX image:

1. Drag and drop the image from the bin to the timeline.
2. Do one of the following:
t

Apply a color correction effect

t

Apply the Log2Lin effect (\Image Effects folder)

3. Select the Levels property page.

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Linearizing Film-Based Material

4. Select a color tab (Red, Green, Blue). To apply the same values for all
three curves, select Lock RGB.
You can leave the Normalized % setting for the Units, unless you want to
display using different units.
5. Adjust the Display Gamma control to make a gamma correction or set the
gamma value between the set reference black and white.
6. Set the Film Gamma, only if you have determined the film gamma for
your footage.

n

If you don’t know the Film Gamma setting, visit the Kodak website to find out
how to compute the film's gamma based on the graphics provided for stock
films. Otherwise, you can leave the default value and adjust the Display
Gamma.
7. Adjust the Softclip value—see “About Softclipping” on page 1285.
The image is now linearized. Proceed to edit and apply effects.

About Softclipping
When you linearize film-based material, any color information beyond the
reference white value is cut off. Slightly adjusting the softclip value softens
the hardness. If your image is too white, you can softclip the whites slightly to
add details to the image. You should softclip when you are sure that there’s
significant and useful information in the highlights that are clipped.

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Chapter 4 Color Correcting Images

This curve shows that any information above 100%
is clipped.

1286

The softclip value is adjusted here. The curve is softer
allowing some of the highlight color information that
was previously clipped to be part of the image.

Color Correcting a Dark Image

Color Correcting a Dark Image
The following example illustrates how to adjust the tonal range of a clip that is
too dark because of insufficient light while shooting. The aim of color
correcting the image is to give it a daylight effect without losing too much
saturation or contrast.
One of the solutions is to increase the proportion of the tonal range that lies
between gray and white, enhancing detail in the image. Either the HSL
controls or the Level property page can be employed.
This example uses the Color Correction effect as opposed to the Color
Correction Classic effect, which can also be applied to achieve the same
results. There are two advantages of using the Color Correction effect:

n

•

The HSL controls are laid out for you in fewer property pages. You can
also control the settings per color channel.

•

By using the Levels property page, you can quickly analyze your image
using the histogram, set black and white points, and tweak the color
channels in only a few steps.

Tip: If you want to start all over again, you can restore the default values. For
more information, see “Returning to Default Values” on page 1307.

Uncorrected image

The image has too much blue color in the
midtones and the color cast is dark and
unsaturated.

Corrected image

The image is brighter with better contrast.

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Chapter 4 Color Correcting Images

To color correct a dark image using the HSL controls:

1. Making sure that the position indicator is on the clip, apply a color
correction effect.
2. In the Color Correction property editor, select HSL > Controls > Master
and adjust the Brightness until you get a good and acceptable black.

3. Adjust the Gain value to set the white point of the image.

n

Tip: Display the pixel ratio in the viewer.
4. If your image looks flat, adjust the saturation to give it more depth until
you are satisfied.

n

Tip: Select Lock to lock the Saturation and Gain controls.
5. Use the Gamma control to make a gamma correction. This will make
adjustments to the midtones of the image without affecting the highlights
and shadows.

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Color Correcting a Dark Image

6. If necessary, continue to make any other adjustments:
-

Highlights: to adjust the brighter parts of the image

-

Midtones: to adjust the midrange part of the image

-

Shadows: to adjust the darker parts of the image

-

RGB: to adjust individual color channels and the RGB value of the
image

-

Apha: to adjust the alpha channel of the image

7. To correct the hue or color cast problems, click the Hue Offset tab.
8. Drag the color selector of the a color wheel towards the warm yellows and
reds. In this example, an adjustment is being made in the

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Chapter 4 Color Correcting Images

While you drag the color selector
in the wheel, the image updates.

n

You can also use the color picker and pick a blue section of the image which
will be applied to the image. You can then subtract the blue hue and then
adjust the Hue and Gain values.
9. Fine-tune the changes until you are satisfied with the result.
To color correct a dark image using the Levels property page:

1. Click the Master subdividing tab.
2. Use the histogram of the input side to analyze the image.
3. Set the black and white point of the image—“Setting Black and White
Points of an Image” on page 1271.
4. In the Histogram of the Input side, do one of the following:
t

Drag the gray slider slightly to the left to increase the general
whiteness of the image

t

Type a numerical value in the appropriate text box and press Enter.

The system maps a new range of input values to a single output value. The
changes can be seen in the output histogram.
5. Continue tweaking other tabs until you are satisfied with both the output
histogram and the look and feel of the output.
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Color Correcting a Dark Image

6. On the Masking property page, select the channels on which you want to
apply the effect.

n

If the alpha channel is used as mask, the effect is applied only to areas of the
image where the alpha channel is not black. You can derive masks from the
alpha of the input clip or an external matte from another clip.
7. (Optional) Set the Mix parameter—see “Mix Parameter For Effects” in
the Help.

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Chapter 4 Color Correcting Images

Color Correction by Matching Clips
When you have two clips shot in the same environment at different times, it is
important that the color in both remain consistent. For example, if you have
two adjacent clips on your timeline, one with the perfect blue sky tone and the
other one with a not-so-perfect blue sky tone because it was shot on a different
day or time of day, you can use the Match Color Tool to correct the shots.
The Match Color Tool lets you quickly make a color correction by selecting
input and output colors from your images.
Arrow indicates the
direction of application
Input Color Chip:
The color you want
to change from

Output Color Chip:
The color you want
to change to
Match Color Type

Match Color button

Only the Controls and Hue Offset tabs of the HSL property page and the
Curves property page include a Match Color Tool.
You can use the Match Color Tool when you have material from a multi-cam
shoot; the cameras are shooting the same subject, but the color may be
different between the two angles.
The system matches the input color value with the output color value and
adjusts all the other color values in the image proportionally. It automatically
adjusts selected controls in the group to make the change. You can set the
combination of color components the system will use to determine the match
from the menu.

n

1292

Tip: You can also use the Match Color Tool as an information palette for
checking the exact RGB value of a sample area in an image.

Color Correction by Matching Clips

Using the Match Color Chip
You can use the Match color chip to select a color from anywhere on your
desktop or from the mini color editor.
To load the mini color editor:

1. Do one of the following:
t

Double-click either the input or output color chip.
The color editor is displayed.

Slider

Color
selector
Color Area menu
Color swatches
RGBA text boxes

t

Shift + double-click either the input or output color chip.
The color editor is displayed.

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Chapter 4 Color Correcting Images

Slider
Color wheel

Click an icon to
switch the
color display.

2. Make the changes in the color editor.
3. Click the Edit or OK button, depending on which color editor you are
using.

n

Tip: To change the display mode of the color chips, right-click the Match
Color Tool chip and select from the menu.

The Natural Match Feature
The Match Color Tool in the Curves property page includes the
NaturalMatch™ feature, which allows you to replace the hue values in an
image with new output values without distorting the saturation and luminance
values in the image.
In many situations, when you are correcting on a shot-to-shot basis, color
matching is complicated by differences in lighting between one shot and
another. NaturalMatch is particularly useful for adjusting skin tone, even when
the reference image shows a significant difference in lighting.
In the following example, the skin tone in clip A has a blue-green tint and is
mostly in shadow while clip B is perfect and natural looking in the brightly lit
environment. If these clips are presented one after the other on the timeline,

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Color Correction by Matching Clips

then their color characteristics must match. To achieve a natural-looking
correction, you can replace the hue of clip A while preserving the original
luminance and saturation characteristics by using the NaturalMatch feature.

Clip A: Uncorrected clip.

Clip B: Clip to be used for reference.

This clip has a blue-green tint showing
very poor skin tone.

This clip shows a better skin tone which will
be used to color correct Clip A.

Before you begin to use the Match Color Tool to determine which range you
want to correct (highlights, midtones, shadows or the master image) and the
property page that is best to use to achieve your result. Be sure that your
position indicator is on the clip that you want to color correct.
Since the clips are on the timeline and being presented one after the other, we
must color correct them so the hue, saturation and luminance remain
consistent. This example will also use the NaturalMatch to color correct the
skin tone of the fisherman in the second clip by automatically generating the
Curves adjustments for all three color channels when matching the skin tones.

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Chapter 4 Color Correcting Images

In this first clip, the skin tone of
the fisherman looks more natural
than the second clip.

The fisherman’s skin tone in this
clip has a blue-green cast. It
should match the preceding and
following clips.

The skin tone in this clip will be
used to match the fisherman’s skin
tone in the second clip without
losing its luminance and saturation.

To color correct using the Match Color Tool:

1. Select the Curves property page.
2. In the Match Color box, click the input color chip (left) to select the color
that you want to correct or replace.
Arrow indicating the
direction of application
Input Color Chip:
The color you
want to change

Output Color chip:
The color you want
to change to
Match Color Type

Natural Match option
Match Color button

3. Using the Color Picker, point over the color of the image that you want to
change and click.

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Color Correction by Matching Clips

Color picker

The input color chip changes to the color that is selected and the system
updates it with the new color values visible in the left chip.

n

Tip: You can change the type of color values displayed by right-clicking inside
the Match Color Chip. For example, if you want to display your color in
normalized RGB units select RGB Normalized from the context menu.
4. Now select the output color chip (right) and select the color that you want
to use for the matching.

Color Picker

The output color chip changes to the color that is selected and the system
updates it with the new color values visible in the right chip.

n
n

You should select the output color from an image other than the current clip,
such as the next clip or a reference clip.
Tip: If you want to refine the color in the chip, double-click inside either the
input or output color chip to display a dialog box with a spectrum of colors
that you can use or manually type values in the text box.
5. (Optional) Select a Match Color Type from the pop-up menu to determine
the exact nature of the match the system makes.
6. Select the Natural Match box.
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Chapter 4 Color Correcting Images

n

If you are in the Curves property page, use the Natural Match feature to
automatically generate the Curves adjustments for the color channels to
compensate for luminance.
7. Click the Match Color button to make the color correction.
The corrected image is displayed in the viewer.

Uncorrected image

Corrected image

The system adjusts the current clip and resets the controls in the property
pages to reflect the adjustment. The Curve graph is updated to reflect the
changes made.
8. Continue to tweak the image by using the graph and the three keys in the
animation graph.
Click the Help button in the Property Editor for detailed information on the
Color Correction properties.

n

1298

Tip: If there are other clips on the timeline that will need to be corrected using
the same adjustments, you can save the properties as preset. For more
information, see “Using Presets in Graphics” on page 1393.

Correcting Inaccurate or Deficient Color Channels

Correcting Inaccurate or Deficient Color Channels
When analyzing footage, you may find that there are parts of the image that
have inaccurate or deficient color channels or that an image lacks contrast or is
too noisy. You may also have a color channel that is clipped to white, therefore
not containing enough information to contribute much detail to the image.
These problems are usually solved by channel blending, where the color
channel is repaired by “borrowing” from another color channel to improve the
appearance of the image.
Channel blending lets you work with components from both the RGB (red,
green, blue) and the YCrCb (luminance, red chroma, blue chroma) color
spaces. It gives you very precise control over the final composition of each
color channel by letting you create a formula that you can use to correct the
inaccurate or deficient color channel.
The Channels property page of the Color Correction property editor, also
allows you to preview the individual uncorrected color channels in
monochrome in order to check the amount of contrast or noise in each
channel. If, for example, the image lacks contrast, you can use the channel
blending properties to adjust other channel values to add contrast to the image.
The following is a typical workflow for channel blending.
1

5
Preview the input
and output if you
want to compare.

Decide which
Channel Type you
want to blend.

2 In the Channel text boxes, type
the Percentage value that will
be added to the channel.

3
Select a component
type from the list.

4
Add the percentage of
the next channel blend.

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Chapter 4 Color Correcting Images

Channel Blending Considerations
1. When you find that one of your color channels has a problem that you
want to correct by blending, you need to look for another color component
that can correct the problem while minimizing any unwanted changes. In
general, you should look for a component that exhibits less of the specific
problem you want to correct, but otherwise looks similar to the problem
channel.
2. You do not have to restrict your component choices to the same color
space (RGB or YCrCb). In fact, it is common practice when performing
advanced color correction to borrow from a different color space.
For example, if you have a green channel that is noisy in the highlight
range, you might find that the Cb (blue chroma) component has less
highlight noise. but is otherwise similar in its brightness distribution to the
green channel. Blending a percentage of Cb into the green channel will
reduce the noise without greatly disturbing other aspects of the channel.
3. You can preview the full range of color components available by
temporarily redefining one of the existing channels. For example, if you
want to see what the Cb component looks like in comparison to your
problem green channel, you can redefine the red channel as 100% Cb.
Then you can switch back and forth between the Red Input and Green
Input previews to compare the two.

n

The total of the percentages you set for a channel does not need to be 100. The
percentage values simply indicate relative proportions of one component as
opposed to others.
The following example, shows how an individual color channel is altered by
blending. The preview of the Master input channels shows an acceptable
overall contrast, however the Blue Input monochrome preview shows that the
blue channel lacks contrast. In this example, the best solution is to blend a
percentage of the green channel into the blue channel to reintroduce contrast
and detail.

1300

Correcting Inaccurate or Deficient Color Channels

To correct a deficient color channel in an image:

1. Select the Channels property page.
2. Select the Blue Input option to preview the blue channel in monochrome.

n

Uncorrected image

Corrected image

The preview of the master input does not
provide much information on the contrast.

The preview of the blue input shows a lack
of contrast at the lower half of the image.

Tip: Select Master to preview the complete uncorrected image in color. While
correcting color channels, use the Output in the Preview panel to see how your
image looks while you blend color channels.
3. In the Channel Blending box set the %Blended Blue to 75.
4. Click the plus (+) button and add 25% Green.

5. Preview the output image.

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Chapter 4 Color Correcting Images

The preview of the blue channel output
shows more detail in the lower half of
the image.

Although the preview of the Master output is
less dramatic, it improves the look of the sky
and reduces the strength of the yellow color.

6. Continue tweaking the percentage values until you are satisfied with the
output.

1302

Adjusting Curves to Color Correct

Adjusting Curves to Color Correct
Complex tasks, such as color and luminance adjustments, are easily achieved
by adjusting the curves in the Curves property page without having to use
many controls. The same task can be achieved by adjusting more than one
control and the color wheels in the HSL property page. However, in the
Curves property page, the same task can be accomplished by fewer steps.
Adjustments in this page are made by manipulating the keys. You can add as
many keyframes as you want to control color with great precision, since you
can make detailed adjustments to many different subdivisions of the brightness
range.
The following example illustrates how to use curves to make a simple
adjustment. You will learn how curves can be used to control color across
different parts of the brightness image. This example will adjust the
Red curve.

Original image

To adjust curves:

1. Select the Curves property page.
2. From the Channels box, select the Red option to show the curve in
the graph.
3. Select the first keyframe of the curve and drag the keyframe downwards to
reduce it slightly.

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Chapter 4 Color Correcting Images

n

Tip: You can type the input and output values for the position of the keyframe
in the X and Y text boxes below the graph. Press Enter.
This will reduce the darker parts of your image as seen here. If you want
to make these parts darker, then you must increase the output value (Y
axis).

The curve is adjusted

Notice how much of the red tone is lost from the background grass, the shirt, and the lower red
sign post, which loses much of its detail. The higher red sign post is relatively less desaturated,
however, and some of the reddish tinge is retained in the cloud highlights in the top right.

n

Tip: To compare the results with the original image, you can toggle the Enable
button on and off.
4. Select the next keyframe and adjust it until there’s more detail and
contrast in the image.
Adjusting this keyframe will reduce the lighter parts of the image. To
make them lighter, increase the output value.

1304

Adjusting Curves to Color Correct

5. You can add more keyframes as needed. Hold down the A key and click
the middle of the curve to add a keyframe.

6. Select the keyframe and adjust it.
7. Continue adding and/or tweaking the curve until you are satisfied with the
result.

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Chapter 4 Color Correcting Images

Setting Legal Luma, Chroma, and RGB Values
One of the frustrating things that can happen to a colorist after completing a
color correcting task is to have material returned because the output is not
within legal broadcasting limits. Especially when you are being creative or
experimenting with cool color effects, you must always maintain legal values
or levels.
If the waveform monitor reports illegal values or shows that the levels are
beyond safe color limits, you must enable the luma, chroma, and RGB
clipping options in the HSL property page of the Color Correction effect. If
you are using the Color Correction Classic effect, be sure to select the Clamp
to Video option. This will preserve the full pixel range and comply with
transmission standards.

n

Colors are clipped first in RGB color space and then in Luma/Chroma color
space at the Luma/Chroma clip levels. Therefore, when you set luma and
chroma clipping values, then these settings will override those of the RGB
clipping value. Also note that if you are working in either the Natural
Correction or Preserve Luma Correction mode, previously set RGB clippings
values may be invalidated.
To set legal luma and chroma values:

t

Color Correction Effect: On the Master tab of the HSL property page,
use the Luma and Chroma clipping sliders or text boxes to set the legal
limits and then make sure the values are enabled.

t

Color Correction Classic Effect: On the Basic property page, select
Clamp to Video Levels.

To set legal RGB values:

t

n

1306

In the RGB property page, use Red, Green, or Blue clipping sliders or text
boxes to set the desired RGB limits and them make sure the values are
enabled.

Tip: Select Lock RGB Clipping in the RGB box to lock all RGB channel limits
to the same values while making further adjustments.

Returning to Default Values

Returning to Default Values
In the process of color correcting images, you may feel that you are not
achieving the effect you had in mind. You can use the Use Default Value
(UDV) button located next to every adjustable parameter to return to the
default value of that parameter. It is also located on the subdividing tab where
the parameter belongs and all property pages that have adjustable parameters.
After adjusting a value, you will notice that the UDV button turns blue, as well
as the UDV button of the subdividing tab and the associated property page
turns blue.

n

On the Curves property page, although there is no specific UDV button for the
graph or even the options for the channels, changing the curve or color
correcting the image using the Match Color Tool, adjusts the default values.
The change is indicated by the UDV button on the Curves property page.
It is important to differentiate between the user value and the default value.
The user value is simply the new set value that replaces the default value.

n
UDV buttons on
indicating that a
value in the HSL
property page has
been changed.

The UDV button is only available in the Color Correction and Color
Correction Classic property editors.
The Brightness value has been adjusted.

The default
UDV button.

You can also use the UDV button if you want to see the effect of your changes
by temporarily deactivating the adjustments made to other values. For
example, if you adjust the hue and saturation properties of the Master image in
the HSL property page and you want to adjust the hue and saturation of the
highlights, you can use the UDV button to temporarily deactivate the Master
hue and saturation by returning to their default values. You can go ahead and
change the hue and saturation properties of the highlights without the
influence of the previously adjusted values.

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Chapter 4 Color Correcting Images

To return to the default value:

Do this

To

Click

Return to the default value and temporarily use the default
value to see the effect of parameters on your image without the
influence of modified parameters.
The UDV button works as a toggle; it turns light blue the
system is using the default value for the affected property.
When you turn it off, it returns to the blue color indicating that
the set user value will be used when the system processes the
image.

Ctrl-click

Return to the default value. You have now erased the user value
previously set. You can adjust as many values as you want and
restore the default values.
The UDV button returns to the default gray and the slider
returns to its default position.

Shift-click

Restore the user values of all properties at once.
It is useful to restore all user values of a property page or
subdividing page. It is similar to clicking the UDV button for
each parameter for that property page or subdividing page.

Ctrl + Shift-click

n

Reset the default values at specific keyframes—see
“Animating with the Color Correction Effect” on page 1308.

Tip: To restore the default values of the entire property page, Ctrl-click the
UDV button of the property page.

Animating with the Color Correction Effect
When creating animations using the Color Correction effects, you can use the
UDV button to reset the default values for a specific keyframe that you want to
use in your animation without restoring the default values for the entire clip or
erasing the animation on the clip. For more information, see “Creating
Animation” on page 963 of the Avid DS Nitris Editing Guide.

1308

Returning to Default Values

To restore default values at a keyframe:

1. Move the position indicator to the frame on which you want the animation
to start.
2. Adjust the properties that you want to animate.
3. Set a keyframe.
4. Move to a different position in the clip where you want to set a keyframe
using the default values.
5. Ctrl + Shift-click the UDV buttons of the properties that you made
changes to.
The Set/Remove button for the properties change to yellow, indicating that
a temporary key has been set.
6. Click the yellow Set/Remove button to set a keyframe at this position.
7. In the property editor, click Preview to view the animation.

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Chapter 4 Color Correcting Images

1310

Chapter 5
Transforming Images

Avid DS Nitris allows you to transform images by scaling, translating,
rotating, cropping, or changing the perspective.

Chapter 5 Transforming Images

Applying a DVE
You can apply DVEs to clips using one of the following ways:
t

Timeline: You can apply the DVE effect on the timeline as you would
with any other effect—see “Applying Effects to the Timeline Effect
Track” on page 216 of the Avid DS Nitris Getting Started Guide.

t

Layers: You can apply a DVE on each layer of the composite—see
“Applying a DVE to a Layer” on page 1312.
You can also apply a global DVE to transform several layers—see
“Applying a Global DVE in the Layers View” on page 1319.

t

Effects Trees: You can apply a DVE in the Effects Tree as would with any
other effect—see “Adding Effect Nodes to a Tree” on page 1178.
You can also transform several images in the Effects Tree by adding a
Transform node—see “Transform Trees” on page 1320.

n

Tip: When processing the DVE effect, you may notice a slight difference in the
quality of the realtime and the processed DVE. The difference may be more
pronounced for DVEs that are partially processed (one part of the clip is
realtime and another is processed). In these cases, it is strongly recommended
that you process the entire effect in order to remove the boundary between the
realtime portion and the processed portion of the effect.

Applying a DVE to a Layer
The most common way to apply a DVE is through the Layers view.
To apply a DVE to a layer:

1. In the Compositing layout, create a composite with your clips.
2. In the Layers view, click the DVE button on the layer on which you want to
apply the transformation.
The DVE is applied to all clips on that layer and a yellow bounding box
surrounds the image in the viewer. The DVE property editor is displayed.

1312

Applying a DVE

Image box

Handles

You can transform the image interactively in the viewer by repositioning
the image box or adjusting its handles to change the dimensions.
The direction of the transformation is based on the X, Y, and Z axes
(Cartesian 3D space).

n

Tip: You can also animate the position of an image over time. For more
information, see “Creating a Motion Path” on page 1332.
3. Select one of the interactive tools in the DVE property editor before
adjusting the image in the viewer.
You can select these tools from the DVE toolbar or use the keyboard
shortcuts to activate the Scale, Rotate, or Crop tools. The complete list of
keyboard shortcuts is available from the Help menu in Avid DS Nitris.
Any transformations that you apply in the viewer are reflected in numeric
values in the property editor, where they can be adjusted to fine-tune the
position of the image.

1313

Chapter 5 Transforming Images

Interactive Tools

n

Tip: By default, an image rotates around its center and its image offset is 0.
You can shift the center of rotation by entering different X, Y, and Z values for
the image offset.
4. You can now translate, scale, rotate, or crop the image—see “Translating
an Image” on page 1316, “Scaling an Image” on page 1316, “Rotating an
Image” on page 1317, and “Cropping an Image” on page 1318.
5. After applying the transformation, you can set other options on the
General property page, such as the quality settings, transform channels,
and motion blur.
6. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Processing options.

1314

Applying a DVE

Locking DVEs
When you want to focus on one particular DVE, you can lock it so that all
manipulations are only applied to a selected DVE. This helps you avoid
accidentally selecting another DVE while you’re manipulating the
locked DVE.
When you click the Lock button on the DVE toolbar, the selected layer
becomes locked. If you want to work on another layer while in Lock mode,
simply select another layer in the Layers view.
To lock a DVE:

1. On the Layers view, select a layer containing a DVE.
2. Select View > Default toolbars > DVE tools.
3. From the DVE toolbar, click the Lock button.
The selected DVE is locked.

1315

Chapter 5 Transforming Images

Transforming an Image
After applying a DVE to the image, you can transform it by translating,
scaling, or rotating it. Using the DVE property editor, you can also crop the
image or adjust the border.

Translating an Image
You can move an image in any of the X, Y, or Z axes. When you translate in
the X direction, the image moves from left to right; in the Y axis, the image
moves up or down; in the Z axis, it moves from front to back.

n

Tip: You can constrain the tool to move only along the X axis or only along the
Y axis. First, press the Shift key to constrain the movement and then move the
image in the desired direction.
To translate an image:

1. In the DVE property editor, select the DVE property page.
2. In the viewer, move the image unattractively by dragging the image box.
The pointer changes to the translate cursor.
You can also type the exact X, Y and Z coordinates in the respective text
boxes or use keyboard shortcuts to interactively move the image in
different planes. The complete list of keyboard shortcuts is available from
the Help menu in Avid DS Nitris.

n

Tip: You can offset the image without changing the Translation values in the
DVE property editor by holding down the Ctrl key and moving the image
interactively in the viewer.

Scaling an Image
You can scale an image to size by changing its height and width.
To scale an image:

1. In the DVE property editor, select the DVE property page.
2. In the viewer, position the pointer over a handle on the image box.
The pointer changes to the scale cursor.

1316

Transforming an Image

To

Do this

Scale the image proportionally

Drag one of the corner handles inwards
or outwards

Scale without maintaining the image
proportions

Press Shift and drag one of the corner
handles

Adjust the height or width of the image

Drag one of the side handles

Rotating an Image
You can rotate an image around any of its three axes by using the pointer to
turn the image and define the rotation visually in the viewer.
To rotate an image:

1. In the DVE property editor, select the DVE tab.
2. Select the Rotate tool.
3. In the viewer, position the pointer over a handle on the image box.
The pointer changes to the rotate cursor.

n

To

Do this

Rotate the image around the
image’s Z axis

Drag one of the corner handle

Rotate the image around the
image’s X axis

Drag the middle top or bottom handles

Rotate the image around the
image’s Y axis

Drag one of the middle side handles

Tip: To translate a rotated image in its own plane, first hold down the I key and
then translate your image interactively in the viewer.

1317

Chapter 5 Transforming Images

Cropping an Image
Cropping lets you cut away portions of an image. You can crop an image on
either the X or Y axis using the handles in the viewer. You can also select the
part of the image that you want to keep by drawing a rectangle around it.

To crop an image:

1. In the DVE property editor, select the DVE tab.
2. Select the Crop tool.
3. In the viewer, position the pointer over a handle on the image box.
The pointer changes to the crop cursor.
Any area outside the box is cropped.

1318

To

Do this

Crop two adjacent sides

Drag a corner handle

Crop the selected side of the image

Drag a middle handle

Draw a rectangle around the image

Press R and drag the mouse

Transformation in Layers View and Effects Tree

Transformation in Layers View and Effects Tree
Local and global transformations can be achieved from the Layers view or the
Effects Tree. In the Layers View, a global DVE is used to specify a global
transformation that is optionally used by the DVE effect present on each layer
for the transformation. In the Effects Tree, transform trees are built by using
Transform nodes and Rasterization effect nodes.

Applying a Global DVE in the Layers View
The global DVE in the Layers view applies a common transformation around
a global axis to all participating layers after a local transform, such as through
a DVE effect, has been applied.
To apply a global DVE:

1. Right-click an empty area of the Layers view and select Global DVE
Controls.
A purple bounding box surrounds all the DVEs. It lets you interactively
manipulate all participating DVEs in the viewer. The global DVE property
editor is displayed.
Although no handles are displayed on the purple bounding box, the
pointer changes to indicate the transformation mode (scale, rotate, or
translate) when you position it inside the bounding box.
Viewer displayed in wireframe mode.
Global DVE
bounding box
(purple).
DVE bounding
box (green) on
one layer.

DVE bounding
box (green) on
the background
layer.

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Chapter 5 Transforming Images

Green bounding boxes surround each layer affected by the DVE. If you
select one of the green bounding boxes, its color changes to yellow
indicating the selected layer. You can interactively make changes just to
that layer. You can also select it by clicking the corresponding layer in the
Layers view.
2. Scale, rotate, or translate the image the same way as with the DVE tool by
interactively manipulating the global DVE wireframe in the viewer or by
using the global DVE property editor.

n

Tip: If you do not want the global DVE to affect a specific layer, open its DVE
property editor and deselect the Global option.

Transform Trees
Transformation hierarchies in the Effects Tree are achieved by using the
Transform nodes and Rasterization effect nodes that process the images
according to a specified transformation. The same input and output connection
mechanism used when building Effects Trees is also employed. For more
information, see “Using Effects Trees” on page 1171.
What are Transform Nodes?
Transform nodes are used only to specify the actual transformation. They
solve problems faced when you add one DVE effect node after another to
transform images. For example, when performing a series of transformations
using concatenated DVEs, you risk losing the quality of the image or clipping
the images.
To add a Transform node to the Effects Tree:

t

1320

Do one of the following:
-

In an empty area of the Effects Tree, right-click and select
Add Transform.

-

In an empty area of the Effects Tree, press T on the keyboard.

-

From the Avid Explorer, drag the Transform preset from either the
\DVE or \Tree Effects folder.

Transformation in Layers View and Effects Tree

Transform nodes

Transform nodes have the following features:
•

Specify their own local transformation using properties in the
property editor

•

Concatenate their own transformation with the transformation supplied
through their local and global input.

•

The output of the Transform node can be connected to the input of another
Transform node or a Rasterization effect node.

•

Has fully animated properties just like any other effect node.

•

Has interactive transformation tools.

•

Can be bypassed. Bypassing disables the transformation of that particular
node.

•

The connection between a transform node to another transform node or to
a Local or Global Transform port in the DVE effect node are gray. Notice
that when connecting the ports, the color of the connector as you drag it is
orange.

What are Rasterization Effect Nodes?
Rasterization effect nodes, such as the DVE, 3D DVE, and Tracker, are
responsible for manipulating input images according to transformations
supplied as inputs. They have the following features:
•

Specify their own local transformation using properties in the property
editor or the interactive tool.

•

Concantenate their own transformation with the transformation supplied
through their local and global input.

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Chapter 5 Transforming Images

•

The local or global inputs of the Rasterization nodes can only be
connected to the output of a Transform node. However, the output of the
Rasterization node cannot be connected to a local or global input of any
other node.

•

Provide camera perspective controls.

What is the Difference between Local and Global Inputs?
The local input for a particular node is used to specify a transformation that is
applied before the transformation supplied by the node. In the example below
using the local input in each node, the image is first rotated, then scaled, and
finally rotated back before being rasterized in the DVE node. The
transformation is applied around the local axis of the image or images.

3
2
1

The global input for a particular node is used to specify a transformation that
is applied after the transformation supplied by the node. In the following
example, the global input is used to connect the Transform nodes after being
rasterized in the DVE node. The transformation is applied around the global
axis corresponding to the transform node connected to the input.

1
2
3

If both local and global inputs of a node are connected and a local
transformation is specified using the properties of the node, then the local is
applied first, followed by the local transformation, and finally the global.

1322

Transformation in Layers View and Effects Tree

n

The local and global inputs work the same way in both the Transform node
and Rasterization effect nodes. In Rasterization nodes, such as the DVE, the
camera properties such as the Perspective are applied after the local and
global transformations.

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Chapter 5 Transforming Images

Working with Transform Trees
By using the flexible connection mechanism of the Effects Tree and the ability
to order the transformations according to the local and global inputs, transform
trees can be used to solve multiple problems.
This section will present solutions to some of these problems.

Visualization of Sequential DVE Transformations
Problem: Visualizing a series of transformations before they are actually
applied to an image.
It is important to visualize the transformations before they are applied to the
image. To accomplish this, you can add as many Transform nodes as needed in
your Effects Tree, connecting them to each other and the Rasterization effect
nodes using local inputs. The last result can then be connected to a
Rasterization node to finally transform the image. You should plan before
hand which transform should come first, next and so on.
The Transform nodes
are connected to each
other through the local
input.
The task is to translate
the image in z, then
rotate around the z axis,
and finally scale it up.

1

The image is first translated.

1324

2

Then it is rotated.

3

Finally, the image is scaled up.

Working with Transform Trees

Globally Transforming Multiple Images
Problem: Applying a common transform around a global axis on multiple
images.
The following example uses multiple images which have been used to create a
video wall. The video wall was created by applying a DVE effect on each
image. Each image is scaled and translated to one of the four corners using the
local transform of each DVE node.

The DVE
property editor.

The Effects Tree built and
used to create the video wall.

To globally transform multiple images in the Effects Tree:

1. Add the Transform Node.
2. Connect it to the global input of each of the DVE nodes.

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Chapter 5 Transforming Images

Each DVE node has
its own local
transformation (scale
and translation).

The transformations supplied through this transform node are
applied after each local transformation as it’s connected to the
global input.

Handles

This image’s local axis

DVE bounding box (yellow)

3. Open the Transform Node property editor.
A purple bounding box surrounds all the DVEs that the Transform node
has been connected to.

1326

Working with Transform Trees

Global axis for
all four images
Purple bounding box

4. You can interactively manipulate the purple bounding box in the viewer.
Since all nodes are connected to the same Transform node, all images will
be transformed by the same values around a global axis.
In the following example, the Transform node is used to rotate all four
images using the global axis.

Multi-Level Global DVE in the Effects Tree
Problem: Applying transformation around multiple global axis.
Using the example of the video wall, the following example illustrates how
you can transform a set of images around two separate global axes and then
finally transform the result around a single common global axis.

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Chapter 5 Transforming Images

n

Tip: Rename the Transform nodes to differentiate them. For more information,
see “Renaming Nodes” on page 1191.
To apply a multi-level global transformation:
1

Add a Transform node and connect it to
the global input of the first two DVE nodes.

2

Open the Transform node’s property editor
and interactively transform the image.
In this example, the images on the
right were rotated.

3

4

Add another Transform node and connect it to
the global input of the next two DVE nodes.

5

Open its property editor and transform the image.
In this example, the images on the left were rotated. 6

1328

Add another Transform node to the Effects Tree
and connect it to the global inputs of the two
Transform nodes.
Open the Transform node and transform the
images. Notice that the entire image is transformed
around a common global axis.

Working with Transform Trees

Common Transformation Around a Local Axis
Problem: When you have multiple images and you want to apply the exact
same transformation around the local axis of each image.
The following example builds upon the video wall case and illustrates how to
rotate and scale all the images by the same amount around their own local
axis.
To globally and locally transform images:

1. Add a Transform node for each DVE node and connect them using the
local input.

2. Open the Transform node’s property editor and scale, rotate, or translate
the image.
In this example, the entire videowall was rotated around its local X axis.

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Chapter 5 Transforming Images

3. Open the Transform node and scale, rotate, or translate the entire
video wall.

n

1330

Remember that the Transform node is fully animated which you can use to
create very interesting effects.

Corner Pinning

Corner Pinning
By repositioning the four corners of an image, you can create any four-sided
shape. This is known as corner pinning.

n

Tip: The corner pin effect is also available as a clip effect in the \Image Effects
folder.
To apply 4-point corner pinning:

1. In the DVE property editor, deselect the Global and SRT options to turn
off any other transformations while you work on corner pinning your
image.

2. Select the Track option.
Corner pins are displayed in the four corners of the image.
3. Drag each corner to reshape the image.

4. Select the Global DVE and SRT DVE options.

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Chapter 5 Transforming Images

Working with Motion Paths
Motion paths are useful for applying transformations between two clips, such
as push-wipes, fly-bys, or picture-in-picture effects.

Creating a Motion Path
By animating the position of an image, you can create effects, such as fly-bys.
You can also create a motion path by moving the image from one frame to the
next and setting keyframes. This animation is represented by a motion path, a
trajectory that the image follows when you play the animation. Once you
create the motion path, you can edit it in the viewer. For more information, see
“Editing a Motion Path” on page 1333.
Also, all of the animated properties are represented by function curves which
plot the property’s values over time. For more information, see “Creating
Animation” and “Understanding the Animation Editor” in the Help.

Translated image

Motion path

Control point of
starting position

1332

Working with Motion Paths

To create a motion path:

1. On the timeline, place the position indicator on the frame on which the
animation will start.
2. In the DVE property editor, select the Use Motion Path option.
3. Click the Autokey button to set the Autokey mode.
4. Click the Animation Key button to set the first keyframe.
A yellow circle is displayed on the center of the object to indicate that a
keyframe is set and motion path recording has started.
All subsequent keyframes are created automatically when you move to
another frame and move the image.
5. Go to the next frame on which you want to change the DVE properties,
and make the necessary changes.
The first control point in the motion path is displayed in the viewer.
6. Repeat step 5 for subsequent frames.
Each time the motion path is extended, new controls points are added to it.

Editing a Motion Path
The motion path is indicated by black and white dotted lines with control
points that represent the new position of the image at a given frame.

Control
point

To edit the animation, you can modify the motion path by adding, moving or
removing control points. You can also change the curvature of the motion
path, as well as the speed at which the image travels along the path.
To move a control point:

t

In the viewer, drag a control point to a new location.
The control point moves to a new position, while maintaining the
same timecode.

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Chapter 5 Transforming Images

To add a control point:

t

Press A and click the motion path where you want to position the image.
A control point is added at the corresponding timecode.

To move control points:

t

Do one of the following in the viewer:
-

Click the control point(s) that you want to select, and then drag them
in the viewer. To lock the X and Y translation, press Shift.

-

Press Shift+R and drag to form a rectangle around the control points
that you want to select, and then drag them in the viewer.

The selected control points are moved to new positions, while maintaining
their timecodes.

n

Tip: If you want to lock the layer that contains the motion path, press Ctrl+L
(one). To unlock the layer, press Ctrl+L (one) again.
To remove the motion path:

t

In the DVE property editor, right-click the Animation Key button and
select Remove Animation.
All control points are removed and the image maintains its position on the
current frame.

To change the curvature of the motion path:

1. In the viewer, select a control point.
The tangent handles are displayed.
2. Drag the tangent handles.
The curvature of the motion path changes at the selected control point.

n

1334

Tip: If the tangent handle is very close to the control point, press H and drag
to give priority to the tangent handle.

Working with Motion Paths

Tangent handles

3. To break the tangent, press B and drag a tangent handle.
4. To unify a broken tangent handle, press U and drag a tangent handle.
The opposite tangent handle is aligned with the selected tangent handle.

Broken

Unified

5. To change the curvature while maintaining the ratio between the tangent
handles, press R and drag a handle.
6. To convert an interval between two keyframes to a linear curve, press the
semicolon (;) key and, on the motion path, click the interval that you want
to convert.
7. To convert an interval between two keyframes to a Bézier curve, press the
apostrophe (’) key and, on the motion path, click the interval that you
want to convert.

Linear segment

Bézier segment

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Chapter 5 Transforming Images

8. To convert the entire motion path to a different type of curve, in the
animation editor, right-click the Animation Key button and select one of
the following:
-

Bézier to create a smooth spline curve that you can edit using the
tangent handles at keyframes.

-

Linear to create a straight line between keyframes.

Bézier motion path

Linear motion path

Changing the Speed of the Motion Path
The speed at which the image moves in the viewer depends on the distance
and number of frames between keyframes. If the image moves across the
viewer in a single frame, the speed of translation is high. If it takes 30 frames
for the image to move across the viewer, the speed is slower.
On the motion path, this speed is represented by a series of black and white
segments. Each segment represents the distance that the image travels from
one frame to the next. If the segments are long, the image is moving fast; if
they are short the image is moving slowly.

Slow speed

Position in frame 2
Position in frame 1
Position in frame 0

1336

Fast speed

Working with Motion Paths

By default, the image moves smoothly along the entire motion path.
Depending on the type of motion that you want to create, you can set the speed
type at each keyframe.
To change the speed of translation, do one of the following:

t

To slow down the motion, move the keyframes closer together.

t

To speed up the motion, move the keyframes farther apart.

To adjust the speed between keyframes:

t

In the viewer, right-click a keyframe and select one of the following:

Option

To

Stay Until Next Key Maintain the image’s current position until the next keyframe.
Constant Speed

Move the image at a constant speed from the current keyframe
to the next.

Smooth Speed

Adjust the speed of the image before and after the keyframe to
create a smooth motion.

Ease In/Ease Out

Slow down the image, stop at the current keyframe, and then
speed up again.

Previewing an Animated DVE
You can preview the DVE animation in the viewer in real time using the
Wireframe Preview button on the DVE toolbar. Although you cannot see the
image moving in the viewer until you process the effect, the wireframe mode
lets you verify the position of the image.
To preview an animated DVE in wireframe mode:

1. To display the DVE toolbar, select View > Default Toolbars > DVE
tools.
2. From the DVE toolbar, click the Show All Wireframes button.
All layers with DVEs are displayed with bounding boxes.
3. Select the layer with the animated DVE by clicking on its bounding box or
clicking the corresponding layer in the Layers view.
4. Click the Wireframe Preview button.

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Chapter 5 Transforming Images

The animation starts playing.
5. Click the button again to stop the preview.

n

1338

To access the wireframe preview mode from the top timeline, you must display
the DVE toolbar, and leave the DVE property editor open.

Chapter 6
Tracking

This chapter describes how to use Avid DS Nitris to track and
stabilize images.

Chapter 6 Tracking

Motion Tracking
Motion tracking lets you follow the motion of up to four points in an image
sequence. You can use the resulting motion paths to paste one object onto
another moving object, or stabilize a sequence with camera shake or other
undesired motion.
Motion tracking is also useful for creating a motion path to apply to external
images or for tracking shapes, such as a garbage matte or paint stroke.
Before you can do any motion tracking, you’ll need to understand the
following terms:

n

1340

•

Reference is the clip that is tracked to construct a motion path. In the
following example, four-point tracking is applied to the bus in order to
paste a banner onto its side.

•

Layer is the clip that follows the motion path extracted from the reference
clip. In this case, it’s the banner that will be pasted onto the bus.

•

Result is the composite of the moving layer above a background. Once a
motion path is constructed, it is applied as a DVE to the layer. In the
example below, the result is the banner pasted onto the side of the bus.

Tip: The reference does not necessarily have to be the background. You can
composite the layer with any other clip.

Motion Tracking

Reference

Layer

Result

There are several scenarios in which you can use motion tracking:
•

Compositing: Movement in one image is tracked and applied to another.
A point (or set of points) in one layer follows the motion of a point (or set
of points) in a reference layer—see “Tracking Composited Clips” on
page 1348.

•

Stabilizing: A single clip is stabilized to remove unwanted movement. In
this case, a point in the reference clip tracks an arbitrary static point within
the same clip—see “Stabilizing Clips” on page 1370.

•

Creating motion paths: A path is created by tracking a reference point
(or set of points), then saved and applied later as a preset to other layers or
clips.

•

Shape Tracking: Create a garbage matte and then use a tracker to track
motion in the sequence and then apply it to the garbage matte, or draw a
shape and use the tracker to apply motion from one image to the
shape—see “Tracking Shapes” on page 1363 or “Tracking Graphics
Objects” on page 1461.

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Chapter 6 Tracking

Choosing a Tracking Method
Whether you want to stabilize an image or track motion, using a tracker effect
lets you perform both.
Depending on how you prefer to work, you can apply tracking/stabilizing to a
layer or an Effects Tree. The main differences between these methods are
workflow and an extra property page in the Effects Tree tracker.
Also, to aid in your workflow, separate presets of the tracker effect are
available for stabilization.

Stabilizing Clips
There are several ways in which you can stabilize a clip:
•

Apply the Stabilize tree effect to a clip
This lets you stabilize a clip without having to first create a composite
container clip. You can apply this effect to a clip on the timeline. This tree
effect is a preset effect of the Tracker tree effect—see “Using the
Stabilizer in the Effects Tree” on page 1371.

•

Apply the Stabilize tree effect to an Effects Tree
If you prefer to work with an Effects Tree, this method lets you stabilize a
clip inside an Effects Tree. This tree effect is a preset effect of the Tracker
tree effect—see “Using the Stabilizer in the Effects Tree” on page 1371.

•

Apply a Tracker effect to a layer
Once you create a composite container clip, you can use the layer DVE’s
tracker to stabilize a clip. If you prefer to create a composite using layers,
use this tracker to stabilize a clip on a layer—see “Using the Stabilizer in
the Layers View” on page 1374.

Tracking
There are two ways to track the motion in a clip:
•

Apply a Tracker tree effect to an Effects Tree
Since motion tracking typically requires more than one input, you can
only apply a Tracker tree effect inside an Effects Tree—see “Using the
Tracker in an Effects Tree” on page 1351.

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Choosing a Tracking Method

•

Apply a Tracker effect to a layer
Once you create a composite container clip, you can use the layer DVE’s
tracker to track motion in a clip. If you prefer to create a composite using
layers, use this tracker to track motion in a clip on a layer—see “Using the
Tracker in the Layers View” on page 1349.

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Chapter 6 Tracking

Using the Trackers
Before you actually start tracking or stabilizing anything, there are a few
things you should know about the trackers. The reference point that you select
for tracking and the way you position the trackers affect the overall success of
your tracking.
With every tracking scenario, there are trackers on both the reference and the
layer. The tracker(s) on the reference must be positioned on the point(s) that
will create the motion path. The tracker(s) on the layer should be positioned on
the point(s) that will follow the motion path.

Layer trackers

Reference trackers

A tracker is composed of two concentric rectangles representing the target
area and the search region. The target area is the pixel pattern that the tracker
looks for in each frame, and the search region is the vicinity in which the
tracker looks for its target.

Center of
target

Target area
Search region
Tracker number

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Using the Trackers

The motion tracker takes a snapshot of the pixel patterns in the target area and
then looks for that pattern in subsequent frames. For this reason, you must
select the target carefully in the first frame, so the tracker has a unique pattern
to follow.

Using Multiple Trackers
To define the region for tracking, you must determine the number of trackers
to use. You can use one, two, or four trackers:

Use

To

1-point tracking

Track an object that moves in a particular direction but does
not scale or rotate.

2-point tracking

Track an object that is being scaled and/or rotated from one
frame to the next.

4-point tracking

Track the surface of any four-sided object, such as a window,
television screen, or rectangular sign.This technique is
sometimes referred to as four-point corner pinning.

Selecting a Suitable Reference Point for Tracking
The key to successful tracking is selecting a good reference point. When
tracking is started, the individual trackers (R1-R4, L1-L4) sample a target area
of the reference clip at the target frame. In each subsequent frame, the motion
tracker searches for the target image within the tracker's search region. When
the target is found, a keyframe is set. The resulting motion path controls the
tracker DVE, and the layer image is moved accordingly.
In order for the search region of the tracker to recognize the target area and its
motion against its surroundings, you should choose a region with good
contrast and detail. You can also change the color space in which the tracker
searches to find a channel with the most contrast.
When placing the reference tracker, choose an area that:
•

Has a clear pattern with high contrast. You can also change the color space
to select a channel with the most contrast.

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Chapter 6 Tracking

•

Appears in all frames of the sequence being tracked. That is, make sure it
does not disappear or fall outside the viewer area. If the image does move
outside the viewer area, you can offset the trackers—see “Offsetting the
Tracker” on page 1380.

•

Has a pattern that remains constant in all frames. That is, make sure that
the background is not constantly changing.

Target area

Search region

Correct placement of target.

Incorrect placement of target.

Incorrect placement of target.

When tracking, you will often encounter an area you would like to follow but
can’t be tracked directly. For example, you might want to track something that
goes behind a tree for part of the sequence. Offsetting lets you position the
target area on something you can track temporarily, while keeping the target
on its original reference point. For more information, see “Offsetting the
Tracker” on page 1380.

n

If the material that you want to track is field-based, you should either select
the Track in Fields option on the Advanced property page of the tracker or
deinterlace the clip before positioning the reference trackers.

Setting the Search Region
The search region determines how much of the image is analyzed when
searching for the target area.
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Using the Trackers

Here are some points to remember when setting the search region:
•

The time required to analyze the search region is proportional to the size
of the search region. Avoid unnecessarily large search regions unless you
use Translation Only option, which decreases this time.

•

A very large area also increases the chance of a false match with some
completely different part of the image.

1347

Chapter 6 Tracking

Tracking Composited Clips

n

Not available in Avid DS Nitris Editor.
Most of the time, when you composite images together, you need one image to
follow the motion in another image. For example, you want to composite a
banner on the side of a bus and make the banner follow four points on the bus.
The motion of the banner layer needs to follow the motion of the bus reference
layer, so you can “pin” the banner to the bus.
Depending on how you prefer to work, there are two ways that you can apply
motion tracking to composited clips: using a DVE tracker on a layer or using a
tracker in the Effects Tree.
You can pin a moving object in a layer image to a moving object in a reference
image. To do this, track an object in the layer image and then separately track
an object in the reference image. Avid DS Nitris then applies a transformation
to the layer image, so that the trackers in both images stay aligned.

Reference

Bus sequence
Layer
Banner to be pinned onto side of bus.

Result:
composited
sequence after
tracking is applied

1348

Tracking Composited Clips

Using the Tracker in the Layers View
If you prefer to composite images together using layers, use the DVE on
a layer.
To set up tracker in the Layers view:

1. From the timeline, select a clip (the bus).
2. Move the position indicator over any frame in this clip.
3. From the taskbar, click the Compositing button.
A composite container clip is created in which you can layer your clips.
The clip automatically becomes the first layer in the composite.
4. From the view switcher, click the Avid Explorer button.
5. In the Avid Explorer, select the other clip in the composite (the banner),
and drag it to the timeline ribbon.
The clip is automatically added as the topmost layer in the Layers view.

n

Tip: The reference image does not have to be used in a layer in the composite.
For example, you may need to simulate a motion path created by an object in a
clip that is not going to be used in the composite.
6. On the Layers view, click the DVE button of the layer (the banner) that
will follow the path created by the tracker (that is, not the reference layer).
7. In the DVE property editor, click the Track button to open the Motion
Tracker property editor.
8. In the Edit box, select the Reference option.
9. From the timeline, click the Track Selector of the track that is used as the
reference, and drag it to the Start Frame box in the Reference property
page.

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Chapter 6 Tracking

Motion Tracker
property editor

Drag reference clip
to Start Frame box
in the tracker

The bus image is now displayed in the Start and End Frame boxes. Since
this is the image that will be tracked, make sure that it is displayed as the
reference image.

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Tracking Composited Clips

10. You can adjust the length of the clip to be used for motion tracking by
doing one of the following:
t

Enter a timecode in the Start Frame and End Frame timecode
boxes.

t

Set in and out markers on the timeline.

The Start Frame and End Frame timecodes are updated in the
property editor.
11. Proceed to “Positioning the Reference Tracker” on page 1353.

Using the Tracker in an Effects Tree
If you prefer to work with an Effects Tree, you can use the Tracker tree effect.
To set up the Tracker in the Effects Tree:

1. From the timeline, select a clip (the bus).
2. Place the position indicator over any frame in this clip.
3. From the taskbar, click the Compositing button.

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Chapter 6 Tracking

A container clip is created and the clip automatically becomes the first
layer in the composite.
4. Click the layer (the bus) to activate its Effects Tree.
Input 1 (the bus) is connected to the output node.
5. From the Avid Explorer, drag the other clip (the banner) to the Effects
Tree view.
The clip is added to the Effects Tree, and is placed on a new track on the
timeline. No layer is created for the clip.
6. Right-click an empty area of the Effects Tree and select Add Effect.
7. In the Load Preset dialog box, select the Tracker effect (\Tree Effects
folder).
A Tracker Effect node is added to the Effects Tree view.

Tracker added to Effects Tree.

8. Connect the node to be used as a reference (the bus) to Reference.
9. Connect the node to be used a a layer (the banner) to Layer.

10. Connect the output of the Tracker node to the input of the Output node.
11. Double-click the Tracker Effect node.
The Tracker Effect’s property editor is displayed.
12. In the Edit list, select In 2 - ref.

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Mode list

Edit list

The reference (input 2) is displayed in the viewer.

n

When you switch between In 1-layer and In 2-ref, the General property page’s
name changes to Input 1 or Input 2.
13. From the Mode list, select 4-pnt.
Four trackers are displayed in each corner of the viewer.
14. Add the Composite effect to the tree.
Since the tracker does not composite images together, you need to add a
Composite node in order to composite the banner over the bus image.
15. Connect the nodes as follows:
-

Output of the bus node to L1 on the Composite node.

-

Output of the tracker node to L2 on the Composite node.

16. Proceed to “Positioning the Reference Tracker” on page 1353.

Positioning the Reference Tracker
You need to place the reference tracker(s) in the first frame of the clip that is to
be tracked. The tracker will then follow the reference point(s) as it moves
through the sequence.

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n

At any time, you can replace the reference clip with another by dragging a new
reference clip from the timeline to the Effects Tree and connecting it to Input 2.
If you’re using the DVE tracker, simply replace the clip on the timeline.
To position the Reference Tracker:

1. On the timeline, scrub through the clip to select the best point to
track—see “Selecting a Suitable Reference Point for Tracking” on
page 1345.
2. From the Tracker property editor, do one of the following:
t

In the DVE tracker, select Reference from the Edit box.

t

In the Tracker tree effect, select In 2 - ref from the Edit list.

3. In the Mode box, do one of the following:
t

In the DVE tracker, select the 1, 2, or 4-point option from the Mode
box.

t

In the Tracker tree effect, select the 1-pnt, 2-pnt, or 4-pnt option.

Depending on your selection, one, two, or four trackers are displayed in
the viewer. By default, they are located in the corners of the frames in both
the reference and layer images, and corresponding property pages for each
tracker are displayed in the property editor.
In 4-point mode, the trackers must always form a convex shape. In a
convex shape, one tracker can never be inside the triangle formed by the
other three. If you try to drag a tracker inside the triangle, it will stop at
the intersection.

Valid tracker positions.

n
1354

Invalid tracker positions.

Tip: When you apply 4-point tracking, crop options become available for
cropping the layer image to its tracker polygon, and applying a blur to the
cropped image. For more information, see “Cropping Unwanted Parts of
Images” on page 1360.

Tracking Composited Clips

4. In the viewer, drag the center of a tracker(s) over the object that you want
to track.
The tracker changes to a magnifying glass when you drag it across the
viewer. You can change the magnification on the Advanced property page.
As you select a tracker, its property page is displayed in the property
editor.
The tracker displays the magnification in luminance mode, except when
you select RGB, so that you can view the contrast when selecting a target.
You can change the tracker to read the luminance from a single channel or
to display RGB combined, on each tracker’s property page.

n

Tip: Press Ctrl and drag a tracker to move both the reference and
layer trackers simultaneously.

Reference
trackers

5. You can adjust the size of the target and the search region to increase the
sampling size of the target area and/or make the search region larger. In
the viewer, click the inner and/or outer boxes of the tracker and drag the
resize handles to modify the target and/or search region.

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n

Be sure that the target is completely inside the image. If the target is partly
over a gray area of the viewer, the following message will appear: “The
tracker’s target is not completely inside the image.” When this happens, resize
or reposition the target.

Resize
handles

Resizing the target.

Resizing the search region.

6. On each tracker property page (R1-R4), adjust Threshold in the
Confidence box to define how closely the tracked image must match the
target. By default this value is set to 85%.
7. In the If Below Threshold box, select one of the following:
-

Update Target to update each time the target falls below the
threshold.

-

Continue to continue tracking even if the target falls below the
threshold.

-

Stop to stop tracking if target falls below threshold.

-

Predict to predict the motion path of the target until it comes back
into view.

Positioning the Layer Tracker
The position in which you place layer trackers depends on what kind of
tracking you want to do. For example, if you want to track four points, as in
the case of the banner on the bus, you can position the trackers on the four
corners of the image. The four corners are “pinned” and the banner is scaled to
match the trackers on the reference layer.
You could also crop the banner by placing the four points inside the edges of
it. For more information, see “Cropping Unwanted Parts of Images” on
page 1360.

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Tracking Composited Clips

When you perform 1-point tracking, you can move the layer’s target area to
the exact position that will follow the reference tracker, usually the center of
the image. When the motion tracking is processed, the layer tracker is mapped
directly to the reference tracker. However, if you want to offset the layer, you
can move the layer tracker to another position. This lets you perform a DVE
transformation directly within the tracker.
To position the layer tracker:

1. In the Tracker property editor, do one of the following:
t

In the DVE tracker, select the Layer option from the Edit box.

t

In the Tracker tree effect, select the In 1 - layer option from the Edit
list.

The layer image is displayed in the Start and End Frame boxes.
2. Drag the tracker(s) over the portions of the image that you want to follow
the motion path that is created in the reference image.
In this example, the four points at the edge of the banner will be the points
that follow the motion path.

3. To see the appearance of the composite, do one of the following:
t

In the DVE tracker, select the Result option from the Mode box.

t

In the Tracker tree effect, select the Output option from the
Mode list.

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Starting the Tracking Process
Once you’ve set up the reference and layer clips in the motion tracker, and
positioned and adjusted the trackers, you can start tracking. The reference
image on which tracking takes place depends on how the Set Target and
Update Always options are set on each tracker’s property page:

Set Target

Update Always

Reference image tracked

No

No

The first frame on which tracking is started
(forward or backward)

Yes

No

The target time selected

No

Yes

The previous frame tracked

To start tracking:

1. In the Tracker property editor, do one of the following:
t

In the DVE tracker, select the Reference option in the Edit box.

t

In the Tracker tree effect, select the In 2 - ref option in the Edit list.

The reference image, where the tracking takes place, is displayed in the
viewer and in the property editor viewer boxes.
2. Go to the first frame in the clip where the tracking is to begin.
3. In the Motion Tracker property editor, select the Update View option to
update the viewer as the tracker advances from frame to frame. Be aware,
however, that this option will slow down tracking.
4. Select the Show Path option to display the tracker’s motion path after the
tracking is complete.

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5. If you’re tracking field-based material, select the Track in Fields option
on the Advanced property page.

n

Tip: To decrease the time required to track, you can select both the Bypass and
View options.
6. Click the Track Forward button to begin tracking the reference clip.
You can click Stop at any time to stop tracking. You can also click the
Track Backward button if you want to start tracking from the end of
a clip.
The tracking generates a motion path. Since this is an animation sequence,
you can adjust points manually. To remove the tracking, simply delete the
animation.

n

Tip: You can also reapply the animation created with the motion tracker on
another image by saving the layer DVE as a preset, and then applying it to
another clip.
7. If the tracker fails to locate the target, the tracking may stop depending on
the Confidence options you have set for the tracker(s). For tips on
correcting errors during tracking, see “Correcting Tracker Errors” on
page 1382.
8. If the tracking was successful, you can view the result by doing the
following:
t

In the DVE tracker, select the Result option from the Edit box.

t

In the Tracker tree effect, select the Output option from the Edit list.

The composite is displayed at the current frame.

n

Tip: If you’re using the DVE tracker and the reference image is part of the
composite, use the Opacity sliders in the Layers view to see both the layer and
reference images simultaneously. In the Tracker tree effect, you can adjust the
opacity on the General property page.
You can also press Ctrl and click Play on the transport controls to display
the composite frame by frame. The object that you tracked in the layer
image follows the motion of the object you tracked in the reference image.
9. If you’re satisfied with the results, process the sequence to view the results
in real time.

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Avid DS Nitris records the motion path of the reference image and applies
a DVE transformation to the layer image based on that motion path.

n

Tip: When you need to pin a moving object in a layer image to a moving object
in a reference image, you must first track an object in the layer image, and
then separately track an object in the reference image. (both the Reference and
Layer property pages each have their own Track button). Avid DS Nitris then
maps the motion path created from the layer to the motion path created from
the reference.

Cropping Unwanted Parts of Images
When you apply 4-point tracking to an image, you can crop the unwanted
parts of the image to an area on the reference clip. When you do this, any part
of the image outside of the polygon is removed from the resulting composite.
To crop a layer to a reference image:

1. From the Motion Tracker property editor, do one of the following:
t

In the DVE tracker, select the Layer option from the Edit box.

t

In the Tracker tree effect, select the In 1 - layer option from the Edit
list.

2. In the Mode box, select one of the following:
-

In the DVE tracker, select the 4-point option.

-

In the Tracker tree effect, select the 4-pnt option.

The trackers appear in the four corners of the viewer.

3. In the viewer, position the trackers over the area that you want to keep.
4. On the Advanced property page, select the Apply Crop option.
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5. Select the Crop RGB option if you want to the RGB channels to be
cropped. Otherwise, only the alpha channel is cropped.
6. In the Edit box, select one of the following:
-

In the DVE tracker, select the Result option.

-

In the Tracker tree effect, select the Output option.

Verify that this is how you want the composite to look. The layer image is
adjusted, so that its tracker polygon aligns with the reference image’s
tracker polygon, and the resulting composite is displayed in the viewer.

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Combining Tracking with Other DVEs

n

Not available in Avid DS Nitris Editor.
You can combine a motion tracker with other DVE transformations on the
same layer or in an Effects Tree. For example, you can apply motion tracking
to an image and then scale the image to match the perspective in the reference
image.

n

Tip: DVEs are applied in this order: motion tracking, SRT/DVE, and global.
For more information, see “Applying a Global DVE in the Layers View” on
page 1319.
DVEs are always applied after the tracker, therefore you will not see the
results of a scaled, rotated, or translated image when you perform tracking. If
you want to see the image as it will appear after the DVE has been applied,
you must select
To apply DVEs on a layer:

1. Close the Motion tracker property editor.
2. To open the DVE property editor, do one of the following:
t

Select a layer to participate in the transformation and click DVE to
open the tool for that layer.

t

If the DVE is applied on the timeline, double-click the DVE
effect bar.

3. Interactively transform the DVE in the viewer.
4. To view the results, click Track in the Global Controls.
The Motion Tracker property editor is displayed.
5. In the Edit box, select the Result option.
To apply a DVE to an Effects Tree:

1. In the Tracker property editor, select the Output option.
DVEs are always applied to the result of the tracker.
2. Interactively transform the DVE in the viewer.

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Tracking Shapes
Shape tracking is a method of tracking that helps decrease the time required to
perform rotoscopy tasks. In the keyers and Matte effect, you can create shapes
using the shape creation tools and then track them. You can track shapes as a
whole or track individual control points on a shape.
For example, if you want to create a key for an image that scales and moves
and contains objects that are difficult to key out, shape tracking lets you create
a garbage matte for these shapes and track them to the objects that are difficult
to key out.

Objects difficult to key.

Image after scaling.

The shape tracker will track the region for the duration of the stroke. For more
information, see “Motion Tracking” on page 1340.

Using the Shape Tracker
When you want to use the shape tracker, you must decide if you want to track
a shape or track control points. For example, if you’re tracking a simple shape
(like one of the circles in the previous illustration), you can draw a circle over
the shape and then track two points. Since these objects both scale and move,
they require 2-point tracking.
If you draw a complex shape, around a person for example, then you should
track individual control points.

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Tracking a Shape
You can draw multiple shapes using the shape creation tools and then track
them all at the same time.

n

When you draw a mix of shapes and decide to track some using shape tracking
and others using control point tracking, you need to track all shape trackers in
one pass and then all control point trackers in another pass (or vice versa).
To track a shape:

1. Apply a keyer or the Matte effect to a clip—see “Keying” on page 1217.

n

The shape tracker is not available in the HSL or Luma keyers.
2. Create a matte for the clip.
3. On the Shape property page, select a shape creation tool and draw a
shape(s) in the viewer.

Shapes
drawn in
viewer.

n

Tip: You can select the Force Premultiplied option to verify that your shape(s)
covers the entire object you are drawing. For more information, see
“Changing the Premultiplication Setting” on page 1156.
4. From the Shape Transformations box, click the Select Shape tool, and
then select the shape in the viewer.

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Selected shape

A yellow box with handles is displayed around the selected shape.
5. Deselect the Output Matte option.
Since the shape tracker performs tracking on the RGB channels, you need
to position the trackers while viewing them in RGB.
6. On the Tracker property page, select the 1-point or 2-point option in the
Tracking Mode box.
Depending on your choice, one or two trackers are displayed on the shape.
If you don’t see the trackers, click the Show button.
7. Position the tracker(s) on the shape.
To switch between the trackers, press the comma (,) or period (.) key on
your keyboard. You can also click another area in the viewer to deselect
both trackers and then reselect one or the other.

Two trackers displayed on a shape.

n

Tip: When you position the trackers, be sure to look for an area that contains
good contrast. You can change the color space to find a channel that contains
the most luminance. For more information, see “Selecting a Suitable
Reference Point for Tracking” on page 1345.
8. Repeat steps 4 to 7 to position the trackers on each shape.
9. Press Shift and click each shape to select it. Each shape that you want to
track must be selected.
10. Click the Show button.
The trackers for each shape must be displayed in the viewer in order to
track them.
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11. If you’re tracking field-based material, select the Track in Fields option
on the Advanced property page.
12. Click the Track Forward or Track Backward button.
The tracking is started.

n

If any tracker fails, a warning box is displayed and tracking. The failed
tracker(s) turn red. You can reposition the tracker and continue tracking
forwards or backwards.
13. Once the tracking is complete, you can process the effect and play it in
real time.

Tracking Control Points
You can draw multiple shapes using the shape creation tools and then track
multiple control points on each shape in one pass.
To track control points:

1. Apply a keyer or the Matte effect to a clip—see “Keying” on page 1217.

n

The shape tracker is not available in the HSL or Luma keyers.
2. Create a matte for the clip.
3. On the Shape property page, select a shape creation tool and draw a
shape(s) in the viewer.
You can draw multiple shapes and then track control points on each shape
at the same time.

n

1366

If you draw a mix of shapes and then decide to track some of them using shape
tracking and others using control point tracking, you need to track shape
trackers and control point trackers in separate passes.

Tracking Shapes

n

Tip: You can switch between the RGB and alpha channel views to ensure that
your shape entirely covers the object you are drawing.
4. Click the Edit Shapes button.
The control points of the last shape you drew are displayed. To select the
control points of another shape, click the shape in the viewer.

Polyline shape drawn
in viewer.

5. Deselect the Output Matte option.
Since the shape tracker performs tracking on the RGB channels, you need
to position the trackers while viewing them in RGB.
6. Select the Tracker tab.
7. In the viewer, press Shift and click the control points that you want
to track.
8. Click the Show button to display each control point in the viewer, so you
can track them.
The trackers are displayed on the control points.
9. Position the tracker(s) on the shape.

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Sometimes, when you draw a freehand shape, you may want to track a
point that’s not in the shape. In this case, you can offset the tracker by
pressing Shift+right-click and drag the tracker to another point that you
want to track.

Trackers offset from
control points.

n
n

Tip: When you position the trackers, be sure to look for an area that contains
good contrast. You can change the color space to find a channel that contains
the most luminance. For more information, see “Selecting a Suitable
Reference Point for Tracking” on page 1345.
To switch between the trackers, press the comma (,) or period (.) key on your
keyboard. You can also click another area in the viewer to deselect both
trackers and then reselect one or the other.
10. Repeat steps 4 to 9 to position the trackers on multiple shapes.
11. Press Shift and click each control point that you want to track.
Each shape that you want to track must be selected.
12. Click the Show button to display each control point in the viewer, so you
can track them.
The trackers are displayed on the control points.
13. If you’re tracking field-based material, select the Track in Fields option
on the Advanced property page.
14. Click the Track Forward or Track Backward button.
The tracking starts. If the tracker fails at any point, the tracker will stop.
Simply reposition a tracker and continue to track forwards or backwards.
15. Once the tracking is complete, you can process the effect and play it in
real time.

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Tracking Shapes

Setting an Offset for the Tracker
It is not always possible to find reference points that appear in every frame,
such as when an object moves out of the viewer area. In such cases, you can
set an offset for the tracker to follow in frames where the object disappears
from view.
The Transform Offset option applies the tracked transformation or scaling to
the offset keeping the offset point in the correct position relative to the
reference point.
To set an offset point:

1. Go to the frame where the object becomes occluded.
2. Press Shift+right-click and drag the tracker to another point that you want
to track.
This creates an offset point for the tracker to work with.
3. Click the Track button to start or continue tracking.

Correcting Tracker Errors when Tracking Shapes Objects
At times, a tracker may not find its target in a frame. If this occurs, an error
message is displayed and the tracker that failed is highlighted in red in the
viewer. You can correct the error by fine-tuning the tracker’s properties.
To correct errors when tracking shapes objects:

1. Using the transport controls, go to the frame where an error occurred (the
frame that contains the red tracker).
This is usually the current frame, since the tracker will stop when it cannot
find its target.
2. Do one of the following:
t

In the viewer, adjust the tracker position, target and search region, and
resume tracking (to move the tracker and target press Shift+left-click
and drag).

t

In the Tracker property page, adjust the tracker’s properties, and
resume tracking.

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Stabilizing Clips
Stabilizing is a technique that lets you remove unwanted movement, such as
camera jitter, from a sequence of images. When stabilizing, a target object in a
layer image is forced to remain in the same position, stabilizing the image.
Because of camera jitter, the pyramid appears to move up and down.

Stabilizing moves the frames up or down in the opposite direction, so that the pyramid appears stable.

Gaps created after image is displaced.

To stabilize an image, Avid DS Nitris tracks a point that appears in each
frame. The tracker creates a path from the movement of the object; this motion
path represents the jittering motion in the sequence.
To remove this unwanted movement, Avid DS Nitris uses a DVE
transformation to move each frame in the opposite direction of the unwanted
movement. Due to the displacement of the image, this may result in a gap
around some parts of the image. To correct this, you can scale or crop the
image using the SRT DVE (the tracker’s “parent” DVE) if you use the DVE
tracker, or from the DVE property page of the Tracker tree effect.
Depending on how you prefer to work, you can stabilize a clip by:

1370

•

Using the Stabilizer tree effect on a clip or Effects Tree

•

Using a DVE tracker on a layer

Stabilizing Clips

Using the Stabilizer in the Effects Tree
You can apply a Stabilizer tree effect to a clip on the timeline or to an Effects
Tree. This effect is a preset of the Tracker tree effect.
To stabilize an image using the Stabilizer effect in the Effects Tree:

1. From the timeline, select a clip.
2. Right-click the clip and select Add Clip Effect.
3. In the Load Preset dialog box, select Stabilizer from the \Image Effects
folder.
The Stabilizer effect is applied to the clip and the Effects Tree (Stabilizer)
dialog box is displayed.

Effects list

4. From the Effects list, select Stabilizer.
The Stabilizer property pages are displayed.

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5. From the Edit list, select In 2-ref.

Mode list

Edit list

When stabilizing clips, both the reference and layer clips are the same.
However, stabilizing/tracking is always performed on the reference
layer (input 2).
6. From the Mode list, select the number of trackers you want to use.

n

Tip: Typically 1-point tracking is adequate, but if you need to remove
unwanted rotational movement, use 2-point tracking.
7. Press Ctrl and drag the reference tracker in the viewer to the point(s) you
want to remain stable.

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Stabilizing Clips

Both the reference and layer trackers are positioned at the same
point—see “Positioning the Reference Tracker” on page 1353.
When you select a tracker, its property page is also displayed in the
dialog box.
8. On the tracker (R1-R4) property page, select the color space with which
you want the stabilizer to follow. Experiment with the color spaces until
you find one that has the most contrast.

n

Tip: You can change the size of the tracker’s magnification on the Advanced
property page.
9. From the Confidence box, select the settings for the tracker—see
“Positioning the Reference Tracker” on page 1353.
10. On the Options property page, specify if your source media is frame or
field-based.
11. If you’re tracking field-based material, select the Track in Fields option
on the Advanced property page.
12. Before you begin tracking, make sure the position indicator is on the first
frame where the tracking should begin and click the Track Forward
button—see “Starting the Tracking Process” on page 1358.
The motion path of the static object is recorded. A DVE transformation is
then applied to the image to compensate for the motion path and to
stabilize the image.

n

Tip: Due to displacement of the image during stabilizing, you may notice gaps
around some parts of the image. To correct this, scale or crop the image using
a DVE. For more information, see “Combining Tracking with Other DVEs” on
page 1362.
13. To view the results of the tracking, do one of the following:
t

Select the Output option.
The composite is displayed at the current frame.

t

Press Ctrl and click the position indicator.
The composite is displayed frame by frame. The object that you
tracked in the layer image follows the motion of the object that you
tracked in the reference image.

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n

Tip: To increase the quality of the tracked image, you can adjust the
parameters on the Quality property page
14. If you’re satisfied with the results, process the sequence to view the results
in real time.

Using the Stabilizer in the Layers View
If you prefer working with layers, use the Stabilizer in the DVE effect.
To stabilize an image in the Layers view:

1. From the timeline, select a clip.
2. Place the position indicator over any frame of the clip.
3. From the taskbar, click the Compositing button.
A composite container clip is created and the clip is placed in the Layers
view as the first layer. For more information see “Using Composite
Container Clips” on page 287 of the Avid DS Nitris Getting Started Guide.
4. Click the DVE button on the layer that you want to stabilize.

The DVE property editor is displayed.
5. In the DVE property editor, click the Track button.
The Motion Tracker property editor is displayed.

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6. From the Edit box, select the Reference option.
7. On the Reference property page, select the Stabilize option.
The Reference viewers display the start and end of clip that you want
to stabilize.

n

In stabilizing mode, the reference image and the layer image are the same.
8. From the Mode box, select the number of trackers you want to use.

n

Tip: Typically 1-point tracking is adequate, but if you need to remove
unwanted rotational movement, use 2-point tracking.
9. Press Ctrl and drag the reference tracker in the viewer to the point(s) you
want to remain stable.
Both the reference and layer trackers are positioned at the same
point—see “Positioning the Reference Tracker” on page 1353 and
“Positioning the Layer Tracker” on page 1356.
10. On the Options property page, specify if your source media is frame or
field-based.

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11. If you’re tracking field-based material, select the Track in Fields option
on the Advanced property page.
12. Before you begin tracking, make sure the position indicator is on the first
frame where the tracking should begin and click the Track Forward
button—see “Starting the Tracking Process” on page 1358.
The motion path of the static object is recorded. A DVE transformation is
then applied to the image to compensate for the motion path and stabilize
the image.

n

Tip: Due to displacement of the image during stabilizing, you may notice gaps
around some parts of the image. To correct this, scale or crop the image using
a DVE. For more information, see “Combining Tracking with Other DVEs” on
page 1362.
13. To view the results of the tracking, do one of the following:
t

From the Edit box, select the Result option.
The composite is displayed at the current frame. If you want to view
the layer and reference images concurrently, you can use the Opacity
slider in the Layers view.

t

Press Ctrl and click the position indicator.
The composite is displayed frame by frame. The object that you
tracked in the layer image follows the motion of the object that you
tracked in the reference image.

n

Tip: To increase the quality of the tracked image, adjust the parameters on the
Quality property page.
14. If you’re satisfied with the results, process the sequence to view the results
in real time.

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4-Point Corner Pinning

4-Point Corner Pinning
4-point corner pinning refers to pinning the four corners of one static (usually)
image onto another static image. A common example is to pin an image to a
TV screen. In Avid DS Nitris, there are several ways to perform 4-point corner
pinning. The method you choose depends on how you prefer to work. You can:
•

Use a DVE on a layer to pin one layer to another, or

•

Use a Corner Pin Effects Tree to pin a clip on a video track to an image
below it, or pin one input in an Effects Tree to another. This preset lets you
concentrate on corner pinning only. Since it only requires one input, you
can apply it to a clip or in an Effects Tree.

To perform 4-point corner pinning in the Effects Tree:

1. Apply the Corner Pin preset (\Image Effects folder) to a clip or Effects
Tree.
The Corner Pin property editor is displayed.

n

To see the composited result, you’ll also have to add a Composite effect and
connect the output of the Corner Pin effect to input 2 on the Composite effect,
and connect the other input node to input 1 of the Composite effect. Lastly,
connect the output of the Composite effect to the input of the Output node.
2. From the Effects list, select Corner Pin.
The Corner Pin property pages are displayed, and the corner pins are
displayed in the viewer.
3. Position the pins on the image.
To perform 4-point corner pinning on a layer:

1. Apply a DVE on a layer.
The DVE property editor is displayed.
2. From the DVE property editor, deselect the SRT option.
Since you don’t need to scale, rotate, or translate the image, you don’t
need to select this option. This option must be deselected in order to
perform corner pinning.
3. Select the Track option beside the Track button.
The trackers are displayed.

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Chapter 6 Tracking

4. From the Mode box, select 4-point.
5. From the Edit box, select Result.
The corner pins are displayed.
6. Ensure that Track is selected from the Transformation box.
7. Position the pins on the image.

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Tracking Difficult Shots

Tracking Difficult Shots
When performing tracking, a common question you’ll ask yourself is “Why
did my tracker fail?” Sometimes it’s difficult to determine what went wrong
when you tracked an image. There can be several reasons why a tracker fails.
For example, a tracker will fail if an object becomes occluded, or if a search
region doesn’t contain enough contrast.
To help determine how to fix tracking problems, ask yourself the following:

Question

Answer

Did the tracker become If yes, offset the tracker or set the tracker to “predict” a
occluded?
path—see “Offsetting the Tracker” on page 1380 and step 6
in “Positioning the Reference Tracker” on page 1353.
Is the reference point
outside of the viewer?

If yes, offset the tracker—see “Offsetting the Tracker” on
page 1380.

Is there too little
If yes, change the tracker to a different color space—see
contrast in the tracker? “Selecting a Suitable Reference Point for Tracking” on
page 1345.
If your image has little contrast, you can apply a Color
Correction clip effect to it, so you can increase the gain and
decrease the brightness—see “Workflow: Color Correcting
Images” on page 1257.
If you only want to affect a certain area in an image, you can
also use the Selective Color Correction clip effect—see
“Using the Selective Color Correction Preset” in the Help.
Once tracking is complete, you can remove the Color
Correction or Selective Color Correction effect.
Did the object move
outside the search
region?

If yes, increase the search region or manually move a
target— see step 4 in “Positioning the Reference Tracker”
on page 1353

Does the object scale or If yes, deselect the Translation Only option.
rotate?
Did the tracker slowly
degrade?

If yes, manually correct the tracker.—see “Correcting
Tracker Errors” on page 1382.

Is the object moving
quickly?

If yes, deinterlace the clip before you stabilize it or track in
fields.
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Chapter 6 Tracking

Question

Answer

Is my material full
resolution and
compressed?

If yes, recapture the clips using full resolution and no
compression.

Does the background
change?

If yes, use the Update Target option in the Confidence box
of the tracker—see step 6 in “Positioning the Reference
Tracker” on page 1353.

Why do I get the
message “The tracker’s
target is not completely
inside the image”?

Part or all of the tracker’s target is not positioned in the
image on the target frame. It may be just outside the image
in an area of the viewer. Resize the target or move it and
then try tracking again—see “Positioning the Reference
Tracker” on page 1353.

Why do I get the
message “Can’t track
target of uniform
color”?

The object you are trying to track contains no contrast.
Try finding an object that has more contrast, or change the
color space—see “Selecting a Suitable Reference Point for
Tracking” on page 1345.

Offsetting the Tracker
At times, it’s not possible to find a reference point that appears in every frame.
The object, for example, may move out of the viewer area or disappear
temporarily behind another object. When this happens, you can set an offset
point for the tracker to follow in the frames in which the object disappears
from view.
Offsetting can occur when you change your choice of target halfway through
the tracking. For example, if the target goes behind a tree for a few frames, you
can:
•

Track normally until just before it goes behind the tree.

•

Find some other part of the object you are following that isn’t obscured by
the tree, and move the target area to follow that.

•

Continue tracking using this offset target until the tree is no longer in the
way, and then move the target back to the original object and continue
tracking.

Avid DS Nitris automatically adjusts for all offsets of the target to produce a
single unbroken motion path.

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Tracking Difficult Shots

To set an offset point:

1. Go to the frame where the object becomes occluded.

Man’s hand
disappears
behind car.
Motion path

2. Press Shift+right-click and drag the tracker to another point that you want
to track.
This creates an offset point for the tracker to work with. Notice that the
Set Target option in the Motion Tracker property editor shows the
timecode where the offset has been set.

Offset the
target to
man’s
head.

3. Click the Track Forward or Track Backward button to continue
the tracking.
A keyframe is set on the offset curve at the start and end frame. You can
adjust the curve using the animation editor.

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Chapter 6 Tracking

Correcting Tracker Errors
At times, a tracker may not find its target in a frame. If this occurs, an error
message is displayed and the tracker that failed is highlighted in red in the
viewer. You can correct the error by fine-tuning the tracker’s properties and
then tracking backward until you reach a frame in which the tracker doesn’t
fail.
To correct a tracker error:

1. Using the transport controls, go to the frame in which the error occurred
(that is, the frame that contains the red tracker).
2. In the Tracker property editor, do one of the following:
t

In the DVE tracker, select the Reference option from the Edit box.

t In the Tracker tree effect, select the In 2 - ref option from the Edit list.
3. Select the tracker that you want to adjust and change its properties. You
can also reposition the tracker manually in the viewer, and set a keyframe
by clicking the Animation Key button to confirm the change.
4. Continue tracking forward.

n

1382

Tip: If you used the Continue or Predict options (Confidence box), you can
select the Remove Keys Below Threshold option after the tracking is
complete. This will remove the incorrect tracker points and interpolate the
gaps in the motion path, where necessary, to create a smoother path.

Chapter 7
Painting and 2D Titling

Using the vector drawing tools, you can create images or touch up existing
clips without losing the original content. You can also retouch images, remove
scratches, animate titles, and import images.

Chapter 7 Painting and 2D Titling

Workflow: Painting and 2D Titling
All graphics creation are done in the Graphics layout and Graphics combo
view. Avid DS Nitris has two toolsets for creating graphics: paint and titling.
They share the same animatable edit tools, color browsers, and paint effects
editors. These toolsets let you touch up and add graphics elements to layers, as
well as create mattes. All strokes and their properties are vector-based and
fully editable, except for when you’re working in the raster paint mode.

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Workflow: Painting and 2D Titling

1 Choose a method to apply graphics.
or

Create a composite container clip
and apply graphics to a layer.

Apply the Graphics effect to a clip.
or

Apply graphics as a
node in an Effects Tree.

or

Select a region on the timeline and create a
source-generated clip for graphics or titles.
2

Select a drawing tool.
Select a drawing tool.
Define the tool properties.

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Chapter 7 Painting and 2D Titling

3

Create graphics object.
Draw a stroke or
add a title.

4

Edit individual graphics objects.

5

Process the graphics objects.

Process the frames
where the graphics
objects were applied.

1386

Select object and
edit its properties.

Applying Graphics

Applying Graphics
When creating graphics or titles, you’ll be working in a graphics session. A
graphics session is the time span over which graphics objects, such as strokes
or titles, appear. You can create a graphics session by applying the Graphics
effect to a clip or track, a layer inside a composite container clip, or as a node
in an Effects Tree.

n

If you are using the Avid DS Nitris Editor, the floating Graphics combo view is
displayed instead of the Graphics layout. For more information, see
”Graphics Combo View” in the Help.
Before you begin a graphics session, you’ll have to set up the environment in
which you’re going to create graphics. This includes setting the working
resolution and deciding whether you want to apply graphics as an effect, on a
layer in a composite, or as a node in an Effects Tree.
Applying graphics as an effect lets you add graphics to a:
•

Single clip,

•

Video, background, or timeline effect track, or

•

Node in the Effects Tree.

You can also paint on a layer in a composite or on a node in the Effects Tree
when you want to use graphics as one effect among many. The method you
choose depends on the type and complexity of the graphics that you plan to
use.

n

When you apply a Graphics effect to a clip on the video track, the Graphics
layout is displayed. In this layout, the viewer displays the graphics you apply
to the clip on the video track, but it will not display the final composite. To
view the final composite, you must switch back to the Editing layout. You can
also use the Reconnect Viewer button or open a floating viewer on the top
timeline.

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Chapter 7 Painting and 2D Titling

Setting the Working Resolution
Resolution is the amount and degree of detail in a video image. The working
resolution that you choose affects the processing speed of your graphics
session, as well as the interactivity of the painting and titling process. You can
set the working resolution of your graphics session in the Sequence
Preferences dialog box.
To set the working resolution:

1. Select File > Sequence Preferences.
2. In the Sequence Preferences dialog box, select the Video tab.
3. In the Working Video Settings box, set the working resolution.
Click the Help button for detailed information on Sequence Preferences.

Applying Graphics on the Video or Background Tracks
On a video track, you can apply graphics over all or part of a clip, as well as a
series of clips on the same track. A background track is where you can apply
graphics over all the video tracks on the timeline. You can apply a graphics
effect to a clip or track.
To apply the graphics to a video track:

1. Select the clip or track on which you want to apply graphics.
2. Right-click your selection and select one of the following:
-

Add Clip Effect if you selected a clip.

-

Add Track Effect if you selected a track.

3. In the Load Preset dialog box, browse through the folders and select the
Graphics effect from the \Image Effects folder.
The Graphics effect is applied to the selected clip or track, the position
indicator moves to the first frame of the clip or track, and the Graphics
layout is displayed.
4. You can now paint or create titles in the viewer.

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Applying Graphics

To apply the Graphics effect on the background track:

1. Right-click the timeline ribbon and select Create Background Track.
2. A background track is created between the audio and video tracks.Select
the background track or a clip on the background track, and do one of
the following:
t

Right-click the clip and select Add Clip Effect.

t

Right-click the upper area of the track and select Add Track Effect.
Upper area of
background track

3. In the Load Preset dialog box, select the Graphics effect from the \Image
Effects folder.
The Graphics effect is applied to the selected clip or track, the position
indicator moves to the beginning of the track/clip, and the Graphics layout
is displayed.
4. You can now paint or create titles in the viewer.

Applying Graphics as a Source-Generated Effect
On a selected region of a video track, you can create a new clip for applying
graphics. When you create a new clip, you can choose Graphics as an effect.
This type of effect is called a source generator effect. Other source-generated
effects include Solid Color, Wood Grain, and others.
Applying graphics as a source-generated effect is useful when you want to
apply graphics or titles on a black background.
To create a source-generated clip for graphics:

1. Select a region of a video track.
2. Do one of the following:
t

Press Ctrl+G.

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Chapter 7 Painting and 2D Titling

t

From the NLE Tools toolbar, click Generate > Source Generator
Clip.

3. From the Load Preset dialog box, select Graphics on Black.
A clip is created in the region of the track you selected. The Graphics
layout is displayed. The Masks property is set to RGBA and the Time
Span is set to Start to End.
To create a source-generated clip for titling:

1. Select a region of a video track.
2. From the NLE Tools toolbar, click Editing > Simple Titling on Black.
A clip is created in the region of the track you selected. The Graphics
combo view is displayed. The Masks property is set to RGBA, the Time
Span property is set to Start to End, and the Text tool is active.
To edit a graphics or titling source-generated clip:

t

Double-click source-generated clip on the timeline.

Applying Graphics on the Timeline Effect Track
The timeline effect track is used to apply effects on top of all other effects on
the video and background tracks. This track is useful for applying graphics
without creating a composite container clip. For example, a title that was
created as a graphics effect in the timeline effect track can be moved, scaled,
and overlapped with other titles without modifying the underlying tracks.
To apply the Graphics effect on the timeline effect track:

1. On the timeline effect track, drag to select a region.
2. Right-click the highlighted area and select Add Timeline Effect.

Timeline effect track

3. In the Load Preset dialog box, select the Graphics effect from the \Image
Effects folder.

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Applying Graphics

The Graphics effect is applied to the selected region, the position indicator
moves to the beginning of the region, and the Graphics layout is
displayed.
4. You can now paint or create titles on the viewer.

Applying Graphics on a Layer
Painting on a layer is useful when you want to create complex effects where
paint is used with other tools, and then apply the effects to several layers
independently. Here are some of the effects you can apply to a layer:
•

Color correction effects,

•

DVEs for creating effects, such as transformations,

•

Graphics for creating travelling mattes, and

•

Keyers for creating a matte to reveal underlying layers.

Before you can apply graphics to a layer of a composite, you must first create
a composite container clip, which is created from the selected clip on which
the position indicator is located.
To apply graphics on a layer:

1. Place the position indicator over the clip that you want to use in
the composite.
2. Do one of the following:
t From the taskbar, click the Compositing button.
t

Select the clip and from the taskbar, click the Create Container Clip
button and select Create Composite Container Clip.

t

Right-click the clip and select Create Composite Container.

A composite container clip is opened and the Compositing layout is
displayed. The selected clip is automatically placed in a layer in the
Layers view.
3. If desired, you can add more clips to the composite.
4. Click the Gfx button of the layer on which you want to paint.

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Gfx button

The Graphics layout displays.
5. You can now paint or create titles in the viewer.

Applying Graphics in an Effects Tree
Applying graphics in an Effects Tree is similar to applying graphics on a layer.
However, with an Effects Tree you can add multiple graphics effects to any
input or effect node.
To apply graphics in an Effects Tree:

1. Right-click a layer in the Compositing layout and select Effects Tree
(layer).
The Effects Tree view for the layer is displayed.
2. Right-click an empty area of the Effects Tree and select Add Effect.
3. From the Load Preset dialog box, select the Graphics effect from the
\Image Effects folder.
A Graphics effect node is added to the Effects Tree.
4. Connect the Graphics effect nodes.

5. Double-click the Graphics effect.
The Graphics layout displays. You can now create graphics—see
“Working with Graphics” on page 1411.

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Using Presets in Graphics

Using Presets in Graphics
A preset is a customized set of properties for a graphics session, drawing tool,
property, stroke, text body, or group. You can use the presets that come with
Avid DS Nitris, or you can create your own by saving the properties that you
have already set and reusing them in other graphics sessions. Either way,
presets let you work more efficiently.
Most graphics-related presets are in the \Dspresets\Paint folder. Graphics
session presets are in the \Dspresets\Image Effects\Graphics Sessions folder.
In the Graphics layout, there are presets for:
•

Graphics sessions

•

Drawing tools (Freehand, Polyline, Rectangle, Ellipse, Magic Wand, and
Text)

•

Graphics (strokes, text bodies, and groups)

•

Paint Style (Brush, Brush Fx, and Fill Fx)

•

Titling Style (Face Fx, Edge Fx, and Shadow Fx)

•

Masks

•

Time Span

•

Transformations

Loading and Saving Presets
There are several ways to load and save presets. You can use the property
editors, toolbars, Graphics property editor, or the Stroke Preset, Text Preset, or
Group Preset button in the Tools toolbar. You can also load a preset by using
the pop-up menu in the graphics property tree.
To load or save a preset using a property editor:

1. In the graphics property tree, click a property button.
2. In the property editor, click the Load Preset or Save Preset button.
3. In the Load Preset dialog box, do one of the following:
t

To load a preset, select a preset.

The graphics property tree displays the properties of the preset you
selected.
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Chapter 7 Painting and 2D Titling

t

To save a preset, type a name for the preset you’re saving.

The preset you saved appears in the folder in which you saved it.
To load a preset using the toolbars:

1. Do one of the following:
t From the Tools toolbar, click the Select button and select an object on
which to apply the preset.
t

From the Tools toolbar, select a drawing tool to set the preset as the
default properties before painting.

2. In the Tools toolbar, click Tools > Import and one of the following:
t

Stroke Preset to load a stroke preset.

t

Text Preset to load a text preset.

t

Group Preset to load a group preset.

If you selected a graphics object, the preset is applied to it. If you selected
a drawing tool, the preset’s properties are loaded into the graphics
property tree. When you paint on the viewer, these preset properties will
be applied to the graphics you create.
To save a preset using the toolbars:

1. In a property editor, drag the thumbnail to a toolbar.

Thumbnail
Thumbnail
is
is
dragged to
dragged
toolbar.to toolbar.

2. In the Save Preset As dialog box, type a name and description for the
preset in the corresponding text boxes.
A toolbar button is created in the toolbar.

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Using Presets in Graphics

To load a preset using the pop-up menu:

t

From the graphics property tree, click a property button and select one of
the following:
-

A preset from the menu.

-

Load and browse through the folders and select a preset.

The preset is loaded into the graphics property tree.

Using Stroke, Text, or Group Presets
A stroke, text, or group preset is a stroke, title, or group that you saved along
with all of its properties. Using a preset lets you instantly apply the settings of
a stroke, title, or group of any complexity to the current image without having
to define any of its properties. Once applied, the stroke, title, or group behaves
as a regular graphics object; you can select and edit its properties.
To load a stroke, text, or group preset:

1. From the Tools toolbar, click Import > Stroke Preset, Text Preset, or
Group Preset.

2. In the Load Stroke Preset dialog box, browse through the folders and
select a preset.
The preset is applied to the current frame in the viewer.

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Chapter 7 Painting and 2D Titling

To save a stroke, text, or group preset:

1. In the viewer, select an object.
2. In the graphics property tree, do one of the following:
t

Click Stroke if you selected a stroke.

t

Click Titling Body if you selected a text body.

t Click Group if you selected a group.
3. In the property editor, click the Save Preset button.

4. In the File Name text box, type a name.
5. In the Comments text box, type a description.
The preset is saved with the file name you specified, and can be accessed
at any time by clicking the Stroke Preset, Text Preset, or Group Preset
button in the Tools or General toolbars. Stroke presets are saved in the
\Strokes folder, titling body presets are saved in the \Bodies folder, and
group presets are saved in the \Groups folder.

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Setting Drawing Tool Properties

Setting Drawing Tool Properties
Before you create graphics or titles, you must define how the brush strokes or
titles will appear. Using the property editors in the graphics property tree, you
can set individual brush or text properties.
Each time you select a drawing tool from the General or Tools toolbar, its
properties are displayed in the graphics property tree. When you click any of
the property buttons in the graphics property tree, its corresponding property
editor is displayed.
You can set the default properties of the drawing tool before creating an
object. When you do this, the new settings become the default properties that
are applied to the objects you create. These properties remain in effect until
you change the properties of any of the drawing tools. If you decide to create
an object before setting its properties, you can select the object you created
and then modify its properties. When you do this, only the properties of the
selected object are modified.

Properties of the
Freehand tool.

Properties
of the Text
tool.

Graphics property tree

Setting the Paint Style
The paint style properties let you define the artistic style of the graphics you
create. In the Paint Style property editor, you can specify whether to paint with
a brush or a fill, or both.

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Brush only

Brush and fill

You can also set the fill opacity and appearance of its boundary. If you’re using
a pen and graphic tablet, you can vary the amount of pressure you apply to the
pen. This affects the brush opacity and size.

n

Make sure your pen is adjusted for pressure sensitivity. For more information,
refer to your graphics tablet documentation.
To define the paint style:

1. From the Tools toolbar, select one of the following drawing tools:
Freehand, Polyline, Rectangle, Ellipse, or Magic Wand.
2. From the graphics property tree, click Paint Style.

3. On the Paint Style property editor, select the Use option from the Brush
box to create strokes and apply effects to them.

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Setting Drawing Tool Properties

4. Select the Antialiased option to smooth the jagged edges along the lines
and curves of strokes.
5. If you’re using a pen, select the Size and/or Opacity options from the
Pressure box.
The opacity and width of strokes respond to the amount of pressure you
apply to the pen.
6. In the Fill box, select the Use option to fill the object with the effects
you specify.
Freehand and polyline strokes are automatically closed and filled. If you
deselect the Fill option, the curve is open.
7. Select the Below Brush option to place the fill behind the stroke edge.
If you deselect this option, the fill is superimposed over the inside edge of
the stroke.
8. Select the Invert option to invert the fill. When creating a stroke, the area
outside of the stroke is filled.
9. Use the Opacity controls to adjust the fill transparency.
10. In the Feathering box, select the Use option to feather the edges of the fill.
11. Select the Crop option to confine the feathered area within the stroke.
12. Adjust the Soft Radius controls to define how far inside and outside the
stroke edge the feathered area extends.
13. Adjust the Soft Profile controls to adjust the fall off rate for the fill.
14. Adjust the Blur X and Y Radius controls to adjust the blur in the
horizontal and vertical directions.
15. You can now paint or create titles on the viewer.
The strokes you create are displayed with the properties you specified.
Click the Help button for detailed information on the Paint Style properties.

Setting Brush Properties
The brush properties define the brush’s size, shape, smoothness, softness, and
opacity. For example, you can simulate a calligraphic stylus by specifying a
rectangular brush shape with a slight angle. Or you can simulate an airbrush
using the opacity controls to create a round brush with a solid center and a
transparent edge.

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To define the brush properties:

1. From the Tools toolbar, select one of the following drawing tools:
Freehand, Polyline, Rectangle, Ellipse, or Magic Wand.
2. From the graphics property tree, click Brush.

3. In the Brush property editor, select a brush shape from the Shape box.
The brush shape is displayed in the preview box.
4. Use the X and Y controls to set the width and height of the brush.

n

Tip: When using the Freehand tool, you can interactively resize the brush by
pressing Ctrl and dragging in the viewer.
5. Select the Lock Aspect Ratio option to link the X and Y controls, so that
when you adjust one, the other increases or decreases proportionally.
6. Select the Soft Edge option for a soft brush edge. Deselecting this option
gives you a hard brush edge.
7. Use the Hardness Diameter controls to adjust the proportion of the brush
diameter that is solid.
8. Use the Softness Profile controls to adjust the gradient fall-off rate.
9. Use the Opacity controls to define the transparency of the brush.

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Setting Drawing Tool Properties

10. Use the Sampling Ratio controls to set the distance between each brush
stamp in a stroke. The default sampling ratio is 25 for optimum interaction
speed.

n

If you deselect the Continuous Interpolation option in the Freehand Tool
property editor, the sampling ratio has no impact on the stroke.
11. Use the Angle controls to adjust the rotational angle of the brush.
The brush’s new angle of rotation is displayed in the preview box.
12. You can now paint in the viewer.
Any strokes that you create use the properties you specified.
Click the Help button for detailed information on the Brush properties.

Creating Custom Brushes
You can create custom brushes using a closed stroke or an Adobe Illustrator
EPS file (created with version 8.0 or earlier). You can also save your custom
brush as a preset and then reuse it. For more information, see “Importing
Encapsulated PostScript (EPS) Files” on page 1475.
To create a custom brush using a stroke:

1. From the Tools toolbar, click the Select button and select a stroke or group
of strokes from the viewer.

n

Tip: To create a custom brush, the stroke must be a closed shape. You can do
this by holding down the C key while drawing the stroke. For more
information, see “Drawing Freehand Strokes” on page 1414.
2. From the Tools toolbar, click Objects > Make Brush.
The brush is loaded with the custom shape. Using one of the drawing
tools, you can begin creating strokes in the viewer.

n

To see the shape of the brush, select a drawing tool and look in the Brush
property editor. For more information, see “Setting Brush Properties” on
page 1399.

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Chapter 7 Painting and 2D Titling

To create a custom brush with an EPS shape:

1. From the Tools toolbar, select a drawing tool.
2. From the graphics property tree, click Brush.
3. From the General toolbar, click Import > Import EPS.
In the Open dialog box, select an EPS file to use as your brush.
The brush is loaded with the EPS shape. Using one of the drawing tools,
you can begin creating strokes in the viewer.

n

Not all versions of EPS files are supported.

Setting the Titling Style
The titling style properties let you define the artistic style of graphics. By
adjusting these properties, you can define the appearance of a character’s face,
edge, and shadow. You can also apply numerous visual effects including softcolored edges, cloned faces, inverted shadows, and more.
Certain properties apply to the entire text body, and others apply only to the
words or characters that you select in a text body. You can define the character
edge, face, and shadow, and then use masks on the titles you create. A variety
of fonts and text formats lets you enhance the appearance of titles. Many of the
properties you assign to text can be animated.
Edge
Face
Shadow

To define the titling style:

1. From the Tools toolbar, click the Text button.
2. From the graphics property tree, click Titling Style.

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Setting Drawing Tool Properties

3. In the Titling Style property editor, set the face, edge, and shadow
properties.
4. You can now create a title on the viewer.
The face, edge, and shadow of each character in the text body changes
according to the properties you specified.

Setting the Font Properties
The font properties define the font, style, and size of individual text characters
and text in a text body, as well as set the kerning and hinting options.
Avid DS Nitris comes with a selection of TrueType fonts. Other fonts, in the
\Fonts folder of your operating system, are also available for use. For more
information, see the Avid DS Nitris Installation and Administration Guide.

n

If you notice any missing fonts after restoring a project and opening sequences
of that project, check the Avid Event Log for any missing Graphics titling
fonts. By checking the log, you’ll see exactly which fonts are missing on your
system. To access the Avid Event Log, select View > Multi-Instance Views >
Avid Event Log.
Missing Graphics titling fonts are logged when you open a sequence, and
when you load a Graphics effect preset, Titling Body preset, or Titling Font
preset.
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Chapter 7 Painting and 2D Titling

When a Graphics Titling Body uses a font that is not installed on the computer,
the text will be rendered using a default font. However, in the Graphics Titling
Font property editor, the missing font is still specified even if it's not selected in
the font list.

To define the font properties:

1. From the Tools toolbar, click the Text button.
2. From the graphics property tree, click Font.

3. In the Font property editor, select a font, style, and size.
4. Select the Kern Pairs option to move a character closer to the previous
character in the same word to improve the appearance of the text. (This
applies only to certain font types.)
5. Select the Font Hinting option to control the display of artifacts, such as
blurry edges, when processing. When this option is selected, redraw
information is provided to prevent these artifacts from appearing in the
viewer and rendered output. This option is not recommended when
animating the text.

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Setting Drawing Tool Properties

6. In the Kerning box, you can set the amount of horizontal space between
characters, expressed as a percentage of the current font size. You can
select individual characters or part of the text body and set the kerning
individually. The default value is 1.
7. You can now create a title in the viewer.
Click the Help button for detailed information on the Font properties.

Setting the Masks Properties
The masks properties let you create graphics using a matte (stencil) or a paper
grain effect, and choose the channel(s) on which you will create graphics. You
can use any of the R, G, B, and alpha channels. If you select only the red
channel, for example, only the red component of the image is modified when
you paint on it. By using only the alpha channel, you can create a matte, which
is a grayscale image that defines the transparency of an image when it’s
composited over another.
You may want to use a mask when applying graphics to clips. A mask is an
image, portion, or component of an image. A matte is defined by the alpha
component of an image, and is used differently in the Graphics and
Compositing layouts:
•

In the Graphics layout, a matte is used as a stencil to protect portions of
the image. Where alpha is 0, no paint is applied.

•

In the Compositing layout, a matte determines the transparent portions of
a layer. Wherever alpha is 0, the image is transparent. Wherever alpha is
100 the image is opaque.

For example, if an object from one clip must appear over a background from
another clip, you place the clips on two different layers in the Compositing
layout, and then draw a matte on the top layer. The matte defines an opaque
object on an otherwise transparent layer. For more information, see “Working
with Mattes” on page 1136.
To define the masks properties:

1. From the Tools toolbar, select one of the following drawing tools:
Freehand, Polyline, Rectangle, Ellipse, Magic Wand, or Text.
2. From the graphics property tree, click Masks.

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Chapter 7 Painting and 2D Titling

3. On the General property page, select the channels on which you want to
paint from the Paint on Channel box.
4. In the Mask box, select the Use Alpha Channel option to use the alpha
channel as a matte.

n

The Alpha and Use Alpha Channel options cannot be used simultaneously.
5. Select the Invert option to invert the alpha channel.
Click the Help button for detailed information on the Masks properties.

Setting the Time Span Properties
The time span properties define the duration of graphics. You can define the
start and end time of an object before you create it. This duration becomes the
default time span and is applied to all subsequent objects you create. Or you
can create graphics using the default time span, and then change its start, end,
or duration time later on.
In the Time Span property editor, the timecode refers to the graphics session
time. That is, 00:00:00:00 is the beginning of the graphics session regardless
of its position on the timeline.

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Setting Drawing Tool Properties

To define the time span properties:

1. From the Tools toolbar, select one of the following drawing tools:
Freehand, Polyline, Rectangle, Ellipse, Magic Wand, or Text.
2. From the graphics property tree, click Time Span.

3. In the Time Span property editor, specify the duration by clicking one of
the following:

Button

To

This Frame Only

Make the time span one frame.

This Frame to End

Make the time span start at the current frame and end at
the last frame of the graphics session.

Start to End

Make the time span start at the first frame and end at the
last frame of the graphics session.

Start to this Frame

Make the time span start at the first frame and end at the
current frame of the graphics session.

Custom

Specify a custom time span in the Out and Duration
timecode boxes. All values must be expressed in SMPTE
timecode.

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Chapter 7 Painting and 2D Titling

n

If you’re setting the default time span, the In text box is dimmed because
Avid DS Nitris defines the start time.
If you’re editing the time span of a selected object, the Custom button is
always highlighted.
4. If you’re editing the time span of a selected object, you can select the
Lock option to lock the duration.

n

If you’re defining the default time span properties before creating an object,
the Lock option is deselected. You must select an object before using this
option.
Click the Help button for detailed information on the Time Span properties.

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Defining Color

Defining Color
In Avid DS Nitris, color is considered to be an effect that you can apply to an
image using the brush or fill properties of a stroke, or the face, edge, or
shadow properties of a title. Like any other effect, the Color Blend effect can
be substituted for other effects, such as Noise or Smear.
To define colors, you can pick a color from the default palette or from the
color wheel, use the color picker to select a color from an existing image, or
use other color palettes that are available in the \Palettes folder. If a color is not
displayed on the color palette, you can create it by adjusting the RGB values
of another color to obtain the exact color you want. You can also create your
own color palettes and save them for use on other projects.
You can apply color to selected strokes or you can define the color properties
before you draw a stroke. These properties then apply to all the subsequent
strokes you create.
To open the Color Blend property editor:

1. From the Tools toolbar, do one of the following:
t Click the Select button and select an object from the viewer.
t

Select a drawing tool to create a new object.

2. From the graphics property tree, right-click one of the following property
buttons and select Color Blend:
t

For paint strokes: Brush Fx or Fill Fx.

t

For text bodies: Edge Effect, Face Effect, or Shadow Effect

The Color Blend effect is loaded in the property button that you selected
from the graphics property tree.

Color Blend effect loaded as Brush Fx

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Chapter 7 Painting and 2D Titling

3. From the graphics property tree, click Color Blend.

Preview box

Striped boxes
contain no color
Color channels

n

Tip: A quick way to apply color is with the Pick Color tool. Once you have
chosen your drawing tool, hold down the 6 key. The pointer turns into an
eyedropper. Pick a color from the image in the viewer. You can now paint with
this color until you decide to load another color.
Click the Help button for detailed information on the Color Blend properties.

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Working with Graphics

Working with Graphics
The drawing tools from the Tools toolbar let you create different kinds of
graphics objects including freehand, polylines, rectangles, ellipses, and Magic
Wand strokes. You can then edit the graphics you create.
You can control the appearance of graphics by using the property editors in the
graphics property tree. Property editors let you define characteristics, such as
the brush, fill, edge, face, and shadow. When you start to paint in the viewer,
the graphics you create are displayed with the default properties.

n

Tip: If the edges of graphics appear jagged, right-click the viewer and select
Square Pixels to make them appear smooth.

Checking the Premultiplication Setting
Depending on how you have chosen to apply graphics, it’s a good idea to
verify the premultiplication setting before creating any graphics. This will
ensure that you get the appropriate results. Premultiplication is a mathematical
process where the RGB channels of an image are multiplied with their
corresponding alpha channel values.
To check the premultiplication setting:

1. From the General toolbar, click the Graphics Properties button.
2. Select the Options tab.
3. From the Alpha box, select one of the following options: Auto,
Premultiplied, or Not Premultiplied.
Click the Help button for detailed information on the Option properties.

Wireframe Mode
While painting, you can activate the wireframe mode to easily see the outline
of the strokes you create. This lets you precisely edit and manipulate strokes
without being distracted by any of the effects defined for it. Working in
wireframe mode also increases the speed of interaction because wireframe
objects are not processed.

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Chapter 7 Painting and 2D Titling

Freehand object

Freehand object in wireframe mode

To activate or deactivate wireframe mode:

t

From the Tools toolbar, click the Wireframe button or press Ctrl+W.
Strokes in the viewer appear in wireframe mode.

n

Text bodies cannot be displayed in wireframe mode.

Wireframe Preview
When you work with animated graphics objects, you may want to preview the
results of the animation without having to process the sequence. This lets you
work more quickly and eliminates processing time. When previewing graphics
animation, the clip plays back and graphics objects are processed in wireframe
over a black background.
To view animated objects in wireframe mode:

t

From the Tools toolbar, click the Wireframe Preview button or press
Ctrl+Shift+W.
The sequence plays back and the animated graphics objects appear in
wireframe mode. When the clip is finished, the position indicator moves
to the first frame at which the preview started.

Drawing Polylines
The Polyline tool lets you draw straight lines, Bézier curves, or a combination
of the two.

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Working with Graphics

To draw a polyline:

1. From the Tools toolbar, click the Polyline button or press Q.
2. In the graphics property tree, use the property editors to define the
characteristics of the polyline—see “Setting Drawing Tool Properties” on
page 1397.
3. Depending on the type of curve you want, do one of the following:
t

Click the viewer as many times as needed to add straight line
segments to the polyline.

t

Constrain a polyline to a 45 degree angle by holding down the V key.

t

Drag a vertex to display and adjust the tangent handles.

End point

Tangent handle

4. When you’re done, do one of the following:
t

Press Esc to end the polyline.

t

Press Ctrl and click to close the polyline.

A polyline is displayed in the viewer with the properties you specified.

n

Once a polyline is ended, you cannot undo polyline segments. You can undo
segments only as you are creating the polyline.
5. From the Tools toolbar, click the Select button.
The stroke is selected.
6. Press Enter or click the Edit Shape button to edit the stroke
geometry—see “Editing the Shape of a Stroke” on page 1429.
The stroke’s control points are displayed.

n

Tip: To constrain polyline segments to a 45 degree angle, hold down
the Alt key.

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Chapter 7 Painting and 2D Titling

Drawing Freehand Strokes
The Freehand tool lets you draw open or close freeform strokes, and simulates
the feeling of drawing with a pencil on paper. Use this tool when you want to
create a hand-drawn look or quickly sketch on your image.

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Working with Graphics

As you draw freehand strokes, you’re imprinting a series of stamps onto your
image. By defining the appearance of the brush stamps, you can create a
continuous stroke or a stroke with discrete brush stamps.
To draw a freehand stroke:

1. From the Tools toolbar, click the Freehand button or press W.
2. In the graphics property tree, use the property editors to define the
characteristics of the freehand stroke—see “Setting Drawing Tool
Properties” on page 1397.
3. From the property tree, click Freehand.
4. In the Freehand property editor, select the Close option if you want to
create a closed freehand stroke.

n

Tip: To create a closed freehand stroke quickly, hold down the C key before
beginning to draw the stroke.
5. Select the Continuous Interpolation option to draw a continuous path.
The number of brush stamps is based on the sampling ratio defined in the
Brush property editor.
6. Select the Fast Feedback option to view an outline of the stroke as you
draw it, instead of applying the specified effect. This also increases the
interaction speed.
7. In the Curve Fitting box, select the Fit Curve option to create a freehand
stroke with the minimum number of control points.
8. Use the Tolerance controls to specify the number of control points the
redrawn curve will retain from the original curve.

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Chapter 7 Painting and 2D Titling

n

The Curve Fit option is usually used after the stroke is drawn by selecting the
stroke, editing the shape, and selecting the Curve Fit option in the Edit Shape
property editor.
9. Select the Overlay Brush option to show or hide the outline of the brush
while you paint.
10. Create a stroke in the viewer by dragging on the viewer.
Once you release the mouse or pen, the stroke is complete. The freehand
stroke is displayed in the viewer with the properties you specified. If you
selected the Fill option in the Paint Style property editor, the freehand
stroke is closed and filled.
A stroke with
continuous
interpolation.
A stroke without
continuous
interpolation.

Slow drawing motion.

Fast drawing motion.

11. From the Tools toolbar, click the Select button to select the stroke.
12. Press Enter or click the Edit Shape button to edit the stroke—see “Editing
the Shape of a Stroke” on page 1429.
The stroke’s control points are displayed.
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Working with Graphics

Using the Express Tools
The Express tools let you access a set of freehand tool brush effects quickly
and easily. By holding down a key that has been assigned to a freehand tool
brush effect, you can erase or paint with one keystroke. When you release the
key, the previous tool is reactivated. By default, the Express tools represent the
Erase, Blur, and Color Blend effects, but you can assign your favorite freehand
tool brush effects as well. This is very useful when cleaning up a matte, since
you can access the Erase tool without having to change your current tool.
The keys assigned to the Express tools are the numbers 1 through 5 on the
upper-left of your keyboard.
To use the Express tools:

1. In the Graphics layout, hold down the key assigned to the Express tool
you want to activate.
A freehand tool brush effect is loaded.
2. While continuing to hold down the key, work in your graphics session.
3. Release the key.
The tool you were using previous to the Express tool is reactivated.
To customize the Express tools:

1. In the Graphics layout, hold down one of the keys on the upper-left of the
keyboard (numbers 1 to 5).
2. Right-click Brush Fx in the graphics property tree and load a paint effect,
such as Color Blend or Erase.
3. Release the key.
The key is assigned to the selected freehand tool brush effect.

Drawing Rectangles and Ellipses
The Rectangle tool lets you create rectangular and square shapes, as well as
rectangles with rounded corners. The Ellipse tool lets you create oval and
circular shapes. After creating a square or round shape, you can edit them to
create unique shapes.

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To draw a rectangle or ellipse:

1. From the Tools toolbar, do one of the following:
t Click the Rectangle button or press R.
t

Click the Ellipse button or press E.

2. In the graphics property tree, use the property editors to define the
characteristics of the rectangle or ellipse—see “Setting Drawing Tool
Properties” on page 1397.
3. To create one of the following:
-

Rectangle or ellipse: Create a stroke in the viewer by dragging in the
viewer. To maintain the aspect ratio, press Shift and drag.
A rectangle or ellipse is displayed in the viewer with the properties
you specified.

-

Rectangle with rounded corners: From the graphics property tree,
click Rectangle and set the corner radius in the Rectangle property
editor. Drag in the viewer to create a rectangle with rounded corners.

-

Rectangle with rounded corners: Hold down the Close Bracket (])
to increase the corner radius or the Open Bracket ([) key to decrease
corner radius, and drag in the viewer. When you reach the desired
corner radius, release the key.
4. From the Tools toolbar, click the Select button.
The rectangle or ellipse is selected.
5. Press Enter or click the Edit Shape button to edit the stroke—see “Editing
the Shape of a Stroke” on page 1429 and “Reshaping a Stroke” on
page 1434.
The stroke’s control points are displayed.

n

Tip: To view and move the tangent handles on the control points of a
rectangle, press the H key while selecting the control point in Edit
Shape mode.

Filling Shapes
You can determine which areas of a shape are filled or become holes, letting
you adjust the appearance of a compound path or a self-intersecting path.

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Working with Graphics

A single graphics object.
The path of the object
intersects itself.

Two combined graphics
objects overlapping
each other

Objects using the
Non-Zero Winding option

Objects using the
Even-Odd option

To create self-intersecting shapes that are filled or have holes:

1. From the Tools toolbar, select a drawing tool.
2. In the Paint Style property editor, select the Fill option and one of the
following Fill Rule options at the bottom of property page:
t

Even-Odd to create shapes with holes.

t

Non-Zero Winding to create filled shapes.

3. Create one or more shapes. The shapes can intersect themselves.

n

When combining two filled strokes together, the Fill Rule property can be used
to determine which areas of a shape are filled or become holes. When you use
the Non-Zero Winding option to fill the intersections, the path direction of both
strokes needs to be the same. If not, then you need to reverse the path direction
of one of the two strokes; separate the compound stroke, reverse the path
direction of one stroke, and then combine the two strokes together.

Using the Magic Wand Tool
With the Magic Wand tool, you can create a stroke that has the same shape as
a selected area of an image. The selection is based on RGBA or HLSA values
of an image. Once created, you can edit the stroke.
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A shape based on RGB values

To define a stroke:

1. From the Tools toolbar, click the Magic Wand button or press Y.
2. In the graphics property tree, use the property editors to define the
characteristics of the shape—see “Setting Drawing Tool Properties” on
page 1397.
3. Click the viewer.
A shape is created corresponding to the selected area. Control points are
visible along the shape.
4. From the graphics property tree, click Magic Wand.

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Working with Graphics

5. In the Magic Wand property editor, select a color model from the Color
Model list.
6. In the Color Tolerance controls, select the channels that you want to use to
control the range of pixel values included in the selected area.
7. Adjust the Color Tolerance controls to set the range of color values for
each channel. Continue refining the settings until the desired shape is
obtained.
The shape changes according to the new settings.
8. Use the Fit Tolerance controls to adjust the way the edges of the selection
are determined.
9. Select the Invert option to invert the selection.
10. Select the Similar option to select all of the pixels in the color range of the
specified range.
11. Select or click one of the following:
-

Autocreate to automatically create the stroke when you click the
viewer.

-

Confirm to create the stroke defined by the shape.

A stroke is created with the desired shape, and is displayed using the
properties you specified.

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12. From the Tools toolbar, click the Select button.
The stroke is selected.
13. Press Enter or click the Edit Shape button to edit the stroke—see “Editing
the Shape of a Stroke” on page 1429.
The shape’s control points are displayed.

Selecting Graphics Objects
You must select an object before you can move it or edit its properties or
shape. You can move an object around in the viewer, as well as select single or
multiple graphics objects. When you select an object, the graphics property
tree displays the properties of that object.
To select graphics objects:

1. From the Tools toolbar, click the Select button.
The graphics object you last created is automatically selected.
2. In the viewer or the Graphics Object View (GOV), click an object to
select it.
A yellow bounding box surrounds each selected object, and the graphics
property tree displays its properties.

n

When working with many graphics objects, you can hide their bounding boxes
by clicking the Show/Hide Bounding Box button or by pressing Ctrl+H. The
object is still selected and you can edit the properties of the graphics object.
3. Do one of the following:
t

Press the comma (,) key to select the previous graphics object.

t

Press the period (.) key to select the next object.

t

Press Shift and click each additional object.

t

Press Shift+comma (,) and keep pressing the comma to select
multiple objects in descending order.

t

Press Shift+period (.) and keep pressing the period to select multiple
objects in ascending order.

By default, a yellow bounding box surrounds each selected object.

n
1422

Tip: Drag on the viewer to make a rectangular selection. All graphics within
the rectangle are selected.

Working with Graphics

To select all objects, do one of the following:

t

From the Tools toolbar, click the Select All button.

t

From the menu bar, select Edit > Select All or Graphics > Select All.

t

Press Ctrl+A.
In the viewer, all objects are selected. Objects whose time span do not
cover the current frame will not be selected.

n

The Select All command in the Edit menu is not available when using the Edit
Text tool.
To select objects in Edit Shape mode:

1. From the Tools toolbar, click the Edit Shape button.
2. Press Alt and click a stroke to select or deselect it.

Grouping Graphics Objects
By grouping several graphics objects, you can select, manipulate, and edit
many objects simultaneously. You can then transform or animate the group as
a whole. You can also select a group and temporarily ungroup it, as well as
reselect ungrouped objects and regroup them.
Like strokes and text, you can create presets for groups that you want to reuse
in other graphics sessions. For more information, see “Using Stroke, Text, or
Group Presets” on page 1395.
To group selected objects:

1. From the Tools toolbar, click the Select button.
2. Select any number of objects from the viewer or GOV.
3. From the Tools toolbar, click Group > Group.
The selected objects are grouped.
To group all objects in a graphics session:

t

From the Tools toolbar, click Group > Group All - Session.
All objects in the graphics session are grouped.

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To ungroup a group of objects:

1. Select a group from the viewer or GOV.
2. From the Tools toolbar, click Group > Ungroup.
The selected group is ungrouped. The ungrouped objects temporarily lose
the properties of the group until you regroup them.
Regrouping Objects
If you have just ungrouped a group of objects, you can always regroup it
immediately and retain the properties of the group.
To regroup objects:

1. Select one or more objects that were in the group.
2. From the Tools toolbar, click Group > Regroup.
Selecting Objects in a Group
You can select an object inside a group by holding down the Alt key when
clicking an object in the viewer. Or you can select an object by clicking the
corresponding bar in the GOV.
To select an object in a group in the viewer:

To

Press this

Select an object inside a group.

Alt+click

Add an object, which belongs to a group, to the
current selection.

Alt+Shift+click

Select only the objects that belong to a group and
intersect the rectangle.

Alt+Rectangle Selection

Add objects, which belong to a group and intersect
the selection rectangle, to the current selection.

Alt+ Shift+Rectangle
Selection

Select only the objects that belong to a group and are Alt+Ctrl+Rectangle Selection
totally contained in the rectangle.
Add objects, which belong to a group and are totally
within the rectangle, to the current selection.

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Alt+Shift+Ctrl+Rectangle
Selection

Working with Graphics

n

Tip: You can also select objects inside a group by using these standard
shortcuts:
Select Next Object: Period (.)
Select Previous Object: Comma (,)
Multi-select Next Object: Shift+Period (.)
Multi-select Previous Object: Shift+Comma (,)

Cutting and Pasting Objects in a Group
To cut an object from a group:

1. From the Tools toolbar, click the Select button.
2. From the viewer or GOV, select one or more objects.

n

You cannot select all of the objects in a group.
3. From the Tools toolbar, click Group > Cut from Group.
The selected objects are removed from the group and placed on the
Clipboard.
To paste an object to a group:

1. Select the group to which the object will be pasted.
2. From the Tools toolbar, click Group > Paste to Group.
The objects on the Clipboard are pasted in the selected group and have the
same time span as the group.

Locking Graphics Objects
When you’re working with overlapping graphics objects, it’s useful to lock
some of the graphics objects on which you don’t need to work. Once an object
is locked, you can’t select or modify it in any way. Locked objects remain
locked when a sequence is closed and reopened. Also, locked objects cannot
be selected or edited in the GOV—you can only unlock them. When a
graphics object is locked, its bar in the GOV changes to a light gray color.

n

Tip: To see a wireframe outline of locked objects, position the pointer over the
graphics bars in the GOV and the shape of the locked objects will be displayed
in wireframe in the viewer.

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Chapter 7 Painting and 2D Titling

n

You can also lock/unlock a graphics object by right-clicking on its
corresponding bar in the GOV and choosing a menu command.
To lock graphics objects:

t

Select the graphics objects that you want to lock and do one of the
following:
- From the Tools toolbar, click the Lock button.
-

Right-click the graphics object in the GOV and select Lock.

-

Select Graphics > Objects > Lock.

Locked objects are now represented by a light gray bar in the GOV and
are automatically deselected.

n

Tip: You can multi-select graphics objects by holding down the Shift key.
To unlock graphics objects, do one of the following:

t

To unlock all graphics objects on the current frame, select Graphics >
Objects > Unlock All - Frame or click the Unlock All - Frame button in
the toolbar.

t

To unlock all graphics objects in the current graphics session, click
Graphics > Objects > Unlock All - Session in the Tools toolbar.
All locked graphics objects are unlocked.

Hiding Graphics Objects
When you’re working with overlapping graphics objects that clutter the
viewer, you can hide some of the graphics objects on which you don’t want to
work. This makes objects temporarily invisible and may improve performance
when working on large or complex projects.
Once an object is hidden, you cannot select or modify it in any way, except
for trimming. Hidden objects remain hidden when sequences are closed
and reopened.
When a graphics object is hidden, its bar in the GOV changes to a light
purple color.

n
1426

Tip: To see a wireframe outline of hidden objects, position the pointer over the
graphics bars in the GOV and the shape of the hidden objects will be
displayed in wireframe in the viewer.

Working with Graphics

You can also hide/show graphics objects by right-clicking on its
corresponding bar in the GOV and choosing a menu command.
To hide graphics objects:

t

Select the graphics objects that you want to hide and do one of the
following:
- From the Tools toolbar, click the Hide button.
-

Right-click the graphics object in the GOV and select Hide.

-

From the menu bar, select Graphics > Objects > Hide.

Hidden objects are represented by a light purple bar in the GOV and are
automatically deselected.
To show graphics objects, do one of the following:

t

To show all graphics objects on the current frame, select Graphics >
Objects > Show All - Frame or click the Show All - Frame button in the
toolbar.

t

To show all graphics objects in the current graphics session, select
Graphics > Objects > Show All - Session from the Tools toolbar.
All hidden graphics objects are shown and selected. Any previously
selected objects are deselected.

Hiding Bounding Boxes
Hiding the bounding boxes of graphics objects makes it easy for you to see the
effect of any adjustments you make to its parameters. You can still select and
edit the graphics objects after hiding the bounding boxes.
To show/hide bounding boxes:

t

From the Tools toolbar, click the Show/Hide Bounding Box button or
press Ctrl+H.

Creating Clusters of Graphics Objects and Vertices
Multiselecting graphics objects or vertices can be very convenient when you
want to reuse a specific selection. You can build presets of one or more
selected graphics objects or vertices.

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To create a cluster of graphics objects:

1. From the Tools toolbar, click the Select button and select the graphics
objects you want to add to the cluster.
2. From the Tools toolbar, click the Shapes > Build Vertex Cluster button.
The graphics objects are assigned to a cluster button.
To recall a graphics object cluster:

t

From the Tools toolbar, click Shapes > Select Vertex Cluster.
The graphics objects assigned to this cluster number are selected in
the viewer.

To build a cluster of vertices:

1. In Edit Shape mode, select the vertices you want to add to the cluster.
2. From the Tools toolbar, click Shapes and one of the Build Vertex Cluster
buttons.
The group of vertices is assigned to the cluster button.
To recall a vertex cluster:

t

From the Tools toolbar, click Shapes and the corresponding Select Vertex
Cluster button.
The vertices assigned to this cluster number are selected in the viewer.

Aligning Graphics Objects
Graphics alignment tools allow you to align graphics objects with respect to
other graphics objects or the safe action/title area. Absolute alignment tools
allow you to align graphics using the safe action/title area as a reference.
Relative alignment tools allow you to align graphics object using other
selected graphics objects as a reference.

n

Tip: When using the alignment tools, it’s useful to display the guides. Rightclick the viewer and select Viewer Properties. On the Guides property page,
select the Safe Action/Title option.
To align graphics objects:

1. In the viewer, select the objects you want to align.
2. From the Tools toolbar, click Align > alignment tool.
The selected objects are aligned in the viewer.
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Working with Graphics

Editing the Shape of a Stroke
The shapes of all the strokes created by the Freehand, Polyline, Rectangle,
Ellipse, and Magic Wand tools are determined by line segments and vertices
that indicate a change in line direction. Each vertex in an object has a control
point, which you can use to alter its shape. Before you can edit the shape of a
stroke, you must select it.
To edit the shape of a stroke:

1. From the Tools toolbar, click the Select button and click a stroke in the
viewer.
The selected stroke is surrounded by a yellow bounding box, and the
graphics property tree displays the stroke’s properties.
2. From the Tools toolbar, click the Edit Shape button or press Enter.
The stroke’s contour and control points are displayed, and the Edit Shape
tool is activated.

n

Tip: To select or deselect a shape while in Edit Shape mode, press Alt and
click a stroke.
3. From the graphics property tree, click Edit Shape.
4. In the Path box, click one of the following:
-

Open to open a closed curve.

-

Closed to close an open curve.

5. In the Curve Fitting box:
t

Click the Fit Curve button to sample all the control points of the
original curve.

t

Use the Tolerance controls to set the number of controls points that
the redrawn curve retains from the original.

6. In the Animation box, use the buttons to set, delete, and navigate
between keyframes.
Selecting Control Points
When you select control points on a stroke, they remain selected between
frames. You can edit the shape of single or multiple strokes by dragging the
control points.

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Chapter 7 Painting and 2D Titling

To select control points:

1. From the Tools toolbar, click the Select button, and click a stroke in the
viewer.
The selected stroke is surrounded by a yellow bounding box, and the
graphics property tree displays the stroke’s properties.
2. From the Tools toolbar, click the Edit Shape button or press Enter.
The stroke’s contour and control points are displayed, and the Edit Shape
tool is activated.
3. Do one of the following:
t

Click a control point to select a single control point.

t

Hold down the Shift key and click a control point, and then click each
subsequent control point.

t

Drag to make a rectangular selection in the viewer, and select
multiple points simultaneously.

The selected control points are highlighted in yellow.

Control point

To edit a control point:

t

Press A and click the line or curve segment between two control points to
add a control point.

t

Click a control point to select it and drag to move it.

t

Click a control point and press Delete to delete control points.

To move a control point:

1430

t

To move 1 pixel: Press an arrow key on the keyboard number pad.

t

To move 10 pixels: Hold down the Ctrl key and press an arrow key on the
keyboard number pad.

Working with Graphics

Breaking and Unifying Strokes
A stroke’s path can be broken into any number of subpaths, which you can
later reunify. Subpaths remain part of the stroke and cannot be unified with the
subpaths of other strokes.

Stroke path

Subpaths of a
stroke

To break or unify a stroke:

t

Hold down the K key and drag a control point.
The stroke path is broken and a subpath is created.

t

Hold down the U key and drag one control point and drop it over another.
The subpaths are unified.

Combining and Separating Strokes
You can combine multiple strokes to create a single compound stroke.
Similarly, you can separate compound strokes into individual strokes.
To combine strokes:

1. From the Tools toolbar, click the Select button, and select the strokes you
want to combine.
The selected strokes are surrounded by yellow bounding boxes and
highlighted in yellow in the GOV.
2. From the Tools toolbar, click Objects > Combine Strokes.
The selected strokes are combined and surrounded by one bounding box,
and are shown in the GOV as one compound stroke.

n

When strokes are combined, they’re assigned the properties of the first
selected stroke. If you want to retrieve the properties of an individual stroke
before it was combined, use the undo operation.

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Chapter 7 Painting and 2D Titling

To separate a stroke:

1. From the Tools toolbar, click the Select button, and select the stroke you
want to separate.
The selected stroke is surrounded by yellow bounding boxes and is
highlighted in yellow in the GOV.
2. From the Tools toolbar, click Objects > Separate Strokes.
The combined stroke is separated into individual strokes.
Morphing Strokes
You can select strokes which exist at different frames and automatically
interpolate between them to create interesting effects.

n

Tip: You can also copy shapes and paste them between the start and end
frames of the morph. For more information, see “Copying and Pasting
Shapes” on page 1453.
To morph strokes:

1. Using the transport controls, go to the first frame that contains the stroke
you want to use at the beginning of the morph.
2. From the Tools toolbar, click the Select button and select the stroke that
you want to morph.
3. From the General 2 toolbar, click the Morph Start button to begin the
morph.
4. Using the transport controls, advance to the frame that contains the next
stroke you want to add to your morph.
5. Select the stroke.
6. From the General 2 toolbar, click the Morph Add button.
The stroke is added to your morph.
7. Continue adding selected strokes to your morph using the Morph Add
command.
8. When you’re about to add the last stroke, click the Morph End button in
the General 2 toolbar to end your morph.
The resulting morphed stroke has an animated shape.

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Working with Graphics

Changing the Slope of a Curve
At any control point, you can change the slope of a curve by changing the
length and direction of its tangent handle. You can also create discontinuity in
a curve by breaking the tangent handle at a control point.
To change the slope of a curve:

1. Drag a control point or press H to give selection priority to the handles
instead of the control point. The tangent handles may sometimes lie under
the control point.
2. Drag the tangent handle.
The shape of the curve changes on both sides of the control point.

Tangent handles

To create a discontinuous curve:

1. Click a control point to display its tangent handles.
2. Hold down the B or Alt key and drag a tangent handle.
The tangent handle breaks in the center, and the slope of the curve
changes on one side of the control point.

Discontinuous curve

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Chapter 7 Painting and 2D Titling

Changing the Direction of a Stroke
The path of a stroke has a start point and an end point. By reversing the
direction of that path, the start point becomes the end point and vice versa.
Reversing the direction of a path is useful when working with Handwriting
animation. For more information, see “Creating Handwritten and Type-On
Animation” on page 1448.
To change the direction of a stroke:

1. From the Tools toolbar, click the Select button and click a stroke in the
viewer.
2. From the Tools toolbar, click the Edit Shape button or press Enter.

n

Tip: To select or deselect a shape while in Edit Shape mode, press Alt and
click a stroke.
3. From the graphics property tree, click Edit Shape.
4. In the Path box, click the Reverse Direction button.

Reshaping a Stroke
There may be times when you want to edit the shape of a stroke using a
“freehand” approach. This is especially useful for rotoscoping and animating
shapes.
With the Reshaper tool, you can modify the geometry of a stroke without
being constrained to the shape’s control points. By tracing the edge of a shape,
you can interactively reshape a stroke.
In addition, you can chop, scale, rotate, skew, stretch, and move a shape, as
well as adjust its opacity. When reshaping a stroke, keyframes are
automatically set.

n

1434

Tip: Since it’s difficult to reshape overlapping strokes, you can hide or lock
graphics objects that clutter the viewer. For more information, see “Locking
Graphics Objects” on page 1425 and “Hiding Graphics Objects” on
page 1426.

Working with Graphics

Edge of shape

To trace a shape:

1. Do one of the following:
t From the Tools toolbar, click the Reshaper button or press P.
t

From the menu bar, select Graphics > Tools > Reshaper.

2. To trace, do any of the following:

n

t

Drag along the edge of the stroke.

t

To trace a straight line, hold down the Alt key and trace along the
edge of the shape.

t

To trace without moving existing control points, hold down the Shift
key while you trace.

Tip: To trace more quickly, make sure the shape has a minimum of control
points. To reduce the number of control points, use the Fit Curve option in the
Edit Shape property editor.
Click the Help button for detailed information on the Reshaper properties.
3. Press Esc to exit the Reshaper tool.

Chopping Control Points
If a shape contains a segment that you’d like to eliminate, you can always chop
out the unwanted control points.

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Chapter 7 Painting and 2D Titling

Before

After: A finger is chopped off.

To chop control points:

t

Hold down C and drag along the edge of the shape that you want to chop.
The area is chopped from the shape.

Moving a Shape
You can move the entire shape to a new location.
To move a shape:

t

Hold down A and drag the shape to a new location.

Scaling, Rotating, and Skewing a Shape
When scaling, rotating and skewing a shape, you must first position the point
of origin, which is represented by a small red circle in the viewer.
To position the origin:

1. Hold down one of the following keys:
t

S to scale

t

D to rotate

t

F to skew

2. Drag the origin to a new location.
3. To center the origin, right-click the shape.
The origin is positioned at the center of the stroke’s geometry.
To scale a shape:

t

n
1436

Hold down S and drag the shape to scale it.

To scale proportionally, press Shift+S.

Working with Graphics

To rotate a shape:

t

Hold down D and drag the shape to rotate it.

To skew a shape:

t

Hold down F and drag the shape to skew it.

Stretching a Shape
Stretching lets you extend portions of a shape, while maintaining the rest of it.
When stretching a shape, you must first position the stretch limits on the edge
of a shape. The stretch limits are represented by two small gray squares in the
viewer.

Leg is stretched

Stretch limits

To stretch a shape:

1. Hold down G to access the stretch tool.
2. Place each stretch limit at the desired location along the edge of
the stroke.
3. Drag the edge of the shape between the stretch limits.
The segment between the two stretch limits is stretched. The other parts of
the shape remain unchanged.
Changing the Opacity of a Stroke
When performing rotoscoping, it’s sometimes helpful to see what's in the
image underneath the stroke. This makes it easier to reshape the stroke from
one frame to the next.
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Chapter 7 Painting and 2D Titling

To change the opacity of a stroke:

t

n

1438

Hold down O and drag the stroke in the viewer.

When changing the opacity, the stroke fill and brush opacity is changed, if they
were used. If the opacity is animated, a temporary value is set. If the opacity is
not animated, a value is set but a key is not created.

Working with Titles

Working with Titles
A text body is a graphics object that consists of a group of words, lines, and
paragraphs. You create, edit, and select titles using text bodies in the Edit
Text mode.
By default, word wrapping is on when using the Text tool. When the edge of a
text body is reached, the text continues on to the next row. However, for
crawls, you can fit all the text fit into one long line.
There is no automatic word hyphenation. Line breaks always occur at the end
of a word. If a word is longer than the text body, the word breaks at the edge.
To prevent the word from breaking, increase the width of the text body.
To create a title:

1. From the Tools toolbar, click the Text button or press T.
2. In the graphics property tree, use the property editors to define the
properties of the title—see “Setting Drawing Tool Properties” on
page 1397.
3. Click the viewer.
A text box is displayed.
4. Begin typing text in the text body.
5. From the Tools toolbar, click the Select button.
The text body is selected and displays the title with the properties
you specified.
6. Press Enter or click the Edit Text button to return to Edit Text mode.
The text body in Edit Text mode is displayed.
To make text fit on one line:

1. Select the text body.
2. From the graphics property tree, click Titling Body.
3. From the Titling Body property editor, click the Fit Text on One Line
button.
All of the text in the text body fits in one horizontal text body, instead of
wrapping to the next line.
Click the Help button for detailed information on the Titling Body
properties.
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Chapter 7 Painting and 2D Titling

Using Text from Other Applications
You can cut, copy, and paste text to and from any text generation application
that uses the Windows Clipboard. Because Avid DS Nitris uses a Rich Text
Format (RTF) compatible text engine, you can exchange text with an
application, such as Microsoft Word.
Without having to select any of the tools in the Graphics layout, you can
directly paste the copied text into a graphics session. The text and much of its
formatting will be pasted into a text body. Not all formatting, however,
remains intact when you use text from external applications.

n

Graphics, such as strokes or clip art, cannot be imported or exported.
To use text from an external application:

1. In the external application, cut or copy the text.
The text is copied to the Clipboard.
2. In the Graphics layout, press Ctrl+V.
The text and most of its formatting is pasted in a text body.
To copy text to an external application:

1. From the Tools toolbar, click the Edit Text button.
2. In a text body, select the text to be copied and press Ctrl+C.
The text is copied to the Clipboard.
3. In the external application, place the pointer at the insertion point and
press Ctrl+V.
The text is pasted in the external application.
Importing HTML Text
You can import an HTML file and convert it into a text body. As many text
properties as possible are retained, such as font, size, and color. This is very
useful when setting up rolls and crawls with different styles for headers and
names, since you can set up the text before working in Avid DS Nitris.
To import HTML text:

1. From the Tools toolbar, click Import > Import HTML.
The Open dialog box is displayed.
2. Select a file to import and click OK.
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Working with Titles

The text is imported as a text body.

Selecting and Editing Text
While you are creating titles, you can select and edit the text it contains, as
well as its format properties. You can edit the properties of the entire text body
or individual characters within the text body.
To select a text body:

1. From the Tools toolbar, click the Select button and select a text body.
The selected text body is surrounded by a yellow bounding box.
2. From the Tools toolbar, click the Edit Text button.
You can now edit the text body properties.

Selected text body

To move a text body:

t

Do one of the following:
-

While using the Edit Text tool, press Alt and move the text body to a
new location.

-

From the Tools toolbar, click the Select button and select a text body
and move it to a new location.

To edit a text body:

t

While using the Edit Text tool, do any of the following:
-

Press Alt and click the text body you want to edit.

-

Press Alt+. (period) to edit the next text body.

-

Press Alt+, (comma) to edit the previous text body.

To select individual text characters:

1. From the Tools toolbar, click the Select button and select a text body.
The selected text body is surrounded by a yellow bounding box.

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Chapter 7 Painting and 2D Titling

2. From the Tools toolbar, click the Edit Text button.
3. In the text body, select the character that you want to edit by clicking and
dragging over it.

“D” selected only

A selection bar appears at the bottom of the selected character.
4. You can now edit the properties of the individual characters.
To select text characters with the same fonts or styles:

1. From the Tools toolbar, click the Select button, and select a text body.
The selected text body is surrounded by a yellow bounding box.
2. From the Tools toolbar, click the Edit Text button.
3. Hold down the Ctrl key, drag over a character possessing the style or font
you want to select.

n

Tip: You can set your user preferences for titling selection in the User
Preferences dialog box. You can select characters that share the same titling
style, titling font, or both when you hold down the Ctrl key and select.
4. You can now edit the properties of the selected text.
To edit the font and kerning:

1. In Edit Text mode, select the text body or individual text.
2. In the graphics property tree, click Font.
3. In the Font property editor, select the Font, Style, and Size you want to
apply to your text.
4. Select the Kern Pairs option to move a character pair closer to each other.
This applies to certain fonts only.
5. Select the Font Hinting option to prevent blurry artifacts from appearing
after processing.
This option is not recommended for animated titling sequences.

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Working with Titles

6. To adjust the horizontal spacing between characters, type a value in the
Kerning box. The default value is 1.
7. Select the Filtering option to reduce the flickering perceived when the
text is viewed on an interlaced screen.
8. Adjust the Character Transform controls to transform characters in
X and Y.
Click the Help button for detailed information on the Font properties.
To increase and decrease the font size:

t

Select some characters and do any of the following:

To do this

Press

Increase the font size

•

Alt+Up Arrow (normal increment)

•

Alt+Shift+Up Arrow (minor increment)

•

Alt+Ctrl+Up Arrow (major increment)

•

Alt+Down Arrow (normal increment)

•

Alt+Shift+Down Arrow (minor increment)

•

Alt+Ctrl+Down Arrow (major increment)

Decrease the font size

To increase and decrease the kerning:

t

Place the cursor between two characters or select several characters and
do any of the following:

To do this

Press

Kern left

•

Alt+Left Arrow (normal increment)

•

Alt+Shift+Left Arrow (minor increment)

•

Alt+Ctrl+Left Arrow (major increment)

•

Alt+Right Arrow (normal increment)

•

Alt+Shift+Right Arrow (minor increment)

•

Alt+Ctrl+Right Arrow (major increment)

Kern right

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Chapter 7 Painting and 2D Titling

Aligning Text
You can specify a justification for a selected text body. By adding character
tabs, you can also justify character tabs within a text body.
To justify a text body:

t

With the text body selected in Edit Text mode, right-click the left margin
of the text body and select a justification from the list.

Right-click the
left margin to
justify text body.

The text body is aligned as specified.
To add a character tab to the text body:

1. With the text body selected in Edit Text mode, hold down the Ctrl key and
double-click inside the text body at the point where you want to insert a
tab.
A tab is inserted in the text body.
2. To move the tab around, drag it to a new location.
3. To remove the tabs, right-click and select Remove.
To justify a character tab:

t

With the text body or individual text selected in Edit Text mode, rightclick the character tab, and select a justification from the menu.

Right-click the
character tab
to justify

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Working with Titles

Converting Text to Strokes
You can convert a text body into individual strokes that you can then edit
individually. You can animate the strokes, edit the characters to create a
custom “font”, or use the stroke to create a custom brush.
To convert strokes to text:

1. From the Tools toolbar, click the Select button and select a text body.
2. From the Tools toolbar, click Objects > Text to Strokes.
Each character is surrounded by a yellow bounding box and appears as a
separate stroke in the GOV.

Searching for Text
When working with large text files, such as credit rolls, it may be difficult to
locate text. You can search through a text body for keywords.
To search for a keyword in a text body:

1. With the text body selected in Edit Text mode, click in the text body at the
position where you want to begin the text search.
2. Press Ctrl+F.
3. In the Find dialog box, enter a keyword in the String to Find text box.
The keyword is located and underlined with a selection bar.

Creating Rolls and Crawls
A roll or crawl typically contains the titles or credits of a program. You can
create a traditional roll in which a title moves from the bottom of the screen to
the top, or a traditional crawl in which a title moves from the right of the
screen to the left. Single or multiple titles can be used for a roll or crawl.
You create rolls or crawls by using the Graphics property editor. This lets you
quickly and easily create standard rolls or crawls that involve few titles. When
you do this, the time span of the titles change to match the duration of the
graphics session.

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Chapter 7 Painting and 2D Titling

You can also create the animation manually by using the Animation Key
button to set individual keyframes. This lets you create a complex roll or crawl
that involves many titles that start and end in different locations. You can also
include paint strokes in a roll or crawl.

n

When you create a roll or crawl using the Graphics property editor, the entire
duration of the clip is used.
Also, rolls and crawls are real-time effects so you can view the results upon
playback without having to first process them.

n

In rare cases, real-time effects may require processing to ensure that no frames
are skipped. For more information, see “Working with Real-Time Effects” on
page 898.
To create a roll or crawl:

1. From the Tools toolbar, click the Text button to create a text body.
2. From the graphics property tree, open the Font property editor and
specify the font type, style, and size.
3. Click the viewer and type in some text.
4. When you’re done, select the text body.
5. From the Tools toolbar, click the Graphics Properties button.
6. In the Graphics property editor, select one of the following from the
Motion box:
-

Roll to create a roll.

-

Crawl to create a crawl.

7. In the Start Position box, select one of the following:
-

Onscreen to start the roll or crawl on the screen.

-

Offscreen to start the roll or crawl off the screen.

8. In the End Position box, select one of the following:
-

Onscreen to end the roll or crawl on the screen.

-

Offscreen to end the roll or crawl off the screen.

9. To guarantee optimal quality when building rolls/crawls, select the
Standard Speed option.
10. Click the Build Motion button.

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Working with Titles

The title’s transformation is animated.
11. To apply an automatic fade, roll, and crawl animation to selected graphics
objects only, select the Apply to Selection option.
Click the Help button for detailed information on the Graphics properties.
12. To modify the transformation properties of the title, select the title, and do
one of the following:
t

From the graphics property tree, open the Transformations property
editor, and modify the values.

t

Select View > Views > Animation Editor. Select the
Transformation property and adjust the function curve.

Creating a Fade
You can automatically create fades by using the Graphics property editor.
When you apply a fade to a graphics object, its time span changes to match the
duration of the graphics session. In addition, the existing opacity settings for a
stroke (brush and fill) and text body (edge, face, shadow) are overwritten with
the new fade values.
To fade an object:

1. From the Tools toolbar, select a drawing tool.
2. In the graphics property tree, define the properties for your tool—see
“Setting Drawing Tool Properties” on page 1397.
3. Create an object in the viewer.
4. Move the object to the desired fade-in position.
5. From the Tools toolbar, click the Graphics Properties button.
6. In the Fade box of the Graphics property editor, set the In and Out values
in frames.
7. Click the Build Fade button.
The object’s opacity properties are animated.
8. To modify the opacity properties of the object, select the object and
adjust the Opacity controls on the Paint Style, Brush, and Titling Style
property editors.
Click the Help button for detailed information on the Graphics properties.

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Chapter 7 Painting and 2D Titling

Creating Handwritten and Type-On Animation
You can create animated, scrolling text effects that simulates handwriting or a
typewritten effect. You can generate a handwritten type of animation on a
single or combined stroke, which is useful for simulating the look of a pen
writing across the screen.
You can also generate an animated typewritten effect based on a selected text
body, giving it the appearance of a typewriter typing each character. You can
specify the direction, beginning, and end of the animation, as well as adjust the
spacing of the text body.
To create a handwritten animation:

1. In the Tools toolbar, select one of the following drawing tools: Freehand,
Polyline, Rectangle, or Ellipse. Create the graphics object on which you
want to apply the handwriting animation.
2. Draw a single stroke or multiple strokes in the viewer. Make sure you’re
using the brush.

n

Tip: Use the Objects > Combine Strokes command in the Tools toolbar to
combine multiple strokes. For more information on combining strokes, see
“Combining and Separating Strokes” on page 1431.
3. From the Tools toolbar, click the Select button and select the stroke to
which you want to apply the handwritten animation.
The stroke is selected and surrounded by a yellow bounding box.
4. In the graphics property tree, set the time span.

n

You can only create handwritten animation for strokes that have a duration
that’s longer than one frame.
5. Do one of the following:
t

From the Tools toolbar, click the Objects > Handwriting button.

t

In the graphics property tree, click the Stroke button.

6. In the Handwriting property editor, click one of the following:

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Working with Titles

Parameter

Description

Forward

To begin the handwriting animation with the first brush
stamp and move towards the last.

Backward

To begin the handwriting animation with the last brush
stamp and move towards the first.

Center

To begin the handwriting animation in the center of the
stroke and move outwards towards the first and last brush
stamps.

7. Use the Custom Settings if you want the animation to begin or end at a
specific point. The default is 0 for the head setting and 100 for the tail.
Click the Help button for detailed information on the Handwriting properties.
To create a type-on animation:

1. From the Tools toolbar, click the Select button and select the text body to
which you want to apply the type-on animation.
The text body is selected and surrounded by a yellow bounding box.
2. Do one of the following:
t

From the Tools toolbar, click the Objects > Type-On button.

t

From the graphics property tree, click the Titling Body button.

3. In the Type-On box, click one of the following:

Parameter

Description

Forward

Begin the type-on animation with the first text character
entered and move towards the last.

Backward

Begin the type on animation with the last text character
and move towards the first.

Center

Begin the type on animation in the center of the text body
and move outwards towards the first and last characters
drawn.

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Chapter 7 Painting and 2D Titling

4. Use the Head and Tail settings if you want the animation to begin or end at
a specific point. The default is 0 for the Head setting and 100 for the Tail.
Click the Help button for detailed information on the Titling Body properties.

1450

Manipulating Graphics

Manipulating Graphics
Before you can edit an object, you must select it. Then you can use the
transformation tools to change the rotational angle, size, and skew of a
graphics object. The shape of individual strokes and the contents of a text body
can also be modified. Other tools let you reorder selected objects by moving
them in front of or behind other objects. Selection tools speed up the editing
process since you can simultaneously select, deselect, and delete multiple
objects.

Editing Graphics Properties
After you’ve created graphics, you can edit any of its properties. You can edit
the properties of a single object or multiple objects simultaneously. When you
edit the properties of a selected object(s), only its properties are changed. The
default properties for the drawing tools are not changed.
To change the properties of a single object:

1. From the Tools toolbar, click the Select button and click an object in the
viewer.
The graphics property tree displays the object’s properties.
2. From the graphics property tree, click a property button.
The property editor is displayed.
3. Adjust the desired properties.
In the viewer, the object displays the properties you specified.
To change the properties of multiple objects:

1. From the Tools toolbar, click the Select button and click an object in the
viewer.
The graphics property tree displays the object’s properties.
2. Hold down the Shift key and click the objects you want to select.
The graphics property tree displays the properties of the selected objects.

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Chapter 7 Painting and 2D Titling

Properties common
to all selected objects

Stroke properties

Text body properties

3. In the graphics property tree, click a property button.

n

t

If you clicked the Masks, Time Span, or Transformations property
button, its property editor displays the properties that are common to
the selected objects.

t

If you clicked a stroke property, its property editor displays the
properties that are common to the selected strokes.

t

If you clicked a text body property, its property editor displays the
properties that are common to the selected text bodies.

When you open additional property editors, they’re displayed one on top of the
other. Drag the property editor to another location to view multiple property
editors simultaneously.
4. In the property editor, modify the properties.
The selected objects display the properties you specified.

Cutting, Copying, and Pasting Graphics
You can cut or copy objects in the viewer and paste them on the same frame or
on another frame. Cut or copied objects are placed on the Clipboard in the
system memory and remain there until you perform another cut, copy, or paste
operation.
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Manipulating Graphics

To cut, copy, or paste an object:

1. From the viewer, select an object.
The object is surrounded by a yellow bounding box.
2. From the Edit menu, select one of the following:
-

Cut or press Ctrl+X to cut an object.

-

Copy or press Ctrl+C to copy an object.

-

Paste or press Ctrl+V to paste an object.

Copying and Pasting Shapes
You can copy the shape of a stroke and apply it to another stroke. The new
stroke is deformed into the new shape, but retains its original properties, such
as color and time span information. You can only copy and paste one stroke
shape at a time.
To copy a stroke’s shape:

1. Select the stroke with the shape you want to copy.
2. Do one of the following:
t

From the Tools toolbar, click the Shapes > Copy Shape button.

t

Open the Edit Shape property editor and, click the Shapes > Copy
Shape button.

t

Press Alt+C.

3. Select the stroke to receive the shape.
4. Do one of the following:
t

To paste the shape on top of the first selected stroke, click the Shapes
> Paste at Origin button from the Tools toolbar.

The shape of the first stroke is applied to the second stroke and is
positioned over the first stroke.
t

To paste the shape on top of the second selected stroke, click the
Shapes > Paste in Place button from the Tools toolbar.

The shape of the first stroke is applied to the second stroke and is
positioned over the second stroke.

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Chapter 7 Painting and 2D Titling

Original strokes

After the Paste at Origin command
is applied, the rectangle takes the
shape of the circle, but retains its
color information. The new shape is
pasted on top of the first circle.

After the Paste in Place command is
applied, the rectangle takes the shape
of the circle, but retains its color
information. Note that the new shape
is pasted on top of the rectangle.

Duplicating Graphics
Duplicating an object lets you copy an object and its associated properties,
including the time span. Duplicating an object differs from copying an object
in that duplicating takes place within the same graphics session, whereas
copying an object lets you copy and paste objects between different graphics
sessions or layers. A duplicate of the object is pasted on the viewer, whereas a
copy of an object remains in the system memory until you paste it on a frame.
To duplicate an object:

1. From the viewer, select an object.
The selected object is highlighted by a yellow bounding box.
2. From the Tools toolbar, click the Duplicate button or press Ctrl+K.
The selected object is duplicated and placed on top of the original object.
To see the two objects, you must select the duplicate and move it.

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Manipulating Graphics

Original object
Duplicate object (surrounded
by a yellow bounding box)

Deleting Graphics
You can delete graphics objects one at a time or delete them all
simultaneously. Objects are deleted over their entire duration. For example, if
an object in the current frame has a duration of 5 frames, all 5 frames are
deleted.

n

Once an object is deleted, it cannot be retrieved except by choosing the Undo
command from the Edit menu.
To delete an object:

1. From the viewer, select an object.
The object is surrounded by a yellow bounding box.
2. Do one of the following:
t

Press Delete.

t

From the menu bar, select Edit > Clear.

The object is deleted.
To delete all objects that intersect on the current frame:

t

In the Tools toolbar, click Objects > Delete All - Frame or press
Ctrl+Delete.
All objects in the current frame are deleted.

To delete all objects in a graphics session:

t

In the Tools toolbar, click Objects > Delete All - Session.

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Chapter 7 Painting and 2D Titling

Changing the Order of Graphics
Each time you create a graphics object, it’s added to the existing graphics
session. You can change the order of objects by using the Front, Raise, Lower,
and Back tools. The last object you create is placed on top of all other objects.

n

Graphics applied on layers in a container clip are all part of the same
compositing layer.

Reordering three strokes

To reorder objects:

1. From the viewer, select an object.
The object is surrounded by a yellow bounding box.
2. From the Tools toolbar, click Order and do one of the following:
t

Bring to Front or press Shift+Pg Up (number pad) to move the
object in front of all other objects.

t

Raise or press Pg Up (number pad) to move the object up by
one level.

t

Lower or press Pg Dn (number pad) to move the object down by
one level.

t

Send to Back or press Shift+Pg Dn (number pad) to move the object
to the back of all other objects.

Transforming Graphics
You can transform an object by moving, scaling, rotating, or skewing it. When
you do this, objects are surrounded by a yellow bounding box and handles are
displayed at its corner and sides. You can manipulate these handles to
transform objects.

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Manipulating Graphics

n

Tip: For interactive updates while moving, scaling, rotating and skewing
graphics objects, press Ctrl while you drag a handle.

Moving Objects
To move graphics objects, you must use the Select tool.
To move an object:

1. From the Tools toolbar, click the Select button.
2. In the viewer, click an object to select it.
A yellow bounding box surrounds the selected graphics object and the
graphics property tree displays its properties.
3. Do one of the following:
t

Drag to move the selected object.

t

Use the arrows on the number pad to move the object by 1 pixel.

t

Hold down the Ctrl key and use the arrow keys on the number pad to
move the object by 10 pixels.

Scaling Objects
You can modify the height and width of strokes and titles using the Scale tool.
The height and width are scalable as independent values or proportionally.
To scale an object:

1. From the Tools toolbar, click the Scale button.
2. In the viewer, click an object.
A bounding box with handles surrounds the object, and a red circle marks
the object’s center.
3. Drag one of the handles.

n

Tip: Press Shift and drag to increase or decrease the height and width of the
object proportionally.

n

Press Ctrl and drag. One or more of the opposite handles are pinned in place
while you drag.

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Chapter 7 Painting and 2D Titling

By default the object is scaled according to its center and its
transformation properties are set in the Transformations property editor,
where you can edit them.
Object center

Bounding box
handles
Scaled object
Original object

Rotating Objects
You can rotate selected objects around their rotation point. The Rotate tool lets
you modify the rotational angle of an object. By default, an object rotates
around its center. You can move this center to any position in two-dimensional
space. This lets you rotate an object around its corner or around another object
in the image.
To rotate an object:

1. From the Tools toolbar, click the Rotate button.
2. In the viewer, click an object.
A bounding box with handles appears at each corner of the bounding box,
and a red circle marks the object’s center.
3. Drag a handle clockwise or counterclockwise.
The object rotates around its center and its transformation properties are
set in the Transformations property editor, where you can edit them.
To move an object’s center:

1. From the Tools toolbar, click the Select button.
2. In the viewer, click an object to select it.
A yellow bounding box surrounds the selected graphics object and the
graphics property tree displays its properties. The object’s center is
displayed as a small red circle.
3. Press Shift and drag the center to a new location.

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Manipulating Graphics

Bounding box
handles

Object center

Object center is moved

Skewing Objects
The Skew tool lets you slant an object according to the angle you specify.
To skew an object:

1. From the Tools toolbar, click the Skew button.
2. In the viewer, click an object.
A bounding box with handles surrounds the object.
3. Drag the handles left or right until the required slant is reached.
The bounding box handles for skewing appear on each edge of the
bounding box. The object is skewed and its transformation properties are
set in the Transformations property editor, where you can edit them.
Setting the Transformation Properties
The transformations properties let you apply transformations, such as
translating, scaling, skewing, rotating, and centering the objects you create.
The transformation properties appear in the graphics property tree when you
select an object.
To define the transformations properties:

1. From the Tools toolbar, click the Select button, and select an object from
the viewer.
2. From the graphics property tree, click Transformations.

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Chapter 7 Painting and 2D Titling

3. In the Transformations property editor, set the Center, Translation,
Dimensions, Rotation, and Skew properties.
The selected object is transformed according to the transformation
properties you defined.

1460

Tracking Graphics Objects

Tracking Graphics Objects
Tracking graphics objects can be very useful in rotoscopy tasks. You can track
the transformation of a graphics objects over time, as well as track the
deformation of shapes. To select an appropriate tracking method, you’ll have
to decide if it’s more effective to track an entire graphics object or its vertices.
For more information, see “Tracking” on page 1339.

Transformation Tracking
You can transform a stroke or a text body by applying one or two trackers
directly to the entire stroke or text body. When applying only one tracker, the
stroke or text body will only translate over time. When applying two trackers,
the stroke or text body can undergo translation, rotation, and scaling.
To transform a graphics object using the tracker:

1. From the Tools toolbar, select a drawing tool.
2. Draw a shape that defines the region you want to track.
3. Select the graphics object.
4. From the Tools toolbar, click the Tracker button.
The Select (Tracker) property editor is displayed.
5. You are now ready to position the trackers, set the tracker options, and
begin tracking—see “Using the Shape Tracker” on page 1363.

n

Tip: To help you position and view the trackers, click the Hide Gfx button to
hide the graphics object.

Tracking Vertices
You can deform the shape of a stroke by applying trackers to vertices.
To deform a shape using the tracker:

1. From the Tools toolbar, select a drawing tool.
2. Draw a shape defining the region you want to track.

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Chapter 7 Painting and 2D Titling

n

Tip: You can use any drawing tool, but the Polyline tool gives you distinct
control points. When using other drawing tools, select the Curve Fit option in
the Edit Shape property page to reduce the number of control points.
3. From the Tools toolbar, click the Select button and select the graphics
object.
4. From the Tools toolbar, click the Edit Shape button.
5. In the Edit Shape property editor, select the Tracker tab.
6. You are now ready to position the trackers, set the tracker options, and
begin tracking—see “Using the Shape Tracker” on page 1363.

1462

Working in Raster Mode

Working in Raster Mode
Raster mode (also known as destructive mode) lets you perform tedious tasks,
such as rotoscoping quickly and effectively. Since this mode is not vectorbased, processing is not required. The time required to load and save graphics
objects is also dramatically reduced.
As you paint frame-by-frame, the finished (burned) frames are placed in a
cache and the original graphics objects are deleted. Working in Raster mode
deactivates the recording of graphics objects in the Graphics Objects View
(GOV), flattens them, and stores the resulting images on individual frames
directly to a cache. You can choose to have the frame you’re currently working
on automatically “burned” or you can choose to burn frames later when you’re
satisfied with the results.
When burning frames, keep in mind that clip effects previously applied to a
sequence will be no longer be editable. If you want to apply clip effects to
your sequence, it’s best to use the raster mode to burn your frames first.

n

Raster mode only works for graphics objects with a duration of one frame.
Also, the files generated by raster paint (.gen files) will not be seen in the
Media Tool or Purge dialog box. They will be deleted when the project is
deleted and archived when the project is archived.
Effect in which Raster mode is used
Clip effects that will be uneditable
after frames are burned

When working in raster mode, you cannot undo an operation on a frame that
has been burned. You can use the Delete Burned command from the Raster
Paint toolbar to undo your work on that frame entirely and start over.
To use the raster mode:

1. From the Tools toolbar, click the Graphics Properties button.
2. On the Raster Mode property page, click the Start button.

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A message box is displayed to warn you that the operation you’re about to
attempt cannot be reverted.
3. Click OK to proceed in the Raster mode.
4. Do one of the following:
t

To automatically burn or “destroy” frames as you advance frames,
select the Burn on Frame Change option.

t

To burn frames manually, deselect the Burn on Frame Change
option. Click the Burn Frame button in the General 2 toolbar when
you’re satisfied with your work.

5. To create a copy of the rastered strokes when advancing frames, select the
Copy Burned Strokes option.
6. If you don’t want to work in real time, select the Non Real-time option.
7. To deactivate the warning message that appears concerning undo/redo
operations when you change frames, select the Remove Warning When
Burning option.
8. To easily retrieve work done in the raster mode, enter a file name in the
Base Cache File Name text box. It should not exceed ten alphanumeric
characters. If you do not enter a file name, one will be entered by default
based on the sequence name. For more information on working with
caches, see “Raster Mode Caches” on page 1465.
9. Use the transport controls to advance the clip to a frame where you want
to begin using the raster mode.
10. Apply paint strokes to the first frame.

n

Tip: When you’ve completed the first frame, you can advance to the next one
by using the right arrow key on the keyboard.
11. Advance to the next frame.
If you selected the Burn on Frame Change option, when advancing to a
new frame, the graphics objects applied to the previous frame are burned
and saved to a cache. A small white box appears under the timeline in the
GOV to indicate that the frame has been burned.

In the GOV, white boxes
indicate burned frames

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Working in Raster Mode

While you’re painting frame-by-frame, you may decide to redo a rastered
frame. To do this, you must still be in the current graphics session in order to
delete the rastered strokes.
To delete burned, rastered strokes:

1. Using the transport controls, advance the clip to the frame on which you
want to delete the rastered strokes.
2. From the General 2 toolbar, click the Delete Burned button.
The strokes created before burning the frame are now deleted and the
white box disappears for that frame in the GOV.

Raster Mode Caches
When working with paint in raster mode, the finished (burned) frames are
placed in a cache and any vector-based paint strokes or graphics objects are
“flattened” and saved with the image.
These caches are saved with your project on the disk array, and Avid DS Nitris
refers to these caches when playing back your clips.

n

•

The .gen files generated when burning frames are managed on a per
project basis, so deleting or not saving sequences that contain burned
frames may leave orphaned .gen files. To help track and delete these files,
enter a name in the Base Cache File Name text box in the Graphics
property page, use the rastered frames tooltips in the Graphic Object View
(GOV), or use the Save option when right-clicking on the rastered frames
in the GOV. Deleting a project will also destroy all associated burned
frames.

•

Presets of graphics sessions that contain burned frames cannot be reloaded
in sequences that have a different resolution or frame rate.

•

The burned frames of graphics sessions become opaque. Changes to any
effect underneath a graphics session will be ignored for those frames.

•

Burned frames are not visible when a paint sequence is used as a reference
clip (Alt-drop from Avid Explorer). To work around this, select the Non
Real-Time option on the Graphics property editor and process.

When working in raster mode, you cannot undo an operation once a frame has
been burned. You can, however, delete its cache file, but this will also delete
any paint strokes that you created on that frame.

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Using the GOV in Raster Mode
The GOV provides useful information when working in the Raster Paint
mode. The Raster Paint log lets you save a list of the rastered frames in a text
file. It provides you with information about the rastered frames, so that you
can easily locate them in the cache. The GOV also provides tooltips of the
rastered framed, so that you can locate a frame if you want to delete or redo it.
To create and save a Raster Paint log:

1. In the GOV, right-click a small white box and select Save Raster Paint
Log.
Right-click a
white box

A dialog box is displayed, prompting you to save the log.
2. Select the folder in which you want to save the Raster Paint Log
information. You may want to save your work for different graphics
sessions in separate folders.
3. Click the Save button.
A text file is created.
Date the file
was created
Name of
rastered
frame

n

1466

Base cache file name

Tip: To see the file name of a rastered frame, place the pointer over the
frame’s white box and a tooltip appears indicating the file name.

Creating Mattes

Creating Mattes
A matte is a grayscale image that defines the transparency of an image when it
is composited over another. An image can have a matte in its alpha channel
(internal matte) or use a matte derived from another image (external matte).
When you use the graphics tools to create a matte, it is created in the alpha
channel of the clip or layer that will be composited.
A garbage matte can be used on images in which portions of an image are
difficult to key out. This occurs when colors in the foreground image are
similar to the background colors that you want to key out. A garbage matte lets
you block out areas that cannot be properly keyed.

Creating a Travelling Matte
A travelling matte is used for compositing a part of a foreground image onto
the background image. You can then animate the geometry of the shape so that
it matches the outline of the object in every frame of the sequence.

n

Tip: When the element you want to rotoscope is a fast moving object, such as a
car, you should apply the Deinterlace effect inside the composite container
clip, perform the graphics or compositing tasks and then go to the parent
timeline to apply the Interlace effect. For more information, see ”Applying a
Deinterlace Effect” in the Help.
To create a travelling matte:

1. From the Avid Explorer, drag the background clip to a video track on the
timeline.
2. Click the Compositing button in the taskbar.
A composite container clip is created and the Compositing layout is
displayed.
3. Right-click the timeline effect track and select Create Background
Track.
4. From the Avid Explorer, drag the foreground clip to the new
background track.
5. Drag the track button for the new video track to the Layers view.
A layer is created in the Layers view.
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6. Make sure the Autokey button is deactivated.
7. On the top layer, click the Gfx button.
The Graphics layout is displayed.
8. From the Tools toolbar, click the Polyline button.
9. In the graphics property tree, load the Fill Fx property with the Color
Blend or Reveal effect.
10. In the graphics property tree, set the following properties:
-

Paint Style: Select the Fill option and deselect the Brush option.

-

Fill Fx: If you’re using the Color Blend effect, set the Alpha value to
0.

-

Masks: On the General property page, select the Alpha option, and
deselect the R, G, and B options in the Paint on Channels box.

-

Time Span: Set a stroke duration.

11. In the viewer, draw an outline of your subject.
12. From the Tools toolbar, click the Select button and then click the Edit
Shape button.

Polyline stroke reveals
the background image
(sky)

13. Edit the object’s shape.
14. Open the Edit Shape property editor, and click the Set Key button.
A keyframe is set at the current timecode.
15. Advance to the next frame, edit the object’s shape, and set another
keyframe. Repeat these steps until you’re done.
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Creating Mattes

16. When you’re done, press Esc to exit Edit Shape tool.
17. Process the graphics session—see “Processing Graphics” on page 1483.
Use the transport controls to play the clip.
18. To view the matte, click the Layers button on the view switcher beside the
GOV.

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Scratch Removal
Avid DS Nitris includes tools for fixing flaws, such as dropouts in video
frames or defects in film-originated footage. If the flaw is on one frame, you
can isolate it and create a two-frame region using the Scratch Removal tool.
The frame that precedes the flawed frame must contain clean material.
When using the Scratch Removal tool, a Graphics (Scratch Removal) effect is
applied to the clip you select.
If more than one frame is scratched, you can trim the Graphics effect on the
timeline, or apply the Scratch Removal preset on the clip.

n

You cannot access frames outside of the region you have marked when you are
removing scratches.
When using a clip that contains an in-point and out-point, scratch removal will
start at the frame before the in-point and end at the frame before the
out-point if:
•

Both the in-point and out-point intersect the selected clip, and

•

The position indicator intersects the in/out time span or is located at the
frame immediately before the in-point.

To remove scratches:

1. In the Editing layout, select the clip that contains the flaw(s) that you want
to remove.
2. Locate the flawed frame and place the position indicator on that frame.

n

The frame that precedes the flawed frame must contain clean material.
3. From the toolbar, click Editing > Scratch Removal.
A Graphics (Scratch Removal) effect, with a duration of two frames, is
applied to the selected clip on the timeline and the Graphics combo view
is displayed. The default scratch removal properties are:
t

Tool: Freehand with Clone as the brush effect

t

Source Frame: Type is Relative and Frame is -1.

t

Time span: This Frame Only

4. In the viewer, paint away any scratches or flaws.
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Scratch Removal

Scratch

You can also use the Noise effect to remove flaws from images. For more
information, see “Clone Effect” and “Noise Effect” in the Help.

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Chapter 7 Painting and 2D Titling

Blending Frames
When you want to see how a title or graphics object moves from one frame to
the next, you can blend the current frames with proceeding and/or successive
frames at a specified percentage. You can also specify the number of frames to
blend, as well as the opacity of the current frame, the frames before it, and the
frames after it.
To blend frames:

1. Right-click the viewer and select Onion Skin.
The specified number of frames, before and after the current frame, are
blended with the current frame in the viewer.
2. When you’re finished, right-click the viewer again and select Onion Skin.
Only the current frame is visible in the viewer.

n

1472

Tip: The onion skin options are also available from the Viewer Properties
property editor. Right-click the viewer and select Viewer Properties.

Blending Graphics Objects or Titles

Blending Graphics Objects or Titles
When creating graphics objects or titles using the Color Blend paint effect,
you can control the way they combine with the background image by using
blending modes. These are the same blending operations as those available for
blending layers in the Compositing layout.
To blend strokes or titles:

1. In the graphics property tree, do one of the following:
t

Strokes: Set the Brush Fx and/or Fill Fx to the Color Blend effect.

t

Titles: Set the Face Fx, Edge Fx, and/or Shadow Fx to the Color
Blend effect.

For more information, see “Setting Drawing Tool Properties” on
page 1397.
2. Create a stroke or title in the viewer.
3. Select the stroke or title you created.
4. Display the Color Blend property editor of the stroke/title attribute you
want to blend with the background.
5. Select the Blending property page.
6. Select the Color Blend option and then select an operation from the
Blending Modes list.

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Importing Images
Importing images in your graphics session lets you use images of any size
without having to capture them. You can also import images that were created
in other paint applications, as well as use the image’s alpha. For example, you
can import a logo created in Adobe Photoshop or Illustrator, and use it in your
graphics session.
When you import an image in Avid DS Nitris, a rectangular stroke is created
in the viewer and filled with the image you imported. The original size of the
imported image is retained. That is, the image is not scaled or cropped. You
can treat the imported image as a graphics object, which means you can edit
any of its properties, as well as animate and transform it.
You can also import video sequences. For more information, see “Importing
Clips” on page 1477.

n

The pixel ratio of the image comes from the setting in the”Capture Setting” in
the Help.
To import images:

1. From the Tools toolbar, click Import > Import Image.
2. From the Import Image dialog box, select an image to import.
The image, in its original size, is imported and appears in the lower-left
corner of the viewer. The default time span is one frame. If the imported
image is small, you can see the entire image in the viewer. If the imported
image is large, part of the image will lie outside the viewer.
The imported image, a small
logo, is actually a rectangular
stroke that is filled with the image
you imported. The stroke was
scaled and moved to the uppercenter of the viewer.

3. To use an image’s alpha, select the stroke, open the Fill Fx (Cutout)
property editor, and select the Use Alpha option.
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Importing Images

n

Tip: If you can’t see the entire stroke, zoom out of the viewer by pressing
Shift+Z and dragging.

A zoomed out view of a large
imported image. Because of its
size, only the map portion of
the image is displayed in the
viewer. The rest of the image
lies outside the viewer.

Importing Encapsulated PostScript (EPS) Files
If you have EPS files that you want to use in your current graphics session,
you can import them directly into your graphics session. The color
information in the EPS files is retained. Once imported, each shape in the EPS
file is a separate stroke in Avid DS Nitris.

n

You can import solid colors, but not gradients.
Avid DS Nitris can import files created with Adobe Illustrator 8.0 or earlier
versions. To work with Illustrator 9.0 files, save it as a version 8.0 file.
You can also import EPS files as brushes. For more information, see “Creating
Custom Brushes” on page 1401.
To import an EPS file:

1. From the Tools toolbar, click the Import > Import EPS button.
The Open dialog box is displayed.
2. Select an EPS file and click the Open button.
The EPS file is imported into your graphics session.
If your EPS file contained closed characters, such as a, b, d, o, p, 6, 8, 9, or
0, their shapes may not appear as expected. That’s because each character
consists of several strokes. Avid DS Nitris imports each stroke separately
and then fills it. For example, the letter “O” consists of two strokes, the
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inner and outer shapes; both are filled. To “knock out” the inner shape,
select the inner and outer stroke of the character and click the Combine
Strokes button.

After import, both
inner and outer
shapes are filled

1476

Combined inner and
outer shapes. Inner
shape is “knocked out”.

Importing Clips

Importing Clips
If you have video clips that you want to use in a current graphics session, you
can import them without having to capture them. When you import a video
clip in the Graphics layout, a rectangular stroke is created in the viewer and
filled with the clip you imported. The original size of the imported clip is
retained. That is, the clip is not scaled or cropped. You can treat the imported
clip as a graphics object, which means you can edit any of its properties, as
well as animate and transform it. You can import clips of any size and
resolution.
You can also import images. For more information, see “Importing Images” on
page 1474.

n

The pixel ratio of the clip comes from the setting in the Capture Settings dialog
box.
To import a video clip:

1. From the Tools toolbar, click Import > Import Clip.
2. From the Import Clip dialog box, select a video clip to import.
The clip is imported and appears as a rectangular stroke in the lower-left
corner of the viewer. The time span of the imported clip is maintained.
To replace a video clip:

1. Select the stroke.
2. From the graphics property tree, click Fill Fx (Clip Holder).
3. Click the Import Clip button and select a video clip.
The video clip is replaced by the one you selected.
Click the Help button for detailed information on the Clip Holder properties.

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Importing Subtitles
You can import hundreds of subtitles including international characters, such
as Japanese and Chinese, in the current sequence as Graphics On Black
generated clips on a new track. Once imported, each subtitle is represented as
a titling body that is positioned at the bottom of the safe title area.

The DS Subtitles File
Before you can import subtitles in Avid DS Nitris, you must create a DS
Subtitles file that contains all your subtitles along with their respective time
spans. This file must be a Unicode-encoded text file. You can use Notepad to
create the subtitles file and save it with the Unicode encoding.
The DS Subtitles file contains two distinct sections:
•

The header section is optional; it defines general information and
rendering properties that are applicable to all subtitles, such as the font,
font size, face color, alignment, and so on.

•

The subtitles section is mandatory and defines each subtitle and its time
span.

To quickly format subtitles, you can use a titling body preset. Just be sure to
create the preset before importing the subtitles, and place the preset in the
factory default folder for titling presets: \Program
Files\Avid\DS_vX.X\DSPresets\Titling\Bodies.

n

When a line in the DS Subtitles file starts with the @ character, it is considered
to be a comment.
To create the DS Subtitles file:

1. Click Start > Programs > Accessories > Notepad.
2. If you want to use specific properties, create a header section by typing
the desired keywords along with their values—see “The Header Section of
the DS Subtitles File” on page 1479.
3. Type: 
4. Add each subtitle along with its time span.
5. Type: 
6. Save the DS Subtitles file.
1478

Importing Subtitles

To import subtitles:

1. From the NLE Tools toolbar, click Generate > Import Subtitles.
2. In the Import Subtitles dialog box, select a DS Subtitles file and click OK.
A Graphics On Black clip is created for each subtitle in the DS Subtitles
file.
To view subtitles:

t

To go to the next subtitle, press Shift+Period (.).

t

To go to the previous subtitle, press Shift+Comma (,).

The Header Section of the DS Subtitles File
In the header section, the general information and the rendering properties are
specified using keywords and values. Each keyword begins with the <
character and ends with the > character. A keyword is followed by one or more
spaces or tabs, and then by a value. Each keyword must begin on a new line.
Keywords are not case sensitive. Most values following the keywords are not
case sensitive, except for the values of the following keywords: ,  and .
If a DS Subtitles file doesn't have a header, default values will be used.

n

Tip: Instead of specifying keywords to define the rendering properties of
subtitles, you can use the keyword  followed by the name of a
Graphics Titling Body preset.
For the complete of keywords that can be used in the header section, see
“Header Section Keywords” in the Help.

The Subtitles Section of the DS Subtitles File
The subtitles section defines each subtitle along with its time span. The
subtitles section begins with the keyword , followed by all
subtitles, and ends with the keyword .
To define a subtitle, write the start timecode (or in timecode) on a new line,
followed by one or more spaces, followed by its stop timecode (or out
timecode). Then, write the actual text on the following lines. A maximum of
four lines of text is allowed.

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Chapter 7 Painting and 2D Titling

Subtitles must be sorted ascendantly according to their time span. Subtitles
must be contiguous, that is, they must not overlap.
Examples of DS Subtitles Files
Example 1: No header section

Subtitle section

1480

Importing Subtitles

Example 2: Simple header section

Header section

Subtitle section

Example 3: Simple header section using a preset

Preset name

1481

Chapter 7 Painting and 2D Titling

Example 4: Full header section

Header section

Subtitles section

1482

Processing Graphics

Processing Graphics
Avid DS Nitris lets you play some graphics effects in real time without having
to manually process them:
•

Airbrush

•

Color Blend

•

Cutout

•

Animations, such as rolls and crawls, when using the above effects

Others cannot be played in real time due to effect properties that demand
processing requirements that exceed the system’s ability to complete
processing on the fly. For example, if there are large graphics objects that
cover most of a frame, the system will slow down during playback. In such
cases, you need to process the effects before final output.

n
n

A message is displayed at the bottom of the Graphics property editor to
indicate why your session can’t be played in real time.
Also, you can select the non-real-time configuration from the Graphics
Properties property editor if you do not want your system to play back realtime effects.
You can process all or part of the timeline, as well as choose different levels at
which to process your clips. You can process graphics you have created in full
resolution, and view them on playback. The results of the processing is stored
in a new media file (cache), so that your source media remains unaltered. For
more information on processing, see “Processing Effects” on page 871 of the
Avid DS Nitris Editing Guide.

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Chapter 7 Painting and 2D Titling

To process graphics:

1. In the timeline controls, click the Process button.

Process button
Highlighted timeline
ribbon indicates
unprocessed section of
the sequence.

2. In the Processing Options dialog box, select the appropriate options.

1484

Processing Graphics

3. Click OK to begin processing.
A progress indicator appears on the bottom of the desktop to show the
status of the process.

4. Click the Cancel button to stop the process at any time.
Click the Help button for detailed information on the Processing Options
properties.

1485

Chapter 7 Painting and 2D Titling

1486

Chapter 8
Paint Effects

The paint effects let you apply effects to the brush or fill of paint strokes or
text bodies. Paint effects modify the pixels of the image covered by the paint
stroke. Some effects, such as Edge or Color Blend, define the appearance of
the paint stroke. Other effects, such as Smear and Noise, define how the paint
stroke changes the underlying image.

Chapter 8 Paint Effects

Clone Effect
The Clone effect lets you remove scratches or wires from images by cloning
parts of the same image or parts of other images. The frame that contains the
image that you want to clone is called the source. The source image can be
taken from the current frame, another frame from the same clip, or you can set
a source frame offset to clone from. You can apply the Clone effect as the
brush or fill of a stroke.

n
n

The Clone effect is, by default, part of the Graphics combo view (Scratch
Removal command). For more information, see “Scratch Removal” on
page 1470.
You can also use the Noise and Reveal effects to remove scratches. For more
information, see “Noise Effect” on page 1501 and “Reveal Effect” on
page 1507.
To apply the Clone effect:

1. From the taskbar, click the Graphics button. Make sure the position
indicator is over the media on the timeline, otherwise you cannot switch to
the Graphics layout.
2. From the Tools toolbar, click the Freehand button.
3. In the Paint Style property editor, select the Use option from the
Brush box.
4. In the graphics property tree, do the following:
t

Right-click Masks and select RGB Only.

t

Right-click Brush Fx and select Clone.

The Clone effect is loaded as a Brush Fx.

n

You can also use the fill of a stroke to clone an image. In the graphics property
tree, load Fill Fx with the Clone effect.
5. In the graphics property tree, click the Brush Fx (Clone) property button.
The Brush Fx (Clone) property editor displays.

1488

Clone Effect

To clone using the current frame as the source:

1. In the Brush Fx (Clone) property editor, select a type of source point to
use to define the area of the source image:

Source point type

To

Relative

Define the offset position at a specific distance from
the stroke.

Absolute

Define the offset position at an absolute position in
the frame.

In-Place

Define the offset at a position under the stroke.

2. From the Source Frame Type list, select In Place.
3. To pick an area of the source to clone, do one of the following depending
on the type of cloning you selected:
t

Relative: Click the Pick button and drag the pointer to a distance
representing the desired offset. Successive strokes are applied using
this offset.

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Chapter 8 Paint Effects

t

Absolute: Click the Pick button and click the area of the image that
you want to clone. Successive strokes apply the originally picked area
of the source image.

t

In-place: No picking is necessary since the source is determined by
the current position of the pointer.

4. Use the Amount controls to adjust the transparency of the clone.
5. You can now paint with the Clone tool.
To clone using a different frame as the source:

1. In the Brush Fx (Clone) property editor, do the following:
t

From the Source Point list, select In Place.

t

From the Source Frame list, select Absolute.

t

Use the Amount controls to adjust the transparency of the clone.

2. Do one of the following:
t

Type the timecode that corresponds to the frame from which you want
to clone in the Frame box.

t

Use the transport controls to locate the source frame from which you
want to clone and click the Make Source button.

The timing of the current frame is saved and becomes the source for
subsequent clone operations.
3. To switch between the current frame and the frame you’ve chosen to clone
from, click the Go To and Go Back buttons.
4. You can now paint with the Clone tool.

n

Tip: When cloning from another frame, select the Use Onion Skinning option
in the Viewer Properties property editor. This lets you see the source frame at
the same time.
To clone using an offset frame as the source:

1. Load the Clone effect.
2. In the Brush Fx (Clone) property editor, do the following:

1490

t

From the Source Frame box, select Relative from the Type list.

t

Type a value in the Frame box corresponding to the number of
frames for the offset.

t

This value can be either a positive or negative value.

Clone Effect

t

Use the Amount controls to adjust the transparency of the clone.

3. You can now paint with the Clone tool.
Click the Help button for detailed information on the Clone properties.

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Chapter 8 Paint Effects

Color Blend Effect
The Color Blend effect lets you apply color to your graphics objects. Once you
select a color, you can apply it to a graphics object as a color blend or as a tint.
You can also set the transparency of the color.
You can apply the Color Blend effect as the brush or fill of a stroke.
Since the Color Blend effect is a real-time effect, you can view the results
upon playback without having to first process the effect. In some cases, realtime effects may require processing to ensure that no frames are skipped. For
more information, see “Working with Real-Time Effects” on page 898 of the
Avid DS Nitris Editing Guide.
To select a color:

1. From the taskbar, click the Graphics button.

n

Make sure the position indicator is over the media on the timeline, otherwise
you cannot switch to the Graphics layout.
2. On the graphics property tree, right-click Brush Fx or Fill Fx and select
Color Blend.
3. From the Color Blend property editor, select the Color tab.
4. Do one of the following:
t

Click a color from the palette.

t

Click a striped box on the bottom row of the palette, and use the R, G,
B, and A controls to define a color.

t

Click one of the Color Views and select a color from the displayed
color wheel.

The color is displayed in the Color swatch box, and is either applied to the
selected object or becomes the default color which is applied to
subsequent objects you create.
To tint an image:

1. In the Color Blend property editor, select the Type tab.
2. In the Type box, select the Tint option.

1492

Color Blend Effect

3. Select a combination of Hue, Luminance, and Saturation options.
Click the Help button for detailed information on the Color Blend properties.

Setting the Opacity of a Color
The transparency of a stroke is determined by the combination of opacity
settings in the Paint Style and Brush property editors.
The transparency of a title is determined by the combination of the opacity
settings in the Titling Style property editor. If a Color Blend effect is used, its
opacity setting also contributes to the transparency of graphics objects.
To change the opacity of a color:

1. In the Color Blend property editor, select the Type tab.
2. Use the Opacity controls to adjust the transparency of the color displayed
in the color swatch of the Color property page.
If you selected an object from the viewer, the object is displayed with the
new opacity value.
If you selected a drawing tool, the opacity value becomes the default
property for objects that you subsequently create.
Click the Help button for detailed information on the Color Blend properties.

Defining Color
You can select colors based on the RGB, CMYK, or HLS color models, or by
picking a color from the image in the viewer. You can create an entire range of
colors in the palette, as well as customize the currently-displayed color palette
by selecting a color and modifying its color values.

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Chapter 8 Paint Effects

To define a color using channel controls:

1. In the Color Blend property editor, select the Color tab.

Color swatch

Color wheel
Slider
Color views

Color model

2. From the Color Model list, select a color model.
3. Set the color values of each channel by adjusting the R, G, B, and A
controls for each channel.
The color swatch displays the color as you adjust the channels.
Picking a Color from an Image
If the color you want already exists in an image, you can select this color and
add it to your color palette.
To pick a color from an image:

1. In the Color Blend property editor, select the Color tab.
2. Select a color from the color palette. This color will be replaced by the
color you select from your image.
3. Click the Pick button.
The pointer changes to the eyedropper cursor.
4. In the viewer, click the color that you want to add to the palette.
In the palette, the color you picked from the viewer replaces the color you
selected from the palette.
1494

Color Blend Effect

n

Tip: A very quick way to apply color is with the Pick Color tool. Once you
have chosen your drawing tool, hold down the 6 key. The pointer changes to
the eyedropper cursor. Pick a color from the image in the viewer. You can now
paint with this color until you decide to load another color.
To define a range of colors:

1. In the Color Blend property editor, select the Color tab.
2. From the color palette, select a color for the start of the color range.
3. Press Shift and click a color for the end of the color range.
4. Click the Spread button.
The color palette changes to a color gradient displaying colors across the
range defined by the selected colors.

Loading and Saving a Color Palette
Once you select or create a range of colors, you can save the colors in your
own color palette. You can then use this palette on any graphics object you
create. When you finish a project, the palette is available for use on
other projects.
To load a color palette:

1. In the Color Blend property editor, click the Load button.
2. In the Load Preset dialog box, select a palette.
The selected palette is displayed in the Color Blend property editor.
To save a color palette:

1. In the Color Blend property editor, click the Save button.
The Save Preset dialog box displays.
2. In the File Name text box, type a name for your palette.
3. In the Comments text box, give the palette a brief description and
click OK.

1495

Chapter 8 Paint Effects

Cutout Effect
The Cutout effect lets you create a cutout using the drawing tools. The cutout
is a bitmap that you can treat as a graphics object; you can cut, copy, and paste
it anywhere in your graphics session. It is usually used as a fill effect, but you
can apply the effect to the brush of a shape or to the face of titles.
You can also save the graphics object as a stroke or text preset, and use it in a
different project. This is particularly useful for elements, such as logos, that
must look consistent from project to project.

n

Tip: The Cutout effect is resolution independent if the original cutout was
created in full resolution. If you want your cutout to be resolution independent
but you originally created it in a lower resolution, switch back to full
resolution, select the stroke, and reload the Cutout effect to the cutout you
created.
Since the Cutout effect is a real-time effect, you can view the results upon
playback without having to process the effect. In some cases, real-time effects
may require processing to ensure that no frames are skipped. For more
information, see “Working with Real-Time Effects” on page 898 of the
Avid DS Nitris Editing Guide.
To create a shape cutout:

1. From the taskbar, click the Graphics button.

n

Make sure the position indicator is over the media on the timeline, otherwise
you cannot switch to the Graphics layout.
2. From the Tools toolbar, select a drawing tool (Polyline, Freehand, Ellipse,
Rectangle, or Magic Wand).
3. From the graphics property tree, click Paint Style.
4. In the Paint Style property editor, do the following:
t

Deselect the Use Brush option.

t

Select the Use Fill option.

5. Use the graphics property tree to set up the rest of the drawing tool
properties—see “Setting Drawing Tool Properties” on page 1397.
6. From the graphics property tree, right-click Fill Fx and select Load.
1496

Cutout Effect

7. From the Load Preset dialog box, select Cutout from the \Paint\Effects
folder.
8. From the graphics property tree, right-click Fill Fx (Cutout).
9. In the Cutout property editor, do one of the following:
t

Select the Transform Image option to transform the cutout when you
transform the stroke.

t

Deselect the Transform Image option to reveal the underlying image
as you move your cutout on the viewer.

Transform Image option
selected.

Transform Image option
deselected.

10. In the Transformation Quality box, select one of the following:
-

Unfiltered to apply no filter to the image.

-

Bilinear to apply a fast, medium-quality filter to the image.

-

Filtered to apply a strong filter to the image.

11. Draw on the viewer to create a shape.
A graphics object is created in the viewer. Since the cutout is placed on
top of the area you just cut out, you cannot see it.

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Chapter 8 Paint Effects

A polyline, drawn
around the android,
defines the shape of
the cutout.

12. From the Tools toolbar, click the Select button, and move the object in
the viewer.
The cutout is now visible. You can edit your cutout and save it as a stroke
preset if desired. For more information, see “Manipulating Graphics” on
page 1451 and “Using Stroke, Text, or Group Presets” on page 1395.

The cutout of the
android is selected
and moved.

The cutout is
pasted, scaled,
and skewed in a
different graphics
session.

Click the Help button for detailed information on the Cutout properties.

1498

Cutout Effect

Using the Cutout Effect in a Stack
You can use the Cutout effect in a stack just like any other paint effect in
Avid DS Nitris. But before you create a stack effect, remember that when you
create a stroke that contains a Stack effect as well as the Cutout effect, any
property changes you make to the effects preceding the Cutout effect will not
be applied to your cutout.

n

Tip: Make sure the Cutout effect is the first effect in your stack or reload the
Cutout effect by right-clicking the Cutout effect on the graphics property tree
and selecting Load.
For more information, see “Stack Effects” on page 1508.

Comparing the Cutout and Clone Effects
If the Cutout and Clone effects seem similar, be aware that they are quite
different. The Cutout effect is used for creating a cutout from an image,
whereas the Clone effect is used primarily for touching up images and
removing scratches.
These are the differences between the Cutout and Clone effects:

Cutout effect

Clone Effect

A cutout image can be
transformed.

A cloned image can be translated, but not rotated,
skewed, or scaled.

Since a cutout retains a
copy of the entire image from
which it was created, a stroke
created with the Cutout effect
can be saved as a preset for
use in other graphics sessions.

The source frame image used by the Clone effect as
its source is actually a timecode reference to an image
that exists within a graphics session. Because it is
only a timecode reference, it is confined to the time
span of the graphics session and cannot be used in
other graphics sessions.

The Cutout effect does not
have image touch-up
properties.

The Clone effect has properties (source point and
source frame) for quickly touching up or repairing an
image.

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Chapter 8 Paint Effects

Dodge and Burn Effect
The Dodge and Burn effect lets you lighten or darken areas of an image by
controlling the exposure on specific areas. Exposure is decreased to lighten an
area on the image (dodging) or the exposure is increased to darken areas on a
image (burning).
To use the Dodge and Burn effect:

1. From the taskbar, click the Graphics button.
2. From the Tools toolbar, select a drawing tool.
3. From the graphics property tree, right-click Fill Fx and select Dodge and
Burn.
4. From the Effect list, select the desired effect as follows:

Effect

To

Dodge

Increase the luminosity.

Burn

Decrease the luminosity of the image. This has the
inverse effect of the dodging effect.

Saturate

Increase the weight of colors of the image.

Desaturate

Decrease the weight of colors, ultimately yielding a
black and white image.

5. Paint on the viewer.
As you paint on the viewer, the effect you chose from the Effect list
is applied.
Click the Help button for detailed information on the Dodge and Burn
properties.

1500

Noise Effect

Noise Effect
The Noise effect lets you add noise to an image. You can also use this effect to
remove noise, such as scratches or wires. While not always useful for large
imperfections, the Noise effect can be used to remove small wires. In the
Noise property editor, the Median Rank and Selective Rank options are
particularly useful for reducing the noise in an image.
You can apply the Noise effect as the brush or fill of a stroke.

n

You can also use the Clone and Reveal effects to remove scratches. For more
information, see “Reveal Effect” on page 1507.

1501

Chapter 8 Paint Effects

To use the Noise effect:

1. From the taskbar, click the Graphics button.

n

Make sure the position indicator is over the media on the timeline, otherwise
you cannot switch to the Graphics layout.
2. From the Tools toolbar, click the Freehand button.
3. In the Paint Style property editor, select the Use option from the Brush
box.
4. In the graphics property tree, right-click Brush Fx and select Load.
5. From the Load Preset dialog box, select the Noise effect.
6. In the graphics property tree, right-click Brush Fx (Noise).

7. In the Noise property editor, select Median Rank or Selective Rank.
8. From the graphics property tree, right-click Masks and select RGB.
9. Use the transport controls to locate the frame on which the scratches or
wires start, and move the position indicator over it.
10. Paint on the viewer. Adjust the Threshold and Radius controls in the
Noise property editor while you paint.
As you paint on the viewer, the scratch or wire is removed.

1502

Noise Effect

Scratch

Selected stroke with the Noise effect
applied to the brush and fill

Click the Help button for detailed information on the Noise properties.

1503

Chapter 8 Paint Effects

Paper Grain Images
The paper grain images let you apply texture to a stroke, fill, or text body to
simulate the effect of painting on a textured canvas. You can apply paper grain
images to the brush or fill of a stroke, or to a text body.
Burlap paper grain applied to
a stroke.

To apply a paper grain image:

1. From the Masks property editor, select the Paper Grain tab.

Browse buttons

Preview box

2. Do one of the following:
t

Click the Browse button to select a paper grain image.

The Load Paper Grain Image dialog box displays.

1504

Paper Grain Images

t

Click the browse (...) button to select a paper grain in any other
supported file format.

The Load Paper Grain Image dialog box displays.

3. In the Load Paper Grain Image dialog box, select a paper grain from the
\DSPresets\Paper Grain folder.
The selected paper grain is displayed in the preview box.

1505

Chapter 8 Paint Effects

4. On the Paper Grain property page, select the Use option to apply the paper
grain.
5. Select the Invert option to invert the paper grain.
6. Use the Absorption controls to set the opacity of the paper grain texture.
7. You can now paint or create titles on the viewer.
The objects you create are displayed with the properties you specified.
Click the Help button for detailed information on the Masks properties.

1506

Reveal Effect

Reveal Effect
The Reveal effect lets you “paint away” the unwanted portions of a
composited image and replace them with another image on an underlying
layer. When you paint with the Reveal effect, the opaque areas of the alpha
channel become transparent (black), revealing the underlying layer.

n

You can also use the Clone and Noise effects to remove imperfections and
scratches. For more information, see “Clone Effect” on page 1488 and “Noise
Effect” on page 1501.
To apply a Reveal effect:

1. Create a composite.
The Compositing layout displays.
2. In the Layers view, click the Gfx button of the layer on which you want
to paint.
The Graphics layout displays.
3. From the Tools toolbar, click the Freehand button.
4. From the graphics property tree, do the following:
t

From the Paint Style property editor, select the Use option from the
Brush box.

t

Right-click Brush Fx and select Load.

5. From the Load Preset dialog box, select the Reveal effect.
6. In the Brush Fx (Reveal) property editor, adjust the Amount controls to
control how much of the underlying image is revealed.
7. From the graphics property tree, right-click Masks and select Alpha
Only.
8. Paint on the viewer.
As you paint, the underlying layer is revealed.

n

You can also use the fill of a stroke to reveal an image. In the graphics
property tree, load Fill Fx with the Reveal effect.

1507

Chapter 8 Paint Effects

Stack Effects
The stack effects let you replace a brush, fill, face, edge, or shadow effect by a
“stack” of any combination of effects. Stack effects let you build complex
effects by editing, rearranging, and stacking effects. The effects are processed
from the bottom of the stack to the top.
To apply a stack effect:

1. From the taskbar, click the Graphics button.

n

Make sure the position indicator is over the media on the timeline, otherwise
you cannot switch to the Graphics layout.
2. From the graphics property tree, right-click one of the following and
select Load:
t

Brush Fx or Fill Fx.

t

Face Fx, Edge Fx, or Shadow Fx

The Load Preset dialog box displays.
3. From the Load Preset dialog box, select an effect from the \Paint\Stack
Effects folder.
The effect replaces the property you selected in the graphics property tree.

Stack effect loaded into
Brush Fx property.
Effects comprising the
effect stack.

1508

Stack Effects

4. From the graphics property tree, click the Stack Effect property button.
Effects that comprise the Stack effect are displayed as subproperties in
the graphics property tree. Click any of the effects’ property buttons to
edit the properties.

To customize the effect stack:

1. In the Stack Effect property editor, click the Add button.
2. In the Load Preset dialog box, select an effect.
The effect is added to the Effect Stack list.
3. To remove effects from the effect stack, select an effect, and click the
Remove button.
4. To rearrange the order of effects, select an effect and click one of the
following buttons:
t

Move Up to move the effect up by one level.

t

Move Down to move the effect down by one level.

5. To save the effect stack as a preset, click the Save Preset button.
Click the Help button for detailed information on the Stack Effect properties.

1509

Chapter 8 Paint Effects

1510

Chapter 9
3D DVE and 3D Titling

This chapter describes how to create and edit 3D DVEs, 3D graphics, and 3D
text. You’ll also learn how to work with surfaces, materials, lights, and
shadows, as well as import and export projects.

Chapter 9 3D DVE and 3D Titling

Workflow: Creating 3D DVEs
You can create and manipulate 3D DVEs in the 3D DVE layout. The following
illustration shows the typical workflow of a 3D DVE session.

1

Choose a method for creating 3D DVE.

or

Select a clip to use as the DVE.
Select a region to apply 3D DVE as a
source-generated effect. Set properties in
3D DVE on Black property page.

or
Apply 3D DVE as nodes in an Effects Tree.

2

Decide whether you want to work in Direct View mode.

3

Manipulate the 3D DVE in the viewer.

1512

4

Add effects to the 3D DVE.

Workflow: 3D Titling

Workflow: 3D Titling
You can create and manipulate 2D and 3D titles in the 3D DVE layout. The
following illustration shows the typical workflow of a 3D titling session.
Decide whether you want to create a 2D or 3D title.
Apply the 2D Titling or 3D Titling effect to your clip.

1

Clip is used as background for titles.
Depending on the effect you selected, either a 2D layer or 3D layer is
automatically created in the 3D DVE Layers view.

Decide whether you want to work in Direct View mode.

2

Select the Text tool and set its properties.

3

Text tool

4

Create a title in the viewer.

5

Select the title and edit its properties.

The word “Venice”
was kerned to
match the length
of the words
above it.

1513

Chapter 9 3D DVE and 3D Titling

Working in the 3D World
Before you create 3D DVEs, graphics, or titles, you should be aware of some
basic 3D concepts, such as three-dimensional space, materials, and lights.

Three-Dimensional Space
It’s essential to understand the notion of working within a virtual threedimensional space using a two-dimensional user interface. To represent the
geometry of an object, Avid DS Nitris uses the classical Euclidean/Cartesian
mathematical representation of space. It is based on three perpendicular axes
X, Y, and Z, intersecting at one point called the origin.
XYZ Axes
To remember the direction of the X, Y, and Z axes, use the “right-hand” rule:
hold up your right hand so that your palm is facing you, then extend your
thumb to the right, hold your index finger up, and point your middle finger
towards you. Your thumb is pointing in positive X, your index finger in
positive Y, and your middle finger in positive Z. The point of origin is 0, 0, 0.
The opposite directions represent negative X, Y, and Z.

XYZ Coordinates
With the Cartesian coordinate system, you can locate any point in space using
three coordinates. For example, if X = +6, Y = –6, Z = +6, a point would be
located to the right of, below, and in front of the origin.

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Working in the 3D World

XZ, XY, YZ Planes
Since you’re working with a two-dimensional interface, spatial planes are used
to locate points in three-dimensional space. The perpendicular axes extend as
spatial planes: XZ, XY, and YZ. Imagine that the XZ, XY, and YZ planes are
folded together like the top, front, and right side of a box. This helps you keep
a sense of orientation when you’re working.

Global and Local Coordinate Systems
The XYZ coordinate system can be global or local. When you place an object
in 3D space, it is inside a world with the origin at (0, 0, 0) of the ground plane
in the viewer. Accordingly, the XYZ coordinates that locate the object in
relation to the origin are called global coordinates.
A local coordinate system is thought of in terms of an object’s own point of
reference, which is its own center. This center also has three axes: X, Y, and Z.
The center of an object is only a reference—it is not necessarily in the middle
of the object because it can be moved (as well as rotated and scaled).

Materials
Once you’ve created an object, you can apply materials to define its surfaces’
appearance. A surface is an area of an object. You can control its visibility and
appearance of each surface by applying a set of properties called a material.

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Chapter 9 3D DVE and 3D Titling

You can modify the appearance of the various surfaces of an object. For
example, you can apply a brick texture to a rectangle to give the appearance of
a brick wall, a gradient to a wavy shape that runs along the left edge of the
view to enhance a scene, or a reflective texture to the edges of the characters in
a word to simulate a chrome outline. For more information, see “Working with
Surfaces and Materials” on page 1588.

Lights
Another basic element you will work with is light. Light sources are points in
three-dimensional space that emit light, causing objects (with materials that
can be affected by light) to appear illuminated. There are three kinds of light
sources: infinite, local, and spot.
You specify the location of light sources relative to objects in the scene by
using light source objects, which exist above all other objects in the scene. For
more information, see “Working with Lights and Shadows” on page 1601.

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Setting Preferences

Setting Preferences
When setting up an animation or creating text, you don’t really need to see all
the other layers and effects in your sequence. When working with 3D DVEs,
there are many ways to improve the responsiveness of Avid DS Nitris. You can
use the features you really need and turn off the rest, such as the following:
•

Working in Direct View mode—see “Working in Direct View Mode” on
page 1519.

•

Viewing the background—see “Using a Background” on page 1517.

•

Suspending output to the output monitor—see “Suspending Output to the
Output Monitor” on page 1520.

•

Working in wireframe mode—see “Working in Wireframe Mode” on
page 1523.

•

Viewing preferences and quality level—see “Setting the Viewer Quality
Level” on page 1524.

All of your choices depend on the complexity of the objects you plan on
creating in the 3D DVE layout, as well as how responsive you want
Avid DS Nitris to be. Just keep in mind that in a typical scenario,
Avid DS Nitris processes one entire frame before displaying the output in the
viewer and output monitor. As a result, this slows down the responsiveness of
Avid DS Nitris.

Using a Background
You’ll have to decide whether you want to composite your graphics onto the
background inside the 3D DVE or outside. We recommend that you do so
within the 3D DVE, so you can see the background while working in the
Direct View mode. The background lets you easily place titles or graphics, so
that they appear in the correct location relative to the background.
However, if your background is large, it is probably better to leave it outside
the 3D DVE. For more information, see “Working in Direct View Mode” on
page 1519.
There are two ways to include a background in your 3D DVE session:
•

Use a clip on the timeline or

•

Select a background image from the 3D DVE/Options property editor.
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Chapter 9 3D DVE and 3D Titling

Using a clip as the background.

Using an image as the background.

To use a clip on the timeline as the background:

1. On the timeline, select a clip and place the position indicator over it.
2. From the toolbar, click Video Effects and select one of the following:
-

2D Titling to create 2D titles.

The 3D DVE layout is displayed, the selected clip is used as the
background, and a 2D layer is created in the 3D DVE Layers view.
-

3D Titling to create 3D titles.

The 3D DVE layout is displayed, the selected clip is used as the
background, and a 3D layer is created in the 3D DVE Layers view.
To use a background image:

1. On the timeline, select a clip and place the position indicator over it, and
click the 3D DVE button on the taskbar.

n

Tip: You can also access the 3D DVE layout in a floating combo view by
pressing Ctrl and clicking the 3D DVE button in the taskbar.
The 3D DVE layout is displayed.
2. From the 3D DVE/Options property editor, select the Preferences tab.
3. Select the Background option and then select an image from the list:
The selected image is centered behind all objects in the viewer and scaled
down (if larger than the pixel dimensions of the scene) or padded with a
black border (if smaller than the pixel dimensions of the scene).

n
1518

You can also select an input (from the list) to use the clip on the timeline as the
background.

Setting Preferences

To show or hide the background:

1. From the 3D DVE/Options property editor, select the Direct View tab.
2. Select the View Background option. For quicker previews of your
sequence, hide the background.

n

The View Background option is for viewing purposes only and does not affect
the processed output.

Working in Direct View Mode
Like all other effects in Avid DS Nitris, the 3D DVE layout, by default,
displays the results of one entire frame in the viewer. While this may be
convenient for viewing the results of your sequence, including the output of
the 3D DVE effect, it can be quite slow, reducing the responsiveness of
Avid DS Nitris and some or all of the effects before you can see them in the
viewer.
If you have a complex sequence, such as the following:
•

A 3D DVE effect on the background track that contains a picture-inpicture effect with a spotlight,

•

A large blur effect on top of the 3D DVE effect, and

•

A background clip in the timeline,

It would be faster not to view all of this while you’re working on the 3D DVE
portion of the sequence, especially the large blur, which takes time to process.
This is where the Direct View mode comes in handy; it lets you focus
exclusively on your 3D DVE session without being slowed down by the
processing of other clips or effects in the frame. This improves the
performance of Avid DS Nitris, especially when working with text.
The Direct View mode is for viewing purposes only and does not affect
the output.

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Chapter 9 3D DVE and 3D Titling

Default mode show the results of your
entire sequence in the viewer.

Direct View mode shows only the results
of your 3D DVE session.

To work in Direct View mode:

t

From the 3D DVE toolbar, click the Direct View button.
The viewer displays only the contents of your 3D DVE session.

Suspending Output to the Output Monitor
By suspending (or not sending) the output of your scene to the output monitor,
you can increase the interaction speed when working in the 3D DVE layout.

n

You can only suspend output to the output monitor when working in the Direct
View mode.
To suspend output to the output monitor:

t

From the 3D DVE toolbar, click the Suspend Output button.
The output of your scene is not displayed on the output monitor.

Displaying Guides
You can display various guides or hide parts of objects in the viewer to
position objects relative to each other and to the edges of the viewable area.
Guides are not visible in the final sequence.

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Setting Preferences

Showing the Safe Action/Title Areas
The safe action area is the central area of the viewer where action can occur
without having noticeable distortion. The safe title area, also in the central area
of the viewer, is where you can safely place graphics and titles without having
any of its edges cut off. These areas delineate where action and titles should
occur to be fully visible on a television set.

Safe action guide

Safe title guide

To show or hide the safe action/title areas, do one of the following:

t
t

Right-click the viewer and select Safe Action/Title.
From the 3D DVE toolbar, click the Safe Action/Title button.
The safe action/title guides are displayed. When you move objects near
the safe action/title guides, they snap to it. You can, however, still move
the objects outside the safe action/title areas.

Showing Construction Lines
Construction lines define the boundaries of objects, such as text and the scene
itself. By showing construction lines, you can identify the location and sizes of
these types of objects, as well as any that are empty. Construction lines also
display the shadow plane for projected shadows. For more information, see
“Changing a Shadow’s Location” on page 1607.

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Chapter 9 3D DVE and 3D Titling

Construction line

To show or hide construction lines:

t

From the 3D DVE toolbar, click the Construction Lines button.
Construction lines appear as dashes around the borders of objects.

Showing the Grid
The grid consists of evenly spaced points that you can use to align objects to
each other or to the sides of a scene. The grid uses a standard 16×12 layout.
When you show the grid while in the 3D DVE layout, by default, it’s in Snap
to Grid mode. For more information, see “Positioning Objects at Specific
Locations” on page 1539 and “Aligning Objects Relative to Each Other” on
page 1540.

n

The grid is not visible in the final sequence.
To show or hide the grid:

t

From the 3D DVE toolbar, click the Grid button.
The grid appears as points at the intersections of the grid lines.

Showing Objects Viewable Within the Frame
The frame of a project is the dimensions of the scene, which represent the
output resolution. If there are objects moving in or out of a frame over time,
you may want to show or hide those parts of the objects that are “outside the
frame”. Viewing only the visible portions of objects may make previewing the
project less distracting. However, when you’re editing objects, you will
usually want to see all the objects.

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Setting Preferences

n

Objects outside of the viewable frame will be hidden only if you have not
tumbled the scene.
Although objects may be hidden from view, you can still select them.

Clip to Frame: Selected

Clip to Frame: Deselected

To show or hide all objects within a frame:

t

From the 3D DVE toolbar, click the Clip to Frame button.

Working in Wireframe Mode
Working in wireframe mode lets you easily see the outline of all the objects in
your scene, making it easier to select and edit them. This can be useful when
there are objects hidden behind other objects.
You can also precisely edit and manipulate objects without being distracted by
any of the effects defined for it. The wireframe mode increases the speed of
interaction because wireframe objects are not processed.
To work in wireframe mode:

1. In the 3D DVE/Options property editor, select the Direct View tab.
2. Select the View as Wireframe option.
All objects in the viewer appear in wireframe.

n

Tip: For fast animation playback, suspend the output (to output monitor) and
press Ctrl-play. The sequence will play back and animated objects appear in
wireframe mode.

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Rendering Objects as a Wireframe
You can draw select objects as a wireframe to help you focus on the placement
of objects in a scene, and not on how the objects appear.
To render objects in wireframe:

1. Using the Edit tool, select an object.
2. From the Effect property editor, select the Render as Wireframe option.

n

The Render as Wireframe option affects the final sequence.

Rendered normally.

Rendered as a wireframe.

The wireframe is drawn using the object’s main material.

Setting the Viewer Quality Level
You can change the processed on-screen quality of objects in the viewer by
adjusting the quality level. Increasing the quality level improves the visual
accuracy of objects, but at the expense of system responsiveness. Decreasing
the quality level makes it faster for you to move and edit objects, but at the
expense of visual accuracy and detail. The quality setting does not affect the
processing quality.
To set the quality level:

1. From the 3D DVE/Options property editor, select the Direct View tab.
2. Adjust any of the following properties that affect the quality of objects
rendered in the viewer:
3. From the Antialiasing list, select one of the following:

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Setting Preferences

-

None to apply no antialiasing. This setting produces jagged or aliased
edges.

-

Fast 2D to draw flat objects.

-

Texturing controls the quality of textured surfaces in proportion to
the time required to render the texture onto the surface.

-

Lighting controls the quality of lit surfaces.

-

Tessellation controls the smoothness or approximation of curved
edges on characters and shapes.

-

Shadowing controls the quality of soft shadows.

-

Motion Blur applies a motion blur on fast moving objects.

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Working with the Camera
The camera in Avid DS Nitris is similar to a real camera, letting you view
objects in the scene from different angles and perspectives. You can create
interesting effects, such as camera fly throughs, by animating the camera’s
parameters. The camera shows you what the scene will look like when you
render it.
The main camera in the viewer has two arrows. The blue arrow indicates
where the camera is “looking”, that is, the direction the lens is facing. This is
called the interest. The camera is always constrained to the interest. The green
arrow indicates the camera’s up direction. You can change the camera’s
direction by rolling the camera.

n

You can only see the main camera while you’re viewing through the alternate
camera. For more information, see “Viewing Through the Alternate Camera”
on page 1526.
Green arrow shows up direction.

Blue arrow points towards interest.

To select the camera, do one of the following:

t

In the 3D DVE Object View, click the bar that corresponds to the camera.

t

In the 3D DVE Layers view, click the Camera layer.

t

Click the camera in the viewer.

Viewing Through the Alternate Camera
In addition to the main camera, there’s also an alternate camera. In many
ways, the main and alternate cameras are similar, except that the alternate
camera is not an actual object. It’s only a tool for viewing and navigating
through your scene; it is not displayed in the viewer and does not have any
properties for you to edit.

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Working with the Camera

When viewing through the alternate camera, you can see the main camera, and
the background, if any, is not visible. You cannot select or animate the
alternate camera.
Viewing through the main camera, which
is not visible as you are looking through it.

Viewing through the alternate camera.
The main camera is visible.

Zoomed out view through the alternate camera.

Snapping the Camera
By snapping the main camera to the alternate camera or vice versa, you can
get a different view of your scene.
To snap one camera to the other:

t

Click one of the following buttons in the 3D DVE toolbar:
- Snap Alternate Camera to Main Camera.
-

Snap Main Camera to Alternate Camera.

To toggle the current camera:

t

In the 3D DVE toolbar, click the Toggle Camera button.
If you were using the main camera, the view is switched to the alternate
camera and vice versa.

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Viewing a Scene from Different Angles
Using the alternate camera, you can view the objects in your scene from
different angles. This is useful when positioning or animating objects.

n

Viewing the scene through the alternate camera does not affect the final output
of your scene.
To view the scene from different angles:

t

From the 3D DVE toolbar, click one of the following:
- View Top to display the scene from above.
-

View Left to display the scene from the left.

-

View Front to display the scene from the front.

-

View Right to display the scene from the right.

If you were using the main camera, the view is switched to the alternate
camera and you can see your scene from different angles.

To tumble the scene:

t

From the 3D DVE toolbar, click the Tumble button and drag on the
viewer.
A light-colored orientation grid and axis appear in the viewer as you
tumble the scene. The X, Y, and Z axes identify the orientation of the
frame with Y identifying the top of the frame, and Z identifying the front
of the frame.

Manipulating the Camera
It’s easier to view your scene when you manipulate the camera by zooming,
panning, dollying, or rolling it.
To zoom the camera:

1. From the 3D DVE toolbar, click the Zoom button.
2. In the viewer, drag down/left to zoom in or drag up/right to zoom out.
To pan the camera:

t

1528

From the 3D DVE toolbar, click the Pan button and drag in the viewer.

Working with the Camera

To dolly the camera:

t

Click the Dolly button in the 3D DVE toolbar and drag in the viewer.

To roll the camera, do one of the following:

t

From the 3D DVE toolbar, click the Roll button. In the viewer, drag
down/left to roll clockwise or drag up/right to roll counterclockwise.

t

In the Camera property editor, set the Roll angle. Negative values make
the camera roll left and positive values make the camera roll right.

Resetting the Camera
If you’ve zoomed in and out too much and the perspective on your camera is in
need of a refresh, you can always reset it.
To reset the camera, do one of the following:

t

In the Camera property editor, click Reset.
The properties of the main camera are reset to the default values.

t

In the 3D DVE toolbar, click the Reset Current Camera button.
The properties of the current camera (main or alternate) are reset to the
default values.

Setting the Camera Position
The camera’s position defines the location of the camera in the scene. These
coordinates are local and are not affected when a transformation is applied to
the camera.
To set the camera position, do one of the following:

t
t

In the viewer, select the camera and drag it to a new location.
In the Camera property editor, type values in the Position box.

Defining the Camera Interest
The interest, what the camera is always looking at, is at the center of the
interest plane. The interest plane is defined as the area visible through the
camera. It is represented by a cross, which you can view through the alternate
camera.

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You can translate and animate the position of the interest as you would any
other parameter. By animating the interest, you can keep a certain object in the
scene in every frame.
Viewing the interest and interest plane through the alternate camera

Interest
Interest
plane

To define the camera interest:

t

In the Camera property editor, type values in the Interest box.

Setting the Clipping Planes
Clipping planes is useful when you want to show or hide specific objects. You
can use clipping planes to set the minimum and maximum viewable distances
from the camera. Objects outside these planes are not visible. By default, the
near plane is very close to the camera and the far plane is very far away, so
most objects are usually visible.
To set clipping planes, set the following in the Camera property editor:

n
1530

t

Near Plane to set the minimum viewable distance from camera. Objects
in front of this plane will not be visible.

t

Far Plane to set the maximum viewable distance camera. Objects behind
this plane will not be visible.

You can reduce processing time by choosing appropriate clipping planes.
Smaller ranges of clipping planes take less time to process.

Working with the Camera

Selecting a Projection Method
When you rotate an object around the X or Y axis or move the object away
from the center of the scene, you can control the amount of perspective
distortion applied to the object. The perspective distortion simulates the realworld appearance of a rotated or far-away object, where points on the object
farther away look smaller than points closer to you.
Depending on the look you want to achieve, you can change the view from an
orthographic to a perspective projection. When you select an orthographic
projection, objects do not change size as they change distance from the
camera. A perspective projection simulates depth and is useful for simulating a
real camera.

Orthographic projection

Perspective projection

To set the perspective:

t

From the Camera property editor, select one of the following from the
Projection box:
-

Orthographic perspective in which all camera rays are parallel and
objects do not change size as they change distance from the camera.

-

Perspective perspective to simulate depth. This projection simulates a
real camera. You can also adjust the Vertical Field of View value.
Higher values produce exaggerated distortions, and lower values
produce subtle distortions.

Setting the Field of View
The field of view is the angular measurement of how much the camera can see
at any one time. By changing the field of view, you can distort the perspective
to give a narrow, peephole effect or a wide, fish-eye effect.

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To set the field of view:

1. From the Camera property editor, set the Angle in the Field of View box.
Small angles are equivalent to a telephoto lens and large angles are
equivalent to a wide angle lens.
2. Select one of the following:

1532

-

Horizontal to apply the angle to the horizontal field of view.

-

Vertical to apply the angle to the vertical field of view.

About Objects

About Objects
Objects are the building blocks in your 3D DVE session. An object is anything
that you can create or manipulate in the viewer while working in the 3D DVE
layout. For example, text, two-dimensional graphics (rectangles and circles),
and even the background itself are objects.
Some objects can contain subobjects, such as the characters you type in a text
body. The 3D DVE session contains all the objects you create while working
in the 3D DVE layout. You can modify subobjects separately.
You can create and modify the following types of objects:
•

DVE objects whose appearances you can deform based on an effect or
image you apply to them. For example, you can create spheres, page curls,
and ripples—see “Working with Surfaces and Materials” on page 1588.

•

Text objects contain characters (letters, numbers, and other symbols) that
you type. The characters in a text object can be static, move vertically
(rolling text), or move horizontally (crawling text). You create text objects
using the Text tool—see “Working with 3D DVEs” on page 1548.

•

Graphics objects are geometric shapes, such as rectangles and ellipses.
You create graphics objects by using the Shape, Rectangle, and Ellipse
tools—see “Working with Surfaces and Materials” on page 1588

•

Path objects or paths are shapes onto which you can place or crawl text.
You can convert shapes into paths or paths into shapes—see “Placing and
Moving Text on a Path” on page 1582.

•

Layers allow you to create simple two-dimensional effects or more
complex three-dimensional effects in which objects can intersect.

Object (text object)

Subobject (characters)

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About Drawing Tool Properties
The 3D DVE layout is similar to the Graphics layout. That is, before you
create titles or DVEs, you must define how the titles or DVE will appear.
Using the property editors, you can set the object’s properties, such as the
color or font.
Each time you select a tool, its properties are displayed in the property editors.
You can set the default properties of the drawing tool before creating an
object. When you do this, the new settings become the default properties that
are applied to the objects you create. These properties remain in effect until
you change the properties in any of the drawing tools. If you decide to create
an object before setting its properties, you can select the object you created
and then modify its properties. When you do this, only the properties of the
selected object are modified.

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Manipulating Objects

Manipulating Objects
You can select, deselect, arrange, modify, and identify objects. You can copy
and move objects around in the scene, and align objects relative to the scene or
each other. You can also remove objects you no longer need.

Selecting and Deselecting Objects
Before you can edit an object, you must first select it with the Edit tool. You
can select multiple objects and perform the same operation on them, such as
changing the color of all the letters in a title.
When you select an object, its bounding box appears, displaying the bounds or
extent of the selected object.

Bounding box
Bounding box handle

To select a single object using the Edit tool, do one of the following:

t

In the viewer, click an object or drag a selection box around an object.

t

In the 3D DVE Object View or 3D DVE Layers view, click an object’s
name.

To select multiple objects using the Edit tool, do one of the following:

t

In the viewer, press Shift and click the objects.

t

In the viewer, drag to make a rectangular selection box around the objects.

t

In the 3D DVE Object View or 3D DVE Layers view, press Shift and click
the objects.

To select all visible objects in the current frame:

t

Using the Edit tool, click the Select All button in the 3D DVE Layer
toolbar.

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To select characters or a grouped object using the Edit or Rotate tool:

t

Alt-click the character or grouped object.

To deselect all objects using the Edit tool, do one of the following:

t
t

Click away from any object in the viewer.
From the 3D DVE Layer toolbar, click the Deselect All button.

Cutting, Copying, and Pasting Objects
You can cut or copy objects in the viewer, and paste them to the same frame or
to another frame. Cut or copied objects are placed on the Clipboard and
remain there until you perform another cut, copy, or paste operation. At the
end of your 3D DVE session, all objects that were cut or copied from the
viewer are permanently deleted.
To copy an object to a different location or page:

1. Using the Edit tool, select an object.
2. Select Edit > Copy or press Ctrl+C.
A copy of the selected object is placed on the Clipboard.
3. Pan or zoom to the location in the scene or the time in the project in which
you want to copy the objects.
4. Click in the page to activate it.
5. Select Edit > Paste or press Ctrl+V.
The selected objects are pasted in the new location or page. If the original
object was locked, the copy of the object is also locked.
To move an object to a different location or page:

1. Using the Edit tool, select an object.
2. Select Edit > Cut.
The selected object is placed on the Clipboard.
3. Move to the location in the scene in which you want to move the object.
4. Select Edit > Paste or press Ctrl+V.
A copy of the Clipboard’s contents is pasted.

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Manipulating Objects

To remove an object from the scene:

1. Using the Edit tool, select an object.
2. Do one of the following:
t

Press Delete.

t

Select Edit > Cut.

When you use Cut, you can paste the object in another location.
t

Right-click the object in the 3D DVE Layers view and select Delete.

Moving Objects
You can move objects freely within the scene, constrained horizontally or
constrained vertically. For rotated objects, you can move an object along the
local or global axes. You can also prevent objects from being moved
accidentally when clicking objects.
If the safe title guide is currently displayed, moving an object near this guide
automatically snaps the sides and corners of an object’s bounding box to the
guide. Subobjects within objects, such as characters in a text body, do not snap
to the safe title guide. For more information, see “Showing the Safe
Action/Title Areas” on page 1521.
To move an object freely:

t

Drag a selected object to a different location.

To move an object horizontally or vertically:

t

Hold down the Shift key and drag a selected object. The direction in
which you first drag becomes the constrained axis of movement.

To move a selected object by one pixel:

t

Hold down the Ctrl key and press one of the arrow keys.

To move a selected object by one-quarter of a pixel:

t

Hold down the Ctrl+Alt keys and press one of the arrow keys.

To move a rotated object freely within its rotated, local plane:

t

Hold down the Ctrl+Alt keys and drag a selected object.

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To move a rotated object horizontally or vertically along its local axes:

t

Hold down the Ctrl+Alt+Shift keys and drag a selected object. The
direction in which you first drag becomes the constrained axis of
movement.

Locking and Unlocking Objects
Locking objects prevents you from moving them accidently when you’re
working with multiple objects. Once you’ve locked an object, you can still
modify the object’s properties using the property editors.
To lock an object:

1. Using the Edit tool, select an object.
2. From the 3D DVE Layer toolbar, click the Lock button.
To unlock an object:

1. Using the Edit tool, select a locked object.
2. From the 3D DVE Layer toolbar, click the Unlock button.

Reordering Objects
If you want an object to appear in front of or behind another object, such as
moving a gradient oval behind some text, or want to draw an object before or
after another object, you can reorder them in the viewer or 3D DVE Layers
view.

n

Although objects in a 3D layer are positioned based on their locations along
the Z axis, the stacking order of an object still affects perspective and overlap
effects.
Also, you cannot reorder characters in a text object.

1538

Manipulating Objects

To reorder objects in the viewer:

1. Using the Edit tool, select an object.
2. Click one of the following buttons in the 3D DVE Layer toolbar:

n

t

Bring to Front to move the object to the front of all other objects.

t

Raise to move the object up one level.

t

Lower to move the object back one level.

t

Send to Back to move the object behind all other objects.

You cannot move an object between layers using these buttons.

Positioning Objects at Specific Locations
You can move objects to specific locations within the scene. Each object has
nine common locations (the four corners, four sides, and center) where you
can quickly position other objects. If the safe title guide is displayed, you can
quickly position objects within it instead of the scene.
To position an object within its boundaries (layer or group):

1. Using the Edit tool, select an object.
2. From the 3D DVE toolbar, click a position button.
Upper center

Upper left

Upper right

Middle left

Middle right

Lower left

Lower right
Lower center

n

Center

Use the Lower Left, Lower Center, or Lower Right buttons for lower-third
titles.
Each selected object moves to the selected position within the safe title
area. However, note the following behavior:

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Chapter 9 3D DVE and 3D Titling

-

If an object is extruded, the object’s front face determines how to
position the object.

-

If an object is rotated, the object is positioned based on the front face
of the object.

-

If your effect uses perspective projection, objects may appear
positioned incorrectly. This is a side effect of perspective projection.
Switching to orthographic projection will show the correct
positioning of objects—see “Selecting a Projection Method” on
page 1531.

-

If an object’s position on the Z axis is not 0, the object may not be
positioned properly.

Aligning Objects Relative to Each Other
You can align the edges or centers of multiple objects relative to each other to
ensure a consistent layout in a scene. You can align objects to their bounding
box edges or centers. Objects will align to the safe title guide if it’s displayed.
To align objects relative to another object:

1. Using the Edit tool, select the objects to align.
2. Hold down the Shift key and select the object to which all other selected
objects will be aligned. This is the reference object, as its bounding box
handles are solid instead of hollow.

n

If you drag on the viewer or use the Select All button to select the objects, the
reference object is the frontmost object.
3. To select a different object alignment, click a different Align button.
Align horizontally
Align left edges

Align right edges

Align bottom edges

Align top edges
Align vertically

The selected objects align themselves relative to the reference object.
Object alignment has the same limitations as object positioning. For more
information, see “Positioning Objects at Specific Locations” on
page 1539.
1540

Manipulating Objects

Grouping and Ungrouping Objects
If you want to scale or rotate several objects as if they were part of a larger
object, you can group the objects together.
To group objects together:

1. Using the Edit tool, select the objects to group.
2. From the 3D DVE Layer toolbar, click the Group button.
The grouped objects appear within a single bounding box.

n

Tip: Hold down the Alt key and click an object in a group to modify the object
separately.
To ungroup grouped objects:

1. Using the Edit tool, select a grouped object.
2. From the 3D DVE Layer toolbar, click the Ungroup button.

n

If you group an animated collection of objects, animate the group, and then
ungroup the objects, some of the animation may be lost.

Showing and Hiding Objects
By showing or hiding objects, you can isolate the effect of certain objects or
focus your work on specific parts of the scene.

Mute

Solo

To hide a single object:

t

In the 3D DVE Layers view, click the Mute button for the object.

To show a single object and hide all others:

t

In the 3D DVE Layers view, click the Solo button for the object. You can
solo multiple objects.

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Chapter 9 3D DVE and 3D Titling

To show all hidden objects:

t

From the 3D DVE Layer toolbar, click the Unhide All button.

To show or hide objects:

1. Using the Edit tool, select one or more objects.
2. From the Render property editor, do one of the following:
t

Select the Show Object option to show the object.

t

Deselect the Show Object option to hide the object.

Changing the Visibility of Objects
By controlling the visibility of objects, you can blend or mix objects in a scene
to produce subtle effects, such as having objects fade in and out over time.

n

An object with an opacity of zero still requires rendering.
To change the opacity of an object:

1. Using the Edit tool, select an object.
2. From the Surfaces property editor, adjust the Master Opacity value.
Unlike the opacity settings for each material on an object, this master
opacity control determines the appearance of the entire object, including
its shadow (if one exists).

Modifying Objects
When you scale and rotate objects, they occur relative to the anchor point, a
location on the selected object from which the operation is based.

n

If you scale or rotate multiple objects, each object is modified independently.
To modify a collection of objects as a single entity, you should group them
first. For more information, see “Grouping and Ungrouping Objects” on
page 1541.
For graphics objects, you can also deform the object. For more information,
see “Editing Shapes and Paths” on page 1555.

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Manipulating Objects

Adjusting the Anchor Point
When you scale or rotate objects, the objects change based on a point in threedimensional space called the anchor point. Scaling and rotation operations use
the same anchor point.

To adjust the anchor point, do one of the following:

t

Using the Rotate tool, drag the small crosshairs at the intersections of the
axes on the rotation sphere to the intended location.
The anchor point moves along the plane of the crosshair.

t

n

From the Transform property editor, adjust the Anchor Point values
(X, Y, and Z).

You can adjust the Z value of the anchor point only if the object is extruded.
To reset the anchor point, do one of the following:

t

Using the Rotate tool, select an object, right-click and select Reset
Anchor Point.

t

In the Anchor Point box of the Transform property editor, type 0 in the X,
Y, and Z boxes.

Scaling Objects
Although you can draw an object at a specific size, you can still make the
object larger or smaller by scaling it. You can scale an object either
independent of or constrained to its original aspect ratio. Also, you can scale
an object relative to the opposite bounding box handle or to its anchor point.
For more information, see “Adjusting the Anchor Point” on page 1543.

Original object

Scaled down
(unconstrained)

Scaled down
(constrained)

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Chapter 9 3D DVE and 3D Titling

To scale an object:

1. Using the Edit tool, select an object.
2. To scale the object, do one of the following:
t

Drag one of the bounding box handles.
The object scales relative to the bounding box handle on the opposite
side or corner of the object’s bounding box.

t

To constrain scaling to the object’s aspect ratio, press Shift and drag
one of the object’s bounding box handles.

t

To constrain scaling relative to an object’s anchor point, hold down
the Shift+Ctrl keys and drag one of the object’s bounding box
handles—see “Adjusting the Anchor Point” on page 1543.

t

To scale an object in all directions, press Ctrl and drag one of the
object’s bounding box corner handles.

Resizing Objects
Text boxes and groups are objects that have width, depth, and height
dimensions. You can resize an object to any dimensions or fit it exactly around
its contents’ bounding box. Unlike scaling a object, which scales the contents,
resizing an object does not affect the size of its contents.
To resize a text box:

1. Using the Edit tool, select an object.
2. Hold down the Alt key and drag one of the object’s bounding box handles.

n

When resizing a text box, the bounding box changes size, but its contents do
not.

Rotating Objects
Rotation occurs in three-dimensional space around the X, Y, and Z axes.
Angles of rotation increase in the counterclockwise direction around an axis,
whereas they decrease going clockwise. Rotation adjustments are applied to
objects in the following order: X, Y, and then Z.

1544

Manipulating Objects

y

90°

x

180°

z

0°/360°

270°

Positive X rotation

Positive Y rotation

Positive Z rotation

To rotate an object:

1. Using the Edit tool, select an object.
2. From the 3D DVE toolbar, click the Rotate button.
A rotation sphere appears around the selected object.
3. Use the controls on the sphere to adjust the anchor point—see “Adjusting
the Anchor Point” on page 1543.

Default rotation
anchor point.

Object rotated
45 degrees.

Rotation anchor point
moved off center.

Object rotated
45 degrees.

4. Rotate the object by doing one of the following:
t

To rotate around a single axis, drag the circle on the rotation sphere
corresponding to the axis.

t

To constrain rotations to 15-degree increments, hold down the Shift
key and drag an axis circle.

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Chapter 9 3D DVE and 3D Titling

To reset the rotation of a selected object:

1. In the Rotation box of the Transform property editor, type 0 in the X, Y,
and Z boxes.
2. Using the Rotate tool, select an object, right-click and select Reset
Rotation.

Renaming Objects
Each object has a name and optional comment you can assign to it. The layers
in the 3D DVE Layers view display these object names. Using unique names
will help you differentiate similar objects in a scene, and using comments will
remind you of information about an object, such as its purpose in the scene.
To change the name of an object:

1. Select an object in the 3D DVE Layers view or use the Edit tool to select
an object in the viewer.
2. Do one of the following:
t From the Info property editor, type a new name in the Name text box.
t

In the 3D DVE Layers view, right-click and select Rename, and then
type a new name.

To add a comment to an object:

1. Using the Edit tool, select an object.
2. From the Info property editor, type a description in the Comment text
box.

Setting the Time Span
The time span defines the duration of 3D DVE objects. By default, the time
span is from the start of the 3D DVE session to the end. You can make an
object appear on one frame only, from the current frame to the end of the
session, from the beginning of the session to the end, or from the first frame to
the current frame. You can also set custom time spans for specific objects.
In the Time Span property editor, the timecode refers to the 3D DVE session
time. That is, 00:00:00:00 is the beginning of the 3D DVE session regardless
of its position on the timeline.

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Manipulating Objects

To define the time span:

1. Select an object from the viewer or 3D DVE Layers view.
The corresponding bar in the 3D DVE Object View (3D OV) turns yellow.
2. In the Time Span property editor, specify the duration by clicking one of
the following:

Option

Description

This Frame Only

Makes the time span one frame.

This Frame to End

Makes the time span start at the current frame and
end at the last frame of the 3D DVE session.

Start to End

Makes the time span start at the first frame and end at
the last frame of the 3D DVE session.

Start to this Frame

Makes the time span start at the first frame and end at
the current frame of the 3D DVE session.

3. To specify a custom time span, use the In, Out, and Duration timecode
boxes. All values must be expressed in SMPTE timecode.

n

Tip: While you’re editing the time span of a selected object, you can select the
Lock option to lock the duration.

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Chapter 9 3D DVE and 3D Titling

Working with 3D DVEs
A 3D DVE is an object whose appearance you can deform based on an effect
or image you apply to it. Some examples of DVEs are spheres, page curls, and
ripples. For some DVEs, you can simulate a displaced surface by applying a
grayscale texture known as a displacement map.
What’s the difference between using a 3D DVE and a simple rectangle? You
can extrude rectangles, but not the DVE and you can apply effects to a DVE,
such as displacement maps.
You can modify DVEs like other objects, with the following exceptions:
•

Editing using the Shape tool

•

Profile effects

•

Extrusion

•

Wireframe rendering

•

Converting to a path

•

Combining with other shapes or DVEs

Creating DVEs
You can create multiple DVEs within a scene, as well as delete DVEs that you
no longer need. DVEs have properties common to all DVE types, as well as
properties specific to the effect you’re using.
To create a DVE:

1. From the 3D DVE toolbar, click the Add DVE Node button.
A rectangle appears within the current layer and covers the entire scene.
2. Using the Edit tool, select the DVE.
3. To change the effect, open the DVE property editor and select an effect
from the Effect list.
A list of effect-specific properties appears in the Options box next to the
Effect list.

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Working with 3D DVEs

To delete a DVE:

1. Using the Edit tool, select a DVE.
2. Press Delete.

Simulating a Textured Surface Using a Displacement Map
In addition to the deformation of an object produced by a DVE, you can also
use a texture to define convex and concave areas on its surface. The luminance
values of the color in the texture (the alpha channel is ignored) define the
convex (raised) and concave (lowered) areas on the surface.

n

A displacement map cannot be used on the Border DVE.
To use a displacement map on a DVE:

1. Using the Edit tool, select a DVE.
2. From the Surfaces property editor, select the Enable Lighting option for
the Main surface.
3. From the DVE property editor, adjust the following in the Displacement
box:

Option

Description

Texture

Lets you select an image whose grayscale version defines
the contour on the surface.

Scale

Sets the magnitude of the displacement.

Offset

Sets the grayscale level in the texture that represents no
displacement of the surface.

Softness

Adjusts the smoothness of the surface. You can soften a
displacement map to hide irregularities in grayscale levels
in the texture.

4. To adjust the detail of the DVE’s appearance, adjust the X and Y values in
the Detail box. Lower values produce a less accurate appearance, but
rendering is faster and vice versa. For displacement maps, increase the
detail of the DVE.

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To remove a displacement map from a DVE:

1. Using the Edit tool, select a DVE.
2. From the DVE property editor, select Default from the Texture list.

Applying Profile Effects
The outline of characters or shapes is known as its profile. You can set the
profile to one of the predefined profile effects, such as Bevel, Ridge, or Tube,
in one of three thicknesses.
To apply a profile effect to objects:

1. Using the Edit tool, select the objects.
2. From the Effect property editor, select a profile from the Profile list.

n

An object that uses a profile effect will not have antialiased edges in the
viewer. To view antialiased edges, render a preview on screen or output
to disk.
For a glow effect, use a colored shadow. For more information, see “Using
Shadows to Simulate Glows” on page 1611.

Extruding an Object
By default, new objects are two dimensional. You can change the depth or
thickness of an object by extruding it. The extruded surface can use its
own material.
To extrude an object:

1. Using the Edit tool, select an object.
2. From the Effect property editor, adjust the Extrude Depth value.

n

1550

For objects that have a profile, adjusting the extrude depth does not affect the
profile.

Working with 3D DVEs

Blurring Moving Objects
In real life, an object that moves quickly appears blurred. Imagine a camera
taking a picture of the moving object. The object in the picture appears blurred
because the object moved during the short time that the camera’s shutter was
open. If the shutter was open for a shorter time, the object would appear
sharper.
To apply motion blur:

1. From the 3D DVE/Options property editor, select the Output tab.
2. Select the Enable Motion Blur option.
3. Adjust the Exposure value. The blurriness of a moving object depends on
how long the camera’s shutter is open. The longer the shutter is open, the
blurrier the object appears, and vice versa. The exposure time, measured
in seconds, represents the duration that the shutter is open.

n

Motion blur is a very time-intensive effect, especially when you use a long
exposure time.
4. If desired, change the quality of the blurred motion by adjusting the
Custom Quality parameters.

Motion blur (deselected)

Motion blur (selected)

The motion blur effect applies to all objects in the 3D DVE session, over
the duration of the session. Also, if the object changes materials, such as
its color or visibility over its duration, these changes will appear faded or
smoothed out as a result of the motion blur effect.

n

Although you can set a maximum quality for blurred objects, objects that move
very fast will not simulate blurred motion as well as slower moving objects.
You may need to experiment with exposure time and quality settings to get the
desired results.

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Working with Graphics
A graphics object is made up of control points and tangent handles that define a
shape. The portion of a shape between control points is called a segment. You
can modify the shape of an object at any time.
Tangent handle
Control point

Creating Graphics
You can use the following tools to create shapes: Rectangle, Ellipse, and
Shape. When you create new shapes, they become the frontmost objects in the
scene.

n

You cannot create a shape if a shape is currently selected.

Creating Squares and Rectangles
The Rectangle tool lets you create square and rectangular shapes. For
example, you can use this tool to create the basis for a textured backdrop or
gradient fill onto which you add text objects.
To create a rectangle or square shape:

1. Click the Rectangle button in the 3D DVE toolbar.
2. Do one of the following:
t

To create a rectangular shape, drag diagonally from left to right.

t

To create a square shape, hold down the Shift key and drag diagonally
from left to right.

Rectangle

1552

Square

Working with Graphics

t

To create a rectangular or square shape from the center, hold down the
Ctrl key and drag (rectangle), or hold down the Ctrl+Shift keys and
drag (square) from the intended center of the shape.

Rectangle

Square

Creating Circles and Ovals
The Ellipse tool lets you create circular and elliptical (oval) shapes.
To create an ellipse or circle shape:

1. Click the Ellipse button in the 3D DVE toolbar.
2. Do one of the following:
t

To create an ellipse, drag diagonally from left to right.

t

To create a circle shape, hold down the Shift key and drag diagonally
from left to right.

Ellipse

t

Circle

To create an ellipse or circle from the center, hold down the Ctrl key
and drag (ellipse), or hold down the Ctrl+Shift keys and drag (circle)
from the intended center of the bounding box.

Ellipse

Circle

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Creating Polylines and Curved Shapes
The Shape tool lets you create polyline shapes, such as polygons and curves.
To create a freehand shape with the Shape tool:

1. Click the Shape button in the 3D DVE toolbar.
2. Do one of the following:
t

To create a polyline shape, click at the location where you want to
place the starting control point.

t

To start a curved shape, drag from the location of the starting point in
the direction you want the curve to point.

3. Place subsequent control points, as follows:
t

To create a straight-line segment, click at the location for the next
control point.

t

To create a curved-line segment with a smooth point, drag from the
location of the next control point.

t

To create a curved-line segment with a corner (angular) point, drag
from the location of the next control point. Then, hold down the Alt
key and drag the tangent handle.
Alt-drag

Drag
Cusp

Smooth

Corner

4. To create a closed shape, click the first control point you created.
5. To create an open shape, do one of the following:

1554

t

Press Esc.

t

Click the right mouse button.

t

Click a different tool.

Working with Graphics

Closed shapes are filled with the default main material. Open shapes
cannot be filled.

Editing Shapes and Paths
For shapes and paths, you can modify the actual Bézier points and curves that
define the form of the shape.
Selecting and Deselecting Control Points
For many shape-editing operations, you must select a control point first. You
can select multiple control points to adjust them at the same time, or deselect
control points that you do not want to modify. You cannot select control points
on multiple shapes at the same time.

Selected control point
and tangent handles.
Unselected control point.

To select a control point:

t

Using the Shape tool, click a control point.

To select multiple control points:

1. Using the Shape tool, select a shape.
2. Do one of the following:
t

Hold down the Shift key and click the control points.

t

Drag to select the control points.

To select all control points on a shape:

1. Select a shape.
2. Right-click the shape and select Select All Points.

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Chapter 9 3D DVE and 3D Titling

To deselect all control points, do one of the following:

t

Click away from a shape.

t

Right-click the shape and select Deselect All Points.

Editing a Shape
The location of control points and curvature near control points determine the
form of a shape. You can add, delete, and move control points, as well as
adjust a control point’s tangent handles to change a shape’s form.

n

You can modify all selected control points if the pointer is not above a control
point at the time you select the command. Simply right-click the shape and
select a command. Not all commands apply to multiple control points.
To add a control point, do one of the following:

t

Hold down the Alt key and click along a shape’s outline.

t

Move the pointer above the area of a shape to add a control point, rightclick and select Insert Point.

To delete a control point, do one of the following:

t

Select a control point and press Delete.

t

Move the pointer above a control point, right-click and select Delete
Points.

To move a control point:

t

Drag the control point to a new location.

To move a control point on a rotated object:

t

Hold down the Shift key and drag the control point. The direction in
which you begin dragging becomes the constrained axis of movement.

To move a control point horizontally or vertically:

t

Hold down the Ctrl+Shift keys and drag the control point. The direction in
which you begin dragging becomes the constrained axis of movement.

To change the curvature of a shape near a control point:

t

1556

Right-click a shape and select a command.

Working with Graphics

t

Hold down the Ctrl or Alt key and drag a tangent handle. This affects the
control point under the pointer. The following table describes the various
operations you can perform on control points.

To make a

Do the following

Cusp point

With the pointer above a control point, rightclick and select Make Cusp Points.

Smooth point

Press Ctrl and drag a tangent handle away
from a control point or, with the pointer
above a control point, right-click and select
Make Smooth Points.

Corner point

Press Alt and drag a tangent handle away
from a control point.

To extend the length of a single tangent handle:

t

Hold down the Shift key and drag the tangent handle.
The length of the tangent handle is extended and its orientation does
not change.

Opening and Closing Shapes
Another way to edit the form of shapes is to open, split, close, or
connect them.

n

Tip: To thicken an open shape, use a Frame, Round, or Tube profile effect.
To open a closed shape or split an open shape in two:

t

Position the pointer above the control point at which you want to open or
split the shape, right-click and select Break Point.

Before

After

Opening a closed shape.

Before

After

Splitting an open shape in two.

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Chapter 9 3D DVE and 3D Titling

The fill of a closed shape is lost when the shape is opened. Also, if you
split an open path in two, the text on the path moves to one of the
new paths.
To close an open shape or connect two open shapes:

t

Drag an end point onto another end point on the same shape (to close a
shape) or onto another shape (to connect the shapes).

Before

After

Closing an open shape.

Before

After

Connecting two open shapes as one.

Filling Shapes
You can control the appearance of the interior of closed shapes by specifying
whether the shape is filled or not.

n

Only closed shapes can be filled. When you close an open shape that was not
filled, the closed shape is not automatically filled.
To fill a shape:

t

Right-click the edge of a shape, and select or deselect Fill Curve.

Filled

Not filled

Removing Segments
Another way to open a shape or split a shape in two is to remove a segment
from the shape.
To remove a segment from a shape:

t

1558

With the pointer above a segment, right-click and select Delete Segment.

Working with Graphics

Before

After removing a
segment.

After removing a
second segment.

If you remove a segment from a closed path, the text on the path adjusts to the
new length of the path. If you remove a segment from an open path (splitting
the path in two), the text on the path moves to one of the paths.

n

If a shape has only one segment, such as a line, removing the segment
produces two single-point shapes.

Working with Compound Shapes
You can combine multiple shapes into a single compound shape to create
interesting effects. A compound shape is a single object composed of multiple,
individually editable shapes. For example, if you want to create a custom
version of a letter, such as a stylized letter A for a company logo, you can
define the various pieces of the letter and determine how they’re combined.

Compound shapes

Compound shapes are not the same as a group of shapes. All the shapes within
a compound shape exist at the same Z position in three-dimensional space.
Also, the entire compound shape uses the same surface materials. You cannot
modify the material of each shape within the compound shape.
Creating and Separating Compound Shapes
You can combine shapes into a compound shape, make a copy of a shape
that is part of a compound shape, and separate all the shapes within a
compound shape.

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Chapter 9 3D DVE and 3D Titling

Before combining shapes

After combining and
repositioning shapes.

To create a compound shape:

1. Select the shapes. The properties of the last shape you select will be used
for the combined shape.
2. From the 3D DVE toolbar, click the Combine Shapes button.
By default, a shape within another shape inverts or “cuts out” the outer
shape. If you select a path to combine with other shapes, the text on the
path is removed.
To copy a shape that is part of a compound shape:

t

With the pointer above a shape, right-click and select Copy As Shape.
The copied shape appears above the original shape.

n

Any transformations (translation, scaling, and rotation) or animation applied
to the compound shape will not be applied to the copied shape.
To separate a compound shape into its individual shapes:

1. Select a compound shape.
2. From the 3D DVE toolbar, click the Separate Shapes button.
The properties of the separated shapes will be the same as those of the
original compound shape. However, material properties, such as how a
texture is applied to the object, may be altered.
Combining Shapes within a Compound Shape
The way you drew the shapes within a compound shape can affect the
appearance of the compound shape. When the shapes of a compound shape do
not overlap each other, both shapes appear in the compound shape. However,
when shapes of a compound shape overlap, the inner shape “cuts out” or
subtracts from the outer shape. However, you can add the overlapping shape to
the compound shape instead of subtracting from it.

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Working with Graphics

To control how one shape affects another within a compound shape:

t

With the pointer above a shape, right-click and select Combine Mode and
one of the following:
-

Subtract to remove the area where the shapes overlap.

-

Add to fill in the area where the shapes overlap.

Reversing the Direction of a Shape
Control points on a shape are numbered sequentially, starting at the first
control point on the shape. The route, through sequentially numbered control
points, determines the shape’s direction. This direction controls how the shape
is drawn when it’s part of a compound shape, how the profile of the shape is
drawn, and how the text on a path is laid out. You can change the default
direction for a shape or path.
To reverse the direction of a shape or path:

t

With the pointer above a shape or path, right-click and select Reverse
Direction.

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Working with Text
A text object contains characters and appears as a text body. There are four
types of text objects: static, rolling, crawling, and path text.
Each type of text object can be stationary (static) or have motion over time.
You can also control whether the text moves outside the dimensions of the text
body. For more information, see “Controlling Rolling, Crawling, and Path
Text” on page 1579.
•

Static text does not move (scroll) within its text body. The text can still
move around if you manually move each character. Static text is the
default text object.

•

Rolling text moves vertically within a text object over its duration,
starting and ending with no text visible, such as the list of credits that
usually appear at the end of television movies and feature films.
You can create rolling text that moves up and down within a text body.
If you enter more text than can fit on one line, the extra words and
characters appear on a new line. The lines of text word wrap.

1562

•

Crawling text is a single line of text that moves horizontally, usually from
right to left. A stock price ticker or weather warning messages along the
bottom of a television screen are common types of crawling text that you
see on television or websites.

•

Path text (or text along a path) is a single line of text that fits to or moves
along a straight or curved path, such as letters that follow the contour of a
car or words that seem to float in the sky. You can create path text that
moves along the path or is fixed on it.

Working with Text

Creating a Text Object
When you want to add text, you create a text object, a box into which you type
the text or import an ASCII text file. The box can either expand to fit the text
you type or remain a fixed size into which the text word-wraps to fill it.
To create a text object:

1. Using the Text tool, do one of the following:
t

n

Click the viewer. If the text cursor is active in an existing text object,
click away from the text object.

You cannot create a new text object while you’re editing the text in an existing
text object.

t

Drag on the viewer to define a text body.

The cursor or insertion point (a vertical bar) appears in the upper-left
corner of the text body.
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2. Type in some text.
By default, text aligns along the left edge of the text body and uses the
current text properties in the Text property editor. For more information,
see “Aligning Text into Columns” on page 1572.
The new text object becomes the frontmost object in the scene. Clicking
outside the text body or clicking another tool finishes the creation of the
text object and allows you to modify the text object or the characters
within it.
To enter text along a path:

1. Create a path—see “Creating and Deleting a Path” on page 1582.
2. Using the Text tool, click the path and type in some text.

Using Special or Unicode Characters
You can type a special (extended) character, such as a copyright symbol (©) or
any Unicode character into a text body if the font supports the actual character.
TrueType fonts work better than Type 1 fonts.

n

Pasted characters do not take on the font that is displayed in the Font list. You
will have to select the character after pasting in a text body and set the
appropriate font.

Determining a Character’s Unicode Value
Before you can enter special or Unicode characters, you must determine their
value. For example, the registered trademark symbol (®) has a Unicode value
of 00AE. You can look up the value in the Character Map utility in Windows.
To determine the Unicode value using the Character Map utility:

1. On the Windows desktop, select Start > Programs > Accessories >
System Tools > Character Map.
The Unicode Character Map window is displayed.

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Working with Text

Selected
character

Unicode value

2. From the Font list, select the font that you intend to use in Avid DS Nitris.
3. Click the character you want to use.
The Unicode value appears in the lower-left corner of the Character Map
window. Use this four-character value in Avid DS Nitris.
Entering Special and Unicode Characters
Once you know the special or Unicode value of the character, you can enter it
in a text body in Avid DS Nitris. The hexadecimal Unicode value is used to
identify special or Unicode characters; this value appears in the Info property
editor.
To enter a Unicode value:

1. Click in a text body.
2. Hold down the Alt key and type the value on the numeric keypad. For
example, the registered trademark (®) symbol in the Times New Roman
font uses the Alt+0174 key sequence.
3. Release the Alt key.
The special or Unicode character appears in the text body and its
hexadecimal value appears in the Info property editor.

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Importing Text
You can import text from an ASCII text file. For example, you can import a
previously created text file containing the names in a credit roll.

n

Only the first 6,000 characters of a text file are imported. Also, if the text file
contains binary characters, only the text up to the first binary character is
imported.
To import text:

1. Create a text body or place the cursor in an existing text body.
If a text body is not currently active, the imported text appears in a new
text body that is half the width and height of the current text body.
2. From the 3D DVE toolbar, click the Import Text button.
3. In the Import Text dialog box, select the ASCII text file to import.
The text in the selected text file appears in the current text body, using the
current object properties.
Text Overflow
When a text object contains more characters than can appear at one time, the
text object appears differently when the cursor is active in the text object.
When the insertion point is in a text object, a scroll bar appears along the left
edge (for rolling text) or bottom edge (for crawling text) of the text object. The
scroll bar allows you to view and edit any part of the text in the text object. A
scroll bar does not appear for path text.

n

Tip: If you’re currently editing text, press Esc to adjust the scroll bar.

Rolling text

Scroll bar

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Crawling text

Scroll bar

Working with Text

When the cursor is not in a text object, a scroll bar appears along the left edge
(for rolling text) or along the bottom edge (for crawling text and path text) of
text objects. The scroll position arrow controls the section of text that is visible
at the current point in time, letting you create rolling or crawling text. Also, for
rolling and crawling text, small arrows appear along the sides of the text object
as you drag the scroll position arrow.
The scroll bar appears when you’re editing text, whereas the scroll position
slider appears when you’re animating the section of text visible over time.
Rolling text

Crawling text

Scroll position slider
Scroll position arrow
More text indicators

Path text
Scroll position arrow

n

To edit the scroll position property of a text body, select the text body with the
Edit tool and adjust the Scroll Position control in the Text property editor.
For more information, see “Controlling Rolling, Crawling, and Path Text” on
page 1579.

Placing the Insertion Point
To specify the location where you want to type new text in a text object, place
the insertion point (displayed as a vertical bar) at the desired location in the
block of text. The following table describes the different ways that you can
move the insertion point within the text.

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To move to

Press this key

Previous character

Left Arrow

Next character

Right Arrow

Previous line

Up Arrow

Next line

Down Arrow

Resizing a Text Object
If you resize a text object, you can reformat the text by:

n

•

Scaling the text along with the text object or

•

Resizing the text object only, keeping the font size(s) of the text the same.

This is not available for text on a path.
To scale the text as you resize the text object:

1. Using the Edit tool, select a text object.
2. Drag one of the object’s bounding box handles.

Before

After

To resize the text object but not the text within it:

1. Using the Edit tool, select a text object.
2. Hold down the Alt key and drag one of the object’s bounding box handles.

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Working with Text

Al

t-d
rag

Before

After

The text within the text object reformats to the new dimensions. For
rolling text, the text wraps to fit the text object. For crawling text, you see
more or less of the text.

Selecting and Deselecting Text
Before you can modify a block of text (change its font, size, style, or other
attribute), you must select the text. You can select text directly in the viewer or
in the 3D DVE Layers view if the text is difficult to edit because it’s rotated or
not visible.
To select a block of text, do one of the following:

t

Drag across a block of text.

t

With the insertion point at one end of a text block, hold down the Shift key
and click at the other end of the text block.

The selected text is highlighted in pink.
To select all the text in a text object:

t

With the cursor in a text object, click the Select All button in the 3D DVE
Layers toolbar.

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To select individual letters:

t

Using the Edit tool, hold down the Alt key and click a letter at the same
time. Now release the Alt key and you can still continue selecting
individual letters.

To select multiple letters:

t

Using the Edit tool, hold down the Shift key and click the letters you want
to select.
A red bounding box surrounds the selected letter(s), which you can now
edit individually. They are, however, still part of the text object.

To deselect selected text, do one of the following:

t
t

Click anywhere in a text object.
From the 3D DVE Layers toolbar, click the Deselect All button.

Editing Text
You can use common cut, copy, or paste operations on text.
To cut, copy, or paste text:

1. From the viewer, select some text.
2. From the Edit menu, select one of the following:
-

Cut or press Ctrl+X to cut the text.

-

Copy or press Ctrl+C to copy the text.

-

Paste or press Ctrl+V to paste the text.

Formatting Text
You can format blocks and columns of text, such as changing the font, font
size, as well as adjusting column width and alignment.

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Working with Text

Changing Fonts and Font Sizes
Traditionally, a font is a specific typeface (type family) at a specific font
size (height), and with specific font styles (visual enhancements). In
Avid DS Nitris, a font is defined as a specific typeface. The size and styles are
specified separately.

To change the font and font size of text:

1. Using the Text tool, select a block of text.
2. From the Text property editor, select a font from the Font list.

n

Tip: To try different fonts, display the font list and press the up and down
arrow keys on the keyboard.
3. Set the Size value.
You can also change the font size of the text in a text object by scaling the
text object itself using the Edit tool—see “Scaling Objects” on page 1543.

Changing the Direction of Text
As you type new characters into a text object, the text cursor moves from left
to right by default. You can switch the direction if you’re typing in a language
that is read from right to left, such as Hebrew. You can switch the direction of
a text object at any time.
To change the direction of text in a text object:

t

Using the Text tool, right-click in a text object, and select Direction and
one of the following:
-

Left-to-Right to add each new character to the right of the previous
character. This is the default direction.

-

Right-to-Left to add each new character to the left of the previous
character.

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n

The text in a text object that uses the Right-to-Left direction does not
automatically switch to right-aligned text.

Aligning Text into Columns
By default, a text object contains a single column of left-aligned text. You can
create columns of text, change the width and alignment of text within a
column, and remove columns. Columns are useful for tabular information or
to save vertical space, such as when using a three-column layout for names in
a credit roll. The text within each column should fit within the width of the
column.

n

You cannot animate the number of columns, the width of columns, or the
alignment of text within columns over the duration of a text object.
Text alignment does not work for crawling text, including text crawling along
a path. However, you can align static text on a path.

Adding a Column
You can add a column to a text body to break a line of text into two separate
sections, each of which can have its own text alignment. For example, you can
use a two-column layout for ending credits, where the actresses’s name is
right-aligned in the first column and the character she portrays is left-aligned
in the second column.

Before

After adding a column
and typing text into it.

To add a column:

1. Using the Text tool, place the insertion point in the paragraph that
contains the column.
2. From the Paragraph property editor, select the row that corresponds to the
column. Each column defined in the current paragraph of the text body
appears as a row of the following values:
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Working with Text

-

Left: The left edge of the column.

-

Right: The right edge of the column.

-

Alignment: The alignment of the text within the column.

The Left and Right values are numbers between 0 (left edge of the text
body) and 100 (right edge). The distance between the Left and Right
values defines the width of a column.
3. Select the Update All Selected Paragraphs option to apply changes to
selected paragraphs only.
4. Click the Add button. You can create up to ten columns in a paragraph.
The existing column’s width is split in half.
5. Repeat steps 3 and 4 for each new column that you add.
6. To type in the next column, press Tab. Tab characters are interpreted as a
jump to the next column in a paragraph.
Removing a Column
You can remove a column when you no longer need to separate the text
alignment for sections of text.

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Before (two columns)

After removing the right column and
resizing one column to its full width

To remove a column:

1. Using the Text tool, place the insertion point in a text body.
2. From the Paragraph property editor, select the entry that corresponds to
the column you want to remove.

n

You cannot remove the last column of text. Each text object must contain at
least one column.
3. Click the Remove button.
4. If you want the remaining columns to occupy the space left by the
removed column, adjust their widths.

n

The remaining columns do not automatically widen to occupy the space left by
the removed column. For more information, see “Changing a Column’s
Width” on page 1574.
The text in the removed column moves to the previous column, separated
from the previous column’s contents by a space. If you remove the first
column, the text moves to the next column.
If you change from two columns to one column, the text word-wraps.
However, if you start with three or more columns, the text does not
word-wrap.

Changing a Column’s Width
You can change the width of a column to adjust the positioning of text within
the column. You can adjust the position of adjacent columns by creating a gap,
called a gutter, between them. If you’re using justified or equally spaced
columns, gutters are important to help differentiate the contents in each
column. By default, there is no gap between columns.
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Working with Text

To change the width of a column:

1. Using the Text tool, place the insertion point in the paragraph that
contains the column.
2. From the Paragraph property editor, select the row that corresponds to the
column whose width you want to change.
3. To change the left edge of a column, click the Left column value, and then
change the value in the text body. Press Enter.
The width of a column is relative to the width of the column’s text body,
where 0 is the left edge of the text body and 100 is the right edge.
Columns cannot overlap.
Column 1
0

Column 2
45

55

100

Gutter (10%)

4. To change the right edge of a column, click the Right column value and
then change the value in the text body. Press Enter.
The text in the current column adjusts to the new column width, but long
lines of text do not word wrap.
By changing the left and right sides of adjacent columns, you change the
gutter between the columns.
Setting All Columns to the Same Width
Balancing the columns is another way to adjust the positioning of text in
multiple columns, so that they use the same width for all the columns on a
line. You can also adjust columns after removing a column to make the widths
of each column the same.

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To set all the columns in a paragraph to the same width:

1. Using the Text tool, place the insertion point in the paragraph that
contains the column.
2. From the Paragraph property editor, click the Balance button.
Changing a Column’s Text Alignment
You can change the alignment or positioning of text within a column to make
the text more readable or to produce a specific type of effect, such as text that
is right-aligned and next to the left edge of a graphic in a scene.
Each column of text can be aligned to either the left or right sides of the
column, centered within the column, or aligned to both sides of the column,
with extra spacing added either between words or characters.
To change the text alignment in a column:

1. Using the Text tool, place the insertion point in a text body.
2. Right-click in the column of text, select Align and one of the following:
Left, Center, Right, Justify, or Equally Space.
The text in the selected column uses the selected alignment.

Center

Left

Justify

1576

Right

Equally Space

Working with Text

Adjusting the Kerning
Kerning or character spacing is the horizontal space between characters in a
text object. When you adjust character spacing, you’re adjusting the space
after each selected character, except the last selected character on a line within
a justified or equally spaced column. By default, characters are automatically
kerned, based on the information in the character’s font.

n

Tip: You can create text that expands from the center by using an unclipped
text body with Equally Spaced justification and then adjusting the kerning.
To adjust kerning:

1. Using the Text tool, select a block of characters or place the cursor
between two characters to adjust the kerning between them.
2. From the Text property editor, adjust the Kerning value.

Kerning = 0

Kerning = 3

Kerning = 6

Adjusting the Leading
Leading or line spacing is the vertical space between the lines of a wordwrapped paragraph. When you adjust the leading, you’re adjusting the space
after each selected line, except the last selected line in a paragraph.

Leading = 100

Leading = 150

Leading = 200

To adjust leading:

1. Using the Text tool, select or place the cursor in the lines of text you want
to adjust.
2. From the Paragraph property editor, change the Leading value.

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The leading changes in increments of 10 percent of the font size.

n

Tip: A common setting for leading is 120 percent of the font size (that is, the
Leading value is set to 120).

Adjusting the Paragraph Spacing
Paragraph spacing is the vertical space between the last line of one paragraph
and the first line of the next paragraph. When you adjust paragraph spacing,
you’re adjusting the space after each selected paragraph.

Space after first paragraph = 50

Space after first paragraph = 100

Space after first paragraph = 200

To adjust paragraph spacing:

1. Using the Text tool, either select or place the cursor in the paragraphs you
want to adjust.
2. From the Paragraph property editor, change the Space After value.
Paragraph spacing changes in increments of 10 percent of the font size.

Adjusting the Text Margins
By default, the characters in a text body can appear anywhere within the text
body’s dimensions. However, if you’re using a background material and want
to offset the text from the sides of the text body and edge of the background
material, increase the side’s margin. You can specify a margin along the top
and bottom of a text body and simulate a margin along the left and right sides
by adjusting the text column settings.

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Working with Text

Top margin
Height of text body

Bottom margin

To adjust the top and bottom margins of a text body:

1. Using the Edit tool, select a text body.
2. From the Text property editor, adjust the Top Margin and Bottom
Margin values. Adjusting the Top margin moves the text downward.
Adjusting the Bottom margin (for rolling text only) crops the text from the
bottom of the text body. The Bottom margin value has no effect on static
and crawling text.
To simulate the left or right margin:

From the Paragraph property editor, do the following:
t

Adjust the Left value for the leftmost column in the text body.

t

Adjust the Right value for the rightmost column in the text body.

For more information, see “Changing a Column’s Width” on page 1574.

Controlling Rolling, Crawling, and Path Text
For rolling, crawling, and path text, the text scrolls within the text object over
time. The text in a text object is not visible at the start and end of a text
object’s duration. For example, you may see five lines of text roll by per
second or 10 characters crawl by per second.
Creating Rolling or Crawling Text
Creating rolling, crawling, and path text is as simple as selecting an option
from the Text pop-up menu. Path text is a variation of crawling text.
To make the text roll or crawl within the text object:

Using the Text tool, right-click in the text body, and select Motion and one of
the following:

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-

n

Roll to make the text roll.

The Roll option is not available for text on a path.
The text body’s Scroll Position property is automatically set up for a
rolling motion from the bottom to the top of the text body.
-

Crawl to make the text crawl.

A crawling motion is created from right to left (for nonpath text) or from
the start to the end of the path (for path text). You can change the speed
and direction of the motion by adjusting the Scroll Position property or
using the scroll position arrow. For more information, see “Controlling
Crawling Speed and Direction” on page 1580.
For nonpath text, a scroll position slider appears along the side of the text
body. Along the slider is a scroll position arrow that controls the portion
of the text visible at the current time.
If you change from Roll to Crawl, the text appears on a single line and
word-wrapped lines or paragraphs are ignored but preserved. You may
want to shorten the text body to fit the single line of text. If you change
from Crawl to Roll, paragraphs are word-wrapped.

n

If you click the text object or click away from the text body and are at the start
or end of the text body’s duration, no text appears in the text boxes. This is
because, by default, the text in rolling or crawling text bodies moves across the
text body over its duration, starting and ending with the text just out of view.

Controlling Crawling Speed and Direction
For rolling and crawling text, you can adjust the speed and direction of the roll
or crawl by using the Text property editor (the scroll position does not apply to
static text) or the Text tool.

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Working with Text

Scroll position = 33

Scroll position = 50

Scroll position = 66

Rolling text

Crawling text

Path text

To adjust a text object’s scroll speed and direction with the Edit tool:

1. Using the Edit tool, select a text object.
2. From the Text property editor, adjust the Scroll Position.
Higher values move the text upward (for rolling text) or to the left (for
crawling text). Lower values move the text downward or to the right.
To adjust a text object’s scroll speed and direction with the Text tool:

1. Using the Text tool, click in a text body.
2. Press Esc.
A scroll position slider and arrow appear for each text object.
3. Drag the scroll position arrow to specify the section of text visible in the
text body at the current time.
The scroll position arrow’s location in the slider represents the Scroll
Position value in the Text property editor.

Clipping Text
The characters in a rolling or crawling text body are, by default, visible only
within the dimensions of the text body; characters (or portions of them) are
clipped to these dimensions.

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Turning off clipping allows characters to appear and move outside of the text
body. Unclipped text is useful if you want characters to fly off the screen, or if
the text has a shadow that you do not want clipped.

n

Text that moves along a path is always clipped between characters. The
character either appears or does not appear; you will not see a partial
character at the ends of a path.
Static text

Clipped

Unclipped

Rolling text

Clipped

Unclipped

To clip text to the dimensions of the text body:

t

n

Using the Text tool, right-click in the text body and select Clip to Text
Box.

Clipped rolling text boxes are not clipped on their left and right sides. Clipped
crawling text boxes are not clipped on their top and bottom sides.

Placing and Moving Text on a Path
You can place text on and scroll text along straight or curved paths. A path is an
object that uses a curved path as the baseline for text, which can crawl along the
path. You create and edit paths using the shape drawing tools. Like other
objects, you can move, scale, and rotate the path in three-dimensional space.
Creating and Deleting a Path
You can create a path from a shape, convert a path into a shape, and delete
a path.

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Working with Text

n

Closed paths are not filled. Also, paths are not drawn when you process the
project.
To create a path:

1. Draw a path using any of the shape drawing tools—see “Creating
Graphics” on page 1552.
2. From the 3D DVE toolbar, click the Shape to Path button.
The selected shape becomes a path. If you convert a compound shape, the
first shape within the compound shape becomes the path.
A small square along the path indicates the start of the path and, for leftaligned text, the start of the first character.
To convert a path to a shape:

1. Using the Edit tool, select a path.
2. From the Commands toolbar, click the Path to Shape button.
To delete a path:

1. Using the Edit tool, select a path.
2. Press Delete.
Any text that was on the path is deleted.
Adding Text to a Path
After you create a path, you can use the Text tool to add text to it.

Before typing text

After typing text

To add text to a path:

1. Using the Text tool, click above a path.
The pointer changes to indicate that you can enter text on the path.
2. Type in your text.
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By default, text on a path is static and left aligned. That is, the text starts at
the beginning of the path, but does not scroll along the path.
Removing Text from a Path
Like other text objects, you can remove sections of text from a path. You can
also delete the path to remove both the path and the text on it.
To remove text from a path:

t

Using the Text tool, delete the text as you normally would for any
text object.
The remaining text readjusts accordingly.

n

Deleting all the text on a path does not delete the path. The path is empty.

Positioning Text on a Path
Like static and crawling text, you can adjust the position of text on a path.
You can also reverse the direction of the text on the path and offset the text
from the path.
To position text on a path:

t

Left-aligned

Center-aligned

t

1584

If the text is static on the path, right-click the path, and use the text
alignment commands in the menu or the Align buttons on the 3D DVE
toolbar—see “Changing a Column’s Text Alignment” on page 1576.

Right-aligned

Justified

Equally-spaced

If the text scrolls along the path, adjust the Scroll Position value in the
Text property editor—see “Controlling Crawling Speed and Direction” on
page 1580.

Working with Text

Scroll Position = 10

Scroll Position = 50

Scroll Position = 80

For rectangular paths, the start of the path is the upper-left corner.
For elliptical paths, the start of the path is the top of the ellipse. For all
other shapes, the start of the path is the first control point you created for
the shape.
To reverse the motion of the text on a path, do one of the following:

t

From the Text property editor, adjust the Scroll Position value.

t

Right-click above the shape and select Reverse Direction.

To offset the text from a path:

1. Using the Edit tool, select a path. Make sure you do not select the text on
the path.
2. From the Path property editor, adjust the Baseline Offset value. A value
of zero means that the baseline of the text is exactly on the path. Values
greater than zero shift the text above the path, whereas values less than
zero push the text below the path.

Baseline offset = 0

Baseline offset = 5

Baseline offset = –5

Orienting Text on a Path
By default, characters point in the direction perpendicular to their location on
a path. For example, if the text moves along a circular path, the characters
point away from the center of the circle. If you prefer to keep the characters
upright all the time, adjust the path’s orientation.

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To adjust the orientation of the text on a path:

1. Using the Edit tool, select a path and make sure you do not select the text
on the path.
2. From the Path property editor, set the Orientation to one of the following:
-

Upright to make the characters stay vertical (to the local Y axis) all
the time.

-

Follow to make the characters point perpendicular to their locations
along the path. This is the default setting.

Orientation = Upright

Orientation = Follow

You can further control the orientation of text on a path by adjusting the
individual character’s Rotation properties. So, a path that uses Upright
orientation, but whose characters have Rotation values other than zero,
produces text that is not upright.
Controlling Object Properties Based on Path Position
By default, the properties of characters on a path are dependent on time like all
other properties. For example, to change the size of a character over time, you
modify the Font Size function curve. However, you can also control the font
size (or any property) of a character based on its position along its path. For
example, you can easily create characters that gradually increase and then
decrease in size as they scroll along their path.
To animate character properties based on their positions along a path:

1. Using the Text tool, click a path.
2. With the pointer above the path, right-click and select Property Mode
and one of the following:
-

1586

Time to base the property values of each character on the current time
in the 3D DVE session. This is the default mode.

Working with Text

-

n

Position to base the property values of each character on the
character’s position along the path. The text is left justified while in
this mode.

When using the Position mode in text along a path, you must be in Autokey
mode.
Position property mode

Font size changes based on the character’s position along the path.

Time property mode

All characters use the same font size.

3. Select the characters on the path that you want to modify. In most cases,
you will want to select all the characters on the path.
4. Adjust one or more properties of the selected characters at different points
in time.

n

If the text is crawling along the path and the path is in Position property mode,
the text may not scroll completely off the path. To ensure that the text scrolls
off the path, adjust the Scroll Position value at the end of the path’s duration.

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Working with Surfaces and Materials
A surface is an area of an object. You can control the visibility and appearance
of each surface by applying a set of properties to it called a material.
You can modify the appearance of the various surfaces of an object. For
example, you can apply a brick texture to a rectangle to give the appearance of
a brick wall, a gradient to a wavy shape that runs along the left edge of the
view to enhance a scene, or a reflective texture to the edges of the characters in
a word to simulate a chrome outline.
You can apply a material to the following surfaces:
•

Main: The front and back sides of an object.

•

Profile: The surface created by the profile effect of an object—see
“Applying Profile Effects” on page 1550.

•

Extrude: The surface created by the extruded sides of an object—see
“Extruding an Object” on page 1550.

•

Background: The area behind all objects in text objects or the reverse
side of DVEs—see “Using a Background” on page 1517.

Main material
Profile material
Extrude material
Background material

Each material can be one of the following types:
•

n

Although you can import Avid Marquee® projects that use gradient materials,
you cannot create or edit them.
•

1588

Solid color: A single color.

Texture: An image or an input.

Working with Surfaces and Materials

In addition, a material can be lit by light sources. For more information,
see “Working with Lights and Shadows” on page 1601.
You do not need to create a material to change the appearance of an object.
A material is simply a definition or a shortcut way of setting an object’s
material properties to specific values.

Applying Materials to Objects
You can apply materials to an object or one of its properties to change the
object’s appearance. You can apply different materials to the front, back,
profile, and extruded materials of an object.
All objects have front and back faces, but only extruded objects have an
extruded face, and only objects with a profile effect have a profile face. You
can specify a material for the background of text objects. For more
information, see “Applying Profile Effects” on page 1550.

n

By default, when the main surface of an object has a material on it, the
material appears on the front and back surfaces of the object.
By default, an object uses the main material for the profile and extrude effects.
When you apply a texture to a text body, each character in the text body uses a
copy of that texture. If, instead, you want the texture to appear across all the
characters in the text body, you must change the texture mapping setting.
For more information, see “Editing Materials” on page 1590.
To apply a material to the surface of an object:

1. Using the Edit tool, select an object.
2. From the Surfaces property editor, select a surface from the Surface list,
and adjust the material properties.
Using a Custom Material for an Object’s Surface
By default, the profile and extrude surfaces of an object use the main surface’s
material. However, you can set each surface to use a different material.

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To enable a surface to use a custom material:

1. From the Surfaces property editor, select the Enable Surface option.
2. Adjust the material properties.

Skipping the Drawing of the Back Faces
If you do not intend to show the back faces of an object (for example, you do
not intend to rotate the object around the X or Y axis), you can skip the
drawing of the back faces. As a result, you can decrease processing time and
improve the appearance of transparent three-dimensional objects that are
rotated.
To skip drawing of the back faces of an object:

1. Using the Edit tool, select an object.
2. From the Render property editor, select the Cull Back Faces option.
The back faces of the object become transparent.

Editing Materials
A material consists of properties (characteristics) that describe its appearance.
For example, you can modify a material’s type, color, opacity, and whether it’s
affected by light sources in the scene. You can modify the material properties
of a surface of an object.
To edit a material used by an object:

1. Using the Edit tool, select an object.
2. From the Surfaces property editor, select a surface to edit from the Surface
list.
3. Adjust the material properties.
Changing the Type of Material
Materials can be solid colors or textures. You can change a material’s type at
any time.
To change a material’s type:

t

1590

From the Surfaces property editor, select a type from the Type list.

Working with Surfaces and Materials

Changing a Material’s Base Color
For solid-color materials, the base color is the color of the material. If textures
are tinted, the base color is the tint color of the material. For more information,
see “Tinting a Texture” on page 1599.
To change a material’s base color:

t

From the Surfaces property editor, click the Base color swatch and select
a color from anywhere on the desktop. Double-click the color swatch to
open the Mini Color editor.

Changing a Material’s Opacity
A material’s opacity controls how much of the material and the object surface
on which it’s applied, is visible. Also, if you’re saving a matte, the opacity
level controls the object’s participation in the generation of the matte.

Opacity = 10

Opacity = 40

Opacity = 70

Opacity = 100

To change a material’s opacity:

t

From the Surfaces property editor, adjust the Opacity value.

To use an object’s opacity setting to create a matte:

1. Using the Edit tool, select an object.
2. From the Render property editor, select the Generate Matte option.

Allowing Material to be Affected by Light Sources
Materials can have two types of finishes:
•

Flat: A matte finish, which is not affected by light sources. The material
appears the same, regardless of the lighting of the scene or the position
and orientation of the surface on which the material is applied.

•

Lit: A glossy finish that is affected by light sources. The material changes
appearance depending on the lighting of the scene and the position and
orientation of the surface on which the material is applied.
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Flat material

Lit material

Lit materials are useful for objects that have depth, such as objects that use
beveled or extruded profiles. For more information, see “Applying Profile
Effects” on page 1550.
When a material is lit, you can adjust the specular highlight and emissive
colors of the material, as well as its shininess. For more information, see
“Working with Lights and Shadows” on page 1601.
To allow a material to be affected by light sources:

1. From the Surfaces property editor, select the Enable Lighting option.
2. For textures, select the Tint option. Textures use the specular and emissive
color settings and shininess controls only when the Tint option is selected.
Adjusting the Specular Highlight Color
When a light source shines on a lit material, the region of the surface that
reflects the light directly to the observer (a specular highlight) appears
brighter. You can control the size of the specular highlight by adjusting the
shininess of the material. For more information, see “Adjusting the Shininess
of a Material” on page 1594.

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Working with Surfaces and Materials

Low specular

High specular

To adjust the specular highlight color of a lit material:

t

From the Surfaces property editor, click the Specular color swatch and
select a color from anywhere on the desktop. Double-click the color
swatch to open the Mini Color editor.

Adjusting the Emissive Color
When a light source does not shine on a lit material, the material can emit or
glow with a specific color, known as its emissive color. By adjusting the
emissive color, an object can appear red when lit and green when not lit.

Low emissive

High emissive

To adjust the emissive color of a material:

t

From the Surfaces property editor, click the Emissive color swatch and
select a color from anywhere on the desktop. Double-click the color
swatch to open the Mini Color editor.

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Adjusting the Shininess of a Material
When a light source shines on a lit material, you can control the material’s
shininess.

Low shininess

High shininess

To adjust the shininess of a lit material:

t

n

From the Surfaces property editor, adjust the Shininess value. Values
closer to 0 simulate a very dull surface (specular highlight area is larger
and the light is less focused), whereas values closer to 100 simulate a very
shiny surface (specular highlight area is smaller and the light is more
focused).

The Shininess value has no effect if the specular color of the material is black.
For more information, see “Adjusting the Specular Highlight Color” on
page 1592.

Simulating a Reflective Surface Using an Environment Map
When a surface is lit, the specular color appears on the areas of the surface
closer to a light source to simulate a highlight. You can also show a texture,
called an environment map, in the specular highlight areas of the surface. An
environment map is similar to a texture in Reflection mapping mode, except
that an environment map lets you show a reflection of a texture on an existing
texture.
To use an environment map for a material:

t

1594

From the Surfaces property editor, select a texture from the Texture list.

Working with Surfaces and Materials

To remove an environment map:

t

From the Surfaces property editor, click the R (reset) button.

Controlling the Appearance of Overlapping Surfaces
When two surfaces of the same object or different objects overlap, the material
on one surface does not affect the material on the other surface. However, you
can change the appearance of overlapping surfaces by using Boolean
operations. For example, you can create two different colored shapes whose
intersection or overlapping areas appear in a different color.
When you use Boolean operations, note the following:
•

Shadows affect surfaces that use Boolean operations, which may not
produce the effect you want.

•

Boolean operations do not affect the alpha channel of a scene.

•

If an object intersects another object at a higher position, the Boolean
operation will not be apparent. Although objects in a 3D layer are
positioned in three-dimensional space, their relative depths affect the
order in which they are drawn in the scene.

•

Boolean operations do not produce results that appear correct when you’re
viewing the current layer only or when you tumble the scene.

To control how a surface’s material is affected by the materials of other
surfaces:

t

n

From the Surfaces property editor, select an effect from the Overlap list.

When you use a Boolean operation on an object, the object does not appear
antialiased in the viewer. Also, semitransparent surfaces appear opaque.

Boolean
operation

Normal

Example

Description

The surface is not affected by other
surfaces under it. This is the default
setting.

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Boolean
operation

Example

Description

Invert

The color of each pixel under the
surface is reversed or inverted.
Changes to the surface’s opacity and
type do not affect the result. You can
achieve the best results by using this
effect on a solid surface.

And

The color of each pixel under the
surface appears tinted.
Changes to the surface’s type affect
the result. A solid white surface does
not produce any change to the
underlying surfaces.
You can achieve good results using
opaque solid colors, but not as good as
when combining gradients or textures
with other gradients or textures or
using semitransparent solid colors.

Exclusive Or

The color of each pixel under the
surface is reversed or inverted in a
way similar to the Invert overlap
effect, except that the surface’s
appearance affects the result.
Changes to the surface’s type affect
the result. You can achieve good
results using opaque solid colors.
Results are not as good when you
combine textures.

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Working with Surfaces and Materials

Boolean
operation

Example

Not Or

Description

The color of each pixel under the
surface is reversed or inverted in some
combinations and tinted in other
combinations.
Changes to the surface’s type affect
the result. A solid white surface
produces black. A solid black surface
produces an effect similar to the Invert
overlap effect.
You can achieve good results using
opaque solid colors. Results are not as
good when you combine gradients or
textures with other gradients or
textures.

Positioning and Tiling a Texture on a Surface
When you first apply a texture to a surface, the texture is centered on the
surface. You can, however, position (offset) the texture.
To position a texture on a surface:

t

From the Surfaces property editor, adjust the X and Y values in the
Offset box.
A texture is offset from its original mapping on a surface. Texture offsets
are not based on the scene’s dimensions.

To tile a texture on a surface:

1. From the Surfaces property editor, select the Tile option.
2. From the 3D DVE/Options property editor, select the Preferences tab.
Select the Allow Tiling For DS Inputs option.

n

If a material is tiled, the texture is repeated on all sides. Otherwise, the texture
appears only once.

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Scaling a Texture on a Surface
When you first apply a texture to a surface, the texture covers the entire
surface. However, you can scale the texture up or down by using the controls
in the Surfaces property editor.
To scale a texture on a surface:

t

From the Surfaces property editor, adjust the X and Y values in the
Scale box.
A texture is scaled based on its original size, as mapped onto a surface.
Texture scale factors are not based on the scene’s dimensions.

n

Tip: If you reduce a texture on a surface, you can see another copy of the
texture next to it if you use the Tile option.

Cropping a Texture on a Surface
If you want to use only a region of a texture, you can crop the edges of the
texture before it’s mapped to the surface. Cropping is useful for removing
black lines at the borders of textures captured from a video source. Cropping is
equivalent to a combined action of offsetting and scaling a texture. You can do
one or the other, but not both.
To crop a texture on a surface:

1. From the Surfaces property editor, click the Texture Crop button.
The Crop controls are displayed.
2. In the Texture Crop box, adjust the top, left, right, and bottom values.
The Crop values show the equivalent Offset and Scale values, and vice
versa.
Rotating a Texture on a Surface
When you first apply a texture to a surface, the texture is oriented upright on
the surface, based on the object’s original orientation. However, you can rotate
the texture around the Z axis by using the control in the Surfaces property
editor.
To rotate a texture on a surface:

t

1598

From the Surfaces property editor, adjust the Z value in the Rotation box.

Working with Surfaces and Materials

A texture is rotated based on its original orientation (no rotation), as
mapped onto a surface.
Controlling How a Texture is Mapped onto a Surface
The mapping of a texture onto a surface controls how the texture is used. By
changing the texture mapping, you can produce interesting effects.
To control how a texture is mapped onto a surface:

1. From the Surfaces property editor, select one of the following from the
Mapping list:

Option

To

Local

Apply the texture to each object as if it were a decal

Container

Apply the texture based on the dimensions of the object.
For example, you can apply a texture to a shape, but make
the texture relative to the scene’s dimensions. This option
also allows you to apply a texture to the contents of an
object, such as the characters in a text body.

Reflection

Use the surface of the object as if it were a mirror
reflecting the texture (reflection map). Reflection maps
are mainly used as “ambient” textures.

2. When you change a texture into a reflection map, the texture is enlarged to
produce less detail in the reflection. If you want more detail from the
texture in the reflection, scale down the texture using the controls in the
Scale box.
Tinting a Texture
If you want to change the tone of a texture to enhance the texture or to create
an interesting effect, use the tint controls in the Surfaces property editor. When
a material is tinted, the base color is used as the tint color. Solid colored
materials cannot be tinted.
To tint a texture:

1. From the Surfaces property editor, select the Tint option.
2. Select the base color.

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n

1600

Tip: Use a brown Base color to simulate sepia-toned surfaces.

Working with Lights and Shadows

Working with Lights and Shadows
Light sources are points in three-dimensional space that emit light, causing
objects (with materials that can be affected by light) to appear illuminated.
You specify the location of light sources relative to objects in the scene. Light
sources exist above all other objects in the scene.
Different types of light illuminate a scene in different ways.
•

Infinite: Light source is very far away, so that the light rays are essentially
parallel to each other. The sun is an example of an infinite light source;
this type of light source is also known as a directional light.

•

Local: The light rays extend from a single point evenly in all directions.
A candle is an example of a local light source. This type of light source is
also known as a point or omni-directional light.

•

Spot: The light rays extend from a single point in a cone shape, casting
light on a specific oval or circular area of an object or scene.

For local and spot lights, the intensity of the light decreases in proportion to
the distance from its location.

Infinite

Local

Spot

Lights in Avid DS Nitris, just as in real life, help illuminate a scene, and give
objects a particular look. Improper placement or adjustment of lights can
cause unwanted effects and distract from the content in the scene.
To use lights effectively, place as few lights in a scene as necessary to avoid a
bleached or washed-out appearance. Also, use appropriate light settings for the
material you use. For example, if you use a concrete-looking material, do not
make the material shiny or have a bright specular color. Concrete is not usually
shiny in real life.

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Adding, Moving, and Deleting Light Sources
You can add, move, and remove light sources. You can have up to eight light
sources. Each light source is numbered in the viewer.
To add a light source to a scene:

1. Click the Light button in the 3D DVE toolbar.
The current light sources appear in the viewer.
2. Do one of the following:
t

Hold down the Alt key and click to add a new light source.

t

Right-click above the location for a new light source, and select Add
Light.

A new light source appears at the pointer location. By default, the light
source is a white local light.

n

A bright or focused spot light shining on a material may produce distinct
triangular patterns on the surface of objects, known as undertessellation. To
reduce this problem, change the light type, widen the size of the spot light,
decrease the intensity of the light, or increase tessellation.
To move a light source:

1. Using the Light tool, select a light source.
2. Do one of the following:
t
t

Drag the light source to a different location.
From the Transform property editor, adjust the Position values.

The lighting of the scene changes accordingly. However, shadows on
objects do not change their offsets from their objects. You must modify
the shadow offsets manually if you want to create more realistic shadow
effects.
To delete a light source:

1. Using the Light tool, select a light source.
2. Right-click and select Delete Lights or press Delete.

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Working with Lights and Shadows

Editing Light Sources
Each light source has a specific visibility, type, and color. You can change
these properties and animate them over time. You can change light source
properties in the Info, Transform, and Light property editors. You can adjust a
light source’s function curve in the animation editor.
To edit a light source:

1. Using the Light tool, select the light sources to edit by doing one of
the following:
t

To select a single light source, click it.

t

To select multiple light sources, hold down the Shift key and
click them.

t

To switch the selection of a light source, hold down the Ctrl key and
click it.

2. From the Info, Transform, or Light property editor, adjust the light source
properties. These property editors contain different sets of light source
properties.
All selected light sources use the modified properties.

Turning Light Sources On or Off
You can turn light sources on or off to make them affect or not affect the
objects in the scene. Turning off a light source is the equivalent of a nonexistent light source.
To turn a light source on/off:

1. Using the Light tool, select a light source.
2. Do one of the following:
t

From the Light property editor, select/deselect the Enable Lights
option.

t

Right-click the light source and select Enable Lights or Disable
Lights.

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Changing the Light Type
A light source’s type affects how it illuminates the scene. A light source can be
an infinite, local, or spot light. For more information, see “Working with
Lights and Shadows” on page 1601.
To change a light source’s type:

1. Using the Light tool, select a light source.
2. Do one of the following:
t

From the Light property editor, select a light type from the Type list.

t

Right-click a light source and select a light type from the menu.

Using Colored Lights
By default, light sources emit a white light. However, you can change the color
of the light to give lit objects a colored tint.
To change the color emitted from a light source:

1. Using the Light tool, select a light source.
2. From the Light property page, click the color swatch and select a color
from anywhere on the desktop. Double-click the color swatch to open the
Mini Color editor.

Changing the Intensity of a Light Source
The intensity of a light source controls how brightly it illuminates the scene.
To change the intensity of a light source:

1. Using the Light tool, select a light source.
2. From the Light property editor, adjust the Intensity value.
A value of 0 produces no intensity and light is effectively disabled. A
value of 100 is normal intensity. You can set the intensity to values above
100 for highly intense lights or below 0 for “negative light,” where light is
absent.

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Working with Lights and Shadows

Positioning a Light Source
Light sources, like other objects in the scene, can exist at different locations in
the scene.
To position a light source in the scene:

1. Using the Light tool, select a light source.
2. Do one of the following:
t

From the Light property editor, select Spot as the type and adjust the
Spot Target values.

t

From the Transform property editor, adjust the Position values.

Adjusting Spot Light Properties
Spot lights have additional properties that you can control.
To position the target of a spot light:

1. Using the Light tool, select the spot light source.
2. From the Light property editor, adjust the Spot Target values.
When you place the target of a spot light near or at the same position as
the spot light itself, the light focuses on a specific area of the scene, which
can cause lit materials to appear with triangular patterns on them. This
problem is known as undertessellation and is caused by the object using
the lit material not being adequately generated (subdivided into polygons)
to properly create a smooth illuminated surface. For more information, see
“Displaying Guides” on page 1520.
To adjust the size of the area lit by a spot light:

1. Using the Light tool, select the spot light source.
2. From the Light property editor, adjust the Spot Size values.
Smaller values focus the spot light onto a small area, whereas larger
values lighten a larger area.
To adjust the amount of falloff:

1. Using the Light tool, select a light source.
2. From the Light property editor, adjust the Spot Falloff values.

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Smaller values produce little falloff, resulting in a larger, intense light
region. Larger values produce a large falloff with a softer light spread.

Identifying Light Sources
By default, new light sources are assigned a generic name of “Light.” Like
other objects in the scene, you can change the name and attach a comment to
light sources.
To change the name of a light source:

1. Using the Light tool, select a light source.
2. From the Info property editor, change the description in the Name text
box.
You can describe a light by its color, type, behavior, or other
characteristics.
3. Change the description in the Comment text box.

Adding Shadows to Objects
Each object in a scene can include a shadow. You can control the shadow’s
location relative to the object and the shadow’s appearance.

n

The location of an object’s shadow in a 3D layer is controlled by the object’s
stacking order in the 3D DVE Layers view, not by its position along the Z axis.
A shadow is the projection of an object’s outline onto a flat surface called the
shadow plane. Shadows can be a solid color or a texture (also known as a
shadow map).
An object’s shadow can be one of the following types:

1606

•

Drop shadows are on the shadow plane, which is parallel to and always
behind the object. Drop shadows are not affected by light sources in the
scene.

•

Local shadows are located on the shadow plane, which is either hinged to
a side of the object’s bounding box or parallel to the object.

•

Projected shadows are cast from one of the light sources in the scene onto
the shadow plane. By default, the shadow plane is hinged to the bottom of
the scene.

Working with Lights and Shadows

Drop

Local

Projected
(shadow plane and light shown)

Showing and Hiding Object Shadows
By default, objects do not cast shadows. When you use an object’s shadow,
you can simulate the effect of casting a shadow onto a simple plane. You do
not have to light an object’s surface for the object to cast a shadow.

n

Tip: Objects and text objects do not cast shadows. To cast shadows behind
these objects, create a transparent shape the same size as the object, place it
behind the object, and turn on the shape’s shadow. If all you want is the
shadow, turn off the Main material for the shape.
To show/hide a object’s shadow:

1. Using the Edit tool, select an object.
You can use shadows for more than one object at a time.
2. From the Shadow property editor, select/deselect the Show Shadow
option.
By default, the object’s shadow appears gray (black shadow with a 50
percent opacity) and, for drop shadows, is positioned to the lower-right of
the object.
If the characters in a static text body are casting a shadow, you may want
to unclip the text body to keep the shadow from being clipped. For more
information, see “Clipping Text” on page 1581.
Changing a Shadow’s Location
You can easily adjust the location of an object’s shadow. For drop shadows,
you can adjust the offset of the shadow from the object. For local and
projected shadows, you can adjust the location and orientation of the shadow
plane.
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n

Shadows and objects cannot intersect, even if they’re in a 3D layer.
To change the offset of a drop shadow:

1. Using the Edit tool, select the object that is casting a drop shadow.
2. From the Shadow property editor, adjust the X Offset and Y Offset
values.
Negative offsets move the shadow toward the left and bottom sides of the
object. Positive offsets move the shadow toward the right and top sides of
the object.

n

Tip: To create a drop shadow larger than an object, make a larger copy of the
object whose main material is hidden, add a shadow to the copy, and move the
copy behind the original.

X offset = –1
Y offset = 1

X offset = 1
Y offset = 1

X offset = –1
Y offset = –1

X offset = 1
Y offset = –1

To change the location and orientation of local and projected shadows:

1. Using the Edit tool, select the object that’s casting the local or
projected shadow.
2. In the Shadow property editor, select a light source from the Projected
From list.
Although all possible light sources are in the list, only those light sources
actually available in the scene will produce a shadow. For example, if a
scene contains three lights and you select a fourth light source, no shadow
will appear. This behavior is equivalent to turning off a light source.

n

Light sources that are turned off still produce and affect projected shadows.
When the Light tool is active, the light sources in the scene are numbered.
These numbers correspond to the light numbers in the Projected From list.

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Working with Lights and Shadows

3. From the Hinge box, adjust the location and orientation of the shadow
plane relative to the object by using the following controls:
-

Side to specify if the shadow plane is attached (hinged) to a side (left,
right, bottom, top) of the object’s bounding box or parallel to (back)
the object.

Left-side
hinge

-

Right-side Bottomhinge
side hinge

Top-side
hinge

Back-side
hinge

Angle to orient the shadow plane a certain number of degrees away
from the object plane.

0
degrees

20
degrees

45
degrees

60
degrees

90
degrees

If you set the shadow side to Back, the angle rotates the shadow around
the Z axis.
-

Offset to position the shadow plane away from the object. For local
shadows, the offset controls the distance of the shadow plane away
from the hinge point. For projected shadows, the offset controls the
movement of the shadow plane along global axes.

-0.01

-

0.00

0.02

0.07

0.11

Skew to slant the shadow plane along its local X axis. Only local
shadows can be skewed.

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Chapter 9 3D DVE and 3D Titling

0.60

0.30

0.00

0.45

0.90

Changing a Shadow’s Appearance
You can adjust the opacity, softness, color, and texture of an object’s shadow.
To change the opacity of a shadow:

1. Using the Edit tool, select the object that is casting a shadow.
2. From the Shadow property editor, adjust the Opacity value.
An opacity of 0 produces a completely transparent shadow, which is not
very useful. An opacity of 100 produces a completely opaque shadow.

Opacity = 0

Opacity = 30

Opacity = 70

Opacity = 100

To change the softness of a shadow:

1. Using the Edit tool, select the object that is casting a shadow.
2. From the Shadow property editor, adjust the Softness value.
A shadow can range from very sharp edges and corners (values closer to
0) to very soft edges and corners (values closer to 250). The softer a
corner, the more rounded it appears.

Softness = 0

n
1610

Softness = 70

Softness = 150

Softness = 230

Tip: Soft shadows of large objects take longer to render than they do for small
objects. If you’re working in the viewer, decrease the Shadowing quality
setting to improve performance. For more information, see “Displaying
Guides” on page 1520.

Working with Lights and Shadows

To change the color of a shadow:

1. Using the Edit tool, select the object that is casting a shadow.
2. From the Shadow property editor, click the color swatch and select a color
from anywhere on the desktop. Double-click the color swatch to open the
Mini Color editor.
The selected object’s shadow color changes to the color you selected.
Using Shadows to Simulate Glows
Although Avid DS Nitris does not have a glow profile effect, you can use a
shadow to simulate a colored glow.
To simulate a colored glow:

1. Using the Edit tool, select an object.
2. From the Shadow property editor, set the shadow properties to
the following:
t

Show shadow: selected

t

Type: Drop

t

X offset: 0

t

Y offset: 0

t

Opacity: 50 or higher. Shadow opacity depends on the shadow color
you use.

t

Softness: 50 or higher. The higher the softness, the longer the shadow
takes to render. Use the highest level of softness required for a
particular effect to reduce the rendering time.

t

Shadow color: Glow color. Shadow-based glows do not work well
for semitransparent objects because you can see the shadow behind
the semitransparent areas.

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Chapter 9 3D DVE and 3D Titling

Importing and Exporting Projects
If you have projects that were created using Avid Marquee, you can import
them for use in Avid DS Nitris. You can import projects that contain decks,
edit objects within pages, and delete decks. You cannot, however, trim or
remove pages within decks, or adjust the timing.

n
n

Projects containing decks and pages can only be imported from the standalone
Marquee application.
Before you can import or export Marquee projects, you’ll have to add the
Import Project and Export Project buttons to the 3D DVE toolbar as they are
not included in the toolbar by default. For more information, see
“Customizing Toolbar Buttons” in the Help.

To import a Marquee project:

1. From the 3D DVE toolbar, click the Import Project button.
2. From the Load Project File dialog box, select a Marquee project, and
click OK.
The project is loaded in Avid DS Nitris.
To export a project:

1. From the 3D DVE toolbar, click the Export Project button.
2. From the Save Project File dialog box, select a folder in which to save
your project, and give it a name.
3. Click OK.

Working with Decks and Pages
A page object lets you create transitions between different objects or
collections of objects. For example, you can use page objects to cycle through
several sports box scores. You can also use pages to encapsulate or group
objects for easier placement in the scene or to create hierarchical behaviors,
such as an object rotating in a page that also rotates. A collection or sequence
of pages is called a deck.

1612

Importing and Exporting Projects

A deck object defines the position, size, and overall duration of the pages
within it. Each page within the deck exists for a specific part of the overall
duration. As you adjust a deck object, by default, its pages and their contents
scale accordingly. If you press Alt and drag the deck object, the deck’s
contents stay the same size. You can create gaps between pages to let the
objects in lower tracks show through.

n

You can import projects that contain decks, edit objects within pages, and
delete decks. You cannot, however, trim or remove pages within decks, or
adjust the timing.

Deleting Decks
You can delete decks of pages if you no longer need them.
To delete a deck:

1. Using the Edit tool, select a deck object by clicking along its border.

n

Tip: Displaying the construction lines lets you see the borders of a deck. For
more information, see “Showing Construction Lines” on page 1521.
2. Press Delete.

Moving between Pages
When you want to create objects in a page or view a page in a deck, move to
the page by changing the current time.
Objects within a page exist for the duration of the page. If you intend to
animate object properties over the duration of their page, be sure to move to
the start or end of the page’s duration to set the starting and ending points for
the animation.
To move between pages of a deck, do one of the following:

t

In the transport controls, type a timecode in the Timecode Locator box
and press Enter.

t

Move the position indicator on the timeline.

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Chapter 9 3D DVE and 3D Titling

Adding Objects to a Page
When you want to add objects to a page, you can either create them within the
page’s dimensions directly, or copy or move them from another page. You can
also move deck objects within other page objects.

n

An object is not considered to be in a page unless the upper-left corner of its
bounding box lies within the dimensions of the page. If an object is not moving
along with its page, you must move the object to the page.
When you copy or move objects between pages, their locations, sizes, and
orientations are retained.
You can create hierarchical behaviors by placing a deck in a page of another
deck (by cutting or copying the deck into the page of another deck). For
example, as a deck rotates, a shape can rotate in a page of a deck.
To copy or move an object between pages:

1. Using the Edit tool, select an object.
2. Select Edit and one of the following:
-

Copy to copy the object.

-

Cut to move the object.

3. Click in the page on which you want to place the object.
4. Select Edit > Paste.
Editing Objects within a Page
You can edit a page’s objects as you would any other object in the viewer. You
may need to move to the page’s position in time or zoom in to make it easier to
edit objects.
Resizing a Deck
When you want to change the size of a page, you can modify the dimensions
of the page’s deck. All pages in the deck use the same dimensions. You can
either scale the deck and its contents, or resize the deck to keep the contents.

1614

Importing and Exporting Projects

To scale a deck and its contents:

1. Using the Edit tool, select a deck.
2. Drag one of the deck’s bounding box handles.
The deck and its pages change to the new dimensions.

Original deck

Scaled-down deck

To resize a deck, keeping the deck’s contents the same size:

1. Using the Edit tool, select a deck.
2. Hold down the Alt key and drag one of the deck’s bounding box handles.
The deck changes to the new dimensions, but the contents stay centered
in the deck.

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Chapter 9 3D DVE and 3D Titling

Setting the Output Options
The rendering process usually involves a trade-off between rendering speed
and image quality. This section provides some useful tips to consider when
rendering. Here is a suggested workflow for you to consider:
1. While working in a 3D DVE session, work in the Direct View mode if you
don’t need to see all the others effects in your sequence. This eliminates
the need to process all the effects in your sequence. Also, use low quality
viewer settings and suspend output to the output monitor when creating a
scene in the Direct View mode—see “Working in Direct View Mode” on
page 1519.

n

The Low quality setting for the viewer produces aliased results. However, Low
quality for rendering produces antialiased results. To work more quickly,
suspend output to the output monitor.
2. Once you’re ready to preview your work, use low quality settings to
preview animation or text.
3. Next, preview a high-quality single frame by outputting.
4. And finally, when you’re ready to do the final output, set the quality
options to high.
To set the quality level:

1. From the 3D DVE/Options property editor, select the Direct View tab.
2. Adjust any of the following properties that affect the quality of objects
rendered in the viewer:

1616

t

From the Antialiasing list, select one of the following:

-

None to apply no antialiasing. This setting produces jagged or aliased
edges.

-

Fast 2D to draw flat objects.

t

Texturing to control the quality of textured surfaces in proportion to
the time required to render the texture onto the surface.

t

Lighting to control the quality of lit surfaces.

t

Tessellation to control the smoothness or approximation of curved
edges on characters and shapes.

t

Shadowing to control the quality of soft shadows.

Setting the Output Options

t

Motion Blur to apply a motion blur on fast moving objects.

Dampening Jittery Text
At certain speeds, small text that scrolls vertically can sometimes appear to
jitter. This is noticeable along the top and bottom edges of the scrolling
characters.
To dampen the effect of jittery text that scrolls vertically:

1. From the 3D DVE/Options property editor, select the Output tab.
2. Select the Suppress Vertical Jitter option.
A one-pixel blur is applied to the text to soften the jitter.

n

If the text is not moving vertically or if no jitter exists, you should not use the
jitter suppression option.

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Chapter 9 3D DVE and 3D Titling

1618

Chapter 10
Image Effects

Image effects encompass a wide variety of effects that you can apply to video
clips, tracks, layers, and trees. These include blur, fade-in, fade-out, and noise,
to name a few. For descriptions of all other image effects, see “Image Effects
Reference” in the Help.
An image effect is a type of effect that you can apply to video clips, tracks, or
Effects Trees. Image effects also include the Impressionist, Painterly, and
source generator effects.

Chapter 10 Image Effects

3D Warp Effect
The 3D Warp effect lets you create your own 3D scenes in SOFTIMAGE®|3D
and load them into Avid DS Nitris. You can apply the 3D Warp effect to clips,
tracks, transitions, trees, or as a source generator.
Avid DS Nitris provides a set of 3D animated scenes, such as page turns and a
melting screen. Depending on how you created your 3D scene in
SOFTIMAGE|3D, you can adjust some scene properties from within
Avid DS Nitris. Adjustable parameters are displayed on the Generic property
page of the 3D Warp effect.
Applying a 3D Warp effect to clips or tracks lets you composite clips together,
so that you can display an image over a specified duration using a warp effect,
such as a shatter or folding sphere. If you are creating a simple composite, you
can create the 3D Warp effect on a background track in the Editing layout.
Applying a 3D Warp effect as a transition lets you change from one clip to
another using a warp effect, such as a page turn.
When you process the 3D Warp effect in Avid DS Nitris, you create the final
aspect of the 3D scene’s material definition by processing objects’ surfaces
with respect to the light source. This creates a visible surface that is shaded
according to the parameters set for material and texture attributes.

n

1620

Tip: To increase performance, work in a lower resolution.

3D Warp Effect

To use the 3D Warp effect:

1. Apply the 3D Warp effect to a clip, track, tree, as a transition, or generate
a clip using this effect—see “Generating a 3D Warp Clip” on page 1623.

n

If you applied 3D Warp as a transition, the Source property page appears in
the property editor.
2. On the General property page, select an effect from the Select Effect list.
3. In the Rendering Switches box, select a rendering switch.
The rendering switches provide a quick method to turn on/off the global
parameters used in your 3D scene.
4. In the Preview Mode box, select the following:
-

Active while scrubbing to see the results in the viewer as you scrub
the position indicator on the timeline.

-

Wireframe to see the outline of the 3D Warp effect.

-

Shaded to see the shaded view of the 3D Warp effect.

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Chapter 10 Image Effects

5. If you applied the effect as a transition, set the edit point to the Start,
End, or Center of the transition at the top of the property editor. You can
also specify the exact number of frames for the Dur (duration) of the
transition.
6. On the Timing property page, adjust the In and Out values.
On occasion, the rendered 3D scene may not have the same quality as the
original image in Avid DS Nitris. This can be due to different lighting,
antialiasing, etc., applied to the 3D scene in SOFTIMAGE|3D. To
compensate for the quality change, you can dissolve the first and last
frames of the original image into the 3D scene in Avid DS Nitris over a
duration of frames. You can use the In and Out controls. This creates a
smoother transition between the original image and the 3D scene.
Adjusting the In and Out values modifies the value in the Amount box,
as well as the function curve.
7. On the Generic property page, adjust the 3D scene properties as required.

8. If you applied the 3D Warp effect as a transition, select the Source tab and
do the following:
t

Use the Opacity controls to adjust the opacity of the effect. Lower
values create a transparent effect and higher values create an opaque
effect.

t

From the Source box, select one of the following:

-

To to apply the effect to the clip in which the transition is coming
from.
For example, if you apply the Shatter effect as a transition, the clip
that you are coming from will shatter into the clip that you are going
to, leaving the clip that you are going to at the end of the effect.

1622

3D Warp Effect

Effect applied
to this clip

Results in viewer

-

From to apply the effect to the clip to which the transition is going.
The clip that you are going will shatter into the clip that you are
coming from, leaving the clip that you are coming from at the end of
the effect.

Effect applied to this clip

Results in viewer

Click the Help button for detailed information on the 3D Warp properties.

Generating a 3D Warp Clip
You can generate a clip with a 3D scene using the 3D Warp effect.
To generate a clip with the 3D Warp effect:

1. On the timeline, select the region on which to generate a clip.
2. From the toolbar, click Generate > Source Generator Clip.
The Load Preset dialog box is displayed.
3. From the \Source Generators folder, select the 3D Warp effect.
A 3D Warp clip is generated on the timeline and the 3D Warp property
editor is displayed.
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Chapter 10 Image Effects

4. On the General property page, click New to load a 3D scene as a source
generator—see “Loading a New 3D Warp Effect” on page 1624.
5. In the New Effect dialog box, load a new 3D Warp effect.

Loading a New 3D Warp Effect
Once you apply the 3D Warp effect, you can load a new 3D scene that was
created in SOFTIMAGE|3D to be used as a 3D Warp effect.
To load a 3D scene:

1. In the 3D Warp property editor, select the General tab.
2. Click the New button.
The New Effect dialog box is displayed.
3. Select an Effect Category. You can select Transition, Effect, Source, or
all three categories, depending on how the 3D scene was created in
SOFTIMAGE|3D.
Selecting multiple categories will add the effect as multiple entries in the
warpnames.lst file in the \Program
Files\Avid\DS_v7.x\DSSystem\effectsfiles folder. This folder is on the
drive on which you installed Avid DS Nitris.
For example, if you selected Transition and Effect, you can load the new
effect from the Select Effect list when you apply the 3D Warp effect as a
transition or effect. However, the new effect name will not appear in the
Select Effect list if you apply the 3D Warp effect as a source generator
because this option was not selected.
4. Click the Browse button.
5. In the Open dialog box, locate the folder that contains the 3D scene and
select it.
6. Click the Open button.
The Path Name and Scene Name fields in the New Effect dialog box are
updated to reflect your selection.
7. Type a name in the Effect Name box.
8. In the New Effect dialog box, click OK.
The new 3D Warp effect is applied. The next time you apply a 3D Warp
effect, this new effect will be available in the Select Effect list.

1624

3D Warp Effect

Creating 3D Warp Effects in SOFTIMAGE|3D
You can create your own 3D warp effects in SOFTIMAGE|3D and load them
into Avid DS Nitris to be used as a clip/track effect, source generator, or
transition. Two scene templates, template-grid.1-0.dsc and template-lights.10.dsc, are included on the Avid DS Nitris CD that form the basis of most of
your 3D warp effects. A third template, tutorial-grid.1-0.dsc, demonstrates
how to create expressions that control an object’s size from within
Avid DS Nitris.
While you don’t have to use these templates together, you will always use the
grid template, as this is the starting point for your 3D scene. With these
templates, you can easily adjust parameters to create your own effects.
Template-grid.1-0.dsc
As its name implies, this is a grid template that you use to create a 3D scene. It
was created using very specific parameters to correctly match the 3D scene to
the image in Avid DS Nitris.

Using this template, you can create three kinds of effects for Avid DS Nitris:
•

Clip or track effects

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Chapter 10 Image Effects

These types of effects only require one video input in Avid DS Nitris. The
3D scene is keyed over the clip that is used as the background. When you
create the 3D scene for these types of effects, use one grid with a texture.

•

Source generators
This type of effect requires no video input in Avid DS Nitris, as the clip
you generate is considered the video input. When you create the 3D scene
for this type of effect, use one grid with a texture. However, if you simply
want to import a 3D scene into Avid DS Nitris, you don’t need a grid or a
texture.

•

Transition effects
This type of effect requires two video inputs in Avid DS Nitris: the
foreground and background. When you create the 3D scene for this type
of effect, make sure you copy the grid and apply two individual textures,
one to each grid. Both the foreground and background planes are rendered
in SOFTIMAGE|3D.

1626

3D Warp Effect

To preserve the alignment at the start of the effect between the 3D scene and
the image in Avid DS Nitris, you should not adjust the following:
•

Camera

•

Grid size or position

•

Animation applied to the ambient and diffuse properties of the first frame

Template-lights.1-0.dsc
The template-lights.1-0.dsc template shows you how to expose parameters
used in SOFTIMAGE|3D from within Avid DS Nitris. You don’t have to use
this template, but it provides a good example of how to expose light position
parameters in Avid DS Nitris.
You can use the template to position key and fill lights for your scene, and to
see how the expressions were created. Each expression you create provides
access to those parameters in Avid DS Nitris. You can add your own
expressions to control anything in SOFTIMAGE|3D that can be controlled by
an expression.

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Chapter 10 Image Effects

Tutorial-grid.1-0.dsc
The tutorial-grid.1-0.dsc template provides a simple example of how to expose
controls in Avid DS Nitris that control an object’s size. You can explore how
local variables in an expression interact with the model note.
Linking the Database
In order to work with the scenes included with the Avid DS Nitris CD, you
should link to the database in the \Profiles\Avid\DS_v7.x\DSSystem\SoftDB
folder (on the drive on which Avid DS Nitris is installed). Before linking the
database, you must share the database from your Avid DS Nitris system. This
will prevent potential problems which may arise in SOFTIMAGE|3D because
of spaces in the names of the SoftDB parent directories.
To link to the SoftDB database:

1. Locate the SoftDB database in the \Program
Files\Avid\DS_v7.x\DSSystem\SoftDB folder and share it.
2. In SOFTIMAGE|3D, open DB Manager.
3. Click the Link DB button.
The Set Database dialog box is displayed.
4. Click Path Browser and navigate to the SoftDB database on your
Avid DS Nitris system.

1628

3D Warp Effect

5. Click OK to return to the Set Database dialog box.
The path of the database is displayed in the Path text box and the name
“SoftDB” is displayed in the name box.
6. Click the Link button.
You can now open the scene in SOFTIMAGE|3D and create your own 3D
Warp effects.
Using the Grid Template
Since the grid template was designed to be used as a transition, animation has
been applied to the grid texture’s ambient and diffuse properties on the first
frame. This creates the effect of a 3D transition into another clip, without
requiring animation on the last frame. If you want to use this scene as a clip or
track effect, add animation to the last frame.
To create a 3D scene for a warp effect:

1. In SOFTIMAGE|3D, select Get > Scene and open template-grid.1-0.dsc.
This scene sets the proper size, lighting, and material for the effect. The
grid also consists of a single texture that has been animated as a fade.

n

Tip: You can only use the standard SOFTIMAGE|3D renderer to process the
animated grid.
2. If you are creating a scene that requires two video inputs in
Avid DS Nitris, such as a transition, copy the grid.
The grid is duplicated and DSTexture1 is applied to the grid.
3. Open the Texture Editor.
4. Replace DSTexture1 with DSTexture2.
5. Create your 3D scene.

n

Tip: Do not adjust the camera settings as they’ve already been set so the 3D
scene and the image in Avid DS Nitris align correctly.
6. The grid’s texture has been animated as a fade. If you are creating the 3D
scene for use as a clip or track effect, copy the animation on the first frame
and apply it, reversed, to the last frame.

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Chapter 10 Image Effects

The grid’s texture properties change the way that the texture is displayed.
It starts as a flat 2D image and changes to one with 3D highlights. You can
extend this animation to create different effects.
These are the current settings:
Texture’s animation

Flat (before)

Grid texture

Texture’s animation

1630

3D shiny (after)

3D Warp Effect

Using the Light Template
The light template contains four main objects:
•

An input light source (input4light).

•

Two nulls with expressions (Key Light and Fill Light).
You can interactively reposition the lights in the Z axis, but you must edit
the expression controlling the lights to edit their position in the X or Y
axis. The current position is simply a starting point for you. Each null
contains an expression that defines properties that you can control from
within Avid DS Nitris.

•

A null that has a model note (WARP_PROPERTIES).
The model note lets you define the properties you can change from within
Avid DS Nitris. The main purpose of this template is to show you how to
create a model note.

To use the light template:

1. Open a 3D scene.
2. Select Get > Scene and open template-lights.1-0.dsc.
3. Edit or add your own expressions.
For more information on editing and creating expressions, refer to the
SOFTIMAGE|3D documentation.

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Chapter 10 Image Effects

Expression Editor

4. Edit the model note.

n

Tip: Each time you create a new WARP_PROPERTIES null, be sure to add a
unique prefix. If you try to save a second null with the same name,
SOFTIMAGE|3D adds “_1” to the end of the name. If the name has been
appended, then the variables will not be accessible from within Avid DS Nitris.

Editing the Model Note
The WARP_PROPERTIES null holds the properties that Avid DS Nitris will
expose to the user. As you add expressions to your scene, you need to add its
corresponding text string in the model note file. Each text string you create
will be exposed as a control in Avid DS Nitris.

n

Tip: It is imperative that you do not change the name of the model note. When
Avid DS Nitris loads the scene, it looks for a model note on an object named
“WARP_PROPERTIES”. You should, however, add a descriptive prefix to the
name, such as “LIGHTS”.
To open the model note:

t

1632

Select Model > Info > Model Note, and left-click the null
WARP_PROPERTIES.

3D Warp Effect

The model note text file is displayed. The file can contain many text strings,
depending on the type of expressions you create. Each string must begin with
WARP_PROPERTY and end with END_PROPERTY. Everything in
between are variables that depend on the type of expression you create.
For example, the model note for the light template only required one
string to expose the lighting position control in Avid DS Nitris:
WARP_PROPERTY,"LIGHTPOSITION",INPUT4,LIGHT,ETRNX,A,FLOAT,
1,9,END_PROPERTY

n

Tip: When editing and appending the model note, make sure you don’t
inadvertently add spaces where there should not be any. Otherwise the
variables will not be accessible from within Avid DS Nitris.
The following table describes each parameter of the string above:

Variable

Description

WARP_PROPERTY

Each text string must begin with this tag.

LIGHTPOSITION

The name of the scene variable as it appears in
Avid DS Nitris.

INPUT4

Prefix name of the object being affected by the
expression.

LIGHT

Name of the object being affected.

ETRNX

The variable being affected.

A

Local variable in the expression.

FLOAT, BOOL, INT

Lets you define the type of numbering that will control
the variable.
FLOAT: Defines a range from 1 to 9 including decimals.
In the light template, these numbers correspond to the
numeric keypad on your keyboard. Each number defines
a new position for the light source.
BOOL: Defines an on or off type of variable (1 or 0).
INT: Defines an integer range from 1 to 9 excluding
decimals.

1

The lowest number that controls the variable.

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Chapter 10 Image Effects

Variable

Description

9

The highest number that controls the variable.

END_PROPERTY

Each text string must end with this tag.

You can also open the tutorial-grid.1-0.dsc file and view the model note for
this scene. It contains text strings for two controls that will be accessible from
Avid DS Nitris (scaling for X and scaling for Y).

n

Tip: Avid DS Nitris can only access the local variables of an expression (A, B,
C, or D). Therefore, only the variables that you want the Avid DS Nitris user to
have control over must be controlled by the local variables in the expression.

Saving Your 3D Scene
Once you complete your 3D scene, be sure to save it in the SoftDB database
installed with your Avid DS Nitris system.

n

Tip: Before you save the scene in the database, you should simplify it by
removing shaders and unnecessary objects to improve performance in
Avid DS Nitris.
You should also plot the animation (trajectory, rotation, shade, and other
properties) from the Motion module, and then remove any Persistent effects
developed with the Softimage Advanced API for Relations and Elements
(SAPPHIRE), such as Ambulate, Multiped, Kaboom, as well as any other
custom effects.
To save a 3D scene into the Avid DS Nitris database:

1. Select Save > Scene.
2. In the Save Scene dialog box, click the DB List button.
3. Navigate to the database on your Avid DS Nitris system.
4. Name the scene (use a different name than that of the scene template).
Be sure to rename both the prefix and the scene name.
5. Click the Save button.
The scene is saved in the SoftDB database.

1634

AVX Host Effect

AVX Host Effect
The AVX™ Host effect lets you load AVX plug-in effects and adjust the
effect’s parameters. Depending on the type of plug-in effect, you can also
choose to animate various parameters.
You can apply an AVX Host effect to clips, tracks, trees, or as a transition.
Depending on how you apply it, only certain effects may be available. For
example, if you apply the AVX Host effect as a transition, only transition
effects are available.
If you haven’t installed any AVX plug-in effects, then the Group/Category and
Effect lists on the Generic property page are blank.

n

Tip: Consult the vendor’s documentation on how to install and uninstall an
AVX plug-in effect. If you are uninstalling Avid DS Nitris, be sure to uninstall
all AVX plug-ins first.
To apply an AVX plug-in effect:

1. Apply the AVX Host effect to a clip, track, tree, or as a transition.
The AVX Host property editor is displayed.
2. On the Generic property page, choose a Group/Category and an Effect.

The Group/Category box displays the list of AVX plug-in effects, by
vendor or group name, that are currently installed. The Effects box
displays the names of the effects available for the selected group.

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Chapter 10 Image Effects

Show/Hide
plug-in list
Show/Hide effect
parameters
Animated
parameter

After you choose an effect from the list, its parameters are displayed in the
property editor.
When you see a green box beside a parameter, it means that you can
animate the parameter. Simply set the parameter, press the green
animation button, move to the next keyframe and change the parameter,
and then press the button again. The button turns red to indicate that the
parameter was animated.
In some cases, the effect’s property page may also contain an Open Effect
UI button, which lets you open a new interface for the effect.

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AVX Host Effect

New Interface is displayed.
Select the Open Effect UI option.

3. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image on which
the alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
4. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the AVX properties.

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Chapter 10 Image Effects

Channel Switcher Effect
The Channel Switcher effect lets you map the selected source channels
(components) of an image to other (destination) channels. This effect is useful,
for example, if you want to output the alpha channel of an image as an RGB
image, or if you simply want to switch one channel to another.

n

Tip: If the RGB destination channels all have the same source channel, the
result is a grayscale image.
To apply the Channel Switcher effect:

1. Apply the Channel Switcher effect to a clip, track, layer, or tree.
2. On the General property page, select the source channels you want to map
to the destination red, green, blue, and/or alpha channels.
3. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
4. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Channel Switcher
properties.

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Color Space Adjustment Effect

Color Space Adjustment Effect
The Color Space Adjustment effect lets you convert areas of a clip from
YCbCr to RGB color space by adjusting the difference in color levels that can
occur due to YCbCr to RGB conversion. When you import clips into
Avid DS Nitris, they are imported in YCbCr color space. However, when you
apply some effects or transitions, all or part of the clip may be converted to
RGB color space.
If only part of the clip is converted to RGB and the rest remains as YCbCr, it
can cause a difference in the clip’s levels (luminance or saturation) in areas
that have the effect, compared to areas that don’t. This is due to the color space
clipping that occurs when converting from the YCbCr to the smaller RGB
color space. If you notice a difference in the clip’s levels, apply the Color
Space Adjustment effect to the area of the clip that requires RGB conversion.
To adjust a clip’s color space:

1. Apply the Color Space Adjustment effect to a clip, track, or tree.
2. On the General property page, select one of the following:
-

Clip to adjust the Y, U, and V channels.

-

Adjust to change the brightness and gain of the Y channel. Use the
slider to adjust the chrominance or luminance of colors that are out of
range. Higher values affect more chrominance and less luminance and
vice versa.

3. Select the Highlight option to view the pixels that are out of range:
t

Red areas indicate pixels that are over the RGB limit.

t

Green areas indicate pixels that are under the RGB limit.

t

Blue areas indicate pixels that contain illegal YCbCr values.

4. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
5. On the Options property page, select the appropriate options.

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Chapter 10 Image Effects

Defield Effect
The Defield effect lets you remove the field motion of an input in order to
create a frame-based output. You can apply the Defield effect to clips, tracks,
or trees.
Since the Defield effect is a real-time effect, you can view the results upon
playback without having to first process the effect. For more information, see
“Working with Real-Time Effects” on page 898.
To use the Defield effect:

1. Apply the Defield effect to a clip, track, or tree.
2. On the General property page, select a mode in which to remove
field motion.
3. On the Masking property page, decide whether you want to use a mask
for the effect or not—see “Working with Masks” on page 1147.

n

Tip: Channel masking is not available for this effect.
Click the Help button for detailed information on the Defield properties.

1640

Deflicker Effect

Deflicker Effect
The Deflicker effect lets you correct the luminance variations in a clip, which
can vary between frames, producing undesirable flickering. You can balance
the flickering by normalizing either the black or white luminance levels or
both.
In the following example, you can see the difference in the luminance levels
between the two images. Using the Deflicker effect, you can choose a frame in
which the luminance levels are correct and apply the levels to the rest of the
frames in the clip.

Original images: Lighter luminance levels in the left image and darker
luminance levels in the middle image.

Deflicker effect

To use the Deflicker effect:

1. Apply the Deflicker effect to a clip, track, or tree.
A small selection rectangle (the luminance box) appears on the lower-left
side of the viewer.
2. Scrub through the clip and select a frame that has the desired
luminance levels.
3. On the Black property page, position the luminance box over an area that
contains the level of black to which you want to normalize the clip.

n

Tip: You can also draw a new luminance box in the viewer by clicking the
viewer and dragging over an area.

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Chapter 10 Image Effects

Selected black region

4. Click the Set as Reference Frame button.
The black luminance is set, and the property editor displays the reference
luminance swatch, as well as the timecode for the chosen frame.
5. Verify each frame in the clip to determine if the luminance box is in the
correct position. If the area you set for the reference frame moves from
frame to frame, you need to move the luminance box in each frame, so it
covers the same area.
6. Set a keyframe on the frames on which you reposition the luminance box.

n

Tip: You can also use the Autokey button when you adjust the luminance box
on various frames, which automatically adds a keyframe on the frame on
which you reposition the box.
7. Repeat steps 2 to 6 for the White property page, if required.
8. On the Masking property page, select the channels on which you want to
apply the effect.
The effect is applied only to areas of the image where the alpha channel is
not black. You can derive masks from the alpha of the input clip or an
external matte from another clip.
9. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Deflicker properties.

1642

Depth of Field Effect

Depth of Field Effect
The Depth of Field effect lets you simulate the effect of a camera lens using
the Z-depth information contained in files rendered in SOFTIMAGE|3D or
mental ray®.
In an actual camera, the focal length of the lens defines the distance at which
objects appear perfectly focused. Points that are closer or farther away from
this distance plane will be out of focus.
This effect lets you create a scene where objects appear in focus in the
foreground and blurred in the background. You can also animate the effect to
simulate a change in the focus.

Original image

Depth of Field effect.
The background is blurred.

To use the Depth of Field effect:

1. Render your sequence in SOFTIMAGE|3D, making sure that you select
the Render Z Channel option in Render Setup > Options.

n

Tip: Render the sequence in the same resolution of the Avid DS Nitris project
in which you’ll import the sequence.
2. Capture the .pic file sequence in Avid DS Nitris.
The .Zpic files are loaded through the effects, so you can only capture
the .pic files.
3. Apply the Depth of Field effect to a clip, track, or tree.
The Depth of Field property editor is displayed.

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Chapter 10 Image Effects

4. On the External Data property page, click the Browse button, and doubleclick one of the .Zpic files.
The file name is displayed in the File Path field.
5. In the Frame Range boxes, type in the start and end frames of your
sequence.
The message “External Data Loaded” is displayed on the property page.

n

Tip: If you don’t enter the start and end frames, an error message is displayed
on the property page.
6. In the Resolution boxes, type the resolution that matches that of the
working project. The status line at the bottom of the property page
confirms that the external data has been loaded correctly. If the external
data does not load correctly, one of the following messages appears in the
status line:

Message

Description

External Data Loaded

All data has been loaded successfully for this frame.

No External Data Loaded No file name has been entered and no data has been
loaded.
Error - Data File incorrect The resolution of the data file does not match the
size
resolution specified in the property page.
Error - File not found;


Avid DS Nitris is unable to load the data file. The file
cannot be found.

7. On the Depth of Field property page, click the Pick button and then click
an object in the viewer.
This lets you choose an area that should be in focus. The Focus Plane
parameter updates to display your selection. You can also adjust the Focus
Plane manually.

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Depth of Field Effect

Area in focus

8. Set the Focal Length.
The focal length represents the length of the simulated lens. A lens with a
short focal length will give more depth of field than one with a longer
length.
9. Set the Aperture (F-stop), the relative aperture size of the simulated
camera. A low aperture value produces a shallow depth of field where a
plane appears sharply in focus and all other planes appear blurred. A high
value gives a greater depth of field and objects in both the foreground and
background appear in focus.
10. Adjust the Strength to set the scaling factor of the pixel size of the Circle
of Confusion.
11. Adjust the Antialiasing define the level of smoothing of jagged edges
along lines and curves. This parameter is useful when you have two or
more objects that have large differences in depth and jagged edges appear
where the object intersect.
12. Adjust the Circle of Confusion to define the maximum value that any
pixel will be blurred into the surrounding pixels (for out of focus planes).
13. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
14. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Depth of Field
properties.

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Chapter 10 Image Effects

Drop Shadow Effect
The Drop Shadow effect lets you place a shadow behind an image wherever
the alpha value is greater than 1, as well as create a drop shadow for any image
or text that contains alpha information.
The shape of the drop shadow comes from the alpha information, or matte, in
your image. If required, you can generate or modify the matte using graphics
or keyers.
You can move, scale, and rotate the shadow using standard DVE tools. This is
useful when you want to cast a shadow on a surface that is not parallel to the
image, such as when you want to cast a shadow on a side wall. You can also
change its color and transparency, as well as modify its softness to give it a
more realistic appearance.

Drop shadows
Drop Shadow
effect

Because the Drop Shadow effect simulates a shadow cast on a background,
you should apply it to an image on the background track or an image in a
composite.
You can also animate the drop shadow to create the impression of a changing
light source. For example, if you want the price of a product to jump towards
you, first, create the text and then animate it. You can then create a drop
shadow of the text and animate its softness, position, and scale so that the
shadow becomes blurred and distant as the clip advances and the text jumps
off the screen.
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Drop Shadow Effect

For more information, see “About Keying” on page 1218 and “Creating a
Matte on the Timeline” on page 1139.
To create a drop shadow:

1. Apply the Drop Shadow effect to a clip, track, or tree.
A drop shadow is created and the Drop Shadow property editor is
displayed. In the viewer, a yellow DVE image box lets you transform the
drop shadow interactively.
2. From the Output box, select the Shadow Only option from the output box
if you want to hide the foreground and reveal the shadow in the viewer.

n

Tip: By default, the Shadow + Foreground option is selected, allowing you to
view the image and its shadow.
3. Use the Opacity controls to adjust the transparency of the shadow.
4. From the Softness box, use the Amount controls to adjust the strength of
the blur applied to the shadow.
5. Select the Fast option for faster interaction speed.

Drop shadow without the
foreground image

6. From the Output box, select the Shadow + Foreground option, so you
can see the foreground while you adjust the shadow further.
7. On the DVE property page, use the DVE controls to position, scale and
rotate the shadow. You can work interactively with the image, by moving
your pointer over the viewer.

n

Tip: In some cases, you may want to “pin” the shadow to a particular point,
so that when you rotate the shadow, it rotates around a fixed position. For
example, when a shadow is cast from a person, you may want to pin the
shadow to the person’s feet. To do this, simply move the center of rotation (red
1647

Chapter 10 Image Effects

circle) to the area (feet) on which you want to pin the shadow. Any image
scaling will also be performed around the new position of the center of
rotation.
In the viewer, the shadow is transformed while the original foreground
remains intact.

Drop shadow
DVE image box

Foreground
Drop shadow

8. If you rotate the shadow around the Y axis, use the Perspective controls
to adjust the field of view.
9. On the Color property page, adjust the color of the shadow. You can select
a color from the palette or use the controls.
10. On the Crop property page, use the controls to crop the shadow.
The shadow image is cropped while the original foreground remains
intact.

n

Tip: You can also drag the yellow box in the viewer to crop the shadow.
11. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Drop Shadow properties.

1648

Field Invert Effect

Field Invert Effect
The Field Invert effect lets you invert an input’s fields, so that even lines
become odd and vice versa. You can also preserve the line order when you
invert the fields. You can apply the Field Invert effect to clips, tracks, or trees.
Since the Field Invert effect is a real-time effect, you can view the results upon
playback without having to first process the effect. In some cases, real-time
effects may require processing to ensure that no frames are skipped. For more
information, see “Working with Real-Time Effects” on page 898.
To use the Field Invert effect:

1. Apply the Field Invert effect to a clip, track, or tree.
2. On the General property page, select the Preserve Line Order option if
you want to preserve the order of the lines.
When you select this option, the order of the lines is preserved, but the
fields are swapped by applying a one-line translation. When this option is
not selected (default), the lines are simply swapped, inverting the fields as
well as the lines.
3. On the Masking property page, decide whether you want to use a mask for
the effect—see “Working with Masks” on page 1147.

n

Tip: Channel masking is not available for this effect.
Click the Help button for detailed information on the Field Invert properties.

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Chapter 10 Image Effects

Fog Effect
The Fog effect lets you add atmospheric fog to an animated scene. You can
specify a gradual onset of the fog, so that objects in the foreground appear less
obscured than those in the background. You can also specify the distance at
which the fog begins, as well as its intensity. The Fog effect applies the
simulated fog by using the Z-depth information contained in .Zpic files
rendered in SOFTIMAGE|3D or mental ray.

Original image

Fog effect

To use the Fog effect:

1. Render your sequence in SOFTIMAGE|3D, making sure that you select
the Render Z Channel option in Render Setup > Options.

n

Tip: Render the sequence in the same resolution as the Avid DS Nitris project
in which you’ll import the sequence.
2. Capture the .pic file sequence in Avid DS Nitris.
The .Zpic files are loaded through the effects, so you can only capture
the .pic files.
3. Apply the Fog effect to a clip, track, or tree.
The Fog property editor is displayed.
4. On the External Data property page, click the Browse button and doubleclick one of the .Zpic files.
The file name is displayed in the File Path field.
5. In the Frame Range boxes, type the start and end frames of your sequence.
The message “External Data Loaded” is displayed on the property page.

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Fog Effect

n

Tip: If you don’t enter the start and end frames, an error message is displayed
on the property page.
6. In the Resolution boxes, type the resolution that matches the working
project. The status line at the bottom of the property page confirms that
the external data has been loaded correctly. If the external data does not
load correctly, one of the following messages appears in the status line:

Message

Description

External Data Loaded

All data has been loaded successfully for this frame.

No External Data Loaded No file name has been entered and no data has
been loaded.
Error - Data File incorrect The resolution of the data file does not match the
size
resolution specified in the property page.
Error - File not found;


Avid DS Nitris is unable to load the data file. The file
cannot be found.

7. On the Fog Effect property page, create a color for the fog by adjusting the
Red, Green, and Blue parameters.
By default Red, Green, and Blue are set to 100 creating a white fog color.
8. Set the Maximum Depth. You can set the depth at which the fog reaches
maximum intensity. The intensity of the fog increases linearly from the
Start Distance to the Maximum Depth.
9. Set the Start Distance. This lets you specify the distance from the
simulated camera at which the fog begins.
10. Adjust the opacity of the fog using the Opacity controls. This lets you
control the thickness of the fog. A value of 1 represents total opacity and a
value of 0 represents total transparency.
11. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
12. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Fog properties.

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Chapter 10 Image Effects

Frame Average Effect
The Frame Average effect lets you create trails, motion blurs, and perform
noise removal on video clips. You can set the number of previous and next
frames to combine to create a new frame.
For example, if you select one previous frame and one next frame, then the
current frame will become an average of the current frame plus the previous
and next frames. This effect is applied to all frames in the clip.
To use the Frame Average effect:

1. Apply the Frame Average effect to a clip, track, or tree.
2. On the General property page, set the number of Previous and Next
frames to be combined with the current frame.
3. From the Compositing Mode list, select a mode.
For example, when you select Average, the previous and next frames are
averaged into the current frame. If you set a value of 1 for previous and
next, then three images are displayed at the current frame.

Previous = 0 Next = 0

Previous = 1 Next = 0

Previous = 1 Next = 1

4. Select one of the following:
-

Repeat the first/last frame to use the value set in Next (for the first
frame), since there is no first frame and Previous (on the last frame).

-

Use a solid color to use a solid color to combine with the first/last
frames.

5. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
6. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Frame Average
properties.
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Graphics Effect

Graphics Effect
The Graphics effect lets you access the Graphics layout and create graphics or
titles. You can then use any of the tools or effects in the Graphics layout.
To apply the Graphics effect on a clip:

t

n

Select a clip from the timeline and do one of the following:
t From the toolbar, click Video Effects > Graphics.
t

From the taskbar, click the Graphics layout button.

t

Press Ctrl and click the Graphics layout button in the taskbar to open
the floating Graphics combo view.

Tip: Make sure the position indicator is over the clip or you cannot switch to
the Graphics layout.
The Graphics effect is applied to the clip and the Graphics layout or
Graphics combo view is displayed.
To apply the Graphics effect on a track:

t

Select a region of a track and do one of the following:
-

From the toolbar, click Video Effects > Graphics.

-

From the toolbar, click Generate > Source Generator Clip. From
the Load Preset dialog box, select Graphics.

Creating Rolls and Crawls
A roll or crawl typically contains the titles or credits of a program. You can
create a traditional roll in which a title moves from the bottom of the screen to
the top, or a traditional crawl in which a title moves from the right of the
screen to the left. Single or multiple titles can be used for a roll or crawl.
You create rolls or crawls by using the Graphics property editor. This lets you
quickly and easily create standard rolls or crawls that involve few titles. When
you do this, the time span of the titles change to match the duration of the
graphics session.

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Chapter 10 Image Effects

You can also create the animation manually by using the Set/Remove Key
button to set individual keyframes. This lets you create a complex roll or crawl
that involves many titles that start and end in different locations. You can also
include paint strokes in a roll or crawl.

n

Tip: When you create a roll or crawl, the entire duration of the clip is used.
To create a roll or crawl:

1. From the Tools toolbar, click the Text button to create a text body.
2. Click the viewer and type in some text.
3. When you’re done, select the text body.
4. From the General toolbar, click Graphics Properties.

5. In the Motion box, select one of the following:
-

Roll to create a roll.

-

Crawl to create a crawl.

6. In the Start Position box, select one of the following:

1654

-

Onscreen to start the roll or crawl on the screen.

-

Offscreen to start the roll or crawl off the screen.

-

In the End Position box, select one of the following:

-

Onscreen to end the roll or crawl on the screen.

Graphics Effect

-

Offscreen to end the roll or crawl off the screen.

7. To guarantee optimal quality when building rolls/crawls, select Standard
Speed.
8. Click Build Motion.
The title’s transformation is animated.
9. To apply roll and crawl animation only on selected graphics objects, select
Apply to Selection.
10. To modify the transformation properties of the title, select the title, and do
one of the following:
t

From the graphics property tree, open the Transformations property
editor, and modify the values.

t

Select View > Single-Instance Views > Animation Editor. Select
the Transformation property and adjust the function curve.

Creating a Fade
You can also automatically apply fades to a graphics object. When you apply a
fade, its time span changes to match the duration of the graphics session. In
addition, the existing opacity settings for a stroke (brush and fill) and text body
(edge, face, shadow) are overwritten with the new fade values.
To fade an object:

1. From the Tools toolbar, select a drawing tool.
2. In the graphics property tree, define the properties for your tool.
3. Create an object in the viewer.
4. Move the object to the desired fade-in position.
5. From the General toolbar, click Graphics Properties.
6. In the Fade box, set the In and Out values in frames.
7. Click the Build Fade button.
The object’s opacity properties are animated.
8. To modify the opacity properties of the object, select the object and
adjust the Opacity controls on the Paint Style, Brush, and Titling Style
property editors.
Click the Help button for detailed information on the Graphics properties.

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Chapter 10 Image Effects

Optical Glow Effect
The Optical Glow effect lets you define different lighting effects for images,
which is useful when you want to give an object the appearance that it’s
radiating light or heat.
You can apply this effect to clips, tracks, or trees.

Original image

Optical Glow effect is applied
(note diffused areas)

To create an optical glow effect:

1. Apply the Optical Glow effect to a clip, track, or tree.
The Optical Glow property editor is displayed.
2. On the General property page, use the Level controls to set the amount of
overall diffusion.
The level of overall diffusion is applied to the entire image.
3. Use the Mix controls to set the percentage of overall diffusion.
The mix determines the percentage of diffusion (specified in the Level
controls) added to the entire image.
4. Use the controls in the Color Correction box to adjust the amount of gain
and brightness applied to the entire image.
5. Use the Amount controls to adjust the percentage of the original image
that is added to the diffused image.
6. On the Black Diffusion property page, use the controls to specify the
black diffusion parameters.
7. On the White Diffusion property page, use the controls to specify the
white diffusion parameters.

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Optical Glow Effect

8. On the Masking property page, select the channels on which you want to
apply the effect. The effect is applied only to areas of the image where the
alpha channel is not black. You can derive masks from the alpha of the
input clip or an external matte from another clip.
9. On the Options property page, select the appropriate options.
Click the Help button for detailed information on the Optical Glow properties.

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Chapter 10 Image Effects

Outsource Effect
Certain shots in your sequence may require specific touch ups in another
application. The Outsource effect lets you output an area of the timeline in the
file format of your choice, while keeping a link to the exported files. This
makes it easy to bring the files back into Avid DS Nitris when the work in the
external application is complete.
All you have to do is apply the Outsource effect, specify a file format, and then
export the file. When the work is complete, you can update the link to these
files from within the Outsource property editor. Any changes made to the
file(s) are displayed in the viewer. Just like any other linked file, you have to
process the effect to play the area on the timeline in real time.
When you apply the Outsource effect in a stack of effects or as part of an
Effects Tree, the image, including the effects below the Outsource effect, will
be output to file.
You can apply this effect to clips, tracks, or trees.
To use the Outsource effect:

1. Apply the Outsource effect to a clip or track.
2. On the General property page, click the Add button to create an
application preset.
The Add New Application dialog box is displayed.

3. Type the name of the external application you plan to use in the
Application Name text box.
4. Assign a file type to the external application by selecting a file format
from the Default Export Format list.
5. Click OK to save the preset.
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Outsource Effect

The application preset is now available from the 3rd Party Application
list.

Preset available
from 3rd Party
Application list

6. Type a name for your file in the File Name text box.
7. A location for the file is created by default. You can change the default
location by clicking the browse (...) button and selecting a new folder.
8. Click the Export button to output the area on the timeline to file. If you
are exporting a series of frames, several files are created. The files are
named as follows: Filename0.psd, Filename1.psd, and so on.
9. Touch up the file or series of files in the external application.

n

Tip: You can use the Open in Explorer button to open the Windows Explorer
directly to the location where the file(s) is located.
10. When the work is done, click the Update button to update the link to the
file(s).
Any changes made to the file(s) are displayed in the viewer.
11. On the Options property page, select the appropriate options.

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Chapter 10 Image Effects

12. Process the effect to generate a cache, so you can play the area on the
timeline in real time.
Click the Help button for detailed information on the Outsource properties.

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Source Generator Effects

Source Generator Effects
Avid DS Nitris lets you generate your own clips using effects, such as solid or
gradient colors, 3D Warp effects, Graphics effects, or patterns. You can use
this new clip as a background for a compositing session or to create a fade-tocolor transition.
Since the Timecode and Solid Color effects are real-time effects, you can view
the results upon playback without having to first process the effect. For more
information, see “Working with Real-Time Effects” on page 898 of the
Avid DS Nitris Editing Guide.
You can apply the source generator effects to tracks or trees.
To generate a clip on the timeline:

1. Drag on a track to select a region.
2. From the toolbar, click Generate > Source Generator Clip.
3. From the Load Preset dialog box, select an effect from the \Source
Generators folder.
A clip containing the selected effect is created on the track and the effect’s
property editor is displayed for you to make any adjustments.
The clip name is appended with the term “Generated” in parentheses.

A clip generated with the
Wood effect.

To generate a clip in an Effects Tree:

1. Right-click an empty area of an Effects Tree and select Add Effect.
2. From the Load Preset dialog box, select an effect from the \Source
Generators folder.
A new input node is added to the Effects Tree. You can composite the
generated clip as you would any other clip.

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Chapter 10 Image Effects

A clip (node) generated with
the Cloud effect.

n

Some source generated clips, such as a gradient, timecode, or 3D Warp,
require an input. Add a black source generated clip as the input to these
effects.
To create a Fade-to-Color transition:

1. Drag on a track to select a region.
2. From the toolbar, click Generate > Source Generator Clip.
3. From the Load Preset dialog box, select Solid Color from the \Source
Generators folder.
A clip containing a solid color is displayed on the track and the effect’s
property editor is displayed for you to make any adjustments.
4. Select a color for the generated clip.
5. On the timeline, position the generated clip at the timecode where the
transition should start.
6. Select the edit point.
7. From the toolbar, click Transition Effects > Dissolve/Crossfade or
Wipe.
8. Adjust the transition properties.

Dissolve to solid color

Click the Help button for detailed information on the transition properties.

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Warp Effect

Warp Effect
The Warp effect lets you transform an image or part of an image from one
shape to another over time. You can warp still or moving images, and apply
the Warp effect to clips, tracks, or trees.
When warping a still image, you can, for example, add a caricature to a
person’s face, giving their face a surprised look by enlarging the eyes or
deforming an object to a specific form.

Original image

Eyes and lips warped at
50% shape interpolation.

Eyes and lips warped at
100% shape interpolation.

When warping a moving image, you can, adjust the position or form of an
object moving across an image over a sequence of frames, such as a man
shrinking in size as he walks.
The general steps to create a warp are:
1. Select an image or section of an image.
2. Create shapes that describe the source and destination of the warp
transformation.
3. Join the shapes together and adjust the correspondence between the two.
4. Animate the shape positions over time.
5. Track the warped shapes if necessary.
6. Set the rendering options.
7. Process the warp.

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Chapter 10 Image Effects

Creating Shapes
Shapes are the Bézier curves that outline the portions of the image that you
want to warp. The Warp effect uses these shapes to specify whether these parts
of the image move or if they should be stationary. Shapes can be open-ended
or closed. They can stand alone or be joined to another shape.

n

Tip: To close a shape drawn with the Freehand tool, hold down the Ctrl key
while you draw the shape. Once you release the mouse button, the shape is
closed. To close a shape drawn with the Polyline tool, press Ctrl after you
draw the last line segment.
The Warp effect has four shape-creation tools:
• Freehand
•

Polyline

•

Ellipse

•

Rectangle

To create a source and destination shape:

1. Apply the Warp effect to a clip.
2. On the Shapes property page, select the Apply option.
3. From the Shape Creation box, select a drawing tool to create the source
shape.

n

Tip: If you copy open shapes from the Warp effect into a keyer or Matte effect,
the shapes will automatically be closed.
4. Create a rough shape around the object you want to warp.
The source shape is displayed in red.

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Warp Effect

Source shape drawn
with the Ellipse tool.

n

Tip: You can zoom and pan in the viewer to frame the portion of the image you
want to trace.
5. From the Editing Tools box, click the Edit Shape button.
The control points of the source shape are displayed.
6. Drag the control points, so that your shape outlines the part of the image
you want to warp.

Control point

To add an additional control point, hold down the A key and click the line
where you want the control point to appear.

n

Tip: If the image is moving between frames, you should rotoscope or animate
the source shape over the length of the clip. For more information, see
“Creating Animation” on page 963 of the Avid DS Nitris Editing Guide.
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Chapter 10 Image Effects

7. From the Shape Creation box, select a shape to create the destination
shape.

n

Tip: Instead of drawing a target shape from scratch, you can click the Copy
and Join button in the Editing Tools box. This tool creates a copy of the source
shape and joins the two shapes together. Simply edit or transform the target
shape to interactively warp the chosen object.
8. Create a second shape to represent the destination shape of the warped
object.
The destination shape is displayed in red.

Destination shape
drawn with the
Ellipse tool.

n

Tip: To close a shape created with the polyline tool, press Ctrl and click.
9. Use the following tools from in the Transformations box to manipulate
your shape:
- Select
-

Scale

-

Rotate

-

Skew

10. From the Editing Tools box, click Edit Shape.
Control points along the target shape are displayed.
11. Drag the control points to modify the shape.
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Warp Effect

n

Tip: If the image is moving between frames, you should rotoscope or animate
the target shape over the length of the clip.
For more information, see “Applying Graphics” on page 1387.

Joining Shapes
Once the shapes are created, you can join them together to create a
relationship between the beginning and ending shape of the object. The order
in which you join shapes gives the direction to a warp. For example, if you join
a small shape to a large shape, the object will warp over time from small to
large. If you join a large shape to a small shape, then the object will warp from
large to small.

n

Tip: You can only join open-ended shapes with other open-ended shapes and
closed-ended shapes with other closed-ended shapes.
When the two shapes are joined, you can match corresponding features on the
two shapes. Each shape contains four or more correspondence points (four
initially), which describe the location of key positions on a shape. You can
place these correspondence points at key locations on a shape, such as where
the Bézier curve changes direction.
Correspondence point

Correspondence points have some restrictions:
•

There must be at least four correspondence points per shape.

•

Shapes intended to be joined must have the same number of
correspondence points.

•

Correspondence points on the ends of open-ended shapes cannot be
moved or deleted.

•

Correspondence points cannot cross over each other. There is a limit as to
how close they can be to each other.

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To join the source and destination shapes:

1. From the Editing Tools box, click the Join button and drag the source
shape towards the target shape.
A blue line appears as you drag the pointer from the source to the target
shape. When the pointer comes in contact with the target shape, the two
shapes momentarily turn yellow and are joined together by a
correspondence vector.

Target shape

Source shape joined
to target shape by a
correspondence
vector.
Source shape.

n

Tip: To break the join between two shapes, click Join in the Editing Tools box
and click one of the shapes. A dialog box appears, prompting you to break the
join, click OK.
2. In the Editing Tools box, click the Correspondence button.
The source and target shapes are highlighted in yellow. Each shape
contains four correspondence points, which are connected with
correspondence vectors.
3. Move the correspondence points on the source shape to key locations on
the curve, such as where the curve changes directions.
4. Match the correspondence points on the target shape to those on the
source shape.

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Warp Effect

Correspondent points
are moved to key
locations on the
curve.

Correspondent points on the target
match those of the source.

n

Tip: To add additional correspondence points, hold down the A key and click
the shapes on which you want the point to appear. To delete correspondence
points, select a point and press Delete.
5. To increase the precision of the shape during processing, increase the
Density value.
The number of correspondence vectors (yellow lines) between
correspondence points increases as the Density value increases.
Correspondence
point
Edge
density
Original
shape

Shape with edge density of 5.

n

Tip: During processing, Avid DS Nitris does not use the actual shapes you
created, but uses the edge densities of the shapes to create an approximation
of the shapes. That is, a shape’s edge density defines how closely the form
used in the warping process matches the shape that is drawn.

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Chapter 10 Image Effects

n
n

Shapes are subdivided between correspondence points based on the shape’s
edge density. The higher the edge density, the more edges, and the more
closely the shape is depicted by its edges. Thus, the more precise the transition
between shapes.
When you change the edge density, be careful not to use too high a density
setting. There is no exact formula for selecting the best density for any given
shape. Choose one that approximates the shape enough, but not too much.
Setting a shape’s density unnecessarily high slows down processing time.

Creating Barrier Shapes
You may find that the area outside your source or target shapes also gets
distorted when your object is warped. To get rid of this unwanted distortion,
you can create a barrier shape which prevents the distortion from spreading to
the rest of the image.
To create a barrier shape:

1. Create a third shape encompassing both the source and target shapes.
The barrier shape is displayed in red.

Barrier shape

Source shape

Target shape

2. From the Editing Tools box, click Copy and Join.
A copy of the shape is created on top of its original. By doing so, you are
creating a static warp in which the source and target shapes are the same.
This static warp acts as a barrier, which prevents the original warp from
spreading to other areas of the image.

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Warp Effect

Animating Shapes
You can animate the interpolation between shapes or the shapes themselves on
both still images or when the object is moving over time. You can add
keyframes and modify the way the source shape warps into the target. For
moving images, you can use the tracker to track the shapes to match the
movement in a clip, or animate the shapes frame by frame. For more
information, see “Tracking Shapes” on page 1363 of this guide and “Creating
Animation” on page 963 of the Avid DS Nitris Editing Guide.
To animate the interpolation between shapes:

1. On the timeline, double-click the Warp effect bar above your clip.
The Warp property editor is displayed.
2. Place the position indicator anywhere in the clip.
3. On the Shapes property page, modify the Shape Interpolation Amount.
The image changes shape as you modify the Shape Interpolation Amount.
4. Click the Animation Key button.
A keyframe is added at that point in time, changing how the object moves
from source to target shape.
5. Move the position indicator to another frame, modify the Shape
Interpolation Amount, and add another keyframe.
6. Select View > Single-Instance Views > Animation Editor.
The animation editor is displayed.
7. Tweak the shape animation by modifying, adding, and deleting
keyframes.

n

Tip: You can also modify the slope of the interpolation from Linear to either
Spline or Constant Interpolation.

Tracking Warped Shapes
If your image moves or scales, you’ll need to set up trackers to track the
source, destination and barrier shapes. In the following example, the man’s
face both scales and moves as his eye is warped. To correctly track the eye,
you need to increase the trackers’ target area and search regions, and ensure
that the Always Update option is selected.

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Chapter 10 Image Effects

To track the shapes:

1. On the Shapes property page, deselect the Apply option.
Since you need to track the input image rather than the warping image,
turn off the Warp effect so you can see what you want to track.
2. From the Transformations box, click the Select Shape button.
3. In the viewer, draw a selection box around all the shapes to select them.

Since all the shapes including the source, destination, and two barrier
shapes move and scale, you need to track all the shapes.
4. On the Tracker property page, click the Show button.

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Warp Effect

Trackers for source,
destination, and two
barrier shapes

All four trackers are displayed.
5. Use the period (.) or comma (,) keys on the keyboard to cycle through
each tracker and set the following for each tracker:
-

Increase the size of the search and target areas to consider the change
in the shape’s size.

Target area
Search region

-

In the Target box, select the Always Update option.
Since the shapes scale and move, you need the tracker targets to
update in each frame.

n

Tip: This option makes the trackers compare the pixel pattern of the current
frame to that of the previous frame, rather than the first frame at the tracking
start point (or the set target).
Use this option when the target area changes in appearance as the clip is
played. Note that this can cause cumulative tracking errors. When you
select this option, the Set Target option becomes deselected and vice
versa.
-

Set the Confidence level.

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Chapter 10 Image Effects

If you find that the tracker stops frequently, try lowering the
confidence level.

n

Tip: If you are tracking field-based material, you can select the Track in
Fields option. A keyframe will be set on each tracked field. The target used is
the contents of the target region in field 1 of the target frame. If you track in
fields, you do not need to first deinterlace, track, and then reinterlace the clip.
6. Click the Track Forward or Track Backward buttons.
7. On the Shapes property page, deselect the Show Shapes option to see the
final result without the drawn shapes and tracker boxes. You also need to
select the Apply option to turn the Warp effect back on.

Setting the Rendering Options
The final look of your warp depends largely on the render settings you choose.
You can go from a fast low-quality test image to a slower higher-quality image
for final output by simply changing a few of the settings in the Render
property page.
The render settings let you choose how the edges of your shapes are defined,
how precise the transition is between shapes, how pixels are interpolated, and
how soft or jagged the edges are.
To set the rendering options:

1. In the Warp property editor, select the Render property page.
2. For the Edge Mode, select one of the following:

1674

-

Fixed to pin the border of the image in place. Be careful using this
option because it can cause shearing or ripping if your warped object
moves or grows in size.

-

Sliding to make the image’s borders move with the rest of the
warped object.

Warp Effect

Original image

Image stretched upwards and
processed with the edge set to Fixed.
Notice how the borders of the image
do not move, resulting in a distorted
image.

-

Image stretched upwards and
processed with the edge set to
Sliding. Notice how the borders of the
image do not stay in place, but
compensate for the stretched image,
resulting in a less distorted image.

Cookie Cutter to keep everything that falls within your closed shapes
and remove everything else. This option is also useful for creating
mattes. You cannot use this option with open-ended shapes.

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Chapter 10 Image Effects

With the edge set to Cookie Cutter,
the area outlined by the closed
shapes is cut out. The rest of the
image is ignored and set to black.

A matte is automatically created
based on the areas that were cut
out.

3. To set the transition quality, select one of the following from the Warp
Precision list:

Option

Description

Linear

If you want to do a quick test. This option processes the
warp at the lowest quality, but is very fast and uses the
least amount of memory.

Low or Medium

If you need slightly higher quality than the Linear option.
The quality of the images improve with only slightly
slower processing times.

High

If you need a high-quality image that is processed in a
reasonable amount of time. This option produces
professional quality images.

Very High or Super High If you require an extremely smooth transition between
shapes. Both of these options provide extremely highquality images, but take considerable amounts of time to
process.

1676

None

For quick results. This results in marginal pixel image
quality, but the processing time is very quick.

Bilinear

For a reasonable image quality within a reasonable
processing time. This is the default setting.

Warp Effect

Option

Description

Scaling

If your target shape is scaled down by more than 50%.
This results in the least amount of degradation, but also
takes the longest time to process.

4. For the Interpolation setting, which affects pixel quality, select one of the
following:

Option

Description

None

For quick results. This results in marginal pixel image
quality, but the processing time is very quick.

Bilinear

For a reasonable image quality within a reasonable
processing time. This is the default setting.

Scaling

If your target shape is scaled down by more than 50%.
This results in the least amount of degradation, but also
takes the longest time to process.

5. Select the Antialiasing option if you want the edges of the shapes or
regions to be smooth. If you deselect this option, the edges are jagged.
6. Select the Soften Edges option if you want the pixels around the edges of
the shapes to blend gradually with the pixels of the surrounding image.
7. Process the effect and then play it back on the timeline to view the results.

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Chapter 10 Image Effects

1678

Reference

This book contains reference information for Avid DS Nitris.
•

Desktop Reference

•

Capture and Output Reference

•

Editing Reference

•

Paint Effects

•

3D DVE and 3D Titling Reference

•

Compositing Reference

•

Image Effects

•

Color Correction Reference

•

Common Property Pages Reference

1680

Chapter 1
Desktop Reference

This chapter contains reference information about the desktop.
•

Using the Mouse, Pen, and Keyboard

•

Property Editors

•

Toolbars

•

Command Mapping Dialog Box

•

Edit Layout Dialog Box

•

Load Preset Dialog Box

•

Preference Management Dialog Box

•

Save Preset Dialog Box

•

User Preferences Dialog Box

•

Help Menu

•

Layout Menu

•

Slider Menu

•

Splitter Menu

•

Taskbar Menu

•

Text Box Menu

•

View Menu

•

View Switcher Menu

•

Viewer Property Editor

Chapter 1 Desktop Reference

Using the Mouse, Pen, and Keyboard
In Avid DS Nitris, you can use a two-button mouse (with wheel) or a pen and
tablet. The left and right mouse buttons perform different operations. Unless
otherwise stated, use the left mouse button.
The mouse and pen operate slightly differently. All the procedures in this
guide are documented for the mouse. You can, however, easily use a pen or
the keyboard. The following table shows the terms relating to the mouse, pen,
and keyboard.

This Term

Means This with a Mouse Means This with a Pen

Click

Quickly click and release the Tap the tablet once with the tip of
left mouse button. Always use the pen, or touch the pen to the tablet
the left mouse button unless
with enough pressure to click.
otherwise stated.

Double-click

Click the left mouse button
twice rapidly.

Quickly tap the tablet twice in the
same screen pixel or press the F5
key to go from single to doubleclick.

Right-click

Quickly click and release the
right mouse button.

Press the top portion of the switch
on the side of the pen or press the F6
key to go from left to right-click.

Drag

Click and hold the left mouse
button or the wheel while you
move the mouse.

Press the pen to the tablet while
moving the pen.

Alt+key,
Press and hold the first key while you press the second key. For
Ctrl+key,
example, “Press Alt+F1” means to press and hold the Alt key while
Shift+key, etc. you press the F1 key.

By customizing the pen, you can adjust the click pressure, switch functions,
and other features. For information on customizing the pen, refer to the
documentation provided with your Avid DS Nitris system.
You can also customize the mouse. For example, you can select left-handed
configuration or change the double-click speed.

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Property Editors

Property Editors
Property editors display the properties of a selected object or tool. You can
adjust the values of properties using the text boxes, lists, options, and sliders,
as well as set animation keyframes. Any values that you change are
immediately applied to the object.
Property editors contain global controls for loading, saving, and viewing
presets, processing, animating properties, selecting effects, and previewing
clips. Different property editors have different global controls.
Property editors come in two sizes: default and large. Most of the time, you
will see the default-sized property editors. But if you’re in the Effects layout,
you’ll see the large ones.

n
n

Unlike the default-sized property editors, the large ones in the Effects layout
do not recycle. Instead, they display what is currently selected.
Tip: If you have used a Color Correction effect and you are not in the Effects
layout, you can open its property editor in two different sizes: default or large.
Press Ctrl+Shift to open a default size property editor and press Ctrl to open a
large property editor.
To open a property editor, do one of the following:

t

Right-click an object and select Properties.

t

Double-click an object.

Global Controls
The global controls let you determine how parameters are displayed in a
property editor window, create animation, process effects, save and load
presets, specify transitions, track DVEs, and set animation keyframes. These
controls are displayed on most property editors.

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Chapter 1 Desktop Reference

Title bar controls
Global controls

Title Bar Controls
The title bar controls let you focus, recycle, lock, and close property editors as
you select different objects.
Title bar
controls

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Property Editors

Option

Focus

Description

In Focus mode, a property editor displays only one
specific type of property, regardless of which object is
selected.
For example, if you open the Brush FX property editor in
the Graphics layout and set it to Focus mode, the Fill FX
properties will appear in the same property editor window,
but the Time Span properties will open in a new property
editor window.

Recycle

In Recycle mode, the same property editor is reused
whenever you select an object that has an associated
property editor.
For example, if you open a video effect’s property editor,
then select an audio effect, the audio clip’s properties
replace the video clip’s properties in the same property
editor window.

Lock

In Lock mode, the property editor always displays the
properties of the object on which it’s locked.
For example, if you open a video effect’s property editor,
set it to Lock mode, and then select an audio effect, the
audio effect’s properties will be displayed in a new
property editor window.

Close

Closes the property editor

Tab Controls
The tab controls let you view additional tabs on a property editor. This is
useful for property editors that contains many property pages, such as the
keyers.

Tab controls

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Chapter 1 Desktop Reference

Option

Description

Display Previous Tab

Displays previous tab(s) on this property page

Display Next Tab

Displays next tab(s) on this property page

Animation Controls
The animation controls let you turn auto animation on or off, move between
keyframes, and set keyframes.

Animation controls

Option

Description

Auto

Automatically creates a keyframe when you make any
adjustments to properties. That is, you do not have to click
the Animation Key button each time you change a
property.

< (previous key)

Moves the position indicator to the previous keyframe

> (next key)

Moves the position indicator to the next keyframe

Animation Key

Sets a keyframe at the current frame with the current
property settings. Right-click this button to display the
Animation Key menu—see Animation Key Menu.

Animating Parameters
In the property editors, an animation button appears beside numeric
parameters that you can animate. This lets you set keyframes after you adjust
the parameter’s value. Also, you can easily access the animation editor from
the Animation pop-up menu.

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Property Editors

Animation button

To animate a parameter:

t

Click the Animation button beside the parameter you want to animate.
The Animation button turns red to indicate that a keyframe was set.

To reset an animated parameter:

t

Right-click an Animation button and select Remove Animation.

To access the Animation menu:

t

Right-click an Animation button—see Animation Menu.

Animation Menu
The Animation pop-up menu lets you open the animation editor, create an
expression, locate and remove keyframes, and set keyframes automatically for
the selected parameter.
To access the Animation pop-up menu:

t

Right-click the Animation button in any property editor.

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Chapter 1 Desktop Reference

Option

Description

Animation Editor

Displays the animation editor—see “Understanding the
Animation Editor” in the Help.

Create Expression

Opens the Expression Editor. If there was any exisiting
animation for the parameter, it is replaced by an
expression that is “0”. This will be replaced when you
create an expression—see “Animating with Expressions”.

Remove Key

Removes keyframes for the parameter at the current
position indicator location

Remove Animation

Removes all keyframes for the parameter in the function
curve

First Key

Moves the position indicator to the first keyframe set for
the parameter in the function curve

Last Key

Moves the position indicator to the last keyframe set for
the parameter in the function curve

Previous Key

Moves the position indicator to the previous keyframe set
for the parameter

Next Key

Moves the position indicator to the next keyframe set for
the parameter

Autokey

Turns Autokey mode on or off. Automatically creates
keyframes as you adjust the settings.

n

Tip: You can activate this mode by clicking the
Autokey button at the bottom-right of the desktop.

Constant

Changes the function curve to a constant curve. This
option has no effect on a motion path.

Linear

Changes the function curve to a linear curve

Bézier

Changes the function curve to a Bézier curve

Effect Controls
The effect controls let you preview effects, limit processing to a selected
region in the viewer, bypass effects, crop function curves in the animation
editor, and select effects.
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Property Editors

Preview Select Effect

Effect controls

Option

Description

Preview

Plays the output of the current effect in the viewer

Activate

Switches the context to the interactive tool of the effect
associated with the property editor. For example, when
switching between effects, such as a DVE and a Tracker,
you must activate the tool before you can use the
interactive tools in the viewer.

Subregion

Limits processing to a specified region in the viewer. Drag
a rectangular area to specify the region.

Bypass

Turns off the effect. When you use multiple input effects,
such as a Composite effect, the first input is passed
through directly as the output.

Crop Curves

Crops the selected effect’s function curve in the animation
editor when the effect is resized on the timeline

Select Effect

Selects the current effect on the timeline, in an Effects tree
or in the Layers view, and displays its property editor.
This is most useful if you are using many effects and want
to quickly identify property editors with their
corresponding clips. Open a property editor, lock it, and
click the Select Effect button to highlight the clip in the
timeline, Effects Tree, or Layers view.

n

Not available in the Graphics and 3D DVE layouts.

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Chapter 1 Desktop Reference

Option

Description

Previous Effect/Next
Effect

Selects the previous/next effect on the timeline, Effects
Tree, or Layers view, and displays its property editor.
The display of effects depends on the effect type. If you
are using multiple, different types of effects, such as four
Color Correction and two Channel Switcher (image
effect) effects, then the current effect type is sequentially
displayed each time you click the Previous Effect or Next
Effect button.
To display other effect types used on the timeline, press
Ctrl to display them.
For more information, see The Effects Library.

n

Not available in the Graphics and 3D DVE layouts.

Effects Tree Controls
The Effects Tree controls let you view or bypass an effect, expand an Effects
Tree, or display another effect’s property editor.
Effects Tree controls

Effects list

n

1690

Depending on which effect you apply, these controls may be arranged
differently on the property page.

Property Editors

Option

Description

View

Displays the output of the current effect in the viewer.

n
n
n
Expand

When you want to change an effect and you’ve
added more effects after it, you can view the effect if
you want to focus only on the current effect.
You can only view one node at a time. If several
nodes are selected, the V key and the toolbar button
are not available.
Tip: On the Shape and Paint trackers, it’s useful to
select both the View and Bypass options to improve
tracking speed.

Expands the current Effects Tree. For example, if you
apply a Selective Color Correction effect in an Effects
Tree and click Expand, the tree expands to display the
effects that comprise this effect.

n
Effects List

This option is only applicable when you use Effects
Tree effects, such as the Selective Color Correction
effect or if you fold nodes.

Lets you choose the effect to display in the current
property editor. This is useful when you have many effects
in an Effects Tree and want to quickly switch to display
the properties of another effect.

n

Only effects on which the Expose command is
selected are displayed in this list.

Process Controls
The process controls let you choose what to process and how it will be
processed.
Process controls

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Chapter 1 Desktop Reference

Option

Description

Frame

Processes effects in the current frame and creates a cache
file. Makes the effect viewable on the selected frame.

Auto-process

Turns the Frame option on or off. When selected, each
time you change a parameter, the frame is automatically
reprocessed.

All

Processes all frames with the applied effect and creates a
cache file. Makes the effect playable in real time.

Preview

For real-time playable effects, plays back the current
effect. For unprocessed non-real-time playable effects,
plays back a lower quality preview version of the effect,
with dropped frames, in Loop mode.

DVE-Tracker Controls
Available only in the 2D DVE property editor, the tracker controls let you set
specific options for tracking images using the 2D DVE.

Tracker controls

1692

Option

Description

Global

Applies a transformation (scale, rotation, or translation) to
participating layers in the composite. The DVE property
editor for each layer must also have its Global DVE option
activated.

SRT

Turns on/off any DVE transformation (scaling, rotation, or
translation) that has been applied to the current layer

Track

Turns on/off any motion tracking that has been applied to
the current layer. Clicking the Tracker button opens the
Motion Tracker property editor.

Property Editors

Option

Description

Activate

When you are using more than one interactive tool at the
same time (in the Compositing layout), such as a Luma
keyer and DVE, clicking the Activate button gives priority
to the property editor on which this button was pressed.
For example, if you scaled an image using the DVE, and
then click the Activate button in the Luma keyer property
editor, the image appears in full size to let you concentrate
on areas in the image that you want to key out.

Preset Controls
The preset controls let you save and load presets. A thumbnail of the current
effect is displayed with the preset controls.

Preset controls

Option

Save Preset

Load Preset

Description

Saves presets by opening the Save Preset dialog box,
where you can save the current parameter settings as a
preset. You can choose the folder to save it in or create a
new folder in which to store your customized presets.
Loads and displays presets by opening the Load Preset
dialog box, where you can select a preset file to load into
the property editor.
Displays the thumbnail of the selected effect

Thumbnail

Transition Controls
The transition controls let you specify the type and duration of a transition.

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Transition controls

Option

Description

Dur (duration)

Specifies the duration, in frames, of a transition

Select Transition

Lets you choose between the Dissolve, DVE, and Wipe
transitions

Transition location

Specifies whether the selected edit point is the start,
center, or end of the transition

Recycling, Locking, and Focusing Property Editors
The title bar buttons let you recycle, lock, and focus property editors. This lets
you work more efficiently with property editors. You can display the same
property editor, compare the parameter values of two different objects by
locking and displaying their property editors, and view several different
property editors for the same object simultaneously. This is especially useful
when working with graphics because many graphics objects have similar
properties.
By combining some of the modes in a property editor, you can control exactly
how you want the property editor to behave when displaying objects.
By default, most property editors are set to Recycle mode when you first
display them.
Using the Recycle Mode
In the Recycle mode, the same property editor window is reused whenever you
select an object. For example, if you open one effect’s property editor, and
then select a different effect, the properties of the first effect are replaced by
the properties of the second effect.

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Property Editors

To use the Recycle mode:

1. Double-click an effect bar on the timeline.
2. In the title bar of the property editor, click the Recycle button.
By default, most property editors are set to the Recycle mode.
Property editor
in Recycle
mode

Property editor
displays properties
of selected effect

3. Select a different object, such as a clip or a different effect.
The same property editor window updates to display the properties of the
newly selected object.

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Chapter 1 Desktop Reference

Property editor
in Recycle
mode

Same property editor
window is used to display
properties of the newly
selected object, the Clouds
clip.

Using the Lock Mode
In the Lock mode, the property editor continues to display the properties of the
object on which it is locked. That is, it does not react to any subsequent
selections you make. You can, for example, lock the property editor of one
graphics object and open another property editor for a different graphics
object. This lets you compare the parameter values between the two graphics
objects.

n

1696

Property editors accessed from the Layers view are automatically set to Focus
mode instead of the default Recycle mode.

Property Editors

To use the Lock mode:

1. Select an object and open its property editor.
2. In the title bar of the property editor, click the Lock button.
The property editor is locked to the selected object.

Property editor
in Lock mode

Selected
object

3. If desired, select another object and open its property editor.
A second property editor (in Recycle mode) opens on top of the first
property editor.

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Chapter 1 Desktop Reference

Property
editor in
Recycle mode

Second selected
object and its
property editor in
Recycle mode

4. Drag the second property editor to another location to view both property
editors, so that you can compare the values of both graphics objects.
Property editor of second selected
object in recycle mode.

Property editor of first selected
object in lock mode.

Viewing the two property editors side-by-side lets you
compare and adjust values.

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Property Editors

Using the Focus Mode
In the Focus mode, a property editor displays the properties of a specific type
of property. The Focus and Lock modes differ in that the Lock mode links a
property editor with a specific object, such as a stroke or text body, whereas
the Focus mode links a property editor with a type of property, such as brush
or fill. Property editors in Focus mode will continue to update as the selection
changes—as long as the type of object doesn’t change. Property editors in
Lock mode ignore selection changes.
This mode is most useful in the Graphics layout, where there are many
different types of properties, such as the brush or fill properties of a stroke, or
the face, edge, or shadow properties of a title. Setting a property editor to
Focus mode ensures that a property editor of a particular type, such as brush
properties, is always available in a layout.

To use the Focus mode:

1. Select an object and open its property editor.
The graphics property tree displays the properties of the selected object.
2. From the graphics property tree, click a property button.
The property editor is in the default Recycle mode.
3. In the title bar of the property editor, click the Focus button.
The property editor is focused on the specific type of property you
selected.

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Chapter 1 Desktop Reference

Property editor
in Focus mode

Selected object and
its property editor in
Focus mode

4. From the graphics property tree, click a different property button.
t

If the property you selected was the same type as the first, then the
same property editor window is used to display its properties.

t

If the property is of a different type than the first, then a second
property editor (in Recycle mode) is opened to display its properties.
The first property editor continues to display the properties of the
object on which it is focused.

5. Drag the second property editor to another location to view both property
editors at the same time.

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Property Editors

Brush stroke properties of selected object

Brush Fx properties of selected object

Property editors of both selected property buttons

Combining Modes
By combining some of the modes in a property editor, you can control exactly
how you want the property editor to behave when displaying objects.

n

Only two modes can be active at any given time. The Recycle and Focus modes
cannot be active simultaneously.
Here are all the possibilities for combining modes:

To focus and lock property editors:

1. Click the Focus button.
2. Press Ctrl and click the Lock button.
To recycle and lock property editors:

1. Click the Recycle button.
2. Press Ctrl and click the Lock button.
To undo a mode combination:

t

Do one of the following:

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Chapter 1 Desktop Reference

-

Click the button of the mode you want to keep.

-

Press Ctrl and click the button of the mode you want to remove.

Entering Values
There are several ways to enter numerical values and timecode information in
Avid DS Nitris. You can choose the method that is the most convenient for
you. There are also keyboard shortcuts available that let you quickly enter
values and timecodes.
Using Text Boxes
Text boxes are located beside or below a property name in a dialog box or
property editor. To increase or decrease values in a text box, you can enter new
values directly in the box, or use a number of different keyboard and mouse
operations.

Text box

Slider

Drag clockwise or counterclockwise to
increase or decrease values

To enter and adjust values in a text box:

1. Click in a text box.
The contents of the text box is selected and an insertion point (flashing
vertical bar) appears.
2. Do one of the following:

1702

t

Type in the numerical values and press Enter.

t

Use any of the following shortcuts.

Property Editors

To enter value

Do this

Increase value by 1/10 of •
a unit
•
•
Decrease value by 1/10 of •
a unit
•
•

Press Shift+]
Hold down the Shift key and drag clockwise around
the text box
Hold down the Shift key and roll the mouse wheel
forward
Press Shift+[
Hold down the Shift key and drag counterclockwise
around the text box
Hold down the Shift key and roll the mouse wheel
backward

Increase value by 1 unit

Press ] or roll the mouse wheel forward

Decrease value by 1 unit

Press [ or roll the mouse wheel backward

Increase value by 10 units •

Decrease value by 10
units

Press Ctrl+]

•

Hold down the Ctrl key and drag clockwise around the
text box

•

Hold down the Ctrl key and roll the mouse wheel
forward

•

Press Ctrl+[

•

Hold down the Ctrl key and drag counterclockwise
around the text box

•

Hold down the Ctrl key and roll the mouse wheel
backward

Cancel command and
close a dialog box

Press Esc

Set value to minimum

Press Ctrl+Home

Set value to maximum

Press Ctrl+End

To replace the contents of a text box:

1. Click in a text box.
The contents of the text box is highlighted in blue.

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Chapter 1 Desktop Reference

2. Type in new values and press Enter.
Using Sliders
Sliders are located beside a text box in property editors and dialog boxes.
There are two modes in which you can use the sliders: Classic mode and
Relative mode.
In the Classic mode, the sliders behave in the standard Avid DS Nitris fashion.
In the Relative mode, the slider’s movement corresponds to the amount or
distance that you move the mouse. It also uses the entire slider range, from the
beginning of the text box to the end of the slider itself. Relative mode is the
default slider mode.
To change the slider mode:

t

Right-click the slider and select one of the following:
-

Classic Mode

-

Relative Mode and then select the level of sensitivity when dragging
the mouse (Low, Medium, or High)

To adjust values using the slider:

t

Click anywhere on the slider and drag to increase or decrease the value.

t

Hold down the Shift key and drag to change value by 1/10 of a unit.

t

Hold down the Ctrl key and drag to change value by 10 units.

t

If you want the relative slider to behave temporarily as it does in classic
mode, press the Ctrl+Shift keys and click the slider to jump to the new
location.

To show/hide the calculator:

t

Do one of the following:
-

Press R and click a slider.

-

Right-click the calculator and select/deselect Show Calculator.

Adjusting the Slider Outside the Slider Area

In both Relative and Classic modes, you can use the slider to adjust the values
of a property without having to be in the slider area. That is, the pointer can be
anywhere on the desktop.

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Property Editors

To adjust the slider while outside the slider area:

1. Press C and click the slider.
The pointer turns into a double-pointed arrow.
2. You can now move the pointer anywhere on the desktop and click-drag the
pointer to adjust the values of the property.

n

You can also use the Shift key (to change value by 1/10 of a unit) and the Ctrl
key (to change value by 10 units) while working in this new mode.

Using the Calculator
The calculator button is located at the far-right of a text box. You can show or
hide the calculator.

To enter values using the calculator:

1. Click the Calculator button next to the slider.
The calculator is displayed.
2. Do one of the following:
t

Use the keyboard to enter numbers.

t

Use your pointer to select numbers on the calculator.

3. If you performed mathematical operations, click the Equal button.
4. Click OK.
The calculator closes and the value is added to the text box.
Using Timecode Boxes
There are SMPTE timecode boxes in several places in the Avid DS Nitris
interface, such as in the status bar, on the transport controls, and in property
editors.
Entering values in timecode boxes is similar to entering values in text boxes
except that you can also use absolute or relative input methods. The absolute
input method replaces the current value with the value you enter. The relative
input method offsets the current timecode by the value you specify.
The following table summarizes the various means of entering values in
timecode boxes assuming that the current timecode is 01:12:34:00.
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Chapter 1 Desktop Reference

You enter

NTSC result

PAL result

Description

Absolute Input Method
5223

00:00:52:23

00:00:52:23

Replaces the current
timecode

/5223

01:12:52:23

01:12:52:23

Replaces the rightmost
portion of current
timecode

.40

00:00:01:10

00:00:01:15

Replaces the current
timecode with this many
frames (direct frame
entry)

10:00.40

00:10:01:10

00:10:01:15

Combines timecode value
with direct frame entry

3:::1

03:00:00:01

03:00:00:01

Skip fields by entering
colons (:)

Relative Input Method

1706

110+
110-

01:12:35:10
01:12:32:20

01:12:35:10
01:12:32:15

Increases or decreases the
current timecode by the
value entered

.110+
.110-

01:12:37:20
01:12:30:10

01:12:38:10
01:12:29:15

Increases or decreases the
current timecode by the
number of frames entered

1.10+
1.10-

1:12:35:10
1:12:32:20

1:12:35:10
1:12:32:15

Use the period (.) to
separate seconds and
frames.

] or [

01:12:34:01
01:12:33:29

01:12:34:01
01:12:33:24

Nudges the current
timecode up or down by 1
frame

Shift+] or Shift+[ 01:12:34:01
01:12:33:20

01:12:34:10
01:12:33:15

Nudges the current
timecode up or down by
10 frames

Toolbars

Toolbars
The toolbars contain commonly used tools, as well as presets which are
specially customized effects, transitions, or tools. Toolbar buttons let you
activate tools or commands and apply presets. For example, you can save a
color correction preset and then apply it to other clips in a sequence. Or you
can save a titling style as a preset and use it to quickly create new titles.

Toolbar Menu
The Toolbar pop-up menu lets you create new toolbars, delete and copy
toolbars, display toolbar buttons as text or icons, show or hide the toolbars’
title bars, customize existing toolbars, and more.
To access the Toolbar menu:

t

Right-click a button on a toolbar.

Option

Description

Customize Menu
Button

For menus, lets you rename the button on the toolbar and
reorder the commands and presets in the list.
For preset list buttons, lets you rename the button on the
toolbar, set the path to the preset folder, and turn on/off the
display of submenus.

Toolbar Group
Separator

Changes the name of the group

Remove Item from
Toolbar

Deletes a selected item from the toolbar

Customize Toolbars

Displays the Customize Toolbars window, which lets you
add buttons for the following to a selected toolbar:
commands, menus, property editors, floating toolbars,
transports controls (viewer area only), timecode boxes, and
more.

Show Hidden Items

Displays the space separators (in red) which are usually
invisible in the toolbar, such as the vertical and horizontal
spacing between buttons, line breaks, and empty lines. This
is very useful when customizing toolbars.

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Chapter 1 Desktop Reference

Option

Description

New Toolbar

Creates a new toolbar

Copy Toolbar

Copies the current toolbar and displays it on the desktop

Delete Toolbar

Deletes the selected floating toolbar.

Display Titlebar

n

You cannot delete the fixed, default toolbars.

Displays the title bar of a selected toolbar. Does not apply
to the floating toolbars.

Auto-Close Toolbar

Automatically closes a floating toolbar after executing a
command

Button Theme

Lets you select a different style for the look of the buttons
on the toolbar. There are eight themes: 3rdFloor, Alpha,
Alumina, Carboneum, Evo (default), Evo1, Lamellae, and
Pane.

Button Mode

Lets you display buttons as icons or text

Button Size

Lets you display buttons in various sizes: thin, default, or
large

Command Mapping Dialog Box
The Command Mapping dialog box lets you associate commands with keys or
key combinations that, when pressed, provide quick access to the commands,
tools, views, or property editors you most frequently use. You can choose one
of several default command maps, or create your own.

1708

Command Mapping Dialog Box

Templates let you save a set of
command maps. Default templates
include the Avid DS Nitris default
keys. You can also create your own
template.

When you select a
group, a list of
commands is displayed
in the Command list.

If a command is
mapped to a modifier
key, the Ctrl, Shift, or Alt
options will be selected
when you select a
command from the list.

The keymap shows the keys that are
mapped to the current group, the currently
selected command, and global keys,
which exist in all contexts and views.

To access the Command Mapping dialog box:

t

Select File > Command Mapping.

Option

Description

Template

Lists the available templates

New

Adds a new template

Remove

Removes currently selected template

View in Explorer

Lets you view the command maps in the current template
in Internet Explorer

Group

Lists the available groups which contain tools and views

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Chapter 1 Desktop Reference

Option

Description

Command

Lists the commands under the currently selected group
and the key to which they are mapped

Description

Shows a description of the currently selected command,
and the key to which it is bound.

Clear

Context

Removes the binding between the selected key and its
command

n

You cannot clear bindings in a default template.

Defines a collection of tools, key mappings, and views
dedicated to a type of work

View

Lists the views with which you may be working. When
selected, this option will show if conflicts exist between
command maps within the current context.

Modifier Keys

Changes the command normally associated with a key, if
held down when the command key is pressed. Modifier
keys include Ctrl, Shift, and Alt.

Ctrl

Shows the command maps controlled by the Ctrl modifier

Shift

Shows the command maps controlled by the Shift
modifier

Alt

Shows the command maps controlled by the Alt modifier

Using Templates for Command Maps
Templates allow you to save a set of command maps. Default templates
include the Avid DS Nitris default keys, as well as templates based on other
popular, standard keyboard templates. You can use a default template or
customize one. Default templates cannot be edited.
To use an existing template:

t

From the Template list, select a template.
A list of default and custom keyboard templates is displayed.

To create a new template:

t

1710

Click the New button and Enter a name for the new template.

Command Mapping Dialog Box

To remove a template:

t

n

Click the Remove button.

You cannot delete a default template or any of its commands.

Customizing the Command Map
The default shortcuts are read-only. To define your own keys, you’ll need to
create a new template. Before assigning a key to a command, you can verify if
that key is already used in other layouts. You can map commands using
specific keys of your preference. Or you can choose an existing template to
work with and customize the key commands.
The keyboard mapping in Avid DS Nitris is layered. That is, each layout, or
context, has its own collection of tools, key mappings, and views dedicated to
a specific type of work. To see if a given key is being used or not, you need to
specify the context and the view you will be working in.
For example, if you are working in the Graphics layout, which is considered
the graphics context, and you open the animation editor. The animation editor
now takes priority. Now, if you press A, the Add Keys command from the
animation editor would take priority instead of the Select tool, which also has
its shortcut mapped to A in the Graphics layout.
To create a new template:

1. In the Command Mapping dialog box, click the New button.
2. Enter a name for the new template.
A copy of the existing template is created and saved under another name.
You can customize it to optimize your work.
To assign a key to a command:

1. In the Command Mapping dialog box, select a template from the
Template list.
2. Select a group from the Group list.
3. Drag a command from the Command list to a key on the keyboard
displayed in the Command Mapping dialog box.
The key mapped to this command is shown in red on the on-screen keyboard, and
its associated key binding appears in the Current Binding box.

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Chapter 1 Desktop Reference

For combination keys, such as Alt+key, Ctrl+key, Shift+key, Alt+Shift+key, drag a
command to a key on the keyboard while pressing the modifier keys.

n

If you map a command to key that is already assigned, it will take priority. The
command that was previously mapped to that key will no longer be mapped to
any key; it will be unassigned.

Viewing the Mapped Commands
You can use command maps as a reference for keyboard shortcuts during your
work sessions, or to check whether a key has already been mapped to another
command. Viewing command maps in a browser window gives you a printable
list that you can use as an offline reference.
To view the mapped commands:

1. Select a template from the Template list.
A list of groups associated with this template is displayed.
2. From the Group list, select a group.
A list of commands in this group is displayed in the Command list, and
the keys that are mapped to the current group are shown in a tan color on
the keyboard. Commands that are global and exist in all contexts are
shown in beige.
3. From the Command list, select a command.
The key mapped to this command is displayed in red on the keyboard.
If a command is mapped to a modifier key, then the Ctrl, Shift, and/or Alt
options are selected when you choose the command in the list.
To view the mapped commands in a browser:

1. Select a template from the Template list.
2. Click the View in Explorer button.

Checking to See if a Key is Free
To know if a given key is currently unassigned, you must specify the context
and the view you will be working in. A context is a collection of tools, key
mappings, and views dedicated to a type of work.

1712

Command Mapping Dialog Box

Specifying the context and view will reveal any conflicts with commands
mapped to the same key, but in different contexts. These conflicts are shown in
dark brown.
For example, suppose you’re working in the Graphics layout, which is also
considered the graphics context, and you open the animation editor. If you
press A, the Add Keys command from the animation editor would take priority
and you would not be able to activate the command that you would usually get
in the Graphics layout, which is the Select tool
To see if the key is used in another context:

1. Select a template from the Template list.
2. From the Context list, select the context that most closely reflects the
work you will be doing.
3. From the View list, select the view in which you will be working.
By selecting and deselecting the View option, you can see if a conflict exists
between two commands when you are working in the chosen context and view.
These conflicts are indicated by displaying a dark brown key. This information will
help you to create your own custom command map or template.

Key color

Description

White

Keys that are free and not mapped to any command in the
current context or view

Beige

Keys that are global and exist in all contexts and views

Tan

Keys that are mapped to commands grouped under the
currently selected group

Red

Key that is currently selected in the command list

Dark Brown

Keys that are also being used currently by another view or
context that are of higher priority. The keys will continue
to work as expected within the group until you enter a
view or context with a higher priority.

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Chapter 1 Desktop Reference

Edit Layout Dialog Box
The Edit Layout dialog box lets you specify whether changes that you make to
layouts are saved for future sessions, or used for the current session only. If
you do not save your edits, they will be lost when you close Avid DS Nitris.

Option

Description

Layouts

Lists the Avid DS Nitris layouts.Layouts that you edited
are automatically selected. Deselect layouts if you do not
want to save the edits that you made.

Save

Saves changes to selected layouts for future sessions

Don’t Save

Applies changes to edited layouts for the current session
without saving them for future sessions

Load Preset Dialog Box
The Load Preset dialog box lets you load a preset into a property page.

Option

Description

Avid Explorer Tools

Lets you navigate through and manage the contents of
your bins.

Blend Property Editor

Changes the way the contents of the bin are displayed.
These tools appear for all bin contents.

File Name

Lets you enter a name for your preset.

File Types

Lets you select a file type for your preset.

Preference Management Dialog Box
The Preference Management dialog box lets you import and export preference
sets. A preference set is a collection of Avid DS Nitrislayouts, toolbars, combo
views, and/or key maps. Importing and exporting preference sets lets you
share customized controls with other users.
1714

Preference Management Dialog Box

When you import or export a preference set, its internal hierarchy is preserved.
For example, if you export an entire layout, any toolbars contained in the
layout are automatically exported with it.

n

Preference sets with the same name are appended with a number to
differentiate them.
To access the Preference Management dialog box:

t

Select Layout > Import/Export Preferences.

Export Preferences Property Page
The Export Preferences property page lists all of the components of the
current preference set (layouts, toolbars, combo view, and keymaps), and lets
you export some or all of them as a new preference set.

n

Option

Description

Preference Set to Export

Lets you select specific components of the current
preference set to export as a new preference set

Type

Specifies whether you are exporting entire layouts,
toolbars, combo views, or keymaps

Select All

Selects all available components

Select None

Deselects all available components

Export

Displays the Export Preferences dialog box

When you export existing layout to a new preference set, its components are
automatically exported as well.
When you export a preference set, you can only include the layouts and
keymaps you customized. You can export any toolbar.
To export a preference set:

1. In the Preference Management dialog box, select the Export Preferences
tab.
2. Select the controls that you want to export. Use the Type list to switch
between the layouts, toolbars, and keymaps in the preference sets.
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Chapter 1 Desktop Reference

3. Click the Select All button to select all controls.
4. Click Export to export the selected controls.
5. Do one of the following:
t

In the File Name text box, enter the path to the folder in which you
want to save the preference sets.

t

Click Paths to select a default or project path.

t

Use the Avid Explorer to navigate to the folder in which you want to
save the preference sets.

6. Enter a name for the preference set in the File Name text box and click
OK.

Import Preferences Property Page
The Import Preferences property page lets you select a preference set from
which import components (layouts, toolbars, combo views, and keymaps). For
example, you can import a custom layout that another user has designed and
exported.

Option

Description

Filename

Specifies the name of the preference set from which you
are importing components

Browse...
Preference Set to Import

1716

Displays the Import Preferences dialog box, where you
can select a preference set to import
Lets you select specific components from the preference
set

Type

Specifies whether you are importing entire layouts,
toolbars, combo views, or keymaps

Select All

Selects all of the components in the preference set

Select None

Deselects all of the components in the preference set

Import

Imports all of the selected components from the
preference set

Save Preset Dialog Box

n

When you import an entire layout from an existing preference set, its
components are automatically imported as well. Some types of layouts are
unsupported and can not be imported.
When you import a preference set, you can import all of the controls in the set,
or you can select only the controls that you need.
To import a preference set:

1. In the Preference Management dialog box, select the Import Preferences
tab.
2. Do one of the following:
t

In the File Name text box, enter the name and location of the
preference sets that you want to import.

t

Click Browse.

The Import Preferences dialog box is displayed.
3. Locate the preference sets that you want to import and click OK.
4. Select the controls that you want to import. Use the Type list to switch
between the layouts, toolbars, combo views, and keymaps preference sets.
5. Click the Select All button to select all controls.
6. Click the Import button to import the selected controls.
You will be prompted to restart Avid DS Nitriswhen the import is
complete.
If you imported a layout, additional layout buttons appear in the taskbar.

Save Preset Dialog Box
The Save Preset dialog box lets you save the settings of your property editor as
a preset in a desired location.

Option

Description

Avid Explorer Tools

Lets you navigate through and manage the contents of
your bins.

Blend Property Editor

Changes the way the contents of the bin are displayed.
These tools appear for all bin contents.

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Chapter 1 Desktop Reference

Option

Description

File Name

Lets you enter a name for your preset.

File Types

Lets you select a file type for your preset.

User Preferences Dialog Box
The User Preferences dialog box lets you adjust the settings that affect the way
you work with Avid DS Nitris. For example, you can set preferences, such as
automatic saves, number of undo levels, animation preferences, and the
number of type of tracks to display when you open a new sequence. You can
also set editing preferences, such as pre-roll and post-roll frames.
After setting the preferences, they become part of your user profile under your
user name. The next time you start Avid DS Nitris, these preferences are used.

n

Do not customize the fonts, windows scheme, or taskbar properties on the
Windows 2000 desktop or Avid DS Nitris may not function properly.
To open the User Preferences dialog box:

t

1718

Select File > User Preferences.

User Preferences Dialog Box

General Property Page
The General property page lets you set preferences, such as automating the
loading of the current sequence, setting the number of undo levels, and
autosaving preferences.
For example, if you know that you will be working on the same sequence for
several sessions, you can set Avid DS Nitris to automatically open that
sequence each time you start the application. You can also set Avid DS Nitris
to automatically save your work at regular intervals.

Option

Description

Window Management

Sets preferences for window management

Highlight the Window with Shows you which view has focus by displaying
Focus
small red brackets at the view’s corners
Give Windows Focus
When the Mouse Enters
Them
Update Default Window
Size/Position

Gives focus to an area by rolling the mouse over it

Lets you choose the default window size and
position based on the last resized window, the last
closed window, or the last moved window.

On Resizing

Sets the default window size and position based on
the last resized window

On Closing

Sets the default window size and position based on
the last closed window

On Moving

Sets the default window size and position based on
the last moved window

Autosave

Sets autosave preferences

Save Automatically Every Saves the current sequence at regular intervals. This
X Minutes
option can protect you from losing work in the event
of a power failure or system failure.
Miscellaneous

Sets user preferences, such as number of undo levels
and loading last sequence at startup

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Option

Load Last Sequence at
Startup

Description

Loads the last saved sequence each time you start.

Tip: If you need to override this setting, hold down
the Shift key when you double-click the
Avid DS Nitris icon when starting the application.
This is useful when you want to start a new
sequence.

Single Click on Container
Icon Opens Container

Opens a container clip with a single click. Usually,
you have to double-click on the container clip to
open it.

Number of Undo Levels

Sets the number of commands or actions that you
can undo and redo. The default number is 50;
maximum is 1000.
The higher the number of levels you set, the more
memory is required (which can slow down
performance), but the further you can backtrack.

n
Scrubbing
Play Audio When
Scrubbing

Tip: You can access the Undo and Redo
commands from the Edit menu. The keyboard
shortcuts are Ctrl+Z and Ctrl+Y,
respectively.

Sets scrubbing preferences
When selected, lets you hear the audio tracks when
scrubbing on the timeline

Animation Property Page
The Animation property page lets you set preferences, such as the default
interpolation and slope mode for inserted keys.
If you frequently animate objects or parameters, you can set Avid DS Nitris to
automatically set keyframes as you adjust an object’s properties or a
parameter’s values. Instead of clicking the Animation Key button each time
you want to add a keyframe, the Autokey mode automatically records any
adjustments that you make.

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User Preferences Dialog Box

Option

Description

Default Interpolation for
Inserted Keys

Sets the default interpolation type for inserted keys

Automatic (From
Neighboring Keys)

Repeats the value of a key point. The movement is
characterized by sudden changes at keyframes and
static positions between keyframes.

Constant

Repeats the value of a key point until the next one.
The movement is characterized by sudden changes
at keyframes and static positions between
keyframes.

Linear

Connects key points by straight line segments. The
movement is characterized by sudden changes at
each keyframe.

Spline

Results in a smooth transition. When selected,
spline interpolation accelerates and decelerates to
ease into and out of each keyframe. The degree of
acceleration and deceleration before and after the
keyframe is determined by the key point’s tangent
handles.

Default Slope Constraint for
Inserted Keys

Sets the default slope type for inserted keys

None (DS - Use
Neighboring Slopes)

Sets the slope of an inserted key automatically using
the slopes of neighboring keys. This mode does not
affect the slope of these neighboring keys.

Automatic (3D - Use &
Affect Neighboring
Slopes)

Sets the slope of an inserted key automatically to the
slopes of neighboring keys. This mode affects the
slope of neighboring keys.

Plateau (Horizontal for
Local Min & Max)

Sets the slope of an inserted key automatically to
zero if the next key has the same value, or if that key
is a local minima or maxima.
A local minima/maxima is a key point where both
previous and next keys have either smaller (minima)
or larger (maxima) values. This is useful for holding
key point values to prevent the automatic
interpolation from going above or below your
keyframed values.

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Option

Zero (All Horizontal)

Autokey
Set Keys When Changing
Values (Autokey)

Description

Constrains the slope of key points to zero. The
tangent handles remain horizontal, so that only the
slope tension can be modified.
Toggles the Autokey button on or off
Automatically sets keyframes as you adjust an
object’s properties or a parameter’s values. Instead
of clicking the Animation Key each time you want
to add a keyframe, the Autokey button automatically
records any adjustment that you make.

Editing Property Page
The Editing property page lets you change various default settings, such as the
preferred track type, transition duration, still image duration, and the number
of pre-roll and post-roll frames.

Option

Description

Extra Material

Lets you change the number of pre-roll and
post-roll frames

Pre-roll (frames)

Specifies the default number of pre-roll frames
before a transition (or timeline selection).
When you play back the processed frames, the
pre-roll frames are added to the in-point.

Post-roll (frames)

Specifies the default number of post-roll frames
after a transition (or timeline selection). When
you play back the processed frames, the postroll frames are added to the out-point.

Selectable Objects (J-K-L keys)

1722

Lets you select the type of object that moves on
the timeline when you use the J-K-L keys

Edit Points and Clip Handles

Lets you to move these objects with the J-K-L
keys

Clips

Lets you move clips with the J-K-L keys

Effect bars

Lets you move effect bars with the J-K-L keys

User Preferences Dialog Box

Option

Description

Activeness

Lets you move activeness bars with the J-K-L
keys

Markers and Locators

Lets you move locators, in-points, and outpoints with the
J-K-L keys

Preferred video track type

Lets you select the type of track when you
create new tracks inside of a sequence

Transitions

Lets you specify default values for transition
duration and position

Default Duration (frames)

Specifies the default length, in frames, of
transitions

Default Position

Specifies the default position of a transition
with respect to the selected edit point.
Start: The transition begins at the edit point
Center: The transition is centered over the
edit point
End: The transition ends at the edit point

Default Still Image Duration
(frames)

Specifies the number of frames you want to be
created when you capture a still image

Show Overlays in Viewer

Displays locators (global, local/clip), in/outpoints, start/end of clip, and start/end of
available material

Always update clips in source
viewer

Automatically updates the clip in the bin when
the in-point or out-point of a clip in the source
viewer is changed

Titling Property Page
The Titling property page lets you set preferences that allow you to see or hide
text outside the output area, as well as control the way text is selected.

Option

Description

Disable Text
Overlay

Allows you to see text existing outside the output area

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Chapter 1 Desktop Reference

Option

Description

Selection Criteria Controls the way text is selected when you hold down the Ctrl key
(Ctrl+mouse)
and drag
Titling Font
Only

Lets you select text characters with like fonts when you hold down
the Ctrl key and drag

Titling Style
Only

Lets you select text characters with like style attributes, such as
bold, italic, etc., when you hold down the Ctrl key and drag

Both

Lets you select all text characters when you hold down the Ctrl
key and drag

Effects Tree Property Page
The Effects Tree property page lets you set preferences that affect how nodes
in the Effects Tree are connected and disconnected, how tooltips are displayed,
the speed in which the Effects Tree pans, how names are displayed on nodes
and ports, and how new nodes are place in Effects Trees.

1724

Option

Description

Interaction

Sets preferences for connecting and disconnecting
nodes in the Effects Tree

Enable Enhanced Interaction

Enables enhanced features such as “kissing”,
“ripping”, “twanging” and sticky connections.

Connecting Nodes
(1=slow, 10=fast)

Lets you increase or decrease the response time
when connecting nodes. For example, a value of 1
means that when you drag a node to touch another
node (“kissing”), you have to hold it there for a
longer period of time before a connection is made.

Disconnecting Nodes
(1=slow, 10=fast)

Lets you increase or decrease the response when
disconnecting nodes. For example, a value of 1
means that you can easily “rip” a node away from
another node to disconnect it.

User Preferences Dialog Box

Option

Description

Minimum Node Drag for
Interaction (in pixels)

Lets you set the distance in which you must drag a
node (in pixels) before interaction will take place.
For example, the default setting of 20 means that you
must drag a node at least 20 pixels before it will be
connected (twangs) to another node. Values range
from 0 to 500. If this option is set to 0, then
automatic connection twanging will take place if you
click or double-click a node.

Allow Connection
Replacement

Lets you turn connection replacement on or off.
When selected, you can replace a connection using
enhanced interactivity such as “kissing” or
“twanging”.
When this option is deselected, a node will only
twang to a connection if there is currently nothing
attached to its input port.

Pan Speed (0=None, 10=Fast) Lets you set the speed at which the Effects Tree pans
when you drag nodes around. Values range from 0
(no panning) to 10 (fastest).
Node Attract/Repel Spacing
(1=Small, 10=Large)

Let you set the spacing in which nodes are
pushed/pulled towards or away from each other.
Values range from 1 to 10. A larger value
attracts/repels nodes a larger distance.

Auto-expand Collapsed Nodes Lets you automatically expand a collapsed node
when you position the pointer over it. When you
move the pointer away from the node, it
automatically collapses again.

n
Tooltip Settings

Tip: If you want a node to remain expanded
while this option is selected, deselect Collapse
from the menu when you right click on a node.

Sets preferences for tooltips. This is helpful, for
example, when you zoom out an Effects Tree and it’s
difficult to see a node’s name. You can display
tooltips on nodes, node inputs, and connectors, and
specify the speed at which the tooltips are displayed.

Enable Tooltips on Nodes

Displays tooltips on nodes

Enable Tooltips on Node
Inputs

Displays tooltips on node inputs

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Chapter 1 Desktop Reference

Option

Description

Enable Tooltips on
Connectors

Displays tooltips on connectors between nodes

Tooltip Delay (in
milliseconds)

Lets you specify how quickly (in milliseconds)
tooltips are displayed when you position the cursor
over a node, node input, or connector.

New Nodes
Collapse

Lets you set how new nodes are displayed in an
Effects Tree.
Automatically collapses all new nodes that you add
to an Effects Tree. This feature is useful to conserve
space in your Effects Tree.

n
Use Input Names

Tip: You can also select the Auto-expand
Collapsed Nodes option so that nodes will
automatically expand when you position the
cursor over them.

Lets you append the input port’s name with the
input’s name instead of just Input 1, Input 2, etc.
Node names are only displayed on nodes when this
option is selected or if you choose “Use Input
Names” from the menu when you right-click a node.
For example, if a Blue Green keyer is connected to
Input 1 of a Composite node, then the Composite
node’s input port name will be displayed as “Input 1Blue Green Keyer” when you select this option from
the Composite node. All input port names will
update to reflect the input’s name.

Mouse Zoom
x Steps (1=Small, 10=Large)

Lets you set the distance at which the Effects Tree
zooms in or out when you use the commands Alt+Z
(zoom in) and Alt+X (zoom out). A larger value
increases the amount of the zoom.

Capture Property Page
The Capture property page lets you set options for controlling a deck during
the capture process.

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User Preferences Dialog Box

Option

Description

Recapture

Options that affect recapture (batch capture)

Rewind the tape after After all clips from a single tape are recaptured, sends a
capture
signal to the deck to rewind the tape.
Eject the tape after
capture

After all clips from a single tape are recaptured, sends a
signal to the deck to eject the tape.

No interaction when
inserting new tape

Prevents Avid DS Nitris from displaying dialog boxes that
would interrupt a batch capture. If you select this option
and “Eject the tape after capture,” and you know the order
of tapes, you can batch capture without interacting with
the Avid DS Nitris application—see Batch Capturing
Without Interaction.

Display recapture list Displays a list of clips to be recaptured, which you can
sort and select clips to be recaptured—see Capture List
Dialog Box.
Stop the deck after
capture

After capturing from tape, puts the deck into stop mode,
rather than stand-by mode.

Live Capture

Options that affect live capture

Verify capture

Lets you turn the Avid DS Nitris verification codec on or
off when capturing in Live mode only. The verification
codec uses an error-checking feature that, if it detects a
bad frame, might stop the capture. To prevent the codec
from stopping a live capture, deselect this option.

Data Management Property Page
The Data Management property page lets you delete the unreferenced media
of the current project when you quit Avid DS Nitris. You can also specify the
number of frames that separate each clip that is archived to tape as well as the
padding for generated subclip names. You can also specify your SMTP server
so that you can receive email when your processing jobs are complete.

Option

Description

Archive

Lets you set a gap between clips on your archive tape.

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Chapter 1 Desktop Reference

Option

Description

Gap between Clips in
Archive (Frames)

Specifies the number of frames that separate each clip
that is archived to tape. The number must be an integer
value between 1 and 50.

n
Padding for Generated
Subclip Names

The gap between your archived clips must be at
least one frame to make sure that the whole
archive is performed correctly and accurately.

Lets you specify whether you want padding or zeroes
added to subclip names.

No padding to subclip
suffix

Specifies that no padding or no zeroes will be added to
subclip names.

Padded suffix

Specifies that you want padding or zeroes added to
subclip names.

Maximum number of
zeroes to use

Specifies the number of zeroes to add to subclip
names.

Email Notification
SMTP Server

Lets you specify your SMTP server so that email
messages can be sent.
Lets you enter the name of your SMTP (Simple Mail
Internet Protocol) email server, which lets
Avid DS Nitris send an email message when a
processing job is complete.

Level Meters Property Page
The Level Meters property page lets you adjust the settings for the Mixer, the
Audio Input Monitor, and the Audio Output Monitor meters.

1728

Option

Description

Peak

Specifies the level that you expect to be the maximum. Range: 0 to
-24 dB

Minimum

Specifies the minimum level displayed on the Level meter.
Range: -144.5 to -24 dB

HeadRoom

Specifies the expected dynamic range. Range: 0 to 24 dB

User Preferences Dialog Box

Option

Description

Alignment

Specifies the level of the visual alignment indicator. Range: 0 to 24
dB less than the headroom level

Graduations

Specifies the space, in decibels, between the markings on the level
meter. Range: 1 to 24 dB. A value of 0 turns off the level meter
markings.

Peak Hold

Indicates whether the decibel level went above that of the specified
peak level at any time during playback

Max Hold

Indicates the maximum decibel level achieved during playback

Scale Waveform
Display to Peak
Level (Mixer
only)

Scales the waveform display on the timeline so that the edge of the
display represents the peak level specified above. Any audio above
the peak level is clipped.

Scripting/Logging Property Page
The Scripting/Logging property page lets you determine the scripting
language for your scripts, the command log size, and whether a log file is
created.

Option

Description

Scripting Language

Determines the scripting language used to create and run
scripts

Command Log Size

Determines the number of command lines retained in the
History pane of the Script Editor

Lines

Specifies the maximum number of command lines retained
in the History pane of the Script Editor

Unlimited

Specifies that there is no limit to the number of command
lines retained in the History pane of the Script Editor

Log File
Log Commands to
File

Lets you create a command log file for each Avid DS Nitris
session
Creates a command log file for each Avid DS Nitris session

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Chapter 1 Desktop Reference

Option

Description

File Name

Specifies the location where the log file is saved and its
name

...

Displays the Log File Path dialog box

Avid Explorer Property Page
The Avid Explorer property page lets you set options for how paths are
displayed in a bin and whether to keep the Views menu open.

Option

Description

Options
Expand Views folder Keeps the Views folder open when the My System view is
displayed in the Avid Explorer. The Views folder includes
the Avid Event Log, Deck Configuration, Locators, Media
Tool, Media Manager, and Tape Library views.
Display the full path
in the address bar

Shows the complete system path in the address bar of any
folder displayed through Avid Explorer. If this option is
not selected, only the folder name is displayed.

Display the full path
in the title bar

Shows the complete system path in the title bar of any
folder displayed through Avid Explorer. If this option is
not selected, only the folder name is displayed.

File Grouping

1730

Available

Shows the file formats available for grouping. These are
all the formats that you can capture. Non-groupable
formats, such asaiff, avi, gen, mov, mxf, omf, qt, wav,
wma, wmv, etc., are not displayed in the list.

Selected

Shows the file formats selected for grouping.

Add >

Moves the selected file format(s) from the Available box
to the Selected box for grouping.

< Remove

Moves the selected file format(s) from the Selected box to
the Available box, so that it is not selected for grouping.

Add All >>

Moves all file formats to the Selected box for grouping.

User Preferences Dialog Box

Option

Description

<< Remove All

Moves all file formats to the Available box, so that nothing
is selected for grouping. You can also do this by
deselecting the File Grouping option.

Group files as frame

Sets the Avid DS Nitrisgroup folder to interpret sequential
file names as frames. Deselect this option to interpret
sequential file names as fields—see Grouping Files as
Frames or Fields.

Time Display Property Page
The Time Display property page lets you specify how time is displayed on the
timeline.

Option

Description

Time Display Format

Specifies which format is used to display time on the
timecode scale. The available choices vary,
depending on whether you are working on a PAL or
NTSC sequence.

Use Default Format

Uses SMPTE NTSC drop frame for NTSC
sequences, and EBU PAL (25 fps) for PAL sequences

Use (other)

Specifies whether to use the audio sample rate
(NTSC and PAL) or SMPTE NTSC non-drop frame
(NTSC only)

Display as Frames

Displays time in terms of frames only, as opposed to
hours:minutes:seconds:frames

Time Base
Show Time in Top Time

Specifies which timecode scale is displayed on the
timeline
(Container clips only) Displays the timecode scale of
the top timeline.

Show Time in Parent Time (Container clips only) Displays the timecode scale of
the parent timeline.
Show Time in Sequence
Time

Displays the timecode scale of the current sequence

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Favorites Property Page
The Favorites property page lets you set the paths or locations where presets
for various groups are saved. You can also determine the folder in which preset
families are classified.

Option

Description

User Path

The location where your own personal presets are saved

Workgroup Path

The location where presets for the group of people with whom
you work are saved

Factory Path

Displays the default location of the original presets shipped
with Avid DS Nitris

Project Path

Displays the default location of the current project’s presets

Preset Family
Locations

Displays the folder in which preset families are located

Path

Displays the folder in which you can find the selected preset
family

Family

Displays the family name of the presets

Help Menu
The Help menu lets you access the Avid DS Nitris help system to quickly
retrieve reference information. You can also access other useful information,
as described in the following table.
To access the Help menu:

t

1732

Select Help.

Option

Description

Contents and Index

Opens the online help, which includes a list of topics, an
index, and a search feature

Quick Starts

Opens a submenu of help topics that provide basic
information on how to create a project from start to finish

Layout Menu

Option

Description

Release Notes

Opens the release notes, which include descriptions and
movies of new features

Keyboard Shortcuts

Opens a PDF file that displays all the keyboards
shortcuts

Online Library

If installed on your system, opens the Online Library for
online viewing of the Avid DS documentation.

Contacting Customer
Support

Opens a page that lists various ways of contacting
customer support, including direct links for Web support.

Online Avid Support
Center

Opens the Web site for the Avid Support Center.

About Avid DS or
Avid DS Nitris

Displays the program’s build number and version along
with the product serial number

Layout Menu
The Layout menu lets you customize the views in the current layout, or create
your own layouts.
To access the Layout menu:

t

Select Layout.

Option

Description

Editing

Displays the Editing layout

Graphics

Displays the Graphics layout

Compositing

Displays the Compositing layout

3D DVE

Displays the 3D DVE layout

Media Input/Output

Displays the Media Input/Output layout

Classic Layouts

Displays the default layouts

Xtra Layouts

Displays alternate layouts

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Chapter 1 Desktop Reference

1734

Option

Description

New Layout

Lets you create a custom layout. When a layout is
created, a new layout button is added to the taskbar.

Blank

Lets you name and create a custom layout from scratch.
Creates an empty layout to which you add the various
layout components that you want to work with. To build
your layout, use the components under New Layout >
Copy Layout.

Copy Current Layout

Creates a custom layout based on the current layout

Copy Layout

Lets you create a custom layout based on a copy of an
existing layout

Edit Layout

Turns edit mode on or off. In this mode, all the windows
and views in the current layout are highlighted so that
you can move or resize them. When you turn off the edit
mode, your changes are automatically saved for the
current session.

Save Layouts

Saves all edits made to your custom layout

Restore Default Layout

Restores the default configuration of the current layout

New Combo View

Creates a new combo view and puts you in Edit Combo
View mode

Edit Combo View

Lets you customize a combo view

Delete Combo View

Deletes the currently active combo view

New Toolbar

Displays the toolbar dialog box in which you enter a
name to create a custom toolbar.

Customize Toolbars

Displays the Customize Toolbars window, where you
select from a category of tools to display their associated
commands. These commands can be dragged to your
custom toolbar for easy access while working.

Import/Export
Preferences

Displays the Preference Management dialog box

Slider Menu

Slider Menu
The Slider menu lets you set the slide mode, sensitivity of the mouse when
dragging, and show or hide the calculator.
To access the Slider menu:

t

Right-click a slider in a property page.

Option

Description

Classic Mode

Changes the behavior of all the sliders on this property
page to the standard Windows behavior.

Relative Mode

Changes the behavior of all the sliders on this property
page, so that values change according to how much you
move the mouse. It also uses the entire slider range, from
the beginning of the text box to the end of the slider
itself. Relative mode is the default slider mode.
To adjust values using the slider:
•

Click anywhere on the slider and drag to increase or
decrease the value.

•

Hold down the Shift key and drag to change value by
1/10 of a unit.

•

Hold down the Ctrl key and drag to change value by
10 units.

n
Sensitivity
Show Calculator

Tip: If you want the relative slider to behave
temporarily as it does in classic mode, press the
Ctrl+Shift keys and click the slider to jump to the
new location.

Sets sensitivity of mouse when dragging (Low, Medium,
or High)
Shows or hides the calculator.

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Splitter Menu
The Splitter pop-up menu lets you remove horizontal and vertical splitter bars
from a layout in Edit Layout mode. Removing splitter bars allows you to
reduce the number of available views.
To access the Splitter menu:

1. Select Layout > Edit Layout.
2. Position the pointer over a splitter bar, until you see the directional arrow,
and right-click the splitter bar.

Option

Description

Remove Splitter Bar

Removes the selected splitter bar from the layout

Taskbar Menu
The Taskbar pop-up menu lets you add, remove, copy, and rename layouts.
To access the Taskbar menu:

t

n
1736

Right-click a layout button in the taskbar.

Option

Description

New Layout

Creates an empty layout. You will be prompted to
name the new layout.

Copy Layout

Copies the selected layout. You will be prompted to
name the new layout.

Rename Layout

Displays the Rename Layout dialog box, where you
can specify a new name for the selected layout

Remove Layout

Removes the selected layout from the taskbar

Default layouts cannot be renamed or removed. These commands are not
available when you right-click on a default layout’s button, in the taskbar.

Text Box Menu

Text Box Menu
The Text Box menu lets you cut, copy, paste, delete, undo, and select all
values.
To access the Text Box menu:

t

In a property editor or dialog box, right-click a numerical text box.

Option

Description

Undo

Cancels the last action that you performed. You can
perform multiple undos.

n

You can set the number of steps you can undo in
the User Preferences dialog box (General
property page).

Cut

Removes the current selection and places it on the
Clipboard

Copy

Duplicates the current selection and places it on the
clipboard

Paste

Replaces the current selection with the contents of the
clipboard

Delete

Deletes the current selection

Select All

Selects all elements on the active window

View Menu
The View menu lets you customize your toolbars and select views. If you
select a view that is not accessible from a view switcher in the current layout,
the view is displayed in a new window, which you can resize and position.
To access the View menu:

t

Select View.

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Chapter 1 Desktop Reference

Option

Description

Single-Instance Views

Displays the views that you can only once in a layout or
view

Multi-Instance Views

Displays the views that you can use more than once in a
layout or view

Default Combo Views

Displays the default combo views

User Combo Views

Displays the combo views that you have created

Default Toolbars

Displays the default toolbars

User Toolbars

Displays the toolbars you created

Taskbar

Shows or hides the taskbar at the far left of the desktop

View Switcher Menu
The View Switcher menu lets you add, remove and manipulate views from the
view switcher, manipulate and hide the view switcher, and display the buttons
as text, small, or large buttons.
To access the View Switcher menu:

1. Select Layout > Edit Layout.
2. Right-click the view switcher.
3. When you’re done, select Layout > Edit Layout again.

1738

Option

Description

Add View

Adds a placeholder for a view

Remove View

Removes the selected view

Icon

Lets you select an icon for the view

Position: Top

Moves the view switcher to the top of the view

Position: Right

Moves the view switcher to the right of the view and
displays it vertically

Viewer Property Editor

Option

Description

Position: Bottom

Moves the view switcher to the bottom of the view

Position: Left

Moves the view switcher to the left of the view and
displays it vertically

Alignment: Left

Left aligns the buttons in the view switcher

Alignment: Center

Centers all the buttons in the view switcher

Alignment: Right

Right aligns the buttons in the view switcher

Text Buttons

Displays text on the buttons

Small Buttons

Displays small buttons

Big Buttons

Displays large buttons

Hide

Hides the view switcher

Viewer Property Editor
The Viewer property editor lets you control all aspects of the viewer. You can
save presets of your viewer settings to a toolbar and use them to quickly and
easily switch between display resolutions, zoom levels, alpha levels, and the
display of guidelines. You can also perform onion-skinning in the viewer,
which allows you to blend the current frame with preceding and/or successive
frames at a certain percentage.
To open the Viewer Properties:

t

Right-click on a viewer and select Viewer Properties.

Display Property Page
The Display property page lets you change the viewer display mode.

Option

Description

Channels

Displays specified combination of image’s red, green, and
blue channels

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Chapter 1 Desktop Reference

Option

Description

Resolution

Specifies display resolution (full, half, or quarter) of
viewer image

Fields

Specifies which field (first, second, or both) is shown in
viewer

Alpha

Controls display of image’s alpha channel

Display

Turns display of image’s alpha channel on or off

Full, 25%, 75%

Specifies level of intensity at which image’s alpha channel
is displayed

Zoom & Pan

Controls size and position of image in viewer. You can
scale image from 1% to 10,000%.

n

Only the view of the image is affected, not its actual
size.

Zoom Level

Specifies size of image in viewer

X and Y Pan

Specifies location of image in viewer

Reset

Resets X/Y Pan and Zoom Level to the default values

Quick/Mouse Zoom

Specifies zoom level of image

Steps

Specifies number of times to press Alt+Z to reach Quick
Zoom Level

Quick Zoom Level

Specifies size of image in viewer.

n

Tip: Press Alt+Q to switch between zooming the
viewer to the Quick Zoom Level and the previous
zoom level.

Press Alt+Z to zoom to the Quick Zoom Level.
Use Current Zoom
Auto

1740

Sets Quick Zoom Level to value set in Zoom Level
Automatically pans and/or zooms the viewer when using
these interactive tools: graphics/paint tools, Shape tool in
the Matte and Keyer effects, DVE tool, and Tracker tool.

Pan

Automatically pans the viewer

Zoom

Automatically zooms the viewer

Viewer Property Editor

Option

Description

Zone

Defines the area around the pointer. A small zone means
that the pointer must be close to the edge of the viewer
before an auto-pan occurs. A large zone causes an autopan when the pointer is farther away from the edge of the
viewer. Default zone is 1. Values: 0 to 30.

Speed

Determines the speed at which an auto-zoom or auto-pan
occurs. A speed of 0 turns off auto-pan and auto-zoom.
Default speed is 4. Values: 0 to 10.

Indicate if Viewer is
Scaled

Displays an exclamation mark (!) when the viewer scales
the image in a way that may introduce unwanted artifacts
in the image. This warns you when the correspondence
between source and display pixels is not 1:1.

Square pixels

Turns display of square pixels on or off. Since the ITU-R
601 standard specifies a higher horizontal than vertical
resolution (or a 0.9 ratio), the image appears stretched
horizontally when displayed on a computer monitor
(which has square pixels).
When selected, this command displays the image in
square pixels as it would appear on a computer monitor.
When deselected, this command displays the image in
non-square pixels as it would appear on a video monitor.

Guides Property Page
The Guides property page lets you control the display and use of guidelines
and grids in the viewer.

Option

Description

Grid

Controls display of grid

Display

Turns display of grid on or off

Horizontal spacing

Specifies horizontal distance, in pixels, between points on
grid

Vertical spacing

Specifies vertical distance, in pixels, between points on
grid

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Chapter 1 Desktop Reference

Option

Description

X offset

Adjusts positioning of grid along X axis

Y offset

Adjusts positioning of grid along Y axis

Display outside
output area

Displays grid outside viewable area

Snap

Aligns graphics objects to grid

Guidelines

Controls display of guidelines

Display

Turns display of guidelines on or off

Lock

Locks guidelines in place, so you don’t accidentally move
while aligning graphics objects

Snap

Aligns graphics/paint objects to guidelines

Clear All

Deletes guidelines from the viewer

Safe Action/Title

Displays safe action and safe title guides in viewer

Display

Turns display of safe action/title guides on or off

Aspect Ratio

Displays guide for 4x3 or 16x9 aspect ratios

Action

Displays safe action guide

Title

Displays safe titles guide

Crosshair

Turns display of crosshair on or off

Outside

Displays guides outside viewable area

Display Pixel Info

Displays location (X,Y) coordinates and RGB color
information on the pixel in the viewer that the cursor is
hovering over

Guide Color

Specifies color used to display guidelines and grid

Color swatch

Displays selected or default color. Click the color swatch
to display the Mini Color Editor.

Image Grabber Property Page
The Image Grabber property page lets you control the comparison buffer.

1742

Viewer Property Editor

Option

Description

Use Compare Buffer

Turns comparison buffer on or off

Compared Image

Displays the name of the grabbed image

Clear All

Deletes all grabbed images from the Comparison Images
folder

Root

Opens the Comparison Images folder, where all grabbed
images are stored

Opacity Level

Controls transparency of color. Values: 0 (completely
transparent) to 100 (completely opaque).

Grab Image

Takes snapshot of image currently displayed in viewer

Reset Compare Crop

Resets crop marks to display entire image

Reset Compare Position

Resets comparison image to its original position

Onion Skinning Property Page
The Onion Skinning property page lets you blend the current frame with
preceding and/or successive frames at a certain percentage. This is useful for
rotoscopy work.

Option

Description

Use Onion Skinning

Enables onion skinning in viewer

Frames Before

Sets the frames visible before the current frame

Number of Frames

Sets opacity of first onion skin frame before current frame

Step

Specifies frame interval between current and previous
frames

Starting Opacity

Sets opacity of first onion skin frame before current frame

Opacity Fade

Sets opacity percentage in which blending decreases
between each frame

Position

Defines position of onion skin in viewer

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Chapter 1 Desktop Reference

Option

Above

Places onion skin on top of current frame

Below

Places onion skin under current frame

Current Frame

Controls parameters for current frame

Opacity
Frames After

1744

Description

Defines opacity of current frame
Sets the frames visible after the current frame

Number of Frames

Sets opacity of first onion skin frame after current frame

Step

Specifies frame interval between current frame and the
frames after

Starting Opacity

Sets opacity of first onion skin frame after current frame

Opacity Fade

Sets opacity percentage in which blending decreases
between each frame

Position

Defines position of onion skin in viewer

Above

Places onion skin on top of current frame

Below

Places onion skin underneath current frame

Chapter 2
Capture and Output Reference

This chapter contains reference information about the capture and output
processes.

AAF/AFE View
The AAF/AFE view lets you transfer information from an offline system, such
as an Avid Media Composer, to an Avid DS Nitris system for conforming and
finishing. AAF (Advanced Authoring Format) files contain a single sequence
and its associated clips. AFE (Avid File Exchange) files contain Avid editing
system bins and the objects in those bins.
The top section of the view displays AAF/AFE settings and the bottom section
displays a list of the bins, sequences, and clips that are included in the AAF or
AFE file.

Chapter 2 Capture and Output Reference

Bin tools

AAF/AFE
settings

Browse button

AAF/AFE list

To access the AAF/AFE view:

t

In the Avid Explorer, double-click an AAF or AFE file.

AAF/AFE Settings
AAF/AFE settings let you create Avid DS Nitris master clips from the AAF or
AFE file. You can hide or display these settings by clicking the AAF/AFE
Settings button in the bin tools.
To show or hide the AAF/AFE settings:

t

1746

In the bin tools at the top of the AAF/AFE View, click the AAF/AFE
Settings button.

Use this

To

Create Associated
Clips

Create master clips from a sequence or clips that you
drag onto the timeline. Deselect this option to avoid
creating another set of master clips.

AAF/AFE View

Use this

To

Force Creation of
External Tape
Sources

Append the AAF or AFE project name to the master
clip source names when creating master clips. Select
this option to distinguish between clips that are
created from tapes asssociated with the conform and
clips that are not.
For example, if you are conforming an AFE created
on another Avid system and you want Avid DS Nitris
to link to the media captured by that system, select this
option. If you are conforming an AFE and you want
Avid DS Nitris to link to media that you have already
captured (such as through an ALE file), do not select
this option.

Create Linked Clips Create linked master clips from a sequence or set of
for File Sources
clips.
Timeline Drop Settings
Create
Displays the path for the folder that will hold the
associated clips master clips when you drop a clip or sequence on the
in the following timeline.
folder
Browse button

Browse within your project folder to specify a folder
to hold the new master clips.

Lock Path

Keep the same folder for any new master clips you
create. Deselect this option to create master clips in
folders that match the names of the bins. Deselecting
this option keeps the original project structure when
conforming with AFE files.

AAF/AFE List
The bottom section of the view displays the bins, sequences, and clips that are
included in the AAF or AFE file. For AFE files, the columns initially
displayed in a bin match the columns that were displayed when the AFE file
was created in the Avid editing system. You can show additional columns or
hide selected columns.

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Chapter 2 Capture and Output Reference

To show or hide columns:

1. In the bin tools at the top of the AAF/AFE View, click the Settings button.
2. Select the columns you want to display or hide.

n

Columns and information from Avid editing systems transferred through AAF
and AFE files are not associated with the new Avid DS Nitris master clips.
Media icons in the AAF/AFE list are different from those used for
Avid DS Nitris media. These icons represent media from other Avid editing
systems.

Icon

Avid editing system object

Bin
Master clip (video and graphics)
Master clip (audio)
Subclip
Avid editing system sequence
Effect or title
Motion effect
Group clip

To change the objects displayed in the view:

1. Do one of the following:
t Click the Fast Menu button in the bin tools.
t

Right-click the background of a bin.

The Set Bin Display dialog box opens.

1748

ALE (Avid Log Exchange) Import View

2. Select or deselect the objects you want to display and click OK.

n

Tip: The clips and sequences in the AAF/AFE list are references for creating
Avid DS Nitris clips and sequences. Use the Avid DS Nitris clips that are
created to edit and finish the sequence.

ALE (Avid Log Exchange) Import View
The ALE Import view lets you create master clips from a log generated in
Avid Media Composer or any other system that outputs ALE log files. The
ALE file contains source information only. No sequences or effects are
imported.
To access the ALE Import view:

t

Select View > Single-Instance Views > ALE Import.

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Chapter 2 Capture and Output Reference

ALE import tools

ALE list

ALE Import Tools
The ALE import tools let you import ALE files, log clips, and get information
on the global properties of a file.
Get information on global properties
Load ALE File
Create Logs

1750

Use this

To

Load ALE File

Import an ALE file.

ALE (Avid Log Exchange) Import View

Use this

To

Create Logs

Create a master clip in a bin for each clip described in
the ALE Import view. If no events are selected, master
clips for all events are created. If one or more events
are selected, master clips are created only for those
events.

n
Info

The following columns must be present before
you can create logs from the ALE file: Tape,
Name, Start, End, and Tracks. If any one of
these columns is not present, the Create Logs
button is not available.

Display information about the global properties, such
as the video/audio format or fps of the current ALE
file.

ALE List
The ALE list contains the detailed information that is in your ALE file. The
ALE list must contain associated values for the following columns in order for
the Create Logs button to be active.

n

Column

Description

Tape

Name of the tape that contains the source material

Name

Name of the clip

Start

Starting timecode of the clip

End

Ending timecode of the clip

Tracks

The video and audio tracks used by each clip

The list can include any other columns that were displayed in the original bin.

ALE Create Logs Dialog Box
The ALE Create Logs dialog box lets you set the heads and tails for each clip
and assign the physical inputs to the audio channels on a per tape basis.

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Chapter 2 Capture and Output Reference

To access the ALE Create Logs dialog box:

t

Click the Create Logs button in the ALE Import view.

Option

Description

Create Master Clips Indicates the path of the folder in which you want to
in the Following
create logged master clips
Folder
Browse (...)

Lets you navigate the file system and select a folder
for logged master clips. Avid DS Nitris limits your
selection to a folder within the project folder.

Tapes

Sets the heads and tails for each clip

Heads

Specifies the number of extra frames to add before the
clip’s in-point

Tails

Specifies the number of extra frames to add after the
clip’s out-point

Audio Input
Configuration

Displays a list of tape and/or file names referenced in
the ALE and the corresponding number of inputs

Tape Name

Displays a list of tape and/or file names referenced in
the ALE

Clip Name

Displays the list of clips associated with the selected
tape

Audio Channels Lets you assign the physical audio inputs to specific
audio channels for the recapture process.

n
Set
Create Logs

1752

Clips imported from an ALE file only support
audio channels in mono format.

Saves the audio input assignments for each source
tape name
Creates master clips in the browser using the
information in the ALE file

Audio Input Monitor

Audio Input Monitor
The Audio Input Monitor lets you monitor the incoming audio signal and
adjust the volume before you capture audio material.

n

You cannot boost the signal with the Audio Input Monitor, but you can lower it.
Use your external device to boost the incoming signal.
The ability to adjust volume depends on your Avid DS Nitris system hardware.
To access the Audio Input Monitor:

t

n

Select View > Multi-Instance Views > Audio Input Monitor.

You can also access the Audio Input Monitor by clicking the Audio Input
button in the Capture Tool—see Capture Tool.
Input strips

Audio Input Monitor
with mono tracks
Fader

Peak
indicator

Level meter

Strip
name

Use this

To

Input strips

Monitor the incoming signal from the source device.
Each input strip corresponds to an audio channel.

Fader

Adjust the incoming volume before you capture the
audio signal. Faders appear only if your hardware
supports audio volume adjustment.

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Chapter 2 Capture and Output Reference

Use this

To

Peak indicator

Monitor the level of the incoming audio signal. If a red
light appears on the indicator, you should lower the
volume on the strip.

Level meter

Monitor and adjust the level of the incoming signals
before they are captured.

Strip name

View the name of the monitor strip. Each strip
corresponds to a channel on the source device.

Audio Output Monitor
The Audio Output Monitor is a level meter display that gives you a visual
indication of the audio levels during playback and output.
The number of level meters in the Audio Output Monitor reflects the number
of output channels specified by your mixer configuration. A system
configured for 7.1, for example, displays eight level meters while a system
configured for stereo displays only two.
To access the Audio Output Monitor:

t

Select View > Single-Instance Views > Audio Output Monitor.

You can adjust the parameters for display through the User Preferences dialog
box—see “Level Meters Property Page” on page 1728.

Capture Error Log Dialog Box
The Capture Error Log dialog box is displayed at the end of the capture
process and lists any errors encountered during capture or recapture. You can
save this log as an .html file and view it in your browser or print it out.

1754

Option

Description

Clip

Name of the clip that couldn’t be captured

Capture List Dialog Box

Option

Description

Tape

Name of tape that contains the clip that couldn’t be
captured

In

In-point on the tape of the clip that couldn’t be
captured

Out

Out-point on the tape of the clip that couldn’t be
captured

Error

Possible cause of error

OK

Closes the dialog box

Save As

Opens a dialog box that lets you name the log and
choose the location where you want to save it

Capture List Dialog Box
The Capture List dialog box displays the list of clips that you’ve chosen to
recapture. You can sort the list by source or clip name, as well as activate or
deactivate each clip by double-clicking them. This determines whether they
will be recaptured or not.
You can also move clips up or down on the capture list. Clips at the top of the
list are captured first.
To display the Capture List dialog box:

1. Select File > User Preferences.
2. Click the Capture tab and select Display capture list.
3. In a bin or the timeline, select the clips that you want to recapture.
4. Right-click and select Capture.

n

The Capture List dialog box is displayed only when the selected clips were
originally captured from tape.

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Chapter 2 Capture and Output Reference

Option

Description

Source Name

Displays the source name of the original source media

Clips

Displays the clip name and the type of media
contained in the clip (V or A). Each clip is separated
by the | key.

Move Up

Moves the clip up one in the list

Move Down

Moves the clip down one in the list

Capture Settings View
The Capture Settings view lets you set parameters for capturing from file or
tape.
To access the Capture Settings view, do one of the following:

t
t

1756

Select View > Multi-Instance Views > Capture Settings.
Click the Capture Settings button in the Avid Explorer toolbar.

Capture Settings View

Pin button
Help button

Bars

Video panel

Audio panel

Media Capture panel

To expand or collapse a panel:

t

Click the Video, Audio, or Media Capture bar.

Video Capture Settings
The Video panel lets you set capture parameters for the video material you are
capturing. These settings also appear in the Capture Tool.

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Chapter 2 Capture and Output Reference

Option

Description

Format

Displays the video format that was specified for the sequence
when it was first created

Input

Displays the type of video signal selected in the Capture Tool.

Resolution

Specifies the resolution at which you want to capture the video
material: Full, Half, or Quarter.
Half or Quarter resolution is available when working in an HD
sequence on non-Avid Nitris DNA workstations only.

Color Space

Determines how the color components of the video signal are
stored on disk when the media is captured. There are two
formats available depending on your hardware, and your video
format and color space settings: YCbCr 4:2:2 and RGB 4:4:4.

Bit Depth

Specifies the bit depth at which the video media files are
captured and stored: 8-bit or 10-bit, depending on your
hardware, and your video format and color space settings.

Compression

Specifies the compression at which you want to create
media—see “Avid DNxHD Compressions” on page 2021 and
“JFIF Compressions” on page 2022. You can also select
Uncompressed.

Capture To

Specifies a destination storage device for the video media. The
status of the storage device is displayed when you select it. The
status can be either:

Time Available

•

Green: Accessible in real time.

•

Red: Not accessible in real time.

Displays the available recording time on the storage device for
video media captured at the currently selected resolution and
compression

Audio Capture Settings
The Audio panel lets you set capture parameters for the audio material you are
capturing. These settings also appear in the Capture Tool.

1758

Capture Settings View

Option

Description

Format

Displays the audio format specified as input in the Deck
Configuration View.

Priority

Displays the priority set for the audio format specified in the
Deck Configuration view.

Sample Rate

Sets the sample rate at which you want to capture the audio
material.

Bit Depth

Displays the bit depth for one audio sample. The more bits you
have, the more accurately you can represent the amplitude at
that point in time.

Capture To

Specifies a destination storage device for the audio media. The
status of the storage device is displayed when you select it. The
status can be either:

Time Available

•

Green: accessible in real time

•

Red: not accessible in real time.

Displays the time remaining on the storage device for audio
media captured at the specified sample rate

Media Capture Settings
The Media Capture panel lets you set parameters for the media you are
capturing. These parameters, except for the Capture Target, are applicable
only to media that you capture from files.

Option

Description

Capture Target

Lets you set the location for storing the master clips. The
location remains set in the project until you change it. The
list can include up to four user-defined folders.

Project Root

Sets the capture target as the project folder

Main Explorer
Location

Sets the capture target as a bin you selected in the Avid
Explorer

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Chapter 2 Capture and Output Reference

Option

Description

Auto Source

Sets the capture target as a folder named after the source
of the capture. For file-based capture, the folder uses the
name File Source.

Browse button (...)

Lets you navigate and select a folder as the capture target.
You cannot create master clips outside the current project,
so Avid DS Nitris checks the path to make sure the folder
is within the project folder.

Media Conversion

Determines how the media is converted when importing
from one format to another

Center, Keep Original Centers the media in the viewer along both the X and Y
Size
axes. Any portion of the image falling outside the viewer
is cropped. This option does not modify the original size
of the media.
Scale to Fit

Scales the media in both the X and Y axes to fit the
sequence settings

Scale, Keep Aspect
Ratio

Scales the media in both the X and Y axes to fit the image
settings, but retains the ratio between width and height. It
takes the larger axis of the image and scales it to fit in the
viewer. Then it centers the image on the other axis,
creating black bands on both sides. An example of this
conversion mode would be the Letterbox format, which
converts film to video.

Keep Original Size
and Position

Displays the media in the viewer without modifying its
original size or position

Keep Alpha

Keeps the alpha channel of the captured material. When
this option is not selected, the alpha channel is ignored.

Auto-Dither

Adjusts the colors of the imported file to remove banding.
This banding might appear in images that contain smooth
luminance or chrominance transitions (such as gradients)
as a result of the conversion of RGB images to the YUV
color space.
Because the dithering process adds a small noise factor to
the pixels, the noise might become visible on images
containing large regions of constant color. In these cases,
deselect the Auto-Dither option.

1760

Capture Settings View

Option

Description

Convert Video Frame
Rate

Converts the frame rate of the material being captured to
the sequence’s frame rate. When not selected, the original
playback speed is retained.

n
n

This option does not apply to still images or audio
files.
The sequence frame rate is specified when the
sequence is created, and is displayed in the Video
property page of the Sequence Preferences dialog
box (accessed from the File menu).

Import audio files into
separate mono tracks

When capturing an audio file, creates separate files and
separate tracks for each audio stream. Select this option if
you are sharing MXF media other Avid editing
applications. By default, Avid DS Nitris creates a single
.wav or MXF file and track from a multi-stream audio file.
This is the most efficient way to work with audio files in
Avid DS Nitris. However, because other Avid applications
cannot link to a multi-stream file, you need to select this
option so that Avid DS Nitris creates multiple singlestream files.

Source Description

Contains options for the files you are capturing

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Chapter 2 Capture and Output Reference

Option

Description

Premultiplied Alpha

Indicates that the source file is already premultiplied,
which means that the RGB values were multiplied with
the alpha channel. When compositing this image with
another, Avid DS Nitris will not apply the
premultiplication algorithm.
Premultiplication is a mathematical process whereby the
RGB channels of an image are multiplied by their
corresponding alpha channels.
When compositing two or more images, Avid DS Nitris
automatically premultiplies your images unless they were
already set as premultiplied when you captured them. If
the premultiplication setting is incorrect, undesirable
results, such as a halo or black outline, may appear in
your image.
If you know how an image was created using an external
graphics application, you should set the premultiplication
accordingly. In general, rendered 3D images are already
premultiplied. However, other computer-generated images
may not be. For example, in Adobe Photoshop the alpha
channel is created as a separate layer and is not
premultiplied with the RGB channels. Therefore, when
you capture from a Photoshop image into Avid DS Nitris,
do not select the Premultiplied Alpha option. Refer to
“Compositing with Premultiplied Images” in the Help.

Input Levels

Specifies how Avid DS Nitris interprets the pixel values
within a frame. This interpretation depends on whether
you are working in a custom sequence or a non-custom
sequence.
In non-custom sequences, the captured material is stored
on disk in the YCbCr color space (YUV or Video Levels).
Video black is mapped to 16 and video white is mapped to
235. This mapping allows headroom and footroom for
capturing SuperWhite or SuperBlack (subblack) values.
In custom sequences, the captured material is stored on
disk in the RGBA color space (Graphics Levels). Video
black is mapped to 0 and video white is mapped to 255.
This mapping does not allow capturing of SuperWhite or
SuperBlack values.

1762

Capture Settings View

Option

Description

Graphics

(Default) Use this option for importing most graphics
created in a graphics application. This option maps RGB
0, 0, 0 to video black (NTSC 7.5 IRE, PAL 0 mV) and
RGB 255, 255, 255 to video white (NTSC 100 IRE, PAL
700 mV) and limits the clip to legal YCbCr values.

Video

Use this option for importing video or graphics that were
created using ITU-R 601or ITU-R 709 video levels, such
as a lumakey graphic where SuperBlack (subblack) levels
are used for the key black. This option maps RGB 16, 16,
16 to video black and RGB 235, 235, 235 to video white
and allows the clip to use the full YCbCr range.

n

Auto

Field Dominance

SuperBlack and SuperWhite information (full
YCbCr range) is not preserved:
- When using Pixel/Channel Masking (Masking
PPG) on effects when 8-bit precision is used.
Effects are set to 8-bit precision when (a) setting
the precision to Auto (Options PPG) with the
Precision sequence preference set to 8-bit, and (b)
setting the Precision to 8-bit (Options PPG)
- When using some DS effects with 8-bit precision
(such as Impressionist or Painterly effects).
- When using some third-party effects that do not
support 16-bit or 32-bit precision

Use this option to import or export at the levels used for
the sequence. Custom sequences (RGBA) use Graphics
levels. Non-custom sequences (YCbCr) use Video levels.
Specifies the field dominance of the file to be captured

Auto

Uses the field dominance of the source file. If the source
file’s field dominance can’t be determined, the sequence's
setting will be used.

Odd

Flags the media as interlaced or field-based, and that the
media begins with the odd field

Even

Flags the media as interlaced or field based, and that the
media begins with the even field

None

Flags the media as progressive or frame-based, which
means that the odd and even fields are the same

Pixel Ratio

Specifies the pixel ratio of the file you want to import.

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Chapter 2 Capture and Output Reference

Option

Description

Auto

Specifies that Avid DS Nitris should use the pixel ratio
specified in the source graphics file. If Avid DS Nitris
can’t determine the pixel ratio, it uses the Standard or
Custom setting.

Standard

Lets you choose from a list of standard pixel ratios. The
options available are: NTSC (0.9), PAL (1.07), NTSC
16×9 (1.2), PAL 16×9 (1.42), Computer Graphics
(Square), and Current Sequence. Current Sequence
specifies the pixel ratio that is associated with the
sequence. This option is especially useful for custom
sequences that use a non-standard aspect ratio.

Custom

Lets you specify a non-standard file pixel ratio. Pixel
ratios below 1.0 will have pixels that are taller than they
are wide. Pixel ratios above 1.0 will have pixels that are
wider than they are tall. Custom pixel ratios can be
specified to four decimal places.

Conform Error Log
The Conform Error Log dialog box displays any errors encountered or
elements that did not conform properly during the OMF to timeline process.
Items that appear in this log include:
•

Effects that are not reproduced in Avid DS Nitris, such as 3D DVEs

•

Effects that cannot be totally reproduced, such as matte effects

•

Errors encountered during AVX processing

You can save this log as an .html file and view it in your browser or print it out.

1764

Option

Description

Track

Displays the track number on which the error occurred

Clip

Displays the name of the clip on which the error
occurred

In

Displays the timecode where the effect was supposed
to start

Capture Tool

Option

Description

Out

Displays the timecode where the effect was supposed
to end

Effect

Displays the name of the effect that caused the error

Detail

Describes why the error occurred

OK

Closes the dialog box

Save

Saves the error log as an .html file

Capture Tool
Use the Capture Tool to capture footage from an external device. The Capture
Tool lets you configure and control your audio and video inputs and other
settings.

n

To capture media from a file, right-click the file and select Capture. To set
capture parameters, see “Capture Settings View” on page 1756.
To access the Capture Tool:

t

Select View > Single-Instance Views > Capture Tool.

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Chapter 2 Capture and Output Reference

Live

Tape

On-the-Fly

Start Capture
Timeline/Deck Control
In and Out
Log/Capture Mode
(On-the-Fly only)

Status bar

Locators
controls

Sync Source

Video/Audio
Capture Settings
Input Monitor

1766

Expand/Collapse

Video Input Parameters
Deck Configuration Audio Parameters

Use this

To

Live button

Specify settings for capturing material by simply starting and
stopping the capture—see “Logging and Capturing Clips from
Tape” in the Help.

Capture Tool

Use this

To

Tape button

Specify settings for capturing material between in and outpoints or for logging empty master clips—see “Logging and
Capturing Clips from Tape” in the Help.

On-the-Fly button

Specify settings for capturing material between in and outpoints that you set as the tape plays—see “Capturing Clips Onthe-Fly” in the Help.

n
In and Out buttons

Unlike the Live capture option, On-the-fly always records
accurate timecode of the source material, letting you
recapture the material at any time.

Set an in-point and out-point for a clip captured on-the-fly.
Switch transport controls from the external device to the record
viewer timeline.

Deck
Control/Timeline
button
Switch from capture mode to logging mode

Capture/Log Mode
button
Start the capture or log process.

Start/Stop
Capture/Log button
Status bar

View status messages and a progress bar when capturing Live,
Tape, or On-the-Fly.

Locators controls

Create locators during the capture process—see “Adding
Locators While Capturing” in the Help,

Deck

Display the external device that you selected as a Deck preset.
You can select a different device from the device list—see
“Configuring the External Device” in the Help.

Check button

Verify proper communication between Avid DS Nitris and the
external device.

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Chapter 2 Capture and Output Reference

Use this

To

Eject button

Eject the tape from the external device

Preroll

Indicate a custom preroll. This setting temporarily overrides the
setting in the Deck template but does not change it.

TC Source

Select the Timecode source (Live capture only):
•

VITC or LTC through the RS-422 serial connection on the
computer

•

LTC through the LTC IN connection (XLR) on the Avid
Nitris DNA

Heads

Specify the number of extra frames (sometimes called a handle)
to add before the clip’s in-point (Tape only)

Tails

Specify the number of extra frames to add before a clip’s outpoint (tape only)

Video button

Specify that you want to capture the video channel of the
material

Audio button

Specify that you want to capture the audio channel of the
material

New Tape button

Add a source tape to the list of sources belonging to the current
project—see “Add New Tape Dialog Box” on page 1823. This
source name is added to the Tape Library view (see “Tape
Library View” on page 1821).

Tape list

Select a tape from the list of sources belonging to the current
project

Target button

Navigate and select a folder as the capture target. You cannot
create master clips outside the current project, so Avid DS Nitris
checks the path to make sure the folder is within the project
folder.

Clip Name

Specify a name for the master clip you are creating.

n
Target list

1768

If you don’t change the name each time you capture a
new clip, Avid DS Nitris uses the previous name and
appends a number to it, such as shot.001, shot.002, and
so on.

Set the location for storing the master clips. The location
remains set in the project until you change it. The list can
include up to four user-defined folders

Capture Tool

Use this

To

Main Explorer
Location

Sets the capture target as a bin you selected in the Avid Explorer

Project Root

Sets the capture target as the project folder

Auto Source

Set the capture target as a folder named after the source of the
capture. For tape-based capture, the folder uses the tape name.

Transport controls

Video/Audio
Capture Settings
button

Control the external device or the sequence in the record
viewer—see “Transport Controls (Capture and Output Tools)”
on page 1770.
Open the video and audio capture settings. These settings are
also available in the Capture Settings view—see “Video Capture
Settings” on page 1757 and “Audio Capture Settings” on
page 1758.

Open the Audio Input Monitor and other audio settings—see
“Setting the Audio Format” and “Formats for Audio Tracks” in
the Help.
Audio Input
Monitor
Open the audio parameters settings for the deck. These settings
are also available in the Deck Configuration view—see “Deck
Configuration View” on page 1776.
Audio Input
Settings button
Display controls to adjust video input parameters—see “Video
Input Parameters” on page 1772.
Video Input
Parameters button
Specify the sync source for reference and timing: either tri-level
sync or black burst sync (NTSC or PAL). Avid DS Nitris
requires that the deck and the Avid Nitris DNA be genlocked to
Sync Source button the same timing source when capturing. For a list of sync
options for each format, see “Downconverted Output Formats
and Sync Sources” in the Help.

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Chapter 2 Capture and Output Reference

Use this

To

Expand or collapse the window
Expand/Collapse
button

Formats for Audio Tracks
Audio clips and tracks in Avid DS Nitris can have up to eight channels of
audio in any of the following formats:

Format

Description

Mono

Single channel of audio

Stereo

Two audio channels: Left and right

Quadraphonic

Four audio channels: Left, right, left rear, right rear

LCRS

Four audio channels: Left, center, right, surround

4 Stream

Four audio channels: Output 1 to 4

5.1

Six audio channels: Left, right, center, Low Frequency Emitter
(LFE), left surround, right surround

6.1

Seven audio channels: Left, right, center, Low Frequency
Emitter (LFE), surround center, Side left, Side right

7.1

Eight audio channels: Left, right, center, Low Frequency
Emitter (LFE), left surround, right surround, left center, right
center

8 Stream

Eight audio channels: Output 1 to 8

You can select these formats in the Input Monitor tab of the Capture Tool.

Transport Controls (Capture and Output Tools)
Transport controls let you remotely control an external device, such as a tape
deck. You can also click a button to use these transports to control a sequence
in the Record view. The following views include transport controls:
1770

Capture Tool

•

Capture Tool

•

Output Tool
Frame backward Frame forward
Fast forward Rewind

Shuttle slider

Play/Stop

Mark In

Mark Out

Timecode boxes
External device status area
In

Out

Duration

Position indicator

Use this

To

Shuttle Slider

Jog or shuttle forward or backward on the tape

Fast Forward

Fast forward through the tape

Rewind

Rewind the tape quickly

Frame Forward

Move ahead one frame

Frame Backward

Move back one frame

Mark In

Mark an in-point.

Play/Stop

Play or stop the tape

Mark Out

Mark an out-point

Timecode boxes

Display timecode for in-point, out-point, duration, and
position indicator. You can enter a timecode and display
the specified frame in a viewer. For more information, see
“Timecode Boxes (Timeline Status Bar)” on page 1967.

External Device Status
Area

Give you feedback on the external device connected to
your system

Remote

Specifies if the external device is in Remote mode. When
Remote is enabled, it turns green, otherwise it is grayed
out.

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Chapter 2 Capture and Output Reference

Use this

To

Record Lock

Specifies if the Record Inhibit tab is enabled on the tape.
When Record Inhibit is enabled, it turns red, otherwise it
is grayed out.

VTR Reference

Specifies if the external device receives proper video
reference or external sync. When the external device is
receiving proper video reference or sync, it turns green,
otherwise it is red.

Servo

Specifies if the deck has reached servo lock state. When
Servo Lock is enabled, it turns green, otherwise it is
grayed out. If this option does not turn green during
capture or output pre-roll, you must increase the pre-roll
time.

Media Inserted

Specifies if a tape is inserted in the external device. When
a tape is inserted, it turns green, otherwise it is grayed out.

Video Input Parameters
The Video Input Parameters panel lets you adjust the video signal for capture
from an external device.

1772

Capture Tool

Option

Description

Input Selection

Lets you select the input source you want to use for
capturing video media. For systems with an Avid Nitris
DNA, you can select and adjust video parameters for the
following input signals:
•

Component

•

Composite

•

S-Video

n

HD sequences require Serial Digital input. You
cannot adjust video input for Serial Digital.

Input Type

Sets the Avid Nitris DNA to capture material at the best
quality, depending on the type of input device: consumer
or professional.

Save Parameters

Saves the current settings. You can save one set of
parameters for each video signal.

Factory Settings

Resets the sliders to the default settings for your hardware

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Chapter 2 Capture and Output Reference

Option

Description

Black level

A measurement of luminance in the video signal that is
referenced to the blackest point in the visible picture

Gain (Composite and
S-Video)

A measurement of luma (Y) in the video signal that is the
whitest point in the visible picture. For this release, the
slider adjusts both the white and black levels
simultaneously (contrast). Use this slider along with the
Black level slider to set the correct white and black levels.

Y Gain (Component)

R-Y Gain (Component)

The red (R) minus luminance (Y) color-difference signal
of an analog component system in the SMPTE NTSC
video standard

B-Y Gain (Component)

The blue (B) minus luminance (Y) color-difference signal
of an analog component system in the SMPTE NTSC
video standard

Hue (Composite and
S-Video)

An attribution of color perception based on varying
proportions of red, green, and blue in the video signal.
Also known as color phase.

Saturation (Composite
and S-Video)

A measurement of chrominance or the intensity of color
in the video signal

Capture File Formats
Avid DS Nitris supports a wide range of video and audio file formats. You can
capture from any of the following formats:

1774

File format

File extension

Supports
alpha

Supports
compression

AIFF (uncompressed)

.aif, .aiff, .aifc

-

-

Alias

.als

No

No

AVI

.avi

Yes

Yes

Avid DS (Video Hal)

.gen,.omf

No

No

Bitmap (Windows)

.bmp

No

Yes

Capture File Formats

Supports
alpha

Supports
compression

Broadcast WAVE (BWF) .wav
(Windows)

-

-

Chyron

.chr

Yes

No

DPX

.dpx

Yes

No

CINEON

.fido

No

Yes

JFIF (JPEG)

.jpeg, .jfif, .jpg

No

No

MAP

.map

No

No

Meridien™

.gen,.omf

No

No

Microsoft Windows
Paintbrush

.pcx

No

No

File format

File extension

MXF(Material Exchange .mxf
Format)

Yes

MP3

.mp3

-

-

PGM

.pgm

No

Yes

Photoshop

.psd

Yes

Yes

PICT

.pict, .pct

Yes

Yes

PNG

.png

Yes

Yes

PPM

.ppm

No

Yes

QuickTime

.mov, .qt

Yes

Yes

SGI

.sgi, .rgb

Yes

Yes

SOFTIMAGE® (3D &
XSI®)

.pic

Yes

Yes

TIFF

.tif,.tiff

Yes

Yes

Targa

.tga

Yes

Yes

WAV

.wav

-

-

Wavefront

.rla

Yes

No

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Chapter 2 Capture and Output Reference

File format

File extension

Supports
alpha

Supports
compression

Windows Media

.wmv, .wma, .asf

No

Yes

YUV

.yuv

No

Yes

YUV 16

.yuv16

No

Yes

Deck Configuration View
The Deck Configuration view lets you configure the external device. You can
select the manufacturer and model number of your device, where it is
connected to your system, and other settings that affect both capture and
output. You can save any configuration as a preset, so that you can easily
switch from one device to another.
To access the Deck Configuration view:

t

1776

In an Avid Explorer panel, open the Views folder and click Deck
Configuration.

Deck Configuration View

Deck presets

Bin tools

Deck settings

Option

Description

Deck presets

Each preset represents an external device configuration. You can select
a preset from the list. For information about the Microphone preset, see
“Capturing Audio through a Microphone” in the Help.

Bin Tools

Lets you change the view—see “Blend Property Editor” in the Help.
Click the Fast Menu button to add, import, or export deck presets.

External Device
Manufacturer

Settings to configure the deck or other external device.
Lets you select the manufacturer of the external device that you want to
configure

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Chapter 2 Capture and Output Reference

Option

Model

Description

Lets you select the model number of the external device that you want
to configure.
If the model of your deck is not listed, it has not been tested by Avid and
its accuracy or usability is not guaranteed. In most cases, however, you
can use the deck for capture. Select a similar model from the same
manufacturer. After completing the configuration, check some basic
operations, such as cueing to a specific timecode and checking the
accuracy of the capture and output to tape.

COM Port

Lets you select either COM 1 or COM 2, depending on which COM
port connects the deck to your system

TC Mode

Determines the mode at which your device reads timecode.
•

Auto: Allows the deck or external device to decide which timecode
to read.

•

LTC: Sets the external device to read only LTC (Longitudinal
Timecode). Your device may experience some difficulty reading
LTC when the tape is not moving or moving very slowly.

•

VITC: Sets the external device to read only VITC (Vertical Interval
Timecode). Unlike LTC, your device can read VITC when the tape
is moving very slowly or not moving at all.
Audio devices do not read VITC timecode. If you are capturing
from a DAT machine, select the LTC option.

1778

Deck Configuration View

Option

Edit Mode

Description

Determines how the external device records the material to tape.
•

Auto: Select this option to record the sequence onto a prestriped
tape (a tape with prerecorded control track and timecode) This
option lets you add material to existing material on the tape. It also
deactivates all channels during capture to prevent any interruption
of signal between the deck and your system. The recording begins at
the timecode that is set in the I field of the Output Tool. If you want
to insert material at a particular timecode on the tape (known as an
insert edit), make sure the in-point of the sequence matches the inpoint that you set in the Output tool.

•

Assemble: Select this option to record the material onto a new tape
(without control track or timecode) or completely record over all
tracks of an existing tape. A blank tape must have enough stripe at
the beginning to allow for preroll. The selected sequence is recorded
from the in-point of the tape, which you must set in the Output Tool.
If the Output Tool is set for Assemble mode, the Edit mode
indicator flashes red to bring your attention to the selection.

n

Edit Field

Preroll

Assemble edit results in several garbage frames appearing at the
end of your edit. To work around this inherent limitation, you can
set an in-point at the beginning of your sequence, an out-point
ten frames after the end of your sequence, and then output from
in to out. This records a series of black frames between the end of
your sequence and the garbage frames.

Determines the field on which the edit begins.
•

Deck Setting: Uses the Edit Field setting that is set on the external
device.

•

F1: Begins the edit on field 1.

•

F2: Begins the edit on field 2.

•

F1/F2: Begins the edit by recording the same information on fields 1
and 2.

Specifies the amount of time the external device plays before it starts to
capture or output. You should have enough pre-roll to ensure that the
external device is playing at a fast enough speed to reach servo lock
state.

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Chapter 2 Capture and Output Reference

Option

Play Bias

Description

Specifies the number of frames needed to compensate for any signal
delay from the external device to your system when capturing material.
Play bias can be either positive or negative.
The Play Bias option offsets the timeline whereas the Record Bias
option offsets the VCR timecode entry point.

Record Bias

Specifies the number of frames needed to compensate for any signal
delay from your system to the external device when outputting material.
Record bias can be either positive or negative.

External Device
Status Area

Give you feedback on the external device connected to your system

Remote

Specifies if the external device is in Remote mode. When Remote is
enabled, it turns green, otherwise it is grayed out.

Media Inserted

Specifies if a tape is inserted in the external device. When a tape is
inserted, it turns green, otherwise it is grayed out.

Record Inhibit

Specifies if the Record Inhibit tab is enabled on the tape. When Record
Inhibit is enabled, it turns red, otherwise it is grayed out.

VTR Reference Specifies if the external device receives proper video reference or
external sync. When the external device is receiving proper video
reference or sync, it turns green, otherwise it is red.
Save button

Saves the settings as a deck preset.

Check Machine
button

Re-establishes the remote connection and verifies that the external
device is communicating properly with your workstation. Every time
you change the external device configuration, you should use the Check
Machine command.

Audio

Settings for configuring the audio input signal.

Input

Lets you select an audio input format that is supported by the installed
audio hardware. The selected format may change the number of
channels available in the track patching matrix in the Deck
Configuration view, the number of channels in the Output Tool, as well
as the number of output channels on the mixer in the top timeline.
Avid DS Nitris hardware includes support for AES/EBU, ADAT,
S/PDIF, Analog, and SDI Embedded.

n
1780

For a list of decks from which you can capture SDI embedded
audio, see the Avid DS Support Center.

Deck Configuration View

Option

Description

Priority

Sets the audio input format priority for audio hardware supporting
several formats.
This controls which input plug is checked first for the presence of an
audio device.

Audio Physical
Patching

Deck Notes

Reflects how the physical audio inputs coming from the external device
are connected to your workstation. The assignment can be changed by
clicking in the appropriate square in the matrix—see “Using the
Physical Patching Matrix” in the Help.
Displays information about the selected template (read-only). Not all
templates include notes.

Deck Menu
To access the Deck menu:

t

In the top section of the Deck Configuration view, right-click a preset.

Option

Description

Activate

Sets the selected deck as the device for capture. A green
check mark indicates the active deck.

Save

Saves the options as a deck preset

Rename

Lets you rename the deck preset

Delete

Deletes the deck preset

The Fast menu in the Deck Configuration view includes the following options:

Option

Description

Add New Deck Preset

Adds a deck preset icon to the top section of the view

Import Deck Presets

Opens a dialog box that lets you select a folder of presets
to import

Export Deck Presets

Opens a dialog box that lets you select a folder of presets
to export

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Chapter 2 Capture and Output Reference

EDL View
The EDL view is where you import and conform an EDL (Edit Decision List)
that was created on another system, or where you create an EDL from a
Avid DS Nitris sequence.
To access the EDL view:

•

Select View > Single-Instance Views > EDL.
EDL tools

EDL name

Record in-point

Edit
list

Use this

To

EDL name

Select an EDL that has been imported into the EDL view.

EDL Tools

Load or save the EDL.

Record in-point (First
Edit at)

Set the record in timecode for the first edit.

Edit List

View the list of events in an EDL.

EDL Tools
The EDL tools let you import or export an EDL, load an EDL onto the
timeline, log EDL events as clips in a bin, print an EDL, and manipulate the
view of the EDL list.
1782

EDL View

Move Up

Conform EDL

Hide Comments

Load EDL
Print EDL
Save EDL
Timeline to EDL

Clear EDL

Use this

To

Load EDL

Import an EDL file into the EDL view.

Save EDL

Save the EDL to file.

Move Up

Move up a level in the EDL list. A master EDL and
submaster EDLs are created when you have container
clips in your sequence. You can quickly move
between the sub and master EDLs using the Move Up
button.

Timeline to EDL

Create an EDL from clips on the timeline.

Conform EDL

Create a master clip in a bin and/or create clips and
transitions on the timeline for each selected EDL
event. When you click the Conform button, the EDL
conform dialog box is displayed.

Hide comments

Show or hide any comments in the EDL list.

EDL to Background Create clips on the background tracks for each EDL
event.
Clear EDL

Clear the current EDL.

Print EDL

Prints the current EDL. The Print EDL dialog box is
displayed, which lets you determine the number of
copies to print and the page orientation.

Edit List
The EDL list contains information about each edit in your sequence. Each
entry in the list is referred to as an event.

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Chapter 2 Capture and Output Reference

Event icons

Events

Use this

To

Events

Correspond to clips in the sequence.

Event icons

Identify the type of edit being performed.
Blue squares are comments in the original EDL. These
can be hidden from view using the Hide comments
tool.
Green circles are edits.
Red diamonds are specific Avid DS Nitris comments.

Ev # (event number) Identify the number of this event.
Source

Tape name for this event.

Mode

Identify the channels.
V refers to video and A to audio. There can be up to
eight audio channels.

Tran

Specify the transition type that has been applied.
C is a cut, D a dissolve, W a wipe, KI a key in, KO a
key out, and KB a key background.

Dur

1784

Indicate the length of the transition in frames. This
only applies to dissolves and keys. For other
transitions, it remains blank.

EDL View

Use this

To

Source In

View the timecode at the in-point of the source media.

Source Out

View the timecode at the out-point of the source
media.

Record In

View the timecode at the in-point of the recording.

Record Out

View the timecode at the out-point of the recording.

Ripple Sources Dialog Box
The Ripple Sources dialog box lets you specify an amount by which the
source timecodes of your EDL are shifted positively or negatively.
To access the Ripple Source dialog box:

t

Right-click the main area of the EDL view and select Ripple Sources.

Use this

To

Enter the amount to ripple
source timecodes by

Enter a timecode, either positive or negative, by which
the EDL’s source timecodes will be shifted.

Ripple Effect

Apply the ripple effect to a particular source.

Apply to All Edits from
This Source

Select a source from the list for which to apply the
ripple.

EDL Conform Dialog Box
The EDL Conform dialog box lets you determine which procedures are
performed during a conform. You can also set the heads and tails of each clip
and view the names of the source tapes used by the clips in the EDL.

To access the EDL Conform dialog box:

t

In the EDL view, click the Conform EDL button.

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Chapter 2 Capture and Output Reference

Option

Description

Create Master Clips Indicates the folder in which you want to create
in the Following
logged master clips
Folder
Browse (...)

Lets you navigate the file system and select a folder
for logged master clips. Avid DS Nitris limits your
selection to a folder within the project folder.

Settings

Lets you specify whether logs are created, clips are
loaded onto the timeline, or both

Create Logs

Creates logs of the clips from information contained
in the EDL

Create Timeline Creates clips, and transitions on the timeline from
Clips
information contained in the EDL
Create Both

Creates logs of the clips in the Avid Explorer and
loads them with transitions on the timeline

Overwrite
Overlay Tracks

Overwrites the clips on the timeline at the same
timecodes. If this option is not selected, the clips will
be edited to a new video track.

Tapes

Sets the heads and tails for each clip

Heads

Specifies the number of extra frames to add before the
clip’s in-point

Tails

Specifies the number of extra frames to add after the
clip’s out-point

Audio Input
Configuration

Displays a list of tape and/or file names referenced in
the EDL and the corresponding number of inputs

Tape Name

Displays a list of tape and/or file names referenced in
the EDL

Event Number

Displays the event numbers that contain media from
the selected tape

Audio Channels Lets you assign the physical audio inputs to specific
audio channels for the recapture process.
Clips imported from an EDL only support audio
channels in mono format.

1786

EDL View

Option

Set
Conform

Description

Saves the audio input assignments for each source
tape name
Loads the EDL onto the timeline and/or creates
corresponding master clips in the Avid Explorer

EDL Properties Dialog Box
The EDL Properties dialog box lets you specify options for the currently
displayed EDL.
To access the EDL Properties dialog box:

t

Right-click the main area of the EDL view and select Properties.

Use this

To

EDL Title

Display the name of the current EDL.

Heal Unnecessary
Edits

Create a single master clip for any source events that
contain connected timecodes. When you deselect this
option, separate clips are created.

Display the EDL in drop-frame timecode.
Show Record
Timecodes As Drop
The option is inactive when a PAL list is
Frame
displayed.

n

Print EDL Dialog Box
The Print EDL dialog box displays the current default printer and lets you
specify the number of copies to print as well as the orientation of the page.
To access the Print EDL dialog box:

t

In the EDL view, click the Print button.

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Chapter 2 Capture and Output Reference

Option

Description

Current default
printer

Displays the name of your default printer

Number of copies

Specifies how many copies of the EDL will be printed

Page Orientation

Specifies the page orientation of the printed EDL

Portrait

Prints the EDL in portrait format

Landscape

Prints the EDL in landscape format

Print

Prints the EDL on the default printer

EDL Menu
The EDL menu lets you choose a mode by which to sort the edit list. It also
opens dialog boxes that let you change the source name, ripple sources, and
modify properties of the edit list.
To access the EDL menu:

t

1788

Right-click the main area of the EDL view.

Command

Description

Sort

Displays a list of modes by which you can sort your
edit list

A-mode

Sorts the contents of the edit list by record in timecode

B-mode

Sorts the contents of the edit list by source in timecode

C-mode

Sorts the contents of the edit list by source name and
then by source in timecode

Event Number

Sorts the contents of the edit list by event number

Source Name

Sorts the contents of the edit list by source name

Mode

Sorts the contents of the edit list by mode

Transition

Sorts the contents of the edit list by transition type

Explorer Recapture Options Dialog Box

Command

Description

Duration

Sorts the contents of the edit list by duration

Source In

Sorts the contents of the edit list by source in timecode

Source Out

Sorts the contents of the edit list by source out
timecode

Record In

Sorts the contents of the edit list by record in timecode

Record Out

Sorts the contents of the edit list by record out
timecode

Do Not Sort

Sorts the contents based on the original order of events
in the edit list. This is the default setting.

Change Source
Name

Opens the Change Source name dialog box

Ripple Sources

Opens the Ripple Sources dialog box

Properties

Opens the EDL property editor

Explorer Recapture Options Dialog Box
The Explorer Recapture Options dialog box lets you set options before you
recapture media from logged clips.
By default, all audio channels are active. The actual number of available
channels depends on the installed audio hardware and the selected audio
format, as configured in the Capture Tool or Deck Configuration. Configured
channels are indicated by a filled-in square.
You can select the video and audio tracks you want to recapture.You can
choose not to recapture tracks that you originally captured, but you cannot
capture new tracks. For example, if you created a clip by capturing video only,
you cannot recapture the clip with video and audio.
To access the Explorer Recapture Options dialog box:

t

In a bin, right-click a clip and select Recapture with Options.

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Chapter 2 Capture and Output Reference

Use this

To

Video

Recapture video footage

Audio

Recapture audio footage

Track strip

Click each audio track that you want to capture. You can
recapture only tracks that were logged or captured with
the original clip; you cannot capture new tracks.

Time Delay

Recapture master clips from the Avid Explorer at a
specific date and time. This is useful when you’re using
3D rendered image files in your sequence. You can render
the 3D image files at night, set the Time Delay option to
begin capture after the render is complete and have
everything captured by the next morning.
The Time Delay option is only valid for media that was
originally imported from file.
The date/time properties on your computer determine
when to start and end your recapture. Make sure your
clock is accurate, so that the recapture occurs at the
desired time.

Export Preferences Dialog Box
The Export Preferences dialog box lets you save a customized preference set
in a desired location.

Use this

To

Bin Tools (Top)

Navigate through and manage the contents of your
bins.

Bin Tools (Bottom) Change the way the contents of the bin are displayed.
These tools appear for all bin contents.

1790

File Name

Enter a name for your preset.

File Types

Choose a file type for your preset.

Export to File Dialog Box

Export to File Dialog Box
The Export to File dialog box lets you export an image of the frame on which
the position indicator is currently located.

Use this

To

Bin Tools (Top)

Navigate through and manage the contents of your
bins.

Bin Tools (Bottom) Change the way the contents of the bin are displayed.
These tools appear for all bin contents.
File Name

Enter a name for your preset.

File Types

Choose a file type for your preset.

External Controller Setup View
The External Controller Setup view lets you assign the controls on the external
controller to any of the hundreds of commands available in Avid DS Nitris.
To access the External Controller Setup view

t

Select View > Single-Instance Views > External Controller Setup.

Use this

To

External Controllers Select the controller that’s connected to your system.
Several controllers can be connected at the same time.
Controls

View all the controls on the selected controller. When
a control is mapped to a command in Avid DS Nitris,
the command name is displayed next to the control in
the Controls list.

Command
Categories

View categories of commands in Avid DS Nitris.
Commands belonging to the selected category appear
in the Commands list. You can view all commands at
the same time.

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Chapter 2 Capture and Output Reference

Use this

To

Commands

View all the Avid DS Nitris commands in the selected
category. When a command is mapped to an external
control, the control name is displayed next to the
command in the Commands list.

Display

Specify whether to show the assigned items,
unassigned items, or both.

Assigned

Filter the Controls or Commands list to display items
that are currently assigned.

Unassigned

Filter the Controls or Commands list to display items
that are currently unassigned.

Load

To load a command mapping preset.

Save

To save a command mapping preset.

Apply

Apply the current mapping. This button is available
only when you change the command mapping.

Import Preferences Dialog Box
The Import Preferences dialog box lets you import a preference set from a
desired location.

Use this

To

Bin Tools (Top)

Navigate through and manage the contents of your
bins.

Bin Tools (Bottom) Change the way the contents of the bin are displayed.
These tools appear for all bin contents.

1792

File Name

Enter a name for your preset.

File Types

Choose a file type for your preset.

Insert Tape Dialog Box

Insert Tape Dialog Box
The Insert Tape dialog box displays the names of the tapes required for batch
capture, the master clip to be recaptured, and the settings of the external
device. You can also control the external device from within this dialog box. It
is displayed during the batch capture process—see “Batch Capturing” in the
Help.

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Chapter 2 Capture and Output Reference

1794

Option

Description

Please insert tape

Displays the name of the tape to be inserted into the
deck so the clip can be recaptured

Next tape

Displays the name of the next tape to be inserted into
the deck

Current tape

Displays the name of the tape currently inserted in the
deck.

Master clip name

Displays the name of the clip to be recaptured

Current Device

Displays the current device preset selected

Device

Displays the current External Device configuration
preset. Select a different device from the Device
list—see “Configuring the External Device” in the
Help.

Manufacturer

Displays the manufacturer name of the external device
that you want to input from or output to

Model

Displays the model number of the external device that
you want to input from or output to

Pre-roll

Specifies the number of frames the external device
plays before it starts to capture or output. You should
have enough pre-roll to ensure that the external device
is playing at a fast enough speed to reach servo lock
state.

Input

Displays the audio input format that is supported by
the installed audio hardware. The selected format may
change the number of channels available in the track
patching matrix in the Audio Input panel of the
Capture Tool, the number of channels in the Output
Tool, as well as the number of output channels on the
mixer in the top timeline. Avid DS Nitris hardware
includes support for AES/EBU, ADAT, S/PDIF,
Analog, and SDI Embedded.

Priority

Displays the audio format priority for audio hardware
supporting several formats. This controls which input
plug is checked first for the presence of an audio
device.

Insert Tape Dialog Box

Option

Description

Check Machine Re-establishes the remote connection and verifies that
button
the external device is communicating properly with
your workstation. Every time you change the external
device configuration, you should use the Check
Machine command.
Repeated
timecodes

Notifies the system that the tape from which you are
capturing material may contain timecode that appears
more than once. This option disables the streaming
capture functionality, and allows you to manually cue
the tape to the appropriate timecode.

Audio Physical
Patching

Reflects how the physical audio inputs coming from
the external device are connected to your workstation

Transport control

Lets you remote-control external devices so you can
cue it up before recapturing

Shuttle Slider

Lets you jog or shuttle forward or backward on the
tape

Frame Forward

Lets you move ahead one frame

Frame
Backward

Lets you move back one frame

Rewind

Lets you rewind the tape quickly

Play/Stop

Lets you play or stop the tape

Fast Forward

Lets you fast forward through the tape

In

Displays the point at which the recapture begins

Out

Displays the point at which the recapture stops

Servo Lock

Specifies if the deck has reached servo lock state.
When Servo Lock is enabled, it turns green, otherwise
it is greyed out. If this option does not turn green
during capture or output pre-roll, you must increase
the pre-roll time.

Remote

Specifies if the external device is in Remote mode.
When Remote is enabled, it turns green, otherwise it is
dimmed.

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Chapter 2 Capture and Output Reference

Option

Description

Media Inserted

Specifies if a tape is inserted in the external device.
When a tape is inserted, it turns green, otherwise it is
dimmed.

Record Inhibit

Specifies if the Record Inhibit tab is enabled on the
tape. When Record Inhibit is enabled, it turns red,
otherwise it is dimmed.

VTR Reference

Specifies if the external device receives proper video
reference or external sync. When the external device is
receiving proper video reference or sync, it turns
green, otherwise it is red.

Eject Tape button

Ejects the tape from the external device

Skip Tape button

Ignores the clips on the current tape and moves on to
the next tape in the capture list

MediaManager Setup View
The MediaManager Setup view lets you select a MediaManager host or add a
new host.
To access the MediaManager Setup view:

t

In an Avid Explorer panel, open the Views folder and click
MediaManager.

To access a MediaManager host:

t

Double-click the icon for your MediaManager host.

To add a MediaManager host:

t

1796

Double-click the Add MediaManager icon and supply the host name.

MediaManager View

MediaManager View
The MediaManager view displays the main window of the MediaManager
application, from which you can conform a sequence checked in to
MediaManager. For more information on using MediaManager, see the
MediaManager Help.

MediaManager Settings
MediaManager settings let you create Avid DS Nitris master clips from a
sequence stored on a MediaManager server.
To show or hide the MediaManager settings:

•

In the bin tools, click the AAF/AFE Settings button.

Option

Description

Create Associated
Clips

Creates Avid DS Nitris master clips from a sequence
or clips that you drag onto the timeline or onto a folder
in the Avid Explorer. Deselect this option to avoid
creating another set of master clips.

Force Creation of
External Tape
Sources

Appends the MediaManager project name to the
master clip source names when creating master clips.
Select this option to distinguish between clips that are
created from tapes associated with the conform and
clips that are not.

Timeline Drop Settings
Create
Displays the folder that will hold the Avid DS Nitris
associated clips master clips when you drop a clip or sequence on the
in the following timeline
folder
Browse button

Browses your project folder to specify a folder to hold
the new master clips

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Chapter 2 Capture and Output Reference

Option

Lock Path

Description

Keeps the same folder for any new master clips you
create. Deselect this option to create master clips in
folders that match the names of the bins. Deselecting
this option keeps the original project structure when
conforming with AFE files.

OMF (Open Media Framework) View
The OMF view lets you import OMF compositions created on other systems
or export parts of your sequence in the OMF file format.
To access the OMF view:

•

Select View >Single-Instance Views > OMF.
OMF tools

Record in-point

OMF tree

1798

Use this

To

OMF tools

Load, save, and create OMF files.

Record in-point
(First edit at)

Set the timecode where the first edit will be recorded.

OMF tree

View the contents of the OMF file.

OMF (Open Media Framework) View

OMF Tools
The OMF tools let you import or export an OMF file, load an OMF file on the
timeline, create an OMF file from clips on the timeline, log OMF clips in a
bin, and get information about the OMF file.

n

When you export an OMF file, only the audio portion of your timeline gets
exported. Any video information is ignored. The OMF file that you export, will
always include both the compositional information as well as the audio media.
Conform OMF
Load OMF

Get Information

Timeline to OMF

Use this

To

Load OMF

Import an OMF file into the OMF view.

Conform OMF

Create clips, transitions, and supported effects on the
timeline and/or create logs in a bin from information
contained in the OMF file.

Timeline to OMF

Create and save an OMF file from the audio clips on
the timeline. The OMF file will contain both the
compositional information as well as the audio media.
The contents of the OMF file are also displayed in the
OMF view.

n
Info

The Timeline to OMF command only exports
the audio tracks. All video tracks are ignored.

Display extra information about the selected object in
the OMF list.

OMF Conform Dialog Box
The OMF Conform dialog box lets you determine which procedures are
performed during a conform, as well as the type of audio media that will be
imported with the OMF file.
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Chapter 2 Capture and Output Reference

To access the OMF Conform dialog box:

t

Click the Conform OMF button in the OMF view.

Option

Description

Create Master Clips Indicates the path of the folder in which you want to
in the Following
create logged master clips
Folder
Browse (...)

Lets you navigate the file system and select a folder
for logged master clips. Avid DS Nitris limits your
selection to a folder within the project folder.

Settings

Lets you specify whether logs are created, the clips are
loaded onto the timeline, or both

Create Logs

Creates logs of the clips in the Avid Explorer from
information contained in the OMF file

Create Timeline Creates clips, transitions, and supported effects on the
Clips
timeline from information contained in the OMF file
Create Both

Force Creation of
External Tape
Sources

Appends the OMF project name to the master clip
source names when creating master clips. Select this
option to distinguish between clips that are created
from tapes associated with the conform and clips that
are not.

Tapes

Sets the heads and tails to each of the imported clips

Heads

Specifies the number of extra frames to add before the
clip’s in-point

Tails

Specifies the number of extra frames to add after the
clip’s out-point

Import Audio Data

Activates the import of audio into the current project

Audio

Determines which type of media is imported with the
OMF file and where it will be stored

Import All
Media

1800

Creates logs of the clips in the Avid Explorer and
loads them with transitions and supported effects on
the timeline

Imports all the media contained in the OMF file into
the current project

OMF (Open Media Framework) View

Option

Description

Only Import
Used Media

Imports only the media used in the actual sequence
into the current project

Sample Rate

Sets the sample rate at which you want to import the
audio material. The higher the sampling rate, the more
accurate the conversion will be.

Bit Depth

Sets the bit depth of the audio media to be imported.
The bit depth determines the number of bits used to
represent an audio sample. The higher the bit depth,
the more precise the conversion will be.

Capture To

Specifies a destination storage device for the audio
media

Audio Input
Configuration

Displays a list of tape and/or file names referenced in
the OMF file and the corresponding number of inputs

Tape Name

Displays a list of tape and/or file names referenced in
the OMF file

Clip Name

Displays the list of clips associated with the selected
tape

Audio Channels Lets you re-assign the physical audio inputs to specific
audio channels for the recapture process.
Audio channels loaded from an OMF are only
available in mono format.
Set

Saves the audio input assignments for each source
tape name

Export Composition Dialog Box
The Export Composition dialog box lets you specify whether or not audio
media will be embedded in the OMF file. You can also specify the amount of
the clip to export using clip handles.

n

You can only consolidate and add heads and tails to audio media that
originates from tape. If you conform master clips that originate from file, you
have two options: you can either disregard the media or export the clip’s
entire media to the OMF file.

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Chapter 2 Capture and Output Reference

Use this

To

Audio Tracks

Specify whether to include audio media in the OMF
file you are exporting

Embed Media

Include the audio media in the OMF file you are
exporting

Consolidate

Specify how much of the audio clip to include in the
OMF file you are exporting. If not selected, the entire
span of the master clip is included in the OMF file. If
selected, only the material used on the timeline plus
any additional frames specified in the heads and tails
section will be included in the OMF file.

Bit Depth

Specify the bit depth for the audio:16 or 24.

Handles Length

Specify the number of frames before and after the clip
you want to include in the OMF file

Heads

Specify the number of frames before the material used
on the timeline to be included in the OMF file

Tails

Specify the number of frames after the material used
on the timeline to be included in the OMF file

Output Tool
The Output Tool lets you specify settings for outputting your media. You need
to specify the material to be output and its destination, as well as options such
as the output resolution and compression factor.
To access the Output Tool:

t

1802

Select View > Single-Instance Views > Output.

Output Tool

Output Tool (Output to Tape)
Use these options to output a sequence to tape.
To access the Output to Tape controls:

1. Select View > Single-Instance Views > Output.
2. Click the Output to Tape button.

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Chapter 2 Capture and Output Reference

Use this

To

Source

Specify the material you want to output

Entire Sequence

Output the entire timeline. Within a container clip, only
the clips on the the container timeline are output.

Sequence In/Out

Output a section of the sequence marked by in-points and
out-points in the timeline. The timecodes of the in-point
and out-point are displayed in the In and Out text boxes.

Use Tineline
Timecodes for Edits

To record to tape using the timecodes specified in the
timeline (including in-point and out-points).
For example, if you want to perform an insert edit for a
specific region of a sequence, mark the in-point and outpoint, select Sequence In/Out, and select Use Timeline
Timecodes for Edits.

1804

Output Tool

Use this

To

Insert/Assemble button

Begin the output process. The label indicates the selected
Edit mode.

Preview button

View the sequence before outputting.

Deck

Display the current External Device configuration preset.
You can select a different device from the device list—see
“Configuring the External Device” in the Help.

Edit Mode

Specify how the external device records the material to
tape.
•

Auto: Select this option to record the sequence onto a
prestriped tape (a tape with prerecorded control track
and timecode) This option lets you add material to
existing material on the tape. It also deactivates all
channels during capture to prevent any interruption of
signal between the deck and your system. The
recording begins at the timecode that is set in the I
field of the Output Tool. If you want to insert material
at a particular timecode on the tape (known as an
insert edit), make sure the in-point of the sequence
matches the in-point that you set in the Output tool.

•

Assemble: Select this option to record the material
onto a new tape (without control track or timecode) or
completely record over all tracks of an existing tape. A
blank tape must have enough stripe at the beginning to
allow for preroll. The selected sequence is recorded
from the in-point of the tape, which you must set in the
Output Tool. If the Output Tool is set for Assemble
mode, the Edit mode indicator flashes red to bring
your attention to the selection.

n

Assemble edit results in several garbage frames
appearing at the end of your edit. To work around
this inherent limitation, you can set an in-point at
the beginning of your sequence, an out-point ten
frames after the end of your sequence, and then
output from in to out. This records a series of black
frames between the end of your sequence and the
garbage frames.

This setting temporarily overrides the setting in the deck
template but does not change it—see “Configuring the
External Device for Output” in the Help.

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Chapter 2 Capture and Output Reference

Use this

To

Preroll

Set a custom preroll for the deck. This setting temporarily
overrides the setting in the deck template but does not
change it.

LTC rate

To record LTC (longitudinal timecode) through the LTC
Out connector on the Avid Nitris DNA. The LTC frame
rate matches the sequence frame rate. For 29.97 (NTSC)
you can select 29.97 (non-drop-frame) or 29.97 DF (dropframe). LTC is output at the sequence timecode.

Eject button

Eject the tape from the external device.

Check button

Re-establish the remote connection and verify that the
external device is communicating properly with your
workstation. Before outputting, you should click the
Check command.

V

Output the video channel to the external device or file.

A1 to A8

Output the selected audio channel(s) to the external
device. Click the buttons corresponding to the channels
you want to output. The number of available audio
channels depends on the installed audio hardware and the
configuration to which it is set.

Audio Propagation Delay Correct any frame delays in audio when you output your
sequence to tape. Enter the number of frames that will
compensate for this delay.

n

This problem usually occurs when there are a
number of audio devices connected between your
Avid DS Nitris workstation and the output deck.

Switch transport controls from the external device to the
record viewer
Timeline/Deck Control
button

1806

Transport controls

Control the external device or the sequence in the record
viewer—see “Transport Controls (Capture and Output
Tools)” on page 1770.

Video Output button

Select the output signal. For systems with an Avid Nitris
DNA, you can adjust the video parameters—see “Video
Output Parameters” on page 1811.

Output Tool

Use this

To

Downconvert button

Select options for downconverting HD sequences to SD or
converting HD sequences to another HD format—see
“Downconverted Output Formats and Sync Sources” on
page 1814.

Sync Source button

For systems with an Avid Nitris DNA, select the type of
sync signal for output: Tri-Level for HD and NTSC Black
Burst or PAL Black Burst for SD—see “Downconverted
Output Formats and Sync Sources” on page 1814..

Output Tool (Output to File)
Use these options to output a sequence to one or more graphics files or a single
movie file.
To access the Output to File controls:

1. Select View > Single-Instance Views > Output.
2. Click the Output to File button.

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Chapter 2 Capture and Output Reference

1808

Use this

To

Source

Specify the material you want to output.

Entire Sequence

Output the entire timeline. Within a container clip, only
the clips on the the container timeline are output.

Sequence In/Out

Output a section of the sequence marked by in-points and
out-points in the timeline. The timecodes of the in-point
and out-point are displayed in the In and Out text boxes.

Output button

Begin the output process.

File Type

Specify the format of the file to be output—see Output
File Formats.

Output Resolution

Set parameters for the size and field mode of the outputl.

Output Tool

Use this

To

Generic

Select a standard resolution for the output.

Custom

Specify a custom output resolution.

Field Mode

Specify the field dominance of the exported media. If you
are working with progressive or low-motion media in an
interlaced sequence, select Ignore to maximize the output
quality. Otherwise select Preserve to keep the field
dominance, or Invert to change the field dominance (from
odd to even, or even to odd). The Preserve and Invert
options preserve field motion and prevent any field
artifacts. This option is automatically set to Ignore when
you are working with a progressive sequence. For more
information, see “About Field Dominance” in the Help.

Output Options

Set additonal parameters for output.

Codec

Specify the codec to be used in the compression of the
output file. You can choose any codec that is already
installed on your machine. This option is available only
when generating files in formats that support compression.

Output Levels

Specify how Avid DS Nitris interprets the pixel values
within a frame.
Graphics: Use this option when exporting media to be
used in print or on the web.
Video: Use this option when exporting video that must not
be clipped, such as a portion of a video clip that is being
sent to a video paint system for cleanup or repair.
Auto: Use this option to export at the levels used for the
sequence.
For more information, see “Media Capture Settings” on
page 1759.

Preserve Alpha

Advanced Settings

Preserve the alpha channel in the generated file. This
option can be used only when generating files in formats
that support the alpha channel.
Specify the size and the specific area to be exported—see
Using Advanced Settings to Crop and Resize in the Help.

1809

Chapter 2 Capture and Output Reference

Use this

To

Source Region

Specify the left-corner offset (X and Y positions) of the
region and the size of the region (pixel dimensions) in the
source image.

Destination Region

Specify the left-corner offset and the size of the region in
the exported image.

Output Tool (Output to Reference)
Use these options to output a sequence as an AVI or QuickTime reference
movie.
To access the Output to Reference controls:

1. Select View > Single-Instance Views > Output.
2. Click the Output to Reference button.

1810

Use this

To

Reference Movie Type

Select an AVI or QuickTime reference movie

Output Tool

Use this

To

Include Scaling Matrix

(QuickTime only) Add QuickTime scaling to the exported
file. This scaling sets a display size for the movie that can
result in problems. By default, this option is not selected.
QuickTime uses 720x540 pixels for a 4:3 sequence and
720x405 pixels for a 16:9 sequence. Although these sizes
display the correct aspect ratio on the computer monitor,
they result in a vertical scaling that can create artifacts and
interlace problems. To discard the scaling matrix and
avoid these problems, do not select this option.

Video Output Parameters
The Video Output Parameters panel lets you calibrate the video signal for
output to an external device (Avid Nitris DNA only).
To access the Video Output Parameters panel:

1. Select View > Single-Instance Views > Output.
2. Click the Video Output button.

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Chapter 2 Capture and Output Reference

Option

Description

Video list

Lets you select the video signal you want to calibrate: Composite,
HD Analog Out and HD H Phase, SD Component, SD Serial
Digital, or S-Video.

Save Parameters

Saves the settings. as the default. You can save one set of
parameters for each type of signal.

Factory Settings

Resets the sliders to all the default settings for your hardware

Color Space (HD Analog Out)

Lets you select the color space for the output signal: YUV (video)
or RGB (graphics)

Subpixel H Phase

The horizontal blanking interval used to synchronize the timing
of two or more video signals below the pixel level

1812

Output Tool

Option

Description

H Phase

The horizontal blanking interval used to synchronize the timing
of two or more video signals

HD H Phase
Black level

A measurement of luminance in the video signal that is
referenced to the blackest point in the visible picture

Gain (Composite and S-Video)

A measurement of luma (Y) in the video signal that is the whitest
point in the visible picture

Y Gain (Component)
Y PbPr Overall Gain
(HD Analog YUV)
GBR Overall Gain
(HD Analog RGB)
R-Y Gain (Component)
Pr Gain (HD Analog YUV)
R Gain (HD Analog RGB)

The red (R) minus luminance (Y) color-difference signal of an
analog component system in the SMPTE NTSC video standard

B-Y Gain (Component)
Pb Gain (HD Analog YUV)
B Gain (HD Analog RGB)

The blue (B) minus luminance (Y) color-difference signal of an
analog component system in the SMPTE NTSC video standard

Hue (Composite and S-Video)

An attribution of color perception based on varying proportions
of red, green, and blue in the video signal. Also known as color
phase.

Saturation (Composite and S-Video)

A measurement of chrominance or the intensity of color in the
video signal

SC Phase

A control for timing two or more signals based on the color burst
portion of a composite or S-Video signal

1813

Chapter 2 Capture and Output Reference

Downconverted Output Formats and Sync Sources
The Output Tool lets you convert or downconvert a high-definition (HD or
film) sequence in one of several HD or standard-definition (SD) formats,
depending on the original format of your sequence (Avid Nitris DNA
workstation only).
The following illustrations show the SD format options for HD material.

High Definition

SD - Letterbox

SD - Anamorphic

SD - Center Cut

Sequence Format

Converted HD
Output

Converted SD
Output

Compatible Sync
Source

1080PsF 23.97

1080i 59.94

NTSC Letterbox
NTSC Center Crop
NTSC Anamorphic

Tri-Level

1080PsF 24

1080i 60

—

Tri-Level

1080PsF 25

—

PAL Letterbox
PAL Center Crop
PAL Anamorphic

Tri-Level
PAL Black Burst

1814

Output Tool

Sequence Format

Converted HD
Output

Converted SD
Output

Compatible Sync
Source

1080PsF 29.97

—

NTSC Letterbox
NTSC Center Crop
NTSC Anamorphic

Tri-Level
NTSC Black Burst

1080PsF 30

—

—

Tri-Level

PAL Letterbox
PAL Center Crop
PAL Anamorphic

Tri-Level
PAL Black Burst

1080i 50

1080i 59.94

720p 59.94

NTSC Letterbox
NTSC Center Crop
NTSC Anamorphic

Tri-Level
NTSC Black Burst

1080i 60

720p 60

—

Tri-Level

720p 59.94

1080i 59.94

NTSC Letterbox
NTSC Center Crop
NTSC Anamorphic

Tri-Level
NTSC Black Burst

720p 60

1080i 60

—

Tri-Level

2k and 4k Film 23.97 fpsa 1080p Center Crop
1080p Padding
1080i 59.94

NTSC Letterbox
NTSC Center Crop
NTSC Anamorphic
NTSC Padding

Tri-Level

2k and 4k Film 24 fpsa

1080p Center Crop
1080p Padding
1080i Center Crop
1080i Padding
1080i 60

—

Tri-Level

2k and 4k Film 25 fpsa

1080p Center Crop
1080p Padding

PAL Letterbox
PAL Center Crop
PAL Anamorphic
PAL Padding

Tri-Level
PAL Black Burst

2k and 4k Film 29.97 fpsa 1080p Center Crop
1080p Padding

NTSC Letterbox
NTSC Center Crop
NTSC Anamorphic
NTSC Padding

Tri-Level
NTSC Black Burst

2k and 4k Film 30 fpsa

—

Tri-Level

1080p Center Crop
1080p Padding

1815

Chapter 2 Capture and Output Reference

a. The converted formats available depend on the specific film format: Full Aperture, Academy, Widescreen,
Cinemascope, or Spirit.

Output File Formats
Avid DS Nitris supports a wide range of video and audio file formats. When
you export your media as a sequence or as single frames, choose from any of
the following formats:

1816

File format

File extension

Supports
alpha

Supports
compression

AIFF (uncompressed)

.aif, .aiff, .aifc

-

-

Alias

.als

No

No

AVI

.avi

Yes

Yes

Avid DS (Video Hal)

.gen,.omf

No

Yes (8-bit video
only)

BMP (Windows Bitmap)

.bmp

No

Yes

Chyron

.chr

Yes

No

Cineon

.fido

No

Yes

DPX

.dpx

No

No

JFIF (JPEG)

.jpg, .jpeg, .jfif

No

No

MAP

.map

No

No

MXF (Material Exchange
Format)

.mxf

No

Yes (8-bit video
only)

PCX (Microsoft Windows .pcx
Paintbrush)

No

No

PGM

.pgm

No

Yes

Photoshop

.psd

Yes

Yes

PICT

.pct, .pict

Yes

Yes

PNG

.png

Yes

Yes

Output Tool

File format

File extension

Supports
alpha

Supports
compression

PPM

.ppm

No

Yes

QuickTime

.mov, .qt

Yes

Yes

SGI

.sgi, .rgb

Yes

Yes

Softimage PIC

.pic

Yes

Yes

Targa

.tga

Yes

Yes

TIFF

.tif,.tiff

Yes

Yes

WAV

.wav

-

-

Wavefront

.rla

Yes

No

Windows Media

.wmv, .wma, .asf

No

Yes

YUV

.yuv

No

No

YUV16

.yuv16

No

No

DPX Export Dialog Box (Still Image Export)
If you select Cineon or DPX as a file format for output, a dialog box lets you
select the look-up table (LUT) and adjust color values.

Use this

To

Pixel format

View the pixel format of the sequence which you are
outputting.

Compression

View the compression of the sequence which you are
outputting.

1817

Chapter 2 Capture and Output Reference

Use this

To

LUT Type

Select the look-up table (LUT) for the export:
•

Linear: maintains the log values and lets you adjust the
white point and black point

•

Linear>Log: converts the values from linear to log and
lets you adjust all RGB controls

•

From File: Lets you select a file, which determines
which controls you can adjust. A dialog box gives you
the option of inverting the LUT.

RGB Controls

Adjust the color values of the output. You can type new
values or use the sliders. By default, RGB values are
equivalent. If you want to adjust an individual R, G, or B
value, clear the box in the Lock column for the parameter.

Big Endian Byte
Ordering

Write the DPX file so that it can be imported correctly into
graphics programs, such as Adobe After Effects® and Avid
Media Illusion.

Export Timecode

Specify the starting timecode at which your sequence will
be output.

Reset LUT

Return to the default RGB values.

Inverse LUT

Set the opposite values of the current RGB settings, so that
you can reverse the LUT settings that were used when the
original DPX file was imported.

Script Editor View
The Script Editor view is a text editor within Avid DS Nitris that lets you
create, modify, run, and manage scripts for both batch capturing and
processing. You can easily write a script to automate a commonly performed
series of tasks that can save you a great deal of time.

n

The scripting capability in Avid DS Nitris is limited to capturing media from
file.
To access the Script Editor:

•

1818

Select View > Single-Instance Views > Script Editor.

Script Editor View

Script
editing
menu
History pane

Splitter bar

Editing pane

Use this

To

Script editing
menus

Load, save, edit, cut, copy, or paste scripts.

History pane

View the most recently used commands in the current
Avid DS Nitris session. You cannot edit the text in the
History pane, but you can use it as a source for pasting
into the Editing pane. By default, the History pane
keeps the last 200 commands, but you can change this
number.

Editing pane

Create scripts by typing directly into the pane or cut,
copy, or paste information from other sources. This
pane retains its contents even after you quit
Avid DS Nitris. To clear it click the New button.

Script Editor Menus
The Script Editor menus let you create, edit, save, cut, copy, and paste
commands or entire scripts.

Use this

To

File

Display commands that let you open and save scripts.

1819

Chapter 2 Capture and Output Reference

Use this

New

Open a new script file.

Open

Open an existing script file.

Save

Save a script to file.

Save As

Save a script file with a different name.

Edit

1820

To

Display commands that let you modify the text in the
script editor.

Undo

Undo your last action.

Cut

Remove a portion of text.

Copy

Copy a portion of text.

Paste

Paste a portion of text that was copied from elsewhere.

Clear Selection

Remove text that has been selected in the Editing pane
of the Script Editor.

Select All

Select all text.

Clear History
Log

Remove all text from the History pane of the Script
Editor.

Clear Script
Editor

Remove all text from the Editing pane of the Script
Editor.

Run

Start the script.

New

Clear the Script Editor.

Save

Save the contents of the Editing pane to a file.

Cut

Remove a portion of text with the intent of moving it
elsewhere.

Copy

Copy a portion of text with the intent of placing it
elsewhere.

Paste

Paste a portion of text that was copied from elsewhere.

Run

Start the script.

Tape Library View

Tape Library View
The Tape Library view lets you name, view, and manage the tapes used in your
current project. You can perform basic operations, such as deleting, purging,
and recapturing clips based on their source.
To access the Tape Library view:

t

In the My System or Project panel of the Avid Explorer, click Views >
Tape Library.

Bin toolbar

Tapes list

Bin tools

For information about the Tape Tool, see .
To view the clips and sequences associated with a tape:

t

Select one or more tapes, and click the Clip Tray button:
The top part of the Tape Library view lists the tapes in your project, and
the bottom part lists the master clips and sequences that are associated
with the selected tape. Double-click a clip or sequence to display it in the
Source viewer.

1821

Chapter 2 Capture and Output Reference

Sequence
associated with
selected tape.

n

You can view the Tape Tool and Clip Tray views at the same time.

Tapes Menu
The Tapes menu lets you perform operations on the selected tape.
To access the Tapes menu:

t

1822

Right-click a tape icon.

Option

Description

Delete

Deletes the selected tape and all associated master clips

Rename

Lets you renames the selected tape. A tape name must be
less than 32 characters and cannot contain the following
characters: / \ : ; * ? “ < > | . ^ #

Change Comment

Lets you change the comment for the selected tape

Purge

Purges media for all master clips associated with the tape

Tape Library View

Option

Description

Recapture

Recaptures all master clips associated with the tape

Manual Reel

A check mark indicates that the tape has been marked for
user interaction. You can set the Manual Reel option when
you create a new tape, or select the option in the context
menu. This option disables the streaming capture
functionality, and allows you to manually cue the tape to
the appropriate timecode. Use this option for tapes that
contain repeated timecode, timecode breaks, or other
problems.

Add New Tape Dialog Box
The Add New Tape dialog box lets you add a new tape to the project.
To access the Add New Tape dialog box, do one of the following:

t

In the Bin Tools section of the Tapes list, click the Fast Menu button or
right-click in the background and select Add New Tape.

t

In the Capture Tool, click the New Tape button.

Option

Description

Name

The name associated with the tape. A tape name must be
less than 32 characters and cannot contain the following
characters: / \ : ; * ? “ < > | . ^ #.

Comment

A comment about the tape. This comment is displayed in a
bin when you select the Details or Script view.

Manual Reel

Marks the tape for user interaction. This option disables
the streaming capture functionality, and allows you to
manually cue the tape to the appropriate timecode. Use
this option for tapes that contain repeated timecode,
timecode breaks, or other problems. You can also select or
deselect this option by right-clicking a tape icon.
you flag a tape with the Manual Reel option
c Ifduring
capture, don’t deactivate it during
recapture because it may cause recapture errors.

1823

Chapter 2 Capture and Output Reference

Tape Tool
The Tape Tool view lets you see the media on one or more tapes, their
qualities, and the parts of the media that are used in a selected clip or
sequence. The Tape Tool view contains a list of audio and video media, and a
24-hour timeline that shows you where the media is situated. In this view, you
can also upconvert and downconvert audio, and purge media.
You can access the Tape Tool view from three different locations: the Media
Tool, Tape Library, and your project bin in Avid Explorer.
To access the Tape Tool:

1. Do one of the following:
t

Select Data Management > Media Tool.

t

In the My System or Project panel of the Avid Explorer, click
Views > Tape Library.

t

In Project panel of the Avid Explorer, select your project to display
the project bin.

2. In the respective view or bin, click the Tape Tool button.
The bottom portion of the view/bin displays a timecode box on the right
side and a timeline on the left.

1824

Tape Tool

Tape Tool button

Tape Tool view

Viewing Media
Regardless of how you access the Tape Tool, you can view the media of a
selected clip, sequence, or tape, as well as their qualities. Also, you can view
the media available on the tape(s) associated with your sequence, and the time
span of the media that’s actually used in a selected sequence.

n

You can only select tapes in the Tape Library view.
To view a tape’s media:

t

In the Tape Library, select one or more tapes, and click the Tape Tool
button.
The top part of the Tape Tool view lists the tapes in your project, and the
bottom part displays a list of audio and video channels on the selected
tape(s).

1825

Chapter 2 Capture and Output Reference

Selected tapes

Audio and video channels
of one of the tapes.

To view a clip or sequence’s media:

t

In the Tape Tool view, select a clip or sequence.

Selected sequence

Name of tape associated
with sequence.
Video and audio channels
available on tape.

The name of the tape from associated with the selected sequence is
displayed at the top of the list in the left panel. The audio and video
channels on the tape are displayed at the bottom of the panel.
1826

Tape Tool

Viewing the Format and Qualities of Media
The format and quality of media is automatically displayed beside each audio
or video channel in the left panel of the Tape Tool view. You can, however,
view additional information on a video channel.
To view additional information on a video channel:

t

In the bottom-left panel of the Tape Tool view, select a video channel.
Additional video information is displayed at the bottom of the panel.

Identifying Media in the Tape Tool Timeline
The media on the Tape Tool timeline is identified by different colors.

Green indicates media
available on the
storage device.

Gray indicates spans
that have been logged
or used in other
sequences.

White indicates media
used in the selected
clip or sequence.

Using the Tape Tool Timeline
The Tape Tool timeline is a 24-hour timeline that’s similar to the main
timeline; there is a timescale and position indicator to show the location of
media in a selected sequence.
If your sequence has many clips, they may not all be visible on the timeline.
You can pan the timeline to view different sections of your sequence. You can
also view the sequence in the Source viewer.

1827

Chapter 2 Capture and Output Reference

Using the Tape Tool timeline, you can also add source effects. For more
information, see Working with Source Effects.
To pan the Tape Tool timeline, do one of the following:

t

At the bottom of the left or right panel, drag the timeline scroll bar left or
right.

t

In the left panel, click the arrows to pan left or right.

To switch between the Tape Tool timeline and the record timeline:

1. In the timeline navigation bar, click the Source/Record Timeline button.
The button turns green and the media that’s used in the selected sequence
is displayed on the main timeline.
2. Click the Source/Record Timeline button again to switch back to the
main timeline.
To view a video channel in the Source viewer:

t

In the Tape Tool timeline, click the small box beside a video channel.

Click to view this in
the Source viewer.

The media in the video channel is displayed in the Source viewer.

1828

Timeline Recapture Dialog Box

Timeline Recapture Dialog Box
The Timeline Recapture dialog box lets you set options before you recapture
clips from the timeline.
To access the Timeline Recapture dialog box:

t

In the editing toolbar, right-click the Media IO button and select one of the
following:
-

Recapture Entire Timeline with Options

-

Recapture Selection with Options

Option

Description

Heads

Specifies the number of frames before the clips to be
recaptured

Tails

Specifies the number of frames after the clips to be
recaptured

Recapture Only Active
Material

Recapture material marked as active.

Time Delay

Recapture master clips from the timeline at a specific date
and time . This is useful when you’re using 3D rendered
image files in your sequence. You can render the 3D
image files at night, set the Time Delay option to begin
capture after the render is complete and have everything
captured by the next morning.

When you select this option, clips with time effects
(Timewarp, Interlace, Deinterlace, 3:2 Expand, or 3:2
Contract) are recaptured in their entirety regardless of the
active areas. For all other types of container clips, only
the active portions of the container clips are recaptured.

The Time Delay option is only valid for media that was
originally imported from file.
The date/time properties on your computer determine
when to start and end your recapture. Make sure your
clock is accurate, so that the recapture occurs at the
desired time.

1829

Chapter 2 Capture and Output Reference

1830

Chapter 3
Editing Reference

This chapter includes reference information on features you use during
editing.

Animation Controls (Global in Status Bar)
The global animation controls in the status bar let you turn automatic
keyframing on or off, set a keyframe manually, and move between keyframes.
Previous Key

Next Key
Last Key

First Key
Animation Key

Autokey

Use this

To

|< (First Key)

Move the position indicator to the first keyframe

< (Previous Key)

Move the position indicator to the previous keyframe

Animation Key

Set a keyframe at the current frame with the current property
settings. Right-click this button to display the Animation Key
menu—see “Animation Key Menu” on page 1832.

Autokey

Automatically create a keyframe when you make any
adjustments to properties. That is, you do not have to click the
Animation Key button each time you change a property.

> (Next Key)

Move the position indicator to the next keyframe

Chapter 3 Editing Reference

Use this

To

>| (Last Key)

Move the position indicator to the last keyframe

Animation Key Menu
The Animation Key menu lets you create and edit animation, as well as
change the curve interpolation type.
To access the Animation Key menu, do one of the following:

t

Right-click the Animation Key button in any property editor.

t

Right-click the global animation key in the status bar.

Use this

To

Animation Editor

Display the animation editor—see “Understanding the
Animation Editor” in the Help.

Remove Key

Remove every available keyframe at the current position
indicator location

Remove Animation

Remove all function curves in this animation

First Key

Move the position indicator to the first keyframe in the
function curve

Last Key

Move to the position indicator to the last keyframe in the
function curve

Cut Key

Cut every available keyframe at the current position
indicator location

Copy Key

Copy every available keyframe at the current position
indicator location

Paste Key

Paste every available keyframe, at the current position
indicator location, to their respective curve

n

1832

You can only paste to effects of the same type as
the effects copied to the Clipboard.

Animation Tools

Use this

To

Autokey

Turn Autokey mode on or off. Automatically creates
keyframes as you adjust the settings.

n

Tip: You can activate this mode by clicking the
Autokey button at the bottom-right of the desktop.

Constant

Change the function curve to a constant curve. This
option has no effect on a motion path.

Linear

Change the function curve to a linear curve

Bézier

Change the function curve to a Bézier curve

Animation Tools
The animation tools are represented as buttons in the animation editor. These
tools let you move within the animation graph, and adjust the values or time of
the keyframes of a function curve.
To access the animation editor, do one of the following:

Keyframe timecode

Prev Key/Next Key

t

Select View > Single-Instance Views > Animation Editor.

t

In a property editor with animation controls, right-click the Animation
Key button and select Animation Editor.

Keyframe value

Zoom Pan

Select Select Region Edit Key

Add Key Remove Key

Frame Ripple

Preferences

Interpolations Snap

Swap

Use this

To

Select (mode)

Select a function curve or keyframe.

Select Region

Select a region of the function curve. You can use this
tool when cutting, copying, or pasting function curves.

1833

Chapter 3 Editing Reference

1834

Use this

To

Edit Key (mode)

Enter Edit Key mode. When you are in this mode: leftclick to select/translate keys, middle-click to add keys,
and right-click to delete keys.

Zoom (mode)

Zoom in or out on the animation graph.

Pan (mode)

Pan the animation graph.

Frame

Frame the currently selected curves.

Add Key (mode)

Add a keyframe when you click the animation graph.

Remove Key (mode)

Delete any keyframes that you select.

Ripple

When selected before pasting, moves key points to
accommodate the inserted region.

Linear Interpolation

Repeat the value of a key point. The movement is
characterized by sudden changes at keyframes and static
positions between keyframes.

Spline Interpolation

Spline interpolation accelerates and decelerates to ease
into and out of each keyframe, resulting in a smooth
transition. The degree of acceleration and deceleration
before and after the keyframe is determined by the
tangent handles of the key point.

Snap

Snap the ghost curve to the currently selected function
curve.

Swap

Swap the currently selected function curve with the
ghost function curve.

Preferences

Display the Animation Editor Preferences property
editor to adjust the graph properties.

Prev Key/Next Key

Navigate between keyframes in an animation

Keyframe timecode

Display the timecode of the selected keyframe. You can
type a new timecode to edit the selected keyframe. If
more than one keyframe is selected, no timecode is
displayed.

Keyframe value

Display the value of the selected keyframe. You can type
a new value to edit the selected keyframe(s). If more than
one keyframe is selected, no value is displayed.

Animation Editor Menus

Animation Editor Menus
The animation editor menus let you create, edit, and view a selected property’s
function curve. For information about the animation editor, see
“Understanding the Animation Editor” in the Help.

File Menu (Animation Editor)
The File menu lets you open, save, and import your files, and access the Curve
Editor to set your user preferences.

Use this

To

Open

Open a saved function curve

Save

Save a function curve as a raw function curve file

Import (.fraw)

Import raw function curves

Export (.fraw)

Export raw function curves

Preferences

Display the Animation Editor Preferences property page

Edit Menu (Animation Editor)
The Edit menu lets you cut, paste, and select keys, regions, or curves, and
access advanced snapping and swapping features.

Use this

To

Cut

Cut a selected region, function curve, or key

Copy

Copy a selected region, function curve, or key

Paste

Paste a selected region, function curve, or key

Select Tool

Select a function curve or keyframe

Select Region Tool

Select a 2D region of the animation graph. The curve
region edit controls let you move, stretch, or compress
all the key points within the selected region as a group.

1835

Chapter 3 Editing Reference

Use this

To

Select All Keys

Select all keys on all selected function curves

Select All Curves

Select all function curves currently displayed in the
animation graph

Deselect All

Deselect all keys and function curves

Snapshot

Snap the ghost curve to the currently selected function
curve

Swap w. Snapshot

Swap the selected function curve with the ghost
function curve

Snap to Grid

Snap the key point to the nearest X (time) and Y
(value) coordinates

Snap to Frame

Snap the key point to the nearest frame on the
animation graph’s X axis

Move Keys to Nearest
Frame

Move existing floating keys to the nearest frame

Discrete Time

Keep keys on keyframes when stretching or scaling
function curves

Interactive Update

Simultaneously update the image in the viewer as you
modify the function curve of the animation, when
selected.

n

When deselected, each modification must be
completed before the image is updated.

View Menu (Animation Editor)
The View menu lets you view function curves, show/hide features such as key
coordinates and labels, and display snapshot curves. You can also pan and
zoom, frame, and display rulers and grid lines.

1836

Use this

To

All Parameters

View the function curves for all the animatable
parameters in the animation graph

Animation Editor Menus

Use this

To

Animated Parameters

Display only the animated parameters in the
animation graph

Marked Parameters

Display only the marked parameters in the
animation graph

Clear All Curves

Hide all function curves in the animation graph
until you select one of the other available view
commands

Filter

Shows or hides the Animation Filter list at the top
of the animation tree.

Edit Filter

Opens the Edit Filter dialog box for setting criteria
for displaying function curves.

Keys on Unselected Curves

Show or hides key points on all unselected
function curves in the animation graph

Slopes on Unselected Keys

Show or hides the slopes of all unselected keys on
a selected function curve

Curve and Axis Labels

Show or hides the labels on selected function
curves and the X and Y axes in the animation
graph

Keys Coordinates

Show or hides the time and value of a selected key

Snapshot Curve

Display a temporary copy of the original function
curve. When moving a key point or part of a curve,
it creates a “snapshot” of the curve’s original
location.

Normalized in Y (Value)

View and compare multiple curves that have a
broad range of values. Normalizing the Y axis lets
you view the full range of each function curve.

Pan Tool

Pan the animation graph

Zoom Tool

Zoom in or out on the animation graph

Automatic Pan

Pan the animation graph during playback

Automatic Framing

Automatically set the animation graph view
around the selected object (timeline or elsewhere).
If this option is not selected, then the animation
graph retains the last zoom setting.

1837

Chapter 3 Editing Reference

Use this

To

Frame Selection

Frame the selected curves and keys by resetting the
pan and zoom, so they fit in the animation graph
within a specified range

Frame Region

Frame the selected region by resetting the pan and
zoom, so they fit in the animation graph within a
specified range

Frame Selected Curves

Frame the selected curves by resetting the pan and
zoom, so they fit in the animation graph within a
specified range

Frame All Curves

Frame all the function curves by resetting the pan
and zoom, so they fit in the animation graph within
a specified range

Frame to Timeline

Frame all the function curves by resetting the
graph view to the time span specified in the
timeline controls

Grid

Turn the grid lines on or off

Rulers

Turn the X and Y axis rulers on or off

Locators

Display any locators, in the selected time span, on
the timeline ruler

Meta Curve Region

Mark the timecode of keyframes, or groups of
keyframes, with a red locator below the animation
graph

Display for selected
curves only

Display the Meta Curve region for selected curves
only

Display for all curves

Display the Meta Curve region for all curves

Hide Meta Curve region

Hide the Meta Curve region

Keys Menu (Animation Editor)
The Keys menu lets you control the selected keyframe’s key and tangent
handles. You can lock key values, break and unify tangent handles, as well as
control the slope of inserted keys.

1838

Animation Editor Menus

Use this

To

Lock in X (Time)

Lock the key’s location in time on the X axis, allowing
movement only in the Y direction

Lock in Y (Value)

Lock the key’s value on the Y axis, allowing
movement only in the X direction

Lock Slope Orientation

Lock the angle of the tangent handles of the selected
key points

Lock Slope Length

Keep the length of the tangent handles constant

Unlock All Keys

Unlock all keys that were previously locked in X and
Y values

Unlock All Slopes

Unlock all tangent handles that were previously
locked in slope length and angle

Unify Slope

Lock the slope together at 180 degrees to each other

Break Slope

Freely move slopes as you drag each tangent handle
individually

Automatic Slope

Automatically set the slope of an inserted key to the
slopes of neighboring keys

Zero Slope

Constrain key points to a slope of zero. The tangent
handles remain horizontal, so that only the slope
tension can be modified

Plateau Slope

Set the slope of an inserted key automatically to zero
if the next key has the same value, or if that key is a
local minima or maxima. This is useful to hold key
point values to prevent the automatic interpolation
from going above or below your keyframed values.

Remove Animation

Remove all keyframes from selected curves

Remove Key

Remove selected keyframes

Insert Key at Current Time

Insert key points for all selected curves at a given
frame

Delete Key at Current Time Delete key points for all selected curves at a given
frame

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Use this

To

Edit Key Tool

Turn Edit Key mode on or off. In this mode, left-click
to select/translate keys, middle-click to add keys, and
right-click to delete keys.

Add Key Tool

Turn Add Key mode on or off

Remove Key Tool

Turn Remove Key mode on or off

Curves Menu (Animation Editor)
The Curves menu lets you control the appearance of function curves. You can
choose the interpolation and extrapolation modes, introduce cycles, as well as
adjust the function curve using resampling, smoothing, and fitting tools.

Use this

To

Constant
Interpolation

Repeat the value of a keyframe until the next one. The
movement is characterized by sudden changes and then static
positions.

Linear Interpolation Connect key points by straight line segments. The movements
are characterized by sudden changes at each key point.
Spline Interpolation Result in a smooth transition. Uses a curved spline
interpolation. The interpolation accelerates and decelerates to
ease into and out of each keyframe.

1840

Constant
Extrapolation

Extrapolate the value of the Y axis from the first frame to the
first keyframe and the value of the Y axis from the last
keyframe to the last frame. This results in a hold of motion
before and after the movement.

Gradient
Extrapolation

Extrapolate the increment calculated between the first and
second key points and applies it from the first frame to the first
keyframe

Cycle

Repeat the function curve shape/pattern defined by key points.
This results in the cycling of that pattern from the first
keyframe to the last.

Relative Cycle

Repeat the selected function curve such that the next cycle
begins at the same value as the end of the previous cycle

Animation Editor Preferences

Use this

To

Freeze Cycle

Freeze the selected function curve to a selected time span

Flip X (Time)

Flip the values of the X (Time) coordinates about the average
value of the time of all selected keyframes

Flip Y (Value)

Flip the values of the Y (Value) coordinates about the average
value of the Value of all selected keyframes

Resample

Generate a key every ‘x’ time step units. The time step units
can be set in the Curve Editor property editor (Curve
Processing property page).

Smooth

Remove sharp spikes and jags from a function curve by
averaging between keyframes.
You can adjust the filter size in the Curve Editor property
editor (Curve Processing property page). A high filter size will
give you a much straighter curve.

Fit

Remove redundant keyframing while preserving the original
shape of a function curve

Make Rotations
Continuous

Recalculate the rotation values to avoid flipping. Creates a
continuous rotation function curve.

Animation Editor Preferences
The Animation Editor Preferences property editor lets you set your viewing
and displaying preferences, as well as curve processing and pasting options.
To access the Animation Editor Preferences property editor:

t

From the Animation Editor, select File > Preferences.

Editor Property Page (Animation Editor Preferences)
The Editor property page lets you control various settings of the animation
editor, including how the grid is displayed and how the viewer is updated.

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Option

Description

Grids

Controls the properties of the grid displayed in the
animation editor. You can set the properties for the
horizontal and vertical directions separately.

Display Grid

Turns grid display on or off

Snap Grid

Turns grid snapping on or off

Rulers

Controls properties of the ruler displayed along axes of
animation editor. You can set the properties for the
horizontal and vertical directions separately.

X or Y value

Sets spacing between ruler increments

Show

Turns ruler display on or off

View
Keys Coordinates

Lets you control display of keys, key coordinates, slopes,
snapshot curves, and playback cursor.
Shows or hides time and value of a selected key

Slopes on Unselected Shows or hides key points on all unselected keys on a
Keys
selected curve
Keys on Unselected
Curves

Turns between showing and hiding key points on all
unselected curves in the animation graph

Snapshot Curve

Displays temporary copy of original function curve. When
moving a key point or part of a curve, a “snapshot” of the
curve’s original location is taken.

Pan & Zoom tool by Activates the Pan & Zoom tool whenever you select the
default
Pan tools from the animation editor
Interactive Update

1842

Simultaneously updates the image in the viewer as you
drag the function curve of the animation. When deselected,
you must drag and release before the image updates.

Active

Turns Interactive Update on or off

Speed

Sets the Interactive Update speed. The higher the speed,
the faster the update will occur as you drag the function
curve.

Animation Editor Preferences

Keys Property Page (Animation Editor Preferences)
The Key property page contains information about selected keyframes in the
animation editor and contains controls for setting the interpolation between
keyframes.

Option

Description

Frame

Specifies frame number of selected key. To move a keyframe,
type a frame number and press Enter.

Value

Specifies value of selected key. To change it, type a new value
and press Enter.

Previous Key

Lets you go to previous keyframe

Next Key

Lets you go to next keyframe

Interpolation

Controls how values are calculated for frames between
keyframes on the selected function curves

Constant

Repeats value of a keyframe until the next one. The movement
is characterized by sudden changes and then static positions.

Linear

Uses linear interpolation by connecting keyframes with
straight line segments. The movement is characterized by
sudden changes at each key point.

Spline

Results in a smooth transition. Uses a curved spline
interpolation. The interpolation accelerates and decelerates to
ease into and out of each keyframe.

Slope

Controls how slope moves

Unified

Keeps slopes together as they move, keeping a constant angle
between them

Broken

Lets slopes move freely as you drag each handle individually

Curve Processing (Animation Editor Preferences)
The Curve Processing property page lets you define the smoothing, fitting, and
resampling of function curves.

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Option

Description

Smoothing

Removes sharp spikes and jags from a function curve
by averaging between keyframes

Average Filter

Smooths function curve by applying a moving average.
The weights of the average are uniformly distributed.

Filter Size

Defines number of keys that comprise the filter. The
higher the filter size, the straighter the curve.

Gaussian Filter

Smooths function curve by applying a moving average.
The weights of the average are distributed as a bell
curve. This usually gives better results than the average
filter.

Variance

Controls degree of smoothing. The higher the variance,
the smoother the function curve.

n
Fitting
Tolerance

Resampling

1844

This option applies to the Gaussian filter only.

Removes redundant keyframes while preserving
original shape of a function curve
Adjusts closeness of fit. Smaller values will maintain
the original shape of the curve better by using more
keys, while larger values will use less keys and will
result in a fit that deviates from the original curve.
Generates a key every “x” time step units on the
function curve

Time Step

Specifies interval at which keys are inserted when using
resampling option

Keep Existing Keys

Keeps keys that existed before adding keys through
resampling option

Smooth

Removes sharp spikes and jags from a function curve
by averaging between keyframes

Fit

Removes redundant keyframing while preserving
original shape of a function curve

Resample

Generates key every “x” time step units. The time step
units can be set in the Curve Editor property editor
(Curve Processing property page).

Animation Editor Preferences

Paste Options (Animation Editor Preferences)
The Paste Options property page lets you control how key points, function
curves, and curve segments are pasted, as well as set continuity options for
pasted regions.

Option

Description

Paste Options

Controls how key points, function curves, and curve
segments are pasted from the system memory

Insert

Inserts key points on system memory before current
selection when pasting from system memory. The
current selection is moved to the right.

Replace

Replaces current selection with key points on Clipboard
when pasting from the system memory

Absolute

Inserts key at the value it was cut

Relative

Inserts key on the curve, creating a “Y” offset

Continuity Options

Controls how key point values are integrated into the
pasted area

Left Key

Specifies the value to be used in calculating the key
point to be inserted at the left of the paste region

Use Average

Inserts a key to the left of the paste region by taking an
average of the values of the pasted and original curves at
that point

Use Left Value

Inserts a key to the left of the paste region by using the
value of the original curve at that point

Use Right Value

Inserts a key to the left of the paste region by using the
value of the pasted curve at that point

Right Key

Specifies value used in calculating the key point to be
inserted at the right of the paste region

Use Average

Inserts a key at the right of the paste region by taking an
average of the values of the pasted and original curves at
that point

Use Left Value

Inserts a key to the right of the paste region by using the
value of the pasted curve at that point

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Option

Use Right Value

Description

Inserts a key to the right of the paste region by using the
value of the original curve at that point

Animation Graph Menu
The animation graph menu lets you create, edit, and view a selected property’s
function curve.
To access the animation graph menu:

t

Right-click an empty area of the animation graph.

Use this

To

File

Open, save, and import your files, and access the Curve
Editor to set user preferences

Open

Open a saved function curve

Save

Save a function curve as a raw function curve file

Edit

1846

Cut, paste, and select keys, regions, or curves, and access
snapping and swapping features

Cut

Cut a selected region, function curve, or key

Copy

Copy a selected region, function curve, or key

Paste

Paste a selected region, function curve, or key

Select All Keys

Select all keys on all the currently selected curves

Select All Curves

Select all function curves currently displayed in the
animation graph

Deselect All

Deselect all keys and function curves

Snapshot

Snap the ghost curve to the selected function curve

Swap w. Snapshot

Swap the selected function curve with the ghost function
curve

Snap to Grid

Snap the key point to the nearest X (time) and Y (value)
coordinates

Animation Graph Menu

Use this

Snap to Frame

To

Snap the key point to the nearest frame on the animation
graph’s X axis

Move Keys to Nearest Move existing floating keys to the nearest frame
Frame
Discrete Time

Keep keys on keyframes when stretching or scaling
function curves

Interactive Update

Simultaneously updates the image in the viewer as you
modify the function curve of the animation, when
selected.

n
View

Keys on Unselected
Curves

When deselected, each modification must be
completed before the image is updated.

Let you view function curves, show/hide features, such
as key coordinates and labels, and display snapshot
curves. It also contains commands for framing and
displaying rulers and grid lines.
Show or hides key points on all unselected function
curves in the animation graph

Slopes on Unselected Show or hides the slopes of all unselected keys on a
Keys
selected function curve
Curve and Axis
Labels

Show or hides the labels on selected function curves and
the X and Y axes in the animation graph

Keys Coordinates

Show or hides the time and value of a selected key

Snapshot Curve

Display a temporary copy of the original function curve.
Moving a key point or part of a curve creates a
“snapshot” of the curve’s original location.

Normalized in Y
(Value)

View and compare multiple curves that have a broad
range of values. Normalizing the Y axis lets you view the
full range of each function curve.

Frame Selection

Frame the currently selected curves and keys by resetting
the pan and zoom, so they fit in the animation graph
within a specified range

Frame Region

Frame the selected region by resetting the pan and zoom,
so they fit in the animation graph within a specified
range

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Use this

Frame Selected Keys

Frame the selected keys by resetting the pan and zoom,
so they fit in the animation graph within a specified
range

Frame Selected
Curves

Frame the selected curves by resetting the pan and zoom,
so they fit in the animation graph within a specified
range

Frame All Curves

Frame all the function curves by resetting the pan and
zoom, so they fit in the animation graph within a
specified range

Grid

Turn the grid lines on or off

Rulers

Turn the X and Y axis rulers on or off

Locators

Display any locators, in the selected time span, on the
timeline ruler

Meta Curve Region

Mark the timecode of keyframes, or groups of
keyframes, with a red locator below the animation graph

Keys

1848

To

Control key and tangent handle options. You can lock
key values, break and unify tangent handles, as well as
control the slope of inserted keys.

Lock in X (Time)

Lock the key’s location in time on the X axis, allowing
movement only in the Y direction

Lock in Y (Value)

Lock the key’s value on the Y axis, allowing movement
only in the X direction

Lock Slope
Orientation

Lock the angle of the tangent handles of the selected key
points

Lock Slope Length

Keep the length of the tangent handles constant

Unlock All Keys

Unlock all keys that were previously locked in X and Y
values

Unlock All Slopes

Unlock all slopes whose tangent handles were previously
locked

Unify Slope

Lock the slope together at 180 degrees to each other

Break Slope

Freely move the slopes as you drag each tangent handle
individually

Animation Graph Menu

Use this

To

Automatic Slope

Automatically set the slope of an inserted key to the
slopes of neighboring keys

Zero Slope

Constrain key points to a slope of zero. The tangent
handles remain horizontal, so that only the slope tension
can be modified

Plateau Slope

Set the slope of an inserted key automatically to zero if
the next key has the same value, or if that key is a local
minima or maxima. This is useful for holding key point
values to prevent the automatic interpolation from going
above or below your keyframed values.

Remove Animation

Remove all keyframes from selected curves

Remove Key

Remove selected keyframes

Edit Key Tool

Turn Edit Key mode on or off. In this mode, left-click to
select/translate keys, middle-click to add keys, and rightclick to delete keys.

Curves

Control the appearance of function curves. You can
choose the interpolation and extrapolation modes,
introduce cycles, as well as adjust the function curve
using resampling, smoothing, and fitting tools.

Constant Interpolation Repeat the value of a keyframe until the next one. The
movement is characterized by sudden changes and then
static positions.
Linear Interpolation

Connect key points by straight line segments. The
movements are characterized by sudden changes at each
key point.

Spline Interpolation

Result in a smooth transition. Uses a curved spline
interpolation. The interpolation accelerates and
decelerates to ease into and out of each keyframe.

Constant
Extrapolation

Extrapolate the value of the Y axis from the first frame to
the first keyframe and the value of the Y axis from the
last keyframe to the last frame. This results in a hold of
motion before and after the movement.

Gradient
Extrapolation

Extrapolate the increment calculated between the first
and second key points and applies it from the first frame
to the first keyframe

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Use this

To

Cycle

Repeat the function curve shape/pattern defined by key
points. This results in the cycling of that pattern from the
first keyframe to the last.

Relative Cycle

Repeat the selected function curve such that the next
cycle begins at the same value as the end of the previous
cycle

Freeze Cycle

Freeze the selected function curve to a selected time span

Flip X (Time)

Flip the values of the X (Time) coordinates about the
average value of the time of all selected keyframes

Flip Y (Value)

Flip the values of the Y (Value) coordinates about the
average value of the Value of all selected keyframes

Resample

Generate a key every ‘x’ time step units. The time step
units can be set in the Curve Editor property editor
(Curve Processing property page).

Smooth

Remove sharp spikes and jags from a function curve by
averaging between keyframes.
You can adjust the filter size in the Curve Editor property
editor (Curve Processing property page). A high filter
size will give you a much straighter curve.

Fit

Remove redundant keyframing while preserving the
original shape of a function curve

Animation Tree Menu
The Animation Tree pop-up menu lets you import and export a selected
property’s function curve. For information about the animation tree, see
“Using the Animation Tree” in the Help.
To access the Animation Tree menu:

t

1850

Right-click a property in the animation tree.

Use this

To

Import

Choose a function curve to import

Edit Animation Menu

Use this

To

Export

Save the selected property’s function curve

Edit Animation Menu
The Edit Animation pop-up menu lets you open the animation editor, locate
and remove keyframes, and set keyframes automatically.
To access the Edit Animation menu:

1. From the taskbar, click the Compositing button.
2. In the Layers view, right-click the Animation Key button.

Command

Description

Animation Editor

Displays the animation editor

Remove Keyframe

Removes the selected keyframe from the function curve

Remove Animation

Removes all function curves from this animation

First Key

Moves to the first keyframe in the function curve

Last Key

Moves to the last keyframe in the function curve

Autokey

Turns Autokey mode on or off. Automatically creates
keyframes as you adjust the settings.

n

Tip: You can activate this mode by clicking the
Autokey button at the bottom-right of the desktop.

Edit Filter Dialog Box
The Edit Filter dialog box lets you customize the animation tree to display
only those parameters that meet a specific set of criteria.
To access the Edit Filter dialog box:

t

In the animation editor, select View > Edit Filter.

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1852

Command

Description

Criterion

Contains six different criterion for filtering parameters
including: Contains, Does Not Contain, Equal, Does Not
Equal, Begins With, and Ends With.

Value

The field in which you enter the specific criteria used to
filter the display of parameters in the animation tree.

Filter Name

Displays a list of filters.

Clear

Clears all the fields.

Delete

Deletes the selected filter from the Filter Name list.

Save

Saves the criteria specified for a filter. The saved filter
appears in the Filter Name list in this dialog box and in the
Filter list at the top of the animation (when enabled).

Expression Editor

Expression Editor
The expression editor is where you write, edit, validate, and apply expressions,
as well as create, connect, and disconnect inputs for an expression. An input is
the parameter(s) that you choose to use in an expression. For example, if you
want the amount of blur to be related to a DVE’s X and Y, then you’ll need to
have two inputs.
Also, by using the preset controls, you can save your expression for use on
other parameters.
Shows the parameter that is
controlled by the expression.
Bypass expression

Preset
controls

Expression pane

Message pane

Inputs pane

Option

Description

Bypass

Bypasses the expression, so that it is not
applied to the parameter.

Expression

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Option

Description

Expression pane

A text editor where you enter an expression by
typing or choosing items from the menu.

Insert

Lets you add a mathematical function.

Revert

Undoes any changes made to the expression
text in the property page.

Validate

Checks if the expression is valid, but does not
apply it.

Apply

Applies the expression.

Message pane

An area that updates as you work, indicating
whether an expression is valid or not.

Inputs
Inputs pane

Displays a list of inputs, properties, and their
connection status.

Add

Adds an input.

Remove

Removes an input.

Disconnect

Disconnects an input.

Select

Selects the effect to which the input is
associated.

Insert Menu
The Insert menu provides a complete list of inputs, operators, functions, and
constants to use when creating expressions. Operators are like a+b, functions
like sin( a), and constants like TRUE.
When adding mathematical operators, the token and accompanying text are
inserted as tokens in the expression pane of the expression editor. For example,
the Add operator puts the following in the expression pane:
 + 
All you have to do is replace “expr1” and “expr2” with values.

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Insert Menu

All trigonometric functions are in degrees.

Option

Description

Input

Lists the current inputs.

Constants
True

TRUE: Used in Boolean expressions and is equivalent to 1.0.

False

FALSE: Used in Boolean expressions and is equivalent to 0.0.

PI

PI: Equivalent to 3.142.

E

E: Equivalent to 2.718.

Frame Size in X Fx: Represents the size (in pixels) of the image frame’s X axis.
Frame Size in Y Fy: Represents the size (in pixels) of the image frame’s Y axis.
Time
Current Frame

Fc: Represents the current frame number.

Current Time
(seconds)

T: Represents the current time in seconds. This value depends
on the current frame and the frame rate defined for the scene.

Frame Rate

Fr: Represents the current frame rate. This token is useful for
writing an expression that would produce the same numeric
results no matter what the frame rate is.

Convert from
seconds to
frames

seconds_to_frames(  ): Converts the expression to
frames for the current frame rate.

Convert from
SMPTE to
frames

smpte_to_frames( “HH:MM:SS:FF” ): Converts the SMPTE
time to frames for the current frame rate.

Time Modifier

at_frame( ,  ): Evaluates the
first expression at the specified time of the current timeline.

Arithmetic

n

Operators follow the standard of precedence. Items are
enclosed in brackets first, then * and /, followed by +
and -.

Plus

 + : Math operator + (plus).

Minus

 - : Math operator - (minus).

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Option

Description

Negation

-: Math operator - (negation).

Multiply

 * : Math operator * (multiply).

Divide

 / : Math operator / (divide).

Comparison

Comparison operators compare the values on both sides of an
equation.

Equal To

 = = : Boolean operator = = (equal to). This
equation is true if they have the same value and false if they do
not.

Less than

 < : Boolean operator < (less than). This
equation is true if the value of the expression on the left is
smaller than the value on the right. Otherwise, the equation is
false.

Less than or
Equal

 <= : Boolean operator <= (less than or
equal). The equation is true if the value of the expression on the
left is smaller than or equal to the value on the right. Otherwise,
the equation is false.

Greater than

 > : Boolean operator > (greater than). The
equation is true if the value of the expression on the left is
greater than the value on the right. Otherwise, the equation is
false.

Greater than or
Equal

 >= : Boolean operator >= (greater than or
equal). The equation is true if the value of the expression on the
left is greater than or equal to the value on the right. Otherwise,
the equation is false.

Not Equal to

 != : Boolean operator != (not equal to) in the
expression pane. The equation is true if the values on both
sides of the equation are not equal. If they are equal, the
equation is false.

Logical

1856

And

 && : Boolean operator && (And). This
equation is true if both sides of the equation are true.

Or

 || : Boolean operator || (Or). This equation is
true if one side of the equation or the other is true.

Insert Menu

Option

Not
Assignment

Description

!: Boolean operator ! (Not). This token negates the
expression that follows the token.
 = : The assignment operator = (equal). Assigns
the value of the right side of the equation to the variable on the
left.

Trigonometry
Sine

sin(  ): Evaluates the sine of an expression.

Cosine

cos(  ): Evaluates the cosine of an expression.

Tangent

tan(  ): Evaluates the tangent of an expression.

ArcSine

asin(  ): Evaluates the arcsine function (the inverse of
sine) of an expression.

n
ArcCosine

acos(  ): Evaluates the arccosine function (the inverse
of cosine) of an expression.

n
ArcTangent

The input argument of the arcsine function should be
between -1 and 1. Outside this range, the arcsine is
undefined and the asin token returns 0. The output of the
asin token is in degrees.

The input argument of the arccosine function should be
between -1 and 1. Outside this range, the arccosine is
undefined and the acos token returns 0. The output of the
acos token is in degrees.

atan(  ): Evaluates the arctangent function (the inverse
of tangent) of an expression. The output of the atan token is a
value in degrees between -90 and 90.

Exponent
Logarithm

log(  ): Evaluates the natural (base e or Napierian)
logarithm of an expression.

Exponential

exp(  ): Evaluates the value of e raised to the power of
the expression, where e is the natural (Napierian) base of
logarithms, or approximately 2.718.

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Option

Power

Description

pow( ,  ): Evaluates the value of expr1 raised
to the power of expr2.
You can use this function to calculate roots other than the
square root, which you can get more simply with square root
(below). For example:
pow( Input1, 1/3)
Returns the cubic root of the value of Input1.

Square Root

sqrt(  ): Evaluates the square root of an expression.

Value
Absolute

abs(  ): Returns the absolute (positive) value of an
expression.

Floor

floor(  ): Returns a value that is rounded down.

Ceiling

ceil(  ): Returns a value that is rounded up.

Round

round(  ): Returns a value that is rounded up to the
closest integer.

Minimum

min( ,  ): Evaluates two expressions and
returns the lower value.
You can add more expressions separated by commas, and the
function will return the minimum value of all of them. For
example:
min( , min( , min( , ) ) )

Maximum

max( ,  ): Evaluates two expressions and
returns the higher value.
You can add more expressions separated by commas, and the
function will return the maximum value of all of them. For
example:
max( , max( , max( , ) ) )

Modulo

1858

fmod( ,  ): Returns the remainder when expr1
is divided by expr2.

Insert Menu

Option

Read Only

Description

readonly(  ): Makes the expression non-reversible.
You can also use this function to make a non-reversible
expression reversible. For example:
Non-reversible: Input1 + Input2
Reversible: Input1 + readonly( Input2)

Conditions
Condition

cond( , ,  ):
Returns one of two values, depending on whether a specified
condition is true.
•

 is the expression defining the condition (its
value is logical and is considered to be false if it's equal to
0, and true otherwise).

•

 is the expression that will be evaluated if
the condition is true.

•

 is the expression that will be evaluated
if the condition is false.

For example:
cond( Fc < 50, Input1 * 2, 10 )
Returns the value of Input1 multiplied by 2 if the current frame
number is less than 50; otherwise, returns 10.
The following operators can be used to create a condition
expression, including: Equal to, Not Equal to, Less than, Less
than or Equal to, Greater than, Greater than or Equal, Or, And,
and Not.
Random

These functions generate random values in various ways. The
seed value can vary over time. The seed range can be between
0 and 32768.

Random: 0 or 1

randBool( ): Generates 0 or 1 randomly at each frame.
You can use these random values with Boolean expressions,
where 0 = false and 1 = true.

Random: 0.0 to
1.0

rand_0_1(  ): Generates a random number between 0
and 1 at each frame.

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Option

Description

Random Custom RAND(  ,  ,  ): Generates a random
number at each frame between the minimum and maximum
values you specify.
Noise

noise(,,): Generates random but continuous values
between 0 and 1 at each frame. You can then multiply and add
to the result to obtain noise patterns in any value range.
Replace the dummy arguments as follows:
•

, , : Replace each argument with an expression.
Different combinations result in different noise patterns.

At least one argument should be an expression that varies over
time; for example, Fc or T. You can multiply or divide the
variable expression to change the frequency of the noise.
Declarations
Variable

var  = : Creates a variable of the given name
and initializes the starting value with the expression on the
right.

Sub-Expression

sub  = ;: Creates a sub-expression of the given
name. When the sub-expression name is used, the sub is
replaced with , and evaluated at the time.
For example, if the current frame is 0 and Input1’s value at
frame 0 is 10 and at frame 50 is 30, consider the following:
var VarName = Input1;
sub SubName = Input1;
var VarResult = at_frame( VarName, 50 );
var SubResult = at_frame( SubName, 50 );
The two results would not have the same value. VarName was
assigned a value when it was created, so VarResult will be 10.
On the other hand, SubName is reevaluated every time it is
used, so SubResult will have a value of 30.

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Audio Media Conversion

Audio Media Conversion
When you change the frame rate of a sequence, you need to adjust the audio
clips so they stay in sync with the video.
To access the Audio Media Conversion dialog box, do one of the
following:

t

In the Media Tool, right-click an audio media file and select up/down
convert audio.

t

In the Tape Tool, right-click an audio media file and select Audio
Up/Down Convert.

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Option

Description

Source File

The audio clip you are converting.

Source pane

The parameters of the source clip. You
cannot edit these parameters.

Sample Rate

The sample rate at which the clip was
captured.

Video Frame Rate

The video rate at which the clip was
captured.

Target pane

The parameters of the current sequence. You
cannot edit these parameters.

Sample Rate

The sample rate of the current sequence.

Video Frame Rate

The video rate of the current sequence

Video Reference pane
Conversion includes Reference
Change

The controls that enable audio conversion
Converts the video frame rate of the selected
clip.

Use Default Reference Conversion Lets Avid DS Nitris make the most
Parameters
appropriate conversion for the audio clip.
Drop Frame Conversion pane

If the “Use Default Reference Conversion
Parameters” option is not selected, lets you
select the appropriate conversion:
•

None

•

1001/1000: drop-frame to non-dropframe

•

1000/1001: non-drop-frame to dropframe

Frame Rate Reference Conversion pane Lets you select the appropriate frame rate
conversion.

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Audio Effects

Audio Effects
The audio effects let you adjust the output signal of an audio clip. You can
apply audio effects to clips, tracks, or mixer input strips.
Since all audio effects are real-time effects, except for the Timewarp effect,
you can hear the results upon playback without having to process the effect.

n

If you are adjusting parameters in an audio property editor during playback,
you may notice a slight time lapse before you hear the results of the change.
This will not affect the quality of the final output to tape or file.

Effect name

Description

Crossfade

Applies an audio transition between two clips so that the
sound of the outgoing clip fades out as the sound of the
incoming clip fades in—see “Crossfade Property Editor” on
page 1897.

Dynamics

Controls the dynamic range of the audio signal—see
“Dynamics Property Editor” on page 1868.

Equalizers (EQ)

Boosts or cuts a specific band of frequencies in the audio
signal—see
•

“Parametric EQ Property Editor” on page 1873

•

“3 Band Tone Control Property Editor” on page 1864,

•

“4 Band Parametric EQ Property Editor” on page 1864

•

“10 Band Graphic EQ Property Editor” on page 1866

Fade

Animates the volume of the audio signal over time—see
“Fade Property Editor (Audio Effect)” on page 1872

Gain

Boosts or cuts the decibel level of the audio
output signal—see “Gain Property Editor” on page 1872

Reverb

Simulates the many reflections of a sound that can be heard
within a room—see “Reverb Property Editor” on page 1873

Timewarp

Alters the length and speed of an audio clip without
affecting the original pitch—see “Timewarp (audio)
Property Editor” on page 1874 and “Timewarp (audio
timezone) Property Editor” on page 1875
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Effect name

Description

VST™ Host

Lets you apply VST plug-in effects to your clip—see “VST
Host Property Editor” on page 1876

3 Band Tone Control Property Editor
The 3 Band Tone Control effect lets you boost or cut the bass, middle, and
treble frequency ranges in the audio clip’s spectrum of signals. You can boost
or cut the signal in a decibel range of –15 dB to +15 dB. You can also boost
the overall gain.

Option

Description

Input Gain (dB)

Specifies amount of gain (in decibels) to be added to or cut
from the whole signal spectrum

Bass (dB)

Boosts or cuts bass frequency range. Bass uses a shelving
EQ with a slope of 6 dB/octave and a corner frequency of
100 Hz. Type a positive number to boost the signal strength
and a negative number to cut it.

Middle (dB)

Boosts or cuts middle frequency range. Middle uses a Q
factor of 0.8 and a center frequency of 2 kHz. Type a
positive number to boost the signal strength and a negative
number to cut it.

Treble (dB)

Boosts or cuts treble frequency range. Treble uses a highpass shelving EQ with a slope of 6dB/octave and a corner
frequency of 8 kHz. Type a positive number to boost the
signal strength and a negative number to cut it.

4 Band Parametric EQ Property Editor
The 4 Band Parametric EQ effect lets you boost or cut a specific band of
frequencies in an audio clip. For example, you can increase the bass or
compensate for high frequency loss. You can also boost the overall output
gain. You can apply this effect to a maximum of four different frequency
bands.

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Audio Effects

Each of the property pages (1 to 4) lets you boost or cut a specific band of
frequencies in an audio clip.
Band 1 Property Page (4 Band Parametric EQ)
The Band 1 property page lets you boost or cut a specific band of frequencies
in an audio clip, as well as boost or cut the overall output gain.

Option

Description

Input Gain

Specifies amount of gain (in decibels) to add to or cut from the
overall signal

Gain (dB)

Specifies number of decibels to boost or cut the band of
selected frequencies. Range of boost and cut is ± 24 dB.

Frequency (Hz)

Specifies center frequency at which you want the effect to be
applied

Q

Enters a Q factor (resonance). The higher the Q factor, the
wider the bandwidth affected. This factor applies only to the
Peaking gain curve type.

Peaking

Uses Peaking gain curve type. The effect occurs at the
frequency specified for the Frequency (Hz) parameter and falls
off according to the specified Q factor.

LF Shelving

Uses Low Frequency Shelving gain curve type. The effect
starts at the low end of the frequency spectrum and continues
up to the frequency specified for the Frequency (Hz)
parameter. The Q factor is fixed.

HF Shelving

Uses High Frequency Shelving gain curve type. The effect
starts at the high end of the frequency spectrum and continues
up to the frequency specified for the Frequency (Hz)
parameter. The Q factor is fixed.

Bands 2 - 4 Property Page (4 Band Parametric EQ)
Each of the Bands 2 - 4 property pages let you boost or cut a specific band of
frequencies in an audio clip.

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Option

Description

Gain (dB)

Specifies number of decibels to boost or cut the band of
selected frequencies. Range of boost and cut is ± 24 dB.

Frequency (Hz)

Specifies center frequency at which you want the effect to be
applied

Q

Enters a Q factor (resonance). The higher the Q factor, the
wider the bandwidth affected. This factor applies only to the
Peaking gain curve type.

Peaking

Uses Peaking gain curve type. The effect occurs at the
frequency specified for the Frequency (Hz) parameter and falls
off according to the specified Q factor.

LF Shelving

Uses Low Frequency Shelving gain curve type. The effect
starts at the low end of the frequency spectrum and continues
up to the frequency specified for the Frequency (Hz)
parameter. The Q factor is fixed.

HF Shelving

Uses High Frequency Shelving gain curve type. The effect
starts at the high end of the frequency spectrum and continues
up to the frequency specified for the Frequency (Hz)
parameter. The Q factor is fixed.

10 Band Graphic EQ Property Editor
The 10 Band Graphic EQ effect lets you boost or cut the output signal at preset
frequencies with preset bandwidths ranging from 31 Hz to 16 kHz. The bands
are separated by exactly one octave, and each band has a bandwidth of one
octave. You can boost or cut the signal in a decibel range of –15 dB to +15 dB.
Bands 1 - 4 Property Page (10 Band Graphic EQ)
The Bands 1–4 property page let you boost or cut the output signal at the
following frequencies: 31 Hz, 67 Hz, 125 Hz, and 250 Hz.

1866

Option

Description

Input Gain (dB)

Controls amount of gain (in decibels) to add to or cut from
overall signal

Audio Effects

Option

Description

31 Hz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 31 Hz. Values: -15 to +15 dB.

67 Hz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 67 Hz. Values: -15 to +15 dB.

125Hz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 125 Hz. Values: -15 to +15 dB

250 Hz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 250 Hz. Values: -15 to +15 dB.

Bands 5 - 10 Property Page (10 Band Graphic EQ)
The Bands 5-10 property page lets you boost or cut the output signal at the
following frequencies: 0.5 kHz, 1 kHz, 2 kHz, 4 kHz, 8 kHz, and 16 kHz.

Option

Description

0.5 kHz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 0.5 kHz. Values: -15 to +15 dB.

1 kHz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 1 kHz. Values: -15 to +15 dB.

2 kHz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 2 kHz. Values: -15 to +15 dB.

4 kHz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 4 kHz. Values: -15 to +15 dB.

8 kHz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 8 kHz. Values: -15 to +15 dB.

16 kHz

Controls amount of gain (in decibels) to add to or cut from a
one-octave bandwidth at 16 kHz. Values: -15 to +15 dB.

Dynamics Effects
The following table lists the various Dynamics effects.

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Effect name

Description

Dynamics

Controls the dynamic range of the
audio signal

2-1 Compression at -18 dB

Reduces the signal strength of the portion
of the audio signal above -18 dB by a
ratio of 2-1

3-1 Compression at -18 dB

Reduces the signal strength of the portion
of the audio signal above -18 dB by a
ratio of 3-1

Hard Limiter at -6 dB

Keeps the audio signal strength from
exceeding a maximum of -6 dB

Hard Noise Gate at -35 dB

Cuts off the sound when the audio signal
strength drops below -35 dB

Soft Limiter at -6 dB

Reduces the signal strength of the portion
of the audio signal above -6 dB by a ratio
of 5-1 and keeps the maximum to -4 dB

Soft Knee

Reduces the signal strength of the portion
of the audio signal above -20 dB and
keeps the maximum to -8 dB

Dynamics Property Editor
The Dynamics effect lets you adjust the dynamic range of an audio clip.
General Property Page (Dynamics)
The General property page lets you set parameters for the five dynamics
processes available in the Dynamics property editor: Gate, Expander,
Compressor 1, Compressor 2, and Limiter. The operations of each of these
effects are interrelated. You apply these processes by specifying a threshold
above which (or in some cases below which) they take effect.
A general method of proceeding is to:
1. Set the parameters in the General property page.
2. Set the ratios (as needed) in the Threshold property page.
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Audio Effects

3. Adjust the process thresholds in the Threshold property page.

n

Option

Description

Attack Time (msec)

Controls how quickly Dynamics effect responds when
a signal exceeds the threshold level for the process.
Values: 0.02 to 300 milliseconds.

Release Time (msec)

Controls how quickly the dynamic response recovers
to normal operation when the signal falls below the
threshold for a process. Values: 1 millisecond to 5
seconds.

The attack and release times affect the speed at which the dynamics processors
respond when signals go above or below any of the threshold settings. By
carefully setting these parameters, you can make the results of the dynamics
processing subtler and less obtrusive.

Threshold Property Page (Dynamics)
The Threshold property page lets you control the thresholds for the five
available dynamics processes. When you set the threshold, you are specifying
the signal strength at which the process begins functioning.
You can use one or more of these processes to adjust the sound level in your
audio clips. Avid DS Nitris implements these processes from the bottom of the
parameter list upwards: Gate, Expander, Compressor 1, Compressor 2, and
Limiter.

n

Compressors 1 and 2 perform the same process: By specifying different ratios
and thresholds, you can use each to accomplish a different objective.
The Ratio controls let you set input versus output level ratios for the Expander,
Compressor 1, and Compressor 2 dynamics processes. These ratios control the
degree of compression or expansion on the output signal. That is, the degree to
which the dynamic range of the signal is restricted or increased.

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Option

Description

Limiter Threshold
(dB)

Cuts signal strength of all sounds above specified signal
strength threshold down to the threshold itself. It does this by
using an almost infinite compression ratio (99:1). Values: -90
to 0 dB.
Use this process when recording signals to a medium that has
a particular dynamic saturation point above which the signal
will be distorted.

n
Compressor 2
Threshold (dB)

The Limiter threshold cannot be set lower than the
Compressor 2 threshold.

Reduces signal strength of sounds above the specified signal
strength threshold, according to the ratio you set for
Compressor 1 in the Ratio property page. By pushing higher
levels down, the overall dynamic range is reduced or
“compressed”. Values: -90 to 0 dB.
Use this process to make an overall mix comply with the
more limited dynamic range of a particular broadcast or
recording medium.

n
Ratio

Sets input side of input/output level ratio for Compressor 2.
Values: 1:1 to 20:1. For example, if you set the ratio to 4:1
(an input value of 4), sounds that are 4 dB over the threshold
are reduced to 1 dB over the threshold. Sounds that are 2 dB
over the threshold are reduced to 0.5 dB over the threshold,
and so on.

Compressor 1
Threshold (dB)

Reduces signal strength of sounds above specified signal
strength threshold, according to the ratio you set for
Compressor 1 in the Ratio property page. By pushing higher
levels down, the overall dynamic range is reduced or
“compressed”. Values: -90 to 0 dB. Use this process to make
an overall mix comply with the more limited dynamic range
of a particular broadcast or recording medium.

n

1870

The Compressor 2 threshold cannot be set higher than
the Limiter threshold or lower than the Compressor 1
threshold.

The Compressor 1 threshold cannot be set higher than
the Compressor 2 threshold or lower than the
Expander threshold.

Audio Effects

Option

Description

Ratio

Sets input side of input/output level ratio for Compressor 1.
Values: 1:1 to 20:1. For example, if you set the ratio to 2:1
(an input value of 2), sounds that are 10 dB over the
threshold are reduced to 5 dB over the threshold. Sounds that
are 4 dB over the threshold are reduced to 2 dB over the
threshold, and so on.

Expander Threshold
(dB)

Reduces signal strength of sounds that fall below specified
signal strength threshold, according to the ratio you set for
the Expander in the Ratio property page. By pushing low
levels signals even lower, the overall dynamic range of the
output is expanded, relative to the input signal. Values: -90 to
0 dB. This option is typically used to reduce low level noise.
It gives a smoother result than the Gate Threshold.

n

The Expander threshold cannot be set higher than the
Compressor 1 threshold or lower than the Gate
threshold.

Ratio

Sets output side of input/output level ratio for the Expander.
Values: 1:1 to 1:20. For example, if you set the ratio to 1:4
(an output value of 4), an input signal that is 1 dB below the
threshold is reduced to 4 dB below the threshold in the
output. A sound that is 2 dB below the threshold is reduced
to 8 dB below the threshold, and so on.

Gate Threshold (dB)

Turns off the output signal (completely blocks the sound) of
signals that fall below the specified threshold. A threshold of
–144.5 lets all sound through and a threshold of 0 cuts out all
sound. To deactivate Gate, set the threshold to –144.5.
Values: –144.5 to 0 dB.

n
Gain Make-up (dB)

The Gate threshold cannot be set higher than the
Expander threshold.

Applies an overall gain to the audio clip after all processes
have been applied. Values: –40 to +40 dB.

Ratio Property Page (Dynamics)
The Ratio property page provides a graphical representation of your dynamics
settings and is for display only. The graph shown on the property page is a
larger version of the one displayed on the Threshold property page. Use the
Threshold property page to adjust the dynamics settings shown here.
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The red line represents the dynamics function. The horizontal (X) axis of the
graph shows the decibel level of the audio input signal, and the vertical (Y)
axis of the graph represents the resulting level of the audio output signal.

Fade Property Editor (Audio Effect)
The Fade effect lets you control the fade-in or fade-out volume of the clip. By
adjusting the function curve, you can increase or decrease the volume. You can
make the fade gradual, sharp, or vary it in any number of ways.
The Fade property editor has the following presets:
•

Dip—Animates the volume of the audio signal over time

•

Fade In Linear—Animates the fade-in volume of an audio clip

•

Fade In—Animates the fade-in volume of an audio clip

•

Fade Out Linear—Animates the fade-out volume of an audio clip

•

Fade Out—Animates the fade-out volume of an audio clip

Option

Description

Y direction

Sets volume

X direction

Sets keyframes. The length of the effect bar determines the
duration of the effect.

Curve

Uses curve to define the way volume varies in the fade.
Move points up to increase volume and down to decrease it.
Hold down the A key and click the curve to add more keys.
Use the handles to move and control the shape of the curve.

Position indicator

Shows current location of position indicator

Amount

Shows volume of clip at a given time (value of the Y axis).
Move the position indicator to view the value at a specific
frame.

Gain Property Editor
The Gain effect lets you boost or cut the output gain of an audio clip, by
increasing or decreasing the decibel level.

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Option

Description

Level (dB)

Controls decibel level of audio clip

Invert Phase

Inverts output signal

Unity

Returns decibel level to default value (0)

Parametric EQ Property Editor
The Parametric EQ effect lets you boost or cut a specific band of frequencies
in an audio clip. For example, you can increase the bass or compensate for
high frequency loss. You can also boost the overall output gain.

Option

Description

Filter Type: Peaking

Uses the Peaking gain curve type. The effect occurs at the
frequency specified for the Frequency (Hz) parameter and
falls off according to the specified Q factor.

Boost/Cut (dB)

Controls number of decibels by which band of frequencies is
boosted or cut. Type a positive number to boost the signal
strength and a negative number to cut it.

Frequency (Hz)

Controls frequency at which effect is applied

Q

Specifies Q factor (resonance). The higher the Q factor, the
wider the bandwidth affected.

Output Gain (dB)

Controls amount of gain (in decibels) added to or cut from the
overall signal

Reverb Property Editor
The Reverb effect lets you apply a reverberation effect to your clip. The
reverberation effect simulates the many reflections of sound that can occur
within a room and can be used to add depth to a sound.
To expand and collapse the list of parameters:

t

Click the Reverb title in the property editor.

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To set a keyframe at the current frame with the current parameter value:

t

Click the box next to each parameter.

Option

Description

Room Size

Specifies relative size of room you want to simulate

Wet Level

Specifies amount of effect signal mixed into final output

Dry Level

Specifies amount of original signal mixed into final output

Damping

Specifies amount of sound energy absorbed by room

Pre-Delay

Specifies delay (maximum 50 milliseconds) between dry and
wet level signals

Timewarp (audio) Property Editor
The audio Timewarp effect lets you alter the length and speed of an audio clip
without affecting the original pitch. You can also adjust the pitch of any source
audio with or without a change in its duration.

n

1874

If your Avid system has a Merging Technologies audio card installed you can
use the audio Timewarp effect, Timezone from Merging Technologies—see
“Timewarp (audio timezone) Property Editor” on page 1875.

Option

Description

Speed (%)

Specifies resulting playback speed as a percentage of the
original speed (may have a positive or negative value)

Duration (SMPTE)

Specifies final duration of the clip in SMPTE timecode
(may have a positive or negative value)

CrossFade (ms)

Adjusts the crossfade length in milliseconds, optimizing
the performance of the timewarp according to the type of
audio material.

Minimum Pitch (Hz)

Sets the minimum or lowest pitch used during the timewarp
processing

Audio Effects

Option

Description

Pitch Shift

The pitch shift options adjusts the amount of pitch shift and
pitch change.

Enable

Actives the pitch shift options when selected

Coarse (semitones)

Adjusts amount of pitch shift. Coarse slider transposes in
semitones (half steps)

Fine (cents)

Adjusts the amount of pitch shift. Fine slider transposes in
cents (hundredths of a semitone)

Pitch Shift Ratio

Adjusts the amount of transposition (pitch change)

Timewarp (audio timezone) Property Editor
The audio Timewarp effect lets you alter the length and speed of an audio clip
without affecting the original pitch. The audio timewarp has been optimized
for human speech.

n

To use the audio Timewarp effect, Timezone from Merging Technologies, you
must have a Merging Technologies audio card installed on your system.

General Property Page (Timewarp audio timezone)
The General property page lets you modify the playback speed of an audio
clip without affecting the original pitch. There are two methods of changing
the speed—by specifying a percentage of the original speed or by typing a new
SMPTE duration.

Option

Description

Speed (%)

Specifies resulting playback speed as a percentage of the
original speed (may have a positive or negative value)

Duration (SMPTE)

Specifies final duration of the clip in SMPTE timecode
(may have a positive or negative value)

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Option

Description

Quality

Specifies how you want the clip to be processed. The
higher the quality setting, the more processing power, and
therefore more time is required to complete the process.
For example, set the quality to Fast while you experiment
with parameters. Once you’ve decided on your settings, set
the quality to High to process the final result.

Advanced Property Page (Timewarp audio timezone)
The Advanced property page lets you control audio blocks. The audio
Timewarp effect is a time domain function; it takes the selected audio clip and
slices it into a series of joined blocks.

Option

Description

Blocklength

Specifies size of the audio blocks used to perform the
TimeZone processing. In general, percussive sounds, such as
drums, piano, and clicks, should use smaller blocklengths,
while instruments, such as strings, wind, and flute, should use
longer blocklengths. For clips that combine both percussive
and tonal sounds, such as music, you will need to experiment
with this parameter for the optimal setting.

Crossfading

Specify length of crossfade applied between each audio block
during the TimeZone processing

Energy Detection
(dB)

Specify energy threshold for processing audio blocks. When
this option is selected, only audio blocks that do not exceed the
specified energy threshold are processed. This is particularly
useful for percussive content or for speech applications.
Do not apply Energy Detection when an exact processed file
size must be guaranteed.

Apply

Specify whether or not to use Energy Detection

VST Host Property Editor
The VST Host effect lets you use VST plug-in effects to create your audio
mix.

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Avid Explorer Menu

n

Avid DS Nitris implements version 1.0 of the VST Host and works with any
VST plug-in effects that support this version of the VST Host.

General Property Page (VST Host)
The General property page lets you select and apply a VST plug-in effect to
your audio mix using the Avid DS Nitris interface.

Option

Description

Effect

Specifies plug-in effect you want to use

Program

Lets you select VST format preset for current effect

Load button

Lets you select VST effect program (.fxp) or effect bank (.fxb)
file to load. These files contain VST format presets for the
current effect.

Editor Property Page (VST Host)
The Editor property page lets you adjust the VST plug-in effect in your audio
mix using the effect’s own custom interface. This property page is only
available if there is a custom interface for the effect.

Avid Explorer Menu
The Avid Explorer menu lets you delete, purge, and show media files, as well
as display the properties of the media associated with the selected clip. You
can also edit and remove source side effects. It includes both Avid DS Nitris
commands and Windows systems commands.
To access the Avid Explorer menu, do one of the following:

t

In a bin, right-click an Avid DS Nitris media file or an Avid DS Nitris
folder that contains media.

t

In a bin, select an Avid DS Nitris media file or an Avid DS Nitris folder
that contains media and click the Fast Menu button.

t

In an Avid Explorer panel, right-click an Avid DS Nitris folder that
contains media.

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The contents of the menu depend on the object selected.

Command

Description

Import to Current
Project

Imports the selected clip or sequence into the project in
which you are currently working.
You have the option of linking to existing media or copying
media. Links are kept to the media in the original project to
save space on your storage device.

n

To be able to create a link to media, it must reside on
a shared storage device.

Purge Media

Displays the Purge dialog box, which lets you remove
different types of media from your system.

Delete Clip & Unused
Media

Removes the master clip and its media from your system.
This command verifies if the media is being used by
another sequence. If it is, only the master clip is deleted.
The media remains on your disk array until you delete the
last sequence that uses the media.

Delete Clip & All
Media

Removes the sequence, master clip, and media files from
your system.

n

This is a quick way to remove unwanted media, but it
can be risky as it does not check to see if the media
is being used by other sequences.

Capture Settings

Displays the Capture Settings dialog box, which lets you
set parameters for capturing from file.

Capture

Captures media from the selected file

Recapture

Recapture media for the selected clip.

Recapture with Options Displays a dialog box that lets you set options for
recapturing from tape—see “Explorer Recapture Options
Dialog Box” in the Help.

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Link

Creates a linked clip from the selected file

Relink

Re-creates links for selected linked clips.

Log

Create a logged clip from the selected file

Show Media

Displays the Media Tool, with selected clips or sequences
in the left panel and associated files in the right panel

Avid Explorer Menu

Command

Description

Properties

Displays the Media Properties dialog box, which contains
information about the available media, as well as the
original media file

Source Effects

Lets you edit, bypass, or remove applied source effects

Edit Tape Effect

Edits the tape source effect using the effect’s property
editor

Edit Masterclip
Effect

Edits the masterclip source effect using the effect’s
property editor

Edit Subclip Effect

Edits the subclip source effect using the effect’s property
editor

Remove Tape Effect Deletes the source effects properties applied on the tape
Remove Masterclip Deletes the source effects for this masterclip
Effect
Remove Subclip
Effect

Deletes the source effects for this subclip

Delete

Deletes the selected media file.

Copy to Storage

Opens the Copy Media dialog box, which lets you copy
media files between folders on your storage device

Move to Storage

Opens the Move Media dialog box, which lets you move
media files between folders on your storage device

Defragment

Defragments the video media file or files.
With the daily process of capturing, deleting, and purging,
video files on the video storage are not guaranteed to be
contiguous. This fragmentation may result in the skipping
of frames during playback. To fix this problem, you can
defragment the file or series of files that are causing the
problem.

Verify Media

Search the selected media files for corrupted files.

View Frame

Displays various ways to change the video frame that is
displayed for media files in the Thumbnails view

First Frame

Displays the first frame of the media file

Middle Frame

Displays the middle frame of the media file

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Command

Description

Last Frame

Displays the last frame of the media file

Advanced

Opens the Display Frame Number dialog box, which lets
you choose the frame that is displayed in the Thumbnails
view

Avid Explorer Tools
Avid Explorer tools let you manage the display of the Avid Explorer view. The
following tools appear at the top of the Avid Explorer:

Show/Hide Panel 2
Show/Hide Panel 1

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Cascade
Tile

Capture Settings

Path

Use this

To

Show/Hide Panel 1

Show or hide the contents of panel 1.

Show/Hide Panel 2

Show or hide the contents of panel 2.

Tile

Arrange displayed bins in a tile pattern.

Cascade

Arrange displayed bins one behind the other with the
title bars displayed.

Path

Display a specific bin by selecting a path from the
Path menu. You can set the User and Workgroup paths
in the User Preferences dialog box (Favorites Property
page). The paths that appear in the Local and Remote
sections are the same as those that appear in the Open
Project dialog box, so adding and removing roots in
the Open Project dialog box affects this menu.

Bin Tools (Top)

Use this

To

Capture Settings

Display the Capture Settings dialog box, which lets
you set parameters to capture material—see “Capture
Settings View” in the Help.

Bin Tools (Top)
The following tools are available at the top of a bin:
Locate
Path

Back Forward Up

Cut Copy Paste
New

Delete

Settings
Sift

The tools available vary, according to the type of bin. For example, the Tape
Library view does not include the Cut, Copy, and Paste buttons.

Use this

To

Path

Display a specific bin by selecting a path from the
Path menu. You can set the User and Workgroup paths
in the User Preferences dialog box (Favorites Property
page). The paths that appear in the Local and Remote
sections are the same as those that appear in the Open
Project dialog box, so adding and removing roots in
the Open Project dialog box affects this menu.

Back

Show the previous bin

Forward

Show the next bin

Up

Move up one level in the tree

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Use this

To

Locate

Set how the bin is highlighted in the tree. When you
select the icon and use the Back, Forward, or Up
buttons to change the bin display, the folder displayed
is highlighted in the tree. When you deselect the icon,
the folder you originally opened remains highlighted
in the tree, even when you change the bin display.

New

Create a new object, depending on the bin. In most
cases, use it to create a new folder.

Cut

Cut objects from a bin to the clipboard.

Copy

Copy objects from a bin to the clipboard.

Paste

Paste objects from the clipboard to a bin.

Delete

Delete objects from a bin.

Settings

Select the column headings that you want to
display—see “Bin Columns” in the Help.

Sift

Display objects the match the selected sift
criteria—see “Sifting Files” in the Help.

Bin Tools (Bottom)
The tools at the bottom of the bin let you change the way the contents of the
bin are displayed. These tools appear for all bin contents.
Large Icons
Fast menu

Bin view list

List

Details

Script

Thumbnail

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Save Current Column Setting

Bin Columns

Use this

To

Fast menu

Display a menu of commands. If no object is selected, the Avid
Explorer System menu is displayed. This menu is similar to the
Windows context menu. If an object is selected, the Avid
Explorer menu is displayed. The exact contents depend on the
type of object selected. The same menus appear if you rightclick in the background of a bin or on an object in the bin.
For information on options in the Avid Explorer menu, select
the Help option.

Large Icons

Display the files in the bin with large icons.

List

Display the files in the bin with small icons in list format.

Details

Display the files in the bin as a list with details, using columns.
You can choose which columns to display, in what order,
choose a sorting methods, and save your display as a
customized view.

Thumbnail

Display the files in the bin as pictorial icons. This view is
especially useful for media files. You can rearrange the
thumbnails in any order within the bin by clicking and
dragging.

Script

Display the files in the bin as pictorial icons with an area for
comments. Clip information is displayed above the text box.
This view is especially useful for media files.

Bin View list

Display a customized view of the bin.

Save Current
Column Setting

Name and save the selection of columns as a preset.

Bin Columns
You can specify the types of information you want to display in a bin.

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To view available bin columns:

1. Display a bin in Details or Script view.
2. Do one of the following:
t

In the Avid Explorer tool bar, click the Settings button.

t

Click the Fast Menu button and select Settings > Add/Remove
Columns.

The following table lists the Avid DS parameters that you can display as
columns in a bin.

Option

Description

Avid DS Audio Bit Depth

Displays the audio bit depth of a media file

Avid DS Audio Captured at Video fps Displays the video frame rate at which an audio
media file was captured. This information is useful
when working in a project that uses a different
video frame rate.

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Avid DS Audio Channels

Displays the number of audio channels in a media
file

Avid DS Audio Format

Displays the Avid DS audio format of a media file.
Avid DS audio is captured and stored in WAV
(PCM) audio format.

Avid DS Audio Sample Rate

Displays the audio sample rate of a media file

Avid DS Channels

Displays the audio or video channel with which the
clip is associated: V (video), MN (monaural audio),
ST (stereo audio)

Avid DS Class Name

Displays the class of the Avid DS Nitris preset
(Blur, DVE, and so on)

Avid DS Comments

Displays any comments describing the clip or
sequence

Avid DS Duration

Displays the length or duration of the media file,
clip, or sequence. Duration of audio file is shown in
seconds; others are shown in frames.

Avid DS In

Displays the in-point of the clip in timecode

Avid DS Out

Displays the out-point of the clip in timecode

Bin Columns

Option

Description

Avid DS Physical In

If you are using a deck that can be addressed in a
format different from its recording speed, displays
the in-point of the clip in timecode as it appears on
the deck faceplate

Avid DS Physical Out

Displays the out-point of the clip in timecode as it
appears on the deck faceplate

Avid DS Physical Start

Displays the starting timecode of the clip as it
appears on the deck faceplate

Avid DS Physical Stop

Displays the ending timecode of the clip as it
appears on the deck faceplate

Avid DS Source Name

Displays the original tape name or the word “File”

Avid DS Start

Displays the starting timecode of the media file,
clip, or sequence as captured by Avid DS Nitris

Avid DS Stop

Displays the ending timecode of the media file, clip,
or sequence as captured by Avid DS Nitris

Avid DS Storage

For media files, displays the name of the storage on
which the media is located.

Avid DS Video Bit Depth

Displays the video bit depth of a media file

Avid DS Video Color Space

Displays the color model used to describe the color
components of the media file

Avid DS Video Compression

Displays the video compression and the ratio or
data rate of the media file

Avid DS Field Dominance

For interlaced media, displays which field (odd of
even) occurs first in time

Avid DS Video Format

Displays the video format of a media file, as
specified in the sequence preferences

Avid DS Video Fragments

Displays the number of file fragments for a video
media file (not available for remote storage, other
than Avid Unity)

Avid DS Video Frame Size

Displays the dimensions of the video image of a
media file as pixels (width x height)

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Option

Description

Avid DS Video Pixel Ratio

Displays the dimensions of the video image of a
media file as a ratio (width:height)

Avid DS Video Rendering Precision

Displays the bit depth at which a cache media file
was rendered

The following table lists some the major file system parameters:

Option

Description

Attributes

Displays the file attributes. Available attributes
include normal, read-only, hidden, system, volume,
directory, and archive.

n

Tip: You can modify these attributes by rightclicking a file in Windows Explorer, choosing
Properties, and changing the status of the
attributes.

Created

Displays the date on which the clip or sequence was
created

Type

Identifies the type of file

Modified

Displays the date on which the clip or sequence was
last modified

Name

Displays the clip name or sequence name

Owner

Displays the owner of the file at the Windows level

Size

Displays the size of the file

Blend Property Editor
The Blend effect lets you apply a blend transition between two clips. The color
and alpha channels are blended independently and channel masking is
enabled.

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Timing Property Page (Blend)
The Timing property page lets you create a blend transition between two
overlapping clips. The function curve lets you control the timing (rate and
duration) of the blend. By modifying the shape of the function curve, you
control the timing and percentage of the mix. Adding keyframes to the
function curve creates more complex blends.

Option

Description

X axis

Represents SMPTE timecode of the timeline ruler

Y axis

Represents relative transparency of incoming and outgoing
clips. The area below the curve represents the transparency
of the incoming clip and the area above the curve represents
the transparency of the outgoing clip. For example, when the
curve is at 50 (half of Y), the frames of the incoming and
outgoing clips are each 50% visible. At 0, the incoming clip
is 100% visible; at 100, the outgoing clip is 100% visible.

Curve

Defines how the mix varies in the dissolve. Move the key
points up to increase the proportion of the original clip, and
down to decrease it. You can add or remove key points to
vary the mix.

n

To change the curve type from Bézier to constant or
linear, right-click the Animation Key button and select
it from the menu.

Position indicator

Moves position indicator across the function curve graph to
view the result of the blend in different parts of the clip. The
position indicator in the graph matches the one on the
timeline.

Amount

Represents proportion of original clip in the mix at a given
time (value of the Y axis). Move the position indicator to
view the value at a specific frame.

Cache List View
The Cache List view lets you create a batch list of unprocessed cache files to
be sent to Avid DS RP. You can add and remove caches from the list.

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Clip Menu
The Clip pop-up menu lets you manipulate individual clips on the timeline.
To access the Clip menu:

t

On the timeline, right-click a clip.

Use this

To

Activate

Activate the entire clip, and removes activeness from
other clips within the clip's time span

Deactivate

Deactivate the entire clip

Fill Activeness

Within the clip's time span, activate parts of the clip
where other clips are not active

Cut Clip

Remove the selected clip and copies it to the Clipboard

Copy Clip

Copy the selected clip to the Clipboard

Delete Clip

Remove the selected clip

Convert Effect Stack to
Tree

Convert the stack of effects on the selected clip to an
Effects Tree

Convert to Reference Clip (Video clips only) Convert the selected clip to a
reference clip

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Save Clip as Sequence

Save the current clip as a separate sequence. The saved
clip will contain all effects applied to it. If the clip is
processed, the cache will also be saved.

Add Clip Effect

Open the Load Preset dialog box

Clip Cache

(Audio clips only) Process audio clip based effects.

Add Cache

(Video clips only) Add a cache bar to the selected clip
on the timeline

Add Cache and Process

(Video clips only) Add a cache bar to the selected clip
on the timeline, adds the cache bar to the Cache List
view, and displays the Processing Options dialog
box—see “Processing Options Dialog Box” in the Help.

Source Effects

Lets you edit, bypass, or remove applied source effects

Clip Menu

Use this

Edit Tape Effect

To

Edits the tape source effect using the effect’s property
editor

Edit Masterclip Effect Edits the masterclip source effect using the effect’s
property editor
Edit Subclip Effect

Edits the subclip source effect using the effect’s
property editor

Remove Tape Effect

Deletes the source effects properties applied on the tape

Remove Masterclip
Effect

Deletes the source effects for this masterclip

Remove Subclip Effect Deletes the source effect for this subclip
Add Locator

Add locators to the selected clip

At Playback Position

Add a locator at the position indicator

At Clip Start

Add a locator at the start of the selected clip

At Clip End

Add a locator at the end of the selected clip

At Edit Points

Add locators at the position of edit points

Delete All Locators on
Clip

Remove all locators from the selected clip

Frame This Clip

Reset timeline zoom and pan to frame the selected clip.
The clip will cover the entire visible time span.

Create Background
Container

(Video clips only) Create and open a background
container clip holding the selected clip. The Editing
layout is displayed.

Create Composite
Container

(Video clips only) Create and open a one-layer
composite container clip holding the selected clip. The
Compositing layout is displayed.

Create Matte Container

Video clips only) Create and open a matte container clip
holding the selected clip and using it as the fill. The
Editing layout is displayed.

Create Audio Container

(Audio clips only) Create and open an audio container
clip holding the selected clip. The Editing layout is
displayed.

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Use this

To

Purge Container

(Audio clips only) Purge only the cache media
associated with the selected container.

Purge Below

(Audio clips only) Purge any unnecessary cache media
that lies below the clip, while keeping the cache real
time playable.

Purge

(Audio clips only) Purge the cache media associated
with the selected clip.

Convert to Current Sample (Audio clips only) Convert the sample rate of the
Rate
selected clip to the sequence's sample rate, as defined in
the sequence preferences.
Timewarp Properties

Open the Timewarp on Clip property editor.

Clip Properties

Open the Clip property editor when a time effect is
applied.

Composite Properties

Open the Composite property editor

Matte Properties

Open the Matte property editor

Open Viewer

(Video clips only) Display the output of the selected clip
in a floating viewer

Clip Activeness Menu
The Clip Activeness pop-up menu lets you delete the clip’s activeness.
To access the Clip Activeness menu:

t

On the timeline, right-click the clip’s activeness bar.

Use this

To

Delete Activeness

Remove the clip’s activeness

Clip Property Editor
The Clip property editor lets you view and modify the properties of a clip.
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Clip Property Editor

General Property Page (Clip)
The General property page lets you view and modify the properties of a clip,
such as changing its name, adding comments, and so on.

Option

Description

Name

Changes name of clip

n

When renamed, the parent clip in Avid Explorer
remains unchanged.

Comments

Adds comments about clip

Type

Displays clip type: video or audio

Conversion Mode

Determines how presets and media are converted from one
video format to another

Center, Keep
Original Size

Centers media in viewer along both X and Y axes. This
option does not modify the original size of the media.

Scale to Fit

Scales media in both X and Y axes to fit sequence settings

Scale, Keep
Aspect Ratio

Scales media in both X and Y axes to fit sequence settings,
but retains ratio between width and height. It takes the
larger axis of the image and scales it to fit in the viewer.
Then it centers the image on the other axis, creating black
bands on both sides. An example of this conversion mode
would be the Letterbox format which converts film to
video.

Keep Original Size
and Position

Displays media in viewer without modifying original size
or position of the media. The lower-left corner of the image
is placed at the coordinates (0,0) in the viewer.

Fit X-axis, Keep
Aspect Ratio

Scales media in X axis to fit sequence settings, then scales
image along Y axis to keep the ratio between width and
height intact. If the resulting image is larger or smaller than
the sequence settings, it is centered along the Y-axis.

Fit Y-axis, Keep
Aspect Ratio

Scales media in Y axis to fit sequence settings, then scales
the image along X axis to keep the ratio between width and
height intact. If resulting image is larger or smaller than the
sequence settings, it is centered along the X axis.

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Option

Multiple
Conversions

Level of Detail

Description

Specifies that a clip has been converted more than once.
Since Avid DS can’t specify more than one conversion
mode, the Multiple Conversions mode is used to let you
know that the clip has been converted multiple times.
Sets level of display detail for selected clip. To view clip
details, increase the track height by clicking the triangular
button in the upper-right corner of the track control area.
You can view frames at three levels of detail: High,
Medium, and Low.

High

Video: Displays clip frames at regular intervals along the
ruler scale
Audio: Displays waveform at high resolution

Medium

(Video only) Displays start frames for each clip in timeline

Low

Video: Displays blank clip, no frame is visible
Audio: Displays blank clip, no waveform is visible

Source Property Page (Clip)
The Source property page displays timecode information on a clip, in clip time
(the timecodes on the original material).

Option

Description

Available Material
(clip time)

Displays in and out-points of original media

Start

The timecode at the in-point of the master clip,
including unused material

End

The timecode at the out-point of the original media,
including unused material

Used in This Timeline
(clip time)

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Displays in-point and out-point of the active material
actually used on the timeline

First In

Timecode at first active edit point of the clip

Last Out

Timecode at last active edit point of the clip

Clip Transition Menu

Option

Description

Source

Indicates source of the clip (from file or tape)

Position Property Page (Clip)
The Position property page lets you view timecode information on a clip. This
information is shown using the timeline timecodes.

Option

Description

Position in Timeline
(timeline time)

Lets you view in-point and out-point of the original
media

Start

Timecode at in-point on the original media (this
includes unused material)

End

Timecode at out-point on the original media (this
includes unused material)

Active Span (timeline
time)

Lets you view first and last active edit point

First In

Timecode at first active edit point of the clip

Last Out

Timecode at last active edit point of the clip

Clip Transition Menu
The Clip Transition pop-up menu lets you delete a transition or access the
property editor of the applied transition.
To access the Clip Transition menu:

t

On the timeline, right-click the transition area between the two clips.

Use this

To

Delete

Remove the selected transition. The different
transition types are: Dissolve, Wipe, DVE, Fade, and
Morph.

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Use this

To

Properties

Open the transition property editor

CmdLine
The CmdLine view lets you record commands as you execute them. The
CmdLine view stores a maximum of 25 commands at a time. You can start the
Script Editor from the CmdLine view by clicking the Script Editor button. You
can also copy and paste commands from the Command list to the Script
Editor.

n

Only Capture commands are scriptable in Avid DS Nitris—see “Using Scripts
to Capture Media” in the Help.
To access the CmdLine view:

1. Select Layout > Edit Layout.
2. Right-click the view switcher and select Add View.
3. Right-click anywhere in the new view and select Set View > CmdLine.
The Cmdline button is added to the view switcher.
4. Select Layout > Edit Layout.
The Edit Layout dialog box is displayed.
5. To save the changes to the layout, click Save.
6. Click the CmdLine button to display the CmdLine view.
Command list

Script Editor button

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Container Clip Menu

Container Clip Menu
The Container Clip menu lets you create a video, audio, or composite
container clip. Container clips represent a group of clips as a single clip on the
top timeline. You can create new container clips using one or more clips of the
same type.
To access the Container Clip menu:

t

On the taskbar, click the Create Container button.

Use this

To

Create Background
Container

Create and open a background container clip holding the
selected clip(s). The Editing layout is displayed.

Create Audio
Container

(Audio clips only) Create and open an audio container clip
holding the selected clip(s). The Editing layout is displayed.

Create Composite
Container

Create and open a composite container clip holding the
selected clip(s). The Compositing layout is displayed.

Image Transition Effects
The image transition effects let you create transitions between two overlapping
clips on the timeline or between two nodes in an Effects Tree.

Dissolve Property Editor
The Dissolve effect lets you apply a dissolve transition between two clips, or
as a filter to a single edit point or a clip. This effect lets you dissolve in a clip,
making it gradually more visible, or dissolve out a clip, making it gradually
disappear.
The Dissolve effect ensures that the alpha channel is multiplied into color
channels before doing the dissolve. If you do not want the alpha channel to
affect the color channels, or if you require channel masking services when
dissolving, you can use the Blend effect.

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You can set keyframes to specify the rate and duration of the dissolve. For
example, you can apply a dissolve-out effect to a clip by animating the
Dissolve Amount from 100 at a given frame to 0 at the last frame. The frames
between the first and last frames gradually fade to black. To define a
complicated dissolve profile, you must add keyframes to the function curve to
attain the desired results.
Timing Property Page (Dissolve)
The Timing property page lets you control the timing (rate and duration) of the
dissolve. The horizontal (X axis) represents the SMPTE timecode. The
vertical (Y axis) indicates the amount of the mix. By modifying the slope of
the curve you control the timing and percentage of the mix. Adding keyframes
to the function curve creates more complex dissolves.

Option

Description

X axis

Represents SMPTE timecode of the timeline ruler

Y axis

Represents relative transparency of incoming and outgoing
clips. The area below the curve represents the transparency of
the incoming clip and the area above the curve represents the
transparency of the outgoing clip. For example, when the
curve is at 50 (half of Y), the frames of the incoming and
outgoing clips are each 50% visible. At 0, the incoming clip is
100% visible; at 100, the outgoing clip is 100% visible.

Curve

Defines how the mix varies in the dissolve. Move the key
points up to increase the proportion of the original clip, and
down to decrease it. You can add or remove key points to vary
the mix.

n

1896

To change the curve type from Bézier to constant or
linear, right-click the Animation Key button and select it
from the menu.

Position indicator

Moves position indicator across the function curve graph to
view the result of the dissolve in different parts of the clip. The
position indicator in the graph matches the one on the timeline.

Amount

Represents proportion of original clip in the mix at a given
time (value of the Y axis). Move the position indicator to view
the value at a specific frame.

Image Transition Effects

Crossfade Property Editor
The Crossfade effect lets you apply a crossfade to the volume of two
overlapping audio clips. The default crossfade evenly fades out the volume of
the first clip while fading in the second clip. You can adjust the two curves to
make the fade in or out more gradual, sharp, or to vary it in different ways.

n

The Crossfade effect is not suitable for entire tracks since the length of a track
is virtually infinite.

Crossfade Function Curve
The crossfade function curve lets you control the rate of progression and the
duration of the crossfade. The horizontal (X axis) represents the SMPTE
timecode, and the vertical (Y axis) represents the crossfade value.

Option

Description

Y direction

Sets volume

X direction

Sets keyframes. The length of the effect bar determines the
duration of the effect.

Curves

Uses curves to define the way the volume of the two clips
varies in the crossfade. Move points in the curve up to
increase volume and down to decrease it. Hold down the A
key and click the curve to add more keys. Use the handles
to move and control the shape of the curve.

Position indicator

Shows current location of position indicator

Wipe Property Editor
The Wipe effect lets you create a transition between two overlapping clips, so
that the incoming clip is revealed as the outgoing clip moves off the screen
according to a specified pattern. You can also apply a border between the two
clips by specifying the position, color, and edge softness.
You can also apply a wipe as a timeline, clip, or track effect, in which case the
selected clip disappears according to the specified pattern.

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n

Preset Wipe effects from previous version of Avid DS are identified by a
V1 (red) located on the thumbnail.

Wipe Property Page (Wipe)
The Wipe property page lets you adjust the wipe style, direction, center offset,
and border width and softness.

Option

Description

Wipe Style

Lets you select wipe style—see “Wipes Styles” on
page 1901

Direction

Specifies direction of wipe

Forward

Applies wipe in default (defined) direction

Backward

Reverses direction of wipe

Center Offset

Specifies how far the wipe’s center is displaced from its
original center. The Center Offset is not available for all
wipes.

X

Specifies center offset along X axis

Y

Specifies center offset along Y axis

Aspect Ratio

Specifies height to width ratio for Circle wipe

Number of Blocks

Specifies the number of blocks the image is segmented
into for the specific wipe effect. The Number of Blocks is
not available for all wipes.

X

Specifies the number of blocks along X axis.
Values range from 2 to 40.

Y

Specifies the number of blocks along Y axis.
Values range from 2 to 30.

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Option

Description

Border

Specifies the width of border in pixels. Values range from
0 (no border) to X axis (widest border). For example,
NTSC value range is 0 to 720. You can specify the color
of the border using the Color property page.

n

Horizontal and vertical borders remain
proportional to each other on wipes such as Box
wipes.

Softness

Controls the softness of outer edges of the border in
pixels. Values range from 0 (no softness) to X axis
(maximum softness). For example, NTSC value range is 0
to 720.

Amount

Displays wipe at a particular point. For example, setting
the position to 50 shows you how the wipe looks at the
half-way point.
In the default wipe animation, the amount starts at 0 and
ends at 100.

Timing Property Page (Wipe)
The Timing property page lets you create a wipe transition. The function curve
lets you control the timing (rate and duration) of the wipe. By modifying the
shape of the function curve, you control the timing and percentage of the mix.
Adding keyframes to the function curve creates more complex wipes.

Option

Description

X axis

Represents SMPTE timecode

Y axis

Represents proportion of wipe that has been completed

Curve

Defines how mix varies in wipe. Move key points up to
increase proportion of original clip and down to decrease it.
You can add or remove key points to vary the mix.

n

To change the curve type from Bézier to constant or
linear, right-click the Animation Key button and
select it from the menu.

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Option

Description

Position indicator

Moves position indicator across animation graph to view
the result of the dissolve in different parts of the clip. The
position of the position indicator in the graph matches the
one on the timeline.

Amount

Represents proportion of original clip in the mix at a given
time (value of the Y axis). Move the position indicator to
view the value at a specific frame.

Color Property Page (Wipe)
The Color property page contains controls to pick colors or create new colors
for effect’s borders.
To create new colors, you can pick them from the image in the viewer or you
can specify their RGB, YUV, or HSL color model values. You can select from
several basic colors and save new colors to the custom color palette.

1900

Option

Description

Color picker

Picks a color from any part of the screen. Click Color Picker
button and move the pointer (now an eyedropper) to a color on
the screen. The color swatch updates and the current color
values are displayed. Click to select a color. You can also
replace a newly chosen color in the palette by clicking an
existing palette color before you pick the new one.

Color swatch

Displays selected or default (black) color.

RGB

Specifies colors using the RGB (red, green, blue) additive
color model. The intensity of each color is represented by a
number from 0 to 100. 0 represents no light (black) in a
channel and 100 represents maximum light (white) intensity in
a channel. For example, 0,0,50 represents a dark blue, while
0,0,100 represents a bright blue. To produce a shade of gray set
all three of the RGB colors to the same level.

Alpha

Specify the amount of alpha on a scale of 0 to 100. 0 represents
no alpha and 100 represents full alpha.

Image Transition Effects

Wipes Styles

Wipe pattern

Description

Wipe 001

Vertical left to right

Wipe 002

Horizontal top to bottom

Wipe 003

From top left

Wipe 004

From top right

Wipe 005

From bottom right

Wipe 006

From bottom left

Wipe 007

In from four corners

Wipe 008

From four centers

Wipe 021

Barn doors

Wipe 022

Vertical barn doors

Wipe 023

From top center

Wipe 024

From right center

Wipe 025

From bottom center

Wipe 026

From left center

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Chapter 3 Editing Reference

1902

Wipe pattern

Description

Wipe 041

Diagonal from top left

Wipe 042

Diagonal from top right

Wipe 045

Double diagonal bottom left to top right

Wipe 046

Double diagonal top left to bottom right

Wipe 061

Triangle from top center

Wipe 071

Ragged edge from left to right

Wipe 072

Ragged edge top to bottom

Wipe 073

Ragged barn doors

Wipe 074

Ragged vertical barn doors

Wipe 101

Center Box

Wipe 102

Diamond

Wipe 119

Circle

Wipe 120

Ellipse

Wipe 203

Radial

Locator Menu

Wipe pattern

Description

Wipe 234

Radial from left

Wipe 901

Horizontal Bands

Wipe 902

Horizontal Blinds

Wipe 903

Vertical Blinds

Wipe 999

Plasma

Locator Menu
The Locator pop-up menu lets you remove and jump to locators, and change
locator properties.
To access the Locator menu:

t

On the timeline ribbon, right-click a locator.

Use this

To

Delete Locator

Remove the selected locator

Go to This Locator

Move the position indicator to the selected locator

Locator Properties

Display the Locator property editor

Locator Property Editor
The Locator property editor lets you view and edit locator properties.

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General Property Page (Locator)
The General property page lets you view and change locator properties.

Option

Description

Name

Changes name of locator

Comments

Lets you add a notation or description to the current locator

Color

Lets you change the color of the current locator

Go to This Locator Moves position indicator to current locator. This is useful when
updating the description of several locators.

Position Property Page (Locator)
The Position property page lets you view the position of locators on the
timeline.

Option

Description

Position in Timeline Time

Displays position of locator on timeline

Time
Position in Clip Time

Lets you view current timeline position of locator
Displays position of locator on the clip. This parameter
is only available when a clip-based locator is selected.

Clip Name

Lets you view the name of the clip at the position of
the locator

Time

Lets you view the timecode of the locator in clip time

Go to This Locator

Moves position indicator to current locator

Locator View Menu
The Locator View pop-up menu lets you remove and jump to locators, and
change locator properties.

1904

Media Storage Configuration Dialog Box

To access the Locator View menu:

t

In the Locator view, right-click a locator.

Use this

To

Color

Change the color of the current locator

Delete

Remove the selected locator

Go to Locator

Move the position indicator to the selected locator

Locator Properties

Display the Locator property editor

Media Storage Configuration Dialog Box
The Media Storage Configuration dialog box displays all video and audio
storages and Avid media indexing services that are defined for the current
project. It also lets you add new storage types, and modify or delete existing
storage types. Each storage type is identified by its unique Windows share
name.

Option

Description

Installed Media
Storages

Lists the storage areas or media indexing services defined for
the current project. You can define different storage areas for
different projects.

Name

Displays the unique Windows storage area name or service.
When you upgrade to a new version of Avid DS, any
previously configured storages are automatically detected by
the media indexer.

Status

Displays the status of the storage area or service and the local
path or location of the storage area. The status should be
Normal. If there is a problem with a storage area or service, a
descriptive message is displayed in this column.

Description

Specifies the type of storage area or service, such as
Avid DS Nitris Audio or Avid Media Indexing Service.

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Option

Version

Description

Displays the version number of the storage area or service
indexer. Each type of storage and/or service uses a different
indexer.

Add

Defines a new storage area or service for the current project.

Remove

Removes a selected storage area or service from the current
project. Note that the media is not deleted, and you can
connect to this storage area again.

Change

Lets you change the path of the existing storage area or
service.

Move Up

Moves the storage area or service up a level in the hierarchy

n

Avid DS Nitris searches for media files starting from the
top of the storage list. It uses the first instance of a
media file it finds, so if you have more than one copy of
a media file, make sure that the one you want to use is
located on the topmost storage area in the list. The
order is only important within a given media type, that
is, audio or video.

For example, if you’re using media files that are on a shared
storage system, such as Avid MediaNetwork, and several
people are accessing the media files at the same time, the
system might not be able to guarantee real-time playback. In
this case, you can define a local storage and place it above the
shared storage in the hierarchy. You can copy the media files
from the shared storage to the local one, so that you have sole
access to the media. When Avid DS Nitris searches for the
media files, it will search the local storage first since it is
higher in the hierarchy, which virtually guarantees real-time
playback.

1906

Move Down

Moves the storage area or service down a level in the hierarchy

Refresh

Ensures that the list of configured storages or indexers is up to
date

Close

Closes the Media Storage Configuration dialog box

Media Storage Information Dialog Box

Media Storage Information Dialog Box
The Media Storage Information dialog box lets you specify information about
the storage you are adding.

Use this

To

Enter the full network path to Enter the machine name and folder where the media is
the Avid DS media folder to stored. e.g. \\W8000-UE\ds_media\video.
manage
For Avid Unity, use the browse (...) button to locate
the Unity workspace folder e.g.,
\\Unity\allocation\workspace\mediafolder.
Enable throttling for this
storage

Select this option only if you have Avid DS RP
installed and running in your workgroup, and you
want this storage area to be managed by the Avid
Throttle Manager. The Throttle Manager allows for
more efficient bandwidth management between your
workstation, storage areas, and an Avid DS RP
workstation.

Avid DS will index all
supported media file types
found in this folder, but will
only write media of type:

Select the type of media that can be stored in this
folder.
For media captured in Avid DS, select the Avid DS
generic audio or Avid DS generic video. You will
need to create separate storage areas for each.
For MXF media, select either MXF audio or MXF
video. You will need to create separate storage areas
for each.
For OMFI media files, select None.
If you select None, the Avid DS services will still
index the media, but no one will be able to capture or
process to this folder. i.e. this storage location will not
appear in the list of storages in the Processing Options
dialog box.

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Use this

To

Disk Controller Type

The type of card connected to your storage.
Avid DS Nitris automatically detects the cards that are
installed in your workstation and displays them in the
list.

n
Disk Storage Type

If you are connecting to a remote storage area
on your network, then you must choose CIFS
Network.

The type of storage device connected to your
workstation. Avid DS Nitris automatically detects the
storages that are connected to your workstation and
displays them in the list.
You may choose Generic Adapter and Generic Storage
but these settings may not fully utilize bandwidth
available to you. Therefore, choose the options
according to your storage device to obtain the best
performance for real-time effects.

Media Options (1/2) Dialog Box
The Media Options (1/2) dialog box lets you select specific clips or sequences
for which associated media will be restored.

1908

Use this

To

Only restore media
referenced by the
following files

Activate the selective restore tool. To restore the entire
project, deselect this option, and click OK.

Selective Restore List

Display a list of master clips and/or sequences for
which associated media will be restored.

Delete

Remove the selected master clip or sequence from the
list.

Add Clip

Add a master clip to the list of items you want to
restore.

Add Sequence

Add a sequence to the list of items you want to restore.

Media Options (2/2) Dialog Box

Media Options (2/2) Dialog Box
The Media Options (2/2) dialog box lets you select the compression,
resolution, or sample rate of the clips that you want to restore.

Use this

To

Media restore options

Choose the type of media and media quality that is to be restored. You
can choose media with a specific compression, resolution, or sample
rate.
When you select a project, Avid DS Nitris automatically detects the
type of media used in the project and gives you the appropriate media
quality choices.

Restore video media
files from tape

Copies the video media from tape to the storage device.
All Compressions: Restore media at all compressions.
Uncompressed Only: Restore only the uncompressed media.
Compressed Only: Restore only the compressed media.
X:1 Only: Restore only the media with the specified compression
ratio.
All Resolutions: Restore media at all resolutions.
XxY Only: Restore only the media with the specified resolution
All Bit Depths: Restore media at all bit depths.
x Bits Only: Restore only the media with the specified bit depth

Restore video cache
files from tape

Copies the project’s cached video media from tape to the storage
device. Select from the same options as “Restore video media files
from tape.”

Restore audio media
files from disk

Copies the audio media files from disk.
All Sample Rates: Restore media of all sample rates.
x KHz media only: Restore only media at the specified sample rate.

Restore audio cache
files from disk

Copies the project’s cached audio files from disk. Select from the same
options as “Restore audio media files from disk.”

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Media Properties Dialog Box
The Media Properties dialog box lets you view information about available
audio and video media and individual files.

n

If you are trying to see the properties of media that have not been imported
into your project, the Media Properties dialog box will only list attributes of
the media such as; file size, file type, date created, last modified, and so on. No
property pages will be displayed in this dialog box.
For sequences, only the General Property Page is displayed.
To access the Media Properties dialog box:

t

Right-click a clip or sequence in a bin and select Properties.

Media Property Page (Media Properties)
The Media property page displays information about the various types of
media currently available to the master clip.

Option

Description

Type

Displays the type of media

Quality

Identifies the following quality characteristics of the media:

Sample rate

Identifies the audio sample rate

Bit rate

Identifies the audio bit rate

Compression Identifies uncompressed media or its video compression type and
rate

1910

Resolution

Identifies the physical dimensions of the image in pixels. In this
case, pixels are considered to be square.

Aspect ratio

Describes the width over height ratio of the image, generally 4:3
or 16:9. This value is expressed in a decimal format for nonstandard values.

Color Space

Identifies the color space or pixel format. The color space
determines how the color components of the video signal are
represented on screen.

Media Properties Dialog Box

Option

Still

Description

Identifies a still image.

Frame rate or Identifies the frame rate or field rate (number of frames or fields
field rate
per second). For standard NTSC and PAL formats, the rate is
replaced by a format descriptor: NTSC or PAL.

n

Because stills are composed of only one frame and have no
field dominance, they are always identified by a frame rate
instead of a field rate. For example, stills captured in HD
1080i 59.94 fields/sec are identified as 29.97 frames/s, 60
fields/sec are identified as 30 frames/sec, and so on.

Dominance

Identifies the field dominance of the captured media. Field
dominance determines the order in which odd and even fields
occur over time. The field dominance of the media can be odd,
even, or none.

Bit depth

Identifies the video storage bit depth. This information is not
available for source media.

Coverage

Identifies whether the available media spans the entire clip or just
a portion of the clip

Location

Displays the storage area where the clip was captured. If a clip
was imported from file, the path to the original file is displayed.

General Property Page (Media Properties)
The General property page displays information on the selected file and lets
you add comments.

Option

Description

Name

Displays the name of the selected file

Comments

Lets you type brief comments that describe the clip or sequence. This helps you
manage your media.

Project

Displays the name of the project that contains the selected object

Source

Displays the name of the tape from which this object was captured. You can
modify the source name by selecting a new tape name from the list.
If a clip was imported from file instead of Source, this parameter is named File.

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Option

Description

Created By

Displays the user name of the person who created this clip

Created

Displays the date the file was created

Modified By

Displays the user name of the person who modified this clip

Modified

Displays the date that the information in this file was last changed

Start

Clip: Displays the starting timecode of the selected clip
Sequence: Displays the starting timecode of the selected sequence

End

Clip: Displays the ending timecode of the selected clip
Sequence: Displays the ending timecode of the selected sequence

Duration

Displays the length of clip in timecode

Physical Start

Displays the starting timecode as it appears on the deck’s faceplate (for a deck
that can be addressed in a format different from its recording speed)

Physical End

Displays the ending timecode as it appears on the deck’s faceplate

File Info Property Page (Media Properties)
The File Info property page displays information on the selected file. It
provides you with the original location of the file, the file’s original video
resolution, frame rate, audio sample rate and bit depth, the video settings at
which you captured the file, as well as the current status of the original file.

Option

Description

Clip was logged from the Displays the location from where the file was captured
following file

1912

Resolution

Displays the resolution of the original video media file

Frame Rate

Displays the frame rate of the original video media file

Audio

Displays the sample rate and bit depth of the original
audio file

Media Properties Dialog Box

Option

Description

Settings

Displays the video settings at which the video media file
was captured:
Fit to Frame
Centered Image
Keep Alpha
Preserve Aspect Ratio
Convert Video Frame Rate
Premultiplied Alpha
Auto-Dither
Video Levels
Pixel Ratio

Format-Specific

For master clips imported from DPX or Cineon files,
opens the DPX Import dialog box, in which you can
modify the parameters of the lookup table (LUT)—see
“Capturing from DPX Files” in the Help.

Status

Indicates whether the file is still located in the folder from
which it was captured

Relink file

Lets you re-establish the link for a linked file that has been
moved from its original location

Track Patching Property Page (Media Properties)
The Track Patching property page displays information on the audio format
and audio input assignment. It also lets you reassign the hardware inputs to
different audio channels that may be necessary when recapturing audio media.

Option

Description

Audio Format

Displays the audio format of the clip

Physical
Assignments

Lets you reassign the physical audio inputs to specific audio
channels for the recapture process

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Mixer
The mixer combines the audio signals coming from the audio tracks and routes
them to the output strips. You can assign the channels of an audio track to a
specific output strip.
The mixer has two views, the standard view and the routing view.
To access the mixer:

t

From the view switcher, click the Mixer button.

Mixer: Standard View
The standard view is the default view of the mixer. In this view you can add
audio effects, adjust the volume levels, pan the signals, and mute or solo the
various tracks. You can also animate most of the controls on the mixer.
To access the standard view:

t

1914

Click the Standard View button.

Mixer

Mixer: Standard view
Mixer output strips

Mixer input strips

Master Mute button
Solo indicator

Routing View button

Standard View button

Mixer Configuration
Animation controls

Use this

To

Mixer Input strips

Monitor or control the volume of the sound coming
from the corresponding audio tracks. You can also add
effects to the strip before it is mixed with other strips.

Mixer Output strips

Monitor and control the volume of the sound being
output.

Master Mute button

Turn off the audio output.

Solo Indicator

Indicate if any of the mixer strips is soloed.

Standard View button

Displays the standard mixer view with the mixer effects
box and the gain control on the mixer input strips.

Routing View button

Displays the mixer routing view that shows the matrix
routing panel.

Mixer Configuration

Specify the Mixer output configuration you want to use.

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Use this

To

Animation controls

Automate the controls on the input strips. The
animation controls let you manually set or delete
keyframes. The appearance of the color green on this
button indicates the presence of animation in the mixer.
From here, you can also remove all animation from the
mixer input strips.

Mixer: Routing View
The Routing view contains the Matrix Routing panel for the input strips,
which lets you assign the input strips to audio output channels.
Also, in this view, the number of level meters on the input strips matches the
number of audio channels on the track. For example, 5.1 tracks have six level
meters and 8 stream tracks have eight level meters.

n

If you’ve enabled the pan on a mono track, the number of level meters on the
input strip matches the number of output channels. This is because the mono
signal has been split to allow for the positioning of the sound with the pan
control.
To access the routing view:

t

1916

Click the Routing View button.

Mixer

Input strips

Output strips

Matrix routing
panels
Master Mute
button
Solo
indicator
Routing View
button
Standard
View button
Mixer
Configuration

Animation controls

Mixer Configuration Formats
You can capture and output up to eight channels of audio in the following
formats.
To change the mixer configuration:

t

Click the Mixer Config list box and select a configuration.

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Format

Description

Mono

Single channel of audio

Stereo

Two audio channels: Left and Right

Quadraphonic

Four audio channels: Left, Right, Left rear, Right rear

LCRS

Four audio channels: Left, Center, Right, Surround

4 Stream

Four audio channels: Outputs 1 to 4

5.1

Six audio channels: Left, Right, Center, Low Frequency Emitter,
Left surround, Right surround

6.1

Seven audio channels: Left, Right, Center, Low Frequency
Emitter, Surround Center, Side Left, Side Right

7.1

Eight audio channels: Left, Right, Center, Low Frequency
Emitter, Left surround, Right surround, Left center, Right center

8 Stream

Eight audio channels: Outputs 1 to 8

Mixer Input Strips
An input strip corresponds to an audio track on the timeline. The strip controls
let you add effects and adjust the overall volume and balance of each track.
The signals from all strips are then mixed and routed to the output strips.

1918

Mixer

Matrix
Routing
panel

Effects box

Surround
Panner

Mute

Animation button

Pan

Solo
Peak indicator

Fader

Level meters

Fader level

Post button
Strip name

Mono Input strip with
surround panner enabled

Stereo input strip in
the default mixer view

Alternate Track view
showing Matrix Routing
panel

Use this

To

Matrix Routing panel

Specify the output strip to which the audio channels
are routed.

Effects box

Apply audio effects to the entire track before it is sent
into the mixer. These effects are applied before you
make any adjustments using volume and pan controls.

Mute

Turn the sound on or off.

Solo

Isolate the sound so that you hear it on playback.
When a strip is soloed, you cannot hear the sounds on
the other strips.

Animation button

Activate the controls that you want to animate.

Pan

Adjust the balance to direct the output signal to the
proper speaker in a stereo configuration.

Surround Panner

Adjust the balance to direct the output signal to the
proper speaker in a surround configuration.

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Chapter 3 Editing Reference

Use this

To

Peak indicator

Monitor the level of the signal coming from the audio
track. If a red light appears on the indicator, you
should lower the volume on the strip.

Fader

Adjust the volume on the strip before it is sent to the
mixer. The fader markings are displayed in decibels
and range from 20 dB to -inf dB.

Level meter

Monitor the level of the signal coming from the audio
tracks before they are mixed. The level meters range
from 0 dB to -inf dB.

Post button

Switch the level meters between a pre-fader and a
post-fader display of the audio signal levels. By
default the level meters show the pre-fader levels.

Strip name

View or change the name of the input strip. This name
is automatically changed on the corresponding audio
track on the timeline.

Mixer Animation Menu
The Mixer Animation menu lets you automate the movement of controls on
the mixer input strip. You can select the controls that you want to animate
from the Mixer Animation menu.
To access the Mixer Animation menu:

t

1920

Right-click the animation button on the mixer input strip.

Command

Description

Record Fader
Animation

Records the movements of the fader

Record Pan
Animation

Records the movements of the pan slider

Record Mute
Animation

Records the state of the Mute button

Bypass Fader
Animation

Ignores any adjustments made to the fader

Mixer

Command

Description

Bypass Pan
Animation

Ignores any adjustments made to the pan slider

Bypass Mute
Animation

Ignores any adjustments made to the Mute button

Delete Fader
Animation

Deletes the animation of the fader

Delete Pan
Animation

Deletes the animation of the pan slider

Delete Mute
Animation

Deletes the animation of the Mute button

Delete All
Animation

Deletes the animation of all the mixer controls

Effects Box Menu (Mixer)
The Effects Box pop-up menu lets you add, remove, and edit effects on the
mixer input strip.
To access the Effects Box menu:

t

In the Mixer view, right-click the effects box.

Command

Description

Add Effect

Adds a new effect to the mixer strip

Delete Effect

Deletes the selected effect

Delete All

Deletes all the effects in the effects box

Bring to Top

Moves the selected effect to the top of the stack

Raise

Moves the selected effect up one position in the stack

Lower

Moves the selected effect down one position in the stack

Push to Bottom

Moves the selected effect to the bottom of the stack

Effect Properties

Opens the selected effect’s property editor

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Command

Description

Bypass

Bypasses the selected effect

Pan Menu (Mixer)
The Pan pop-up menu lets you turn panning on or off on the specified track.
To access the Pan menu:

t

In the Mixer, right-click the pan control on the mixer input strips.

Command

Description

Enable Pan

Turns panning on or off on this track

Mixer Output Strips
The results of the refinements on all the input strips are mixed and passed to
the output strips. Output strips let you adjust the output volume of the audio
signals. The number of output strips on the mixer depends on the mixer
configuration selected. The signal from the output strips is then directed to an
external device.

n

If you are working within a container clip, the signal is routed to the parent
container clip.
Mute
Peak indicator
Fader
Level meter

Strip name

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Navigation Menu

Use this

To

Mute

Turn the signal on or off. This prevents the signal from
being sent to the output device or parent container
clip.

Peak indicator

Monitor the level of the output signal. If a red light
appears on the indicator, you should adjust volume on
the strip.

Level meter

Monitor the level of the mixed signals before they are
sent to the output device.

Fader

Adjust the volume before it is output.

Strip name

View the name of the output strip.

Navigation Menu
The Navigation menu lets you navigate between container clip timelines or the
top timeline. The top timeline displays all clips, effects, transitions, and edits
within your sequence, while the container clip timeline only shows the clips of
which it is comprised.
To access the Navigation menu:

t

Select Navigation.

Command

Description

Go to Parent Timeline

Opens the parent timeline

Go to Top Timeline

Opens the topmost level of the timeline. It lets you
view and edit all clips in the sequences.

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NLE Tools Toolbar
The NLE Tools toolbar lets you perform general editing tasks, apply
transitions and effects, find and add locators, navigate the timeline, work with
container clips and reference clips, process timeline material, purge material,
and add cache nodes. This toolbar is in the Editing Layout.

Option

Description

Editing
Create Video Track

Adds a video track to the timeline.

n
Create Audio Track

Adds an audio track to the timeline.

n

1924

This command is not available in audio or background container
clips.

This command is not available in background and composite
container clips.

Magnetism

Turns magnetism on or off on the timeline

Activate

Makes a clip active

Deactivate

Removes a clip’s activeness

Cut To

Switches activeness to the selected clip

Add Edit

Slices the selected clip in two, at the position indicator position

Sync Lock

Locks two or more clips together so that their relative positions remain the
same. This command sets the sync lock, but also removes it, depending on
the selection.

Resync

Resets the synchronization between a slave clip and the master clip when
they are offset

Select Sync Peers

Selects all clips in the sync group

Snap In

Trims the selected clip’s in-point and applied effects to the location of the
position indicator

Snap Out

Trims the selected clip’s out-point and applied effects to the location of
the position indicator

Select Edit Points

Displays edit handles on in and out-points of selected clips

NLE Tools Toolbar

Option

Description

Link Edits

Links both sides of a broken edit point

Break Link

Breaks the link between two clips at an edit point

Set Ripple End

Sets the end of the ripple at the current position indicator

Match Frame

Locates the master clip or subclip that corresponds to the currently
selected clip on the timeline and drops it into the dual viewer

Reverse Match Frame

Locates the frames in a sequence that match the frame selected in the
Source viewer.

Match Bin

Performs a match frame and displays the location in the Explorer

Scratch Removal

Applies a Graphics (Scratch Removal) effect with a duration of two
frames on the selected clip. By default, the Graphics combo view is
displayed with these Scratch Removal properties: Freehand tool with
Clone as the brush effect, source frame (relative, -1), and time span (this
frame only).

Simple Titling

Applies a Graphics (Simple Titling) effect on selected clip, track, or
region. By default, the Graphics combo view is displayed with these Text
tool properties: white text, face only, Arial (regular, 36), RGB, and time
span (start to end).

Simple Titling on Black

Applies a Simple Titling On Black (Generated) clip on the selected region
of a video track. By default, the Graphics combo view is displayed with
these Text tool properties: white text, face only, Arial (regular, 36),
RGBA, and time span (start to end).

Expand Ref Clip

Opens the selected reference clip

Collapse Ref Clip

Closes the open reference clip and returns to the top timeline

Clip Effect

Applies a clip effect to a selected clip

Track Effect

Applies a track effect to the selected region of a track or the whole track

Timeline Effect

Applies a timeline effect to the selected region of the timeline track or the
whole track

Bring Filter to Top

Move the selected effect to the top

Raise Filter

Move the selected effect up one level

Containers
Composite Container

Lets you create different types of container clips
Creates a composite container clip and opens the Compositing layout

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Chapter 3 Editing Reference

Option

Description

Audio Container

Creates an audio container clip

Background Container

Creates a background container clip

Navigation
Next Edit

Goes to the next edit point

Previous Edit

Goes to the previous edit point

Go to Next Locator

Moves the position indicator to the next locator

Go to Previous Locator

Moves the position indicator to the previous locator

Go to Start of Selection

Moves the position indicator to the beginning of the selected clip, track, or
region

Go to End of Selection

Moves the position indicator to the end of the selected clip, track, or
region

Go to Top Timeline

Opens the topmost level of the timeline, which lets you view and edit all
clips in the sequences

Go to Parent Timeline

Opens the parent timeline

Purge
Purge Cache

Purges the cache for the current selection(s)

Purge All Caches

Deletes all cache files in the current sequence

Purge Memory Caches

Deletes all interactive memory caches

Time Effects

1926

3:2 Contract

Recreates the original film sequence at 24 frames per second

3:2 Expand

Produces the proper field sequence for converting a 24-fps clip to a videocompatible 30-fps clip

Deinterlace

Separates the odd and even fields in a video clip

Interlace

Combines the odd and even fields in a video clip

Timewarp

Applies the Timewarp effect to a clip to change its playback rate

Freeze

Freezes the frame at the position indicator

NLE Tools Toolbar

Option

Description

Video Effects

Displays the list of video effects you can apply to the selected clip, track,
or region

Transition Effects

Displays the list of transition effects you can apply between two
overlapping clips. An edit point must be selected to apply a transition
effect.

Generate
Source Generator Clip
Black

Creates a clip with an effect applied as a background over the selected
track region
Create a clip with a black background over the selected track region

White

Create a clip with a white background over the selected track region

Test Pattern

Create a clip with a test pattern over the selected track region

Snapshot to Clip

Creates a master clip from the current frame

Snapshot to File

Saves the current frame as an image file

Timeline to Clip

Converts the selected portion of the timeline to a master clip

Import Photoshop...

Imports layered Photoshop files. This tool lets you import the Photoshop
files while preserving all the layer information. A sequence file, with one
composite container, is created in the Avid Explorer along with a master
clip for each layer. Each layer in the Photoshop file is recreated in the
composite container as a layer and corresponding clip on a composite
track.

Import Subtitles

Imports subtitles in the current sequence as Graphics On Black generated
clips on a new track. Once imported, each subtitle is represented as a
titling body that is positioned at the bottom of the safe title area—see
“Importing Subtitles”.

Audio Effects

Displays a list of audio effects you can apply to the selected clip, track, or
region

Processing
Process

Displays the Processing Options dialog box—see “Processing Options
Dialog Box” in the Help.

Add Cache Bar

Adds a cache bar to the selected clip, track, or timeline

Process Reference Clip

Processes the reference clips

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Option

Description

Process Timeline and
References

Processes the entire timeline, including reference clips

Delete RP Cache Bars

Deletes cache bars created automatically when you send effects to a
remote processing station—see “Remote Processing” in the Help. This
option does not delete the remote processing jobs associated with the
cache bars.

Delete RP Cache Bars and their Deletes cache bars and their associated DMS jobs
DMS Jobs
Delete Successfully Completed Deletes jobs managed by DMS that have been successfully completed, but
DMS Jobs
leaves cache bars on the timeline
Delete All DMS Jobs

Deletes all jobs managed by DMS, but leaves cache bars on the timeline

Reconnect to DMS Broker

If the cache bars are not displaying the job status correctly, select this
option to reestablish the link to the DMS Broker.

Media IO
Capture Tool

Opens the Capture Tool.

Output Tool

Opens the Output Tool—see “Output Tool” in the Help.

Capture Settings

Opens the Capture Settings View.

Deck Configuration

Opens the Deck Configuration View.

Capture Only Active Material

When selected, recaptures only active clips on the timeline.

Recapture Entire Timeline

Begins the recapture process, using the settings specified in the Recapture
Entire Timeline with Options dialog box—see “Batch Capturing” in the
Help.

Recapture Entire Timeline with Opens a dialog box that lets you change the heads and tails of the clip
Options
(handles) and set other options.

1928

Recapture Timeline Selection

Begins the recapture process for a selected portion of the timeline, using
the settings specified in the Recapture Timeline Selection with Options
dialog box.

Recapture Timeline Selection
with Options

Opens a dialog box that lets you set options for recapturing a selected
portion of the timeline.

Project Manager

Project Manager
The Project Manager displays all the projects on your workstation, and lets
you archive, restore, or delete these project files and their media.
To access the Project Manager, do one of the following:

t

From the view switcher, click the Project Manager button.

t

Select View > Single-Instance Views > Project Manager.

t

Select Data Management > Project Manager.

Archive Property Page (Project Manager)
The Archive property page lets you archive any project to tape or disk. You
can also select the compression, resolution, or sample rate at which the video
or audio media is archived.

Use this

To

Choose a project to archive

View the list of projects on your workstation.

Select Project Directory

Search the specified directory for Avid DS Nitris projects and create a
list.

Media archive options

Select the type of media and media quality to be archived. You can
choose media with a specific compression, resolution, or sample rate.
When you select a project, Avid DS Nitris automatically detects the
type of media used in the project and gives you the appropriate media
quality choices.

n

Video files can only be archived to tape, and audio files only
archived to disk.

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Chapter 3 Editing Reference

Use this

To

Archive video media
files to tape

Copy the video media to tape.
All Compressions: Archive media at all compressions.
Uncompressed Only: Archive only the uncompressed media.
Compressed Only: Archive only the compressed media.
X:1 Only: Archive only the media with the specified compression
ratio.
All Resolutions: Archive media at all resolutions.
XxY Only: Archive only the media with the specified resolution
All Bit Depths: Archive media at all bit depths.
x Bits Only: Archive only the media with the specified bit depth

Archive video cache files
to tape

Copy the project’s cached video media to tape. Select from the same
options as “Archive video media files to tape.”

Archive audio media files
to disk

Copy the audio media to disk.
All Sample Rates: Archive media of all sample rates.
x KHz media only: Archive only media at all specified sample rate.

Archive audio cache files
to disk

Copy the project’s cached audio media to disk.
Select from the same options as “Archive audio media files to disk.”

Project archive destination

Specify where the project data and audio media, if any, are to be
stored. By default, the path is set to \DS Archives\name and date\.

Archive

Begin the archive process.

Restore Property Page (Project Manager)
The Restore property page lets you restore any archived projects back to the
local disk on your workstation. You can choose whether you want to restore
only the audio media, video media, or both.

1930

Use this

To

Select an archive to
restore from

Choose an archive to restore.

Project Manager

Use this

Archive folder

To

Type a path or use the Browse button to locate the folder
where the archived project is stored. By default, archives
are stored under \DS Archives\name and date\.

Select a destination
to restore to

Select a folder from which the archive will be restored.

Project name

Type a path or use the Browse button to specify the
folder and project name for the restored project data. By
default, projects are restored to the DS Projects folder.

Options
Select media to
restore
Restore

Select which types of media to restore.
Display a dialog box where you can choose the type of
media that you want restored. This option is only active
when you are restoring a project that contains media.
Begin restoring the selected archive.

Delete Property Page (Project Manager)
The Delete property page lets you delete any projects on your local
workstation and display the size of the project files and their media, as well as
the date that it was last modified.

Option

Description

Choose a project to
delete

Lets you choose a project to delete

Project

Name of the project

Size

Size of the project files

Video Media

Size of the video media associated to the project

Audio Media

Size of the audio media associated to the project

Last Modified

The last date that any changes were made to the project

Location

The path where the project is located

ID

The identification number given to the project by
Avid DS Nitris

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Chapter 3 Editing Reference

Option

Description

Refresh

Updates the list of projects

Delete

Removes the selected project files and their media

Media Property Page (Project Manager)
The Media property page gives you detailed information on your storage
devices. You can find out the exact location and size of your storage, the free
disk space available, and the percentage that is full. It also provides
information on each of the projects that reside on the storage device.

Use this

To

Selected Storage

Select a storage device.

Description

View the name and location of the storage device, the total disk
size, the amount of free space on your disk, and the percentage
that is full.

Details of Storage
Use

View a list of the projects located on the selected storage
device. The list gives you the item or project name, project size,
percentage of space taken by each project, and project location.

Delete

Begin deleting media from the selected storage device and
project folder.

Refresh

Update the Details of Storage Use list.

Info

View the location of the project selected in the Details of
Storage Use list.

Slip/Slide Mode
The Slip/Slide mode lets you slip or slide clips. The Slip option lets you
change a clip’s contents without affecting its position and duration on the
timeline. The Slide option lets you change a clip’s location on the timeline
without affecting its content. Instead, the previous and next clips are trimmed
to accommodate the operation.

1932

Slip/Slide Mode

Head frame
Outgoing frame

Tail frame
Incoming frame

Source
timecodes

Trim Nudge buttons

Use this

To

Slide

Move a clip to a new timecode without changing its in-points, out-points, or
contents.
When working with other clips, the activeness of the selected clip remains
intact, while the previous and next clips is trimmed or extended to
accommodate the operation.

Slip

Keep the selected clip fixed on the timeline while moving the clip’s contents.

Outgoing frame (first viewer)

View the frame at the out-point of the previous clip.

Head frame (second viewer)

View the frame at the in-point of the selected clip.

Tail frame (third viewer)

View the frame at the out-point of the selected clip.

Incoming frame (last viewer)

View the frame at the in-point of the next clip.

Source timecodes

View the timecode (for the source media) at the selected edit point. The
timecode is displayed for all views.

Available Frames

View the number of frames available for slipping or sliding the selected clip.

Offset

View or set the number of frames to be slipped or slid on the current clip.
It shows the number of frames currently slipped/slid for the specified clip/edit
point. This number can be changed by typing a new value.

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Chapter 3 Editing Reference

Use this

To

Play Preview

Play the transition area with the pre-roll and post-roll frames in Loop mode.

Trim Nudge buttons

Slip or slide the selected clip by one or ten frames.

< or >

Slip or slide the selected clip forwards or backwards by one frame.

<< or >>

Slip or slide the selected clip forwards or backward by ten frames.

Previous Clip/Next Clip

Move to the previous or next clip in the sequence. This updates the views and
timecodes, and resets the offset frame count.

Surround Panner
The Surround Panner lets you specify the positioning and movement of the
sound elements in your sequence.
To access the Surround Panner:

t

Select View > Single-Instance Views > Surround Panner.
Panning area

Track list
Mute, solo and
animation buttons
Divergence

Pan control

1934

Gain and LFE faders

Test Pattern

Use this

To

Panning area

Define the boundaries of the room.

Pan control

Specifies the location of the sound within the panning area

Track

Select the track that the Surround Panner will be applied.

Mute

Turn the sound on or off for a particular track.

Solo

Isolate the sound for a particular track.

Animation button

Record animation for the surround panner controls.

Divergence

Specify the size of the sound source.

Gain fader

Adjust the volume on the track. The fader markings are
displayed in decibels.

LFE fader

Adjust the volume on the Low Frequency Emitter (LFE).

Test Pattern
The Test Pattern effect generates a clip using a number of different test
patterns.

Option

Description

Pattern

Displays list of different test patterns

Preview

Displays preview of selected pattern

Timecode Display Menu
The Timecode Display menu lets you customize the display of the Timecode
view, as well as access the Customize Toolbars window.

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Chapter 3 Editing Reference

Option

Description

Source

Displays the timecode and duration of various selections on
the timeline, such as clips and markers.

Information

Lets you customize the type of information displayed in the
Timecode view.

Clip Info

Displays the name and/or comments of the clip.

Clip Timecode

Displays the timecode format of the ruler or displays
timecode in frames.

Timeline
Timecode

Displays other timecode formats from 24 to 60fps.

Aesthetic Form

Lets you customize the look of the information displayed in
the Timecode view.

Text Size

Specifies size of the timecode in points.

Source Label

Turns the name of the source on or off.

Time Format
Label

Turns the display of the timecode on or off.

Add Timecode
Display

Adds a timecode display to the Timecode view.

Time Effects
The time effects let you process images by rearranging the fields and frames in
a clip.

n

1936

If you drop a clip of a different frame rate on the timeline, it might not have the
same field dominance as the current sequence. Therefore, if you apply a time
effect on this clip, you might need to invert the fileds to compensate for the
difference in field dominance. This can be done by clicking the Invert Fields
button.

Time Effects

3:2 Contract Property Editor
The 3:2 Contract property page lets you remove field artifacts in a clip that
was converted from a 24 fps file to a 30 fps video.
This property page does not contain any specific parameters for you to set.

3:2 Expand Property Editor
The 3:2 Expand property page lets you produce the proper field sequence for
converting a 24 fps clip to a video-compatible 30 fps clip. To return the clip to
its original speed and frame rate, apply a 3:2 Expand after a 3:2 Contract.
This property page does not contain any specific parameters for you to set.

n

You can also drop a clip on the timeline that has a different frame rate than
that of the current sequence. For more information, see Placing Clips of
Different Frame Rates on the Timeline.

Deinterlace Property Editor
The Deinterlace property page lets you separate frames into odd and even
fields.
A deinterlaced clip is twice the length of a regular clip.
To update the clip’s length on the top timeline:

t

In the Deinterlace property editor, click Update Duration.
This is done automatically when you create a deinterlace container clip.

After you’ve finished your modifications on the deinterlaced clip, you can use
the Interlace effect to reinterlace your clip.

Option

Description

Interpolation

Specifies if and how to interpolate contents of added frames

None

Performs no interpolation. The added frames are exact
duplicates of the adjacent frames. This option is best for clips
containing static images.

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Chapter 3 Editing Reference

Option

Description

Linear

Interpolates entire clip. This option is best for clips containing
moving images.

Adaptive

Interpolates moving areas of clip only. This option is best for
clips that have both a static and moving component.

Motion
Thresholds

Specifies how to treat static and moving areas of the clip

No Motion

Affects static areas of image. 0% means deinterlace (this
reduces the quality of static images); 100% means no
deinterlacing is performed on static areas.

n
Fast Motion

Affects moving areas of the image. 0% means it will be
deinterlaced; 100% means no deinterlacing is performed on
moving areas. Higher values remove more interfield artifacts.
The effect must be processed in order to see the changes.

n
Default
Invert Field
Dominance

The No Motion Value cannot be higher than the Fast
Motion value.

The Fast Motion Value cannot be lower than the No
Motion value.

Resets Motion Threshold parameters to the default values
Changes order in which odd and even fields are deinterlaced

Interlace Property Editor
The Interlace property page lets you recombine frames in a clip that were
separated into odd and even fields using the Deinterlace effect (or were
separate prior to capture).
An interlaced clip is half the length of a regular clip.
To update the clip’s length on the top timeline:

t

In the Interlace property editor, click Update Duration.
This is done automatically when you create an Interlace container clip.

1938

Time Effects

Option

Description

Invert Field
Dominance

Changes order in which odd and even fields are interlaced

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Chapter 3 Editing Reference

Timewarp (video) Property Editor
The video Timewarp property editor lets you speed up, slow down, or freeze
the action in a clip. You can apply a strobe effect, and change the apparent
speed of a clip to a constant speed by modifying its speed or duration. You can
also make the clip gradually slow down, speed up or reverse by adjusting the
associated speed or duration function curves.
When you increase the duration, the timewarp effect adds duplicates of
frames; when you decrease the duration, it removes frames. This gives the
appearance of an increase or decrease in speed.
General Property Page (Video Timewarp)
The General property page lets you specify the timewarp mode, the speed and
duration of the timewarp, and the frames affected.
You can use the different timewarp modes to apply different changes to the
action in a clip. The video timewarp modes are:
•

Constant mode speeds up or slows down the action in a clip by giving it a
new constant speed.

•

Speed mode applies a variable speed, so that the action speeds up or
slows down progressively.

•

Input Speed mode applies a variable speed based on the source clip in the
timewarp container clip.

•

Position mode rearranges the action completely by changing the position
of frames.

•

Hold mode freezes frames.

The modes are mutually exclusive, meaning that you can select only one at a
time. Only the speed controls in the selected mode affect the speed of action.
The Invert Fields option changes the order in which odd and even fields are
processed when Field Processing is set in the Processing Options dialog box.
The default field dominance setting is determined when you first define your
sequence video format as being NTSC or PAL (odd fields first for NTSC, even
fields first for PAL). By selecting the Invert Fields option, you invert field
dominance.

1940

Time Effects

When you apply a timewarp effect to a clip, the effect modifies the number of
frames in the clip. You must click the Update Duration button to update the
clip to its new length. When using the Position or Speed mode, the container
clip has an infinite duration by default. When you use Update Duration in
either of these modes, it has no effect.
Constant Mode (Video Timewarp)
The Constant mode maintains a constant speed throughout the timewarp.
There are two methods of changing the speed—as a percentage of the original
speed, or by typing a new speed in frames per second. There are also two ways
of changing the duration—by changing the end timecode or the total number
of frames.
When you change the speed, you are changing the apparent speed of action.
The corresponding duration is calculated, and frames are added or removed as
needed. Since these controls are interrelated, changing one of them, updates
the other three accordingly.

Option

Description

Base Frame

The first frame to which the speed changes are applied.
The base frame always uses the source timecode, not the
master timecode.

Fix At

Specifies timecode of base frame

First

The first frame of the container clip

Last

The last frame of the container clip

Speed (%)
From

Applies a new constant speed that you specify as a
percentage of the original speed
Specifies original speed of action, always equal to 100%.

n
To
Speed (Frames Per
Second)

This value is based on the source material inside
the timewarp container clip, and is not editable.

Specifies new speed of action
Applies a new constant speed that you specify in frames
per second

1941

Chapter 3 Editing Reference

Option

From

Description

Specifies original speed in frames per second.

n
To
Duration (SMPTE)
From

Specifies new speed of action in frames per second
Change duration of the clip by typing the desired
duration in SMPTE timecode
Specifies original duration in SMPTE timecode.

n
To
Duration (Frames)
From

1942

This value is based on the source material inside
the timewarp container clip, and is not editable.

Specifies new duration in SMPTE timecode
Change duration by typing the desired number of frames
Specifies original duration in frames.

n
To

This value is based on the source material inside
the timewarp container clip, and is not editable.

This value is based on the source material inside
the timewarp container clip, and is not editable.

Specifies new duration in frames

Time Effects

Speed Mode (Video Timewarp)
The Speed mode lets you vary the rate of playback over time.

Option

Description

Base Frame

The first frame to which the speed changes are applied. The
base frame always uses the source timecode, not the master
timecode.

Fix At

Specifies timecode of base frame. This frame identifies where
the start frame for a reversal will begin.

First

The first frame of the container clip

Last

The last frame of the container clip

X axis

Timecode on the top timeline ruler

Y axis

Apparent speed of action as a percentage of the original speed

Curve

Modifies the curve to adjust the apparent speed at different
parts of the clip. Ctrl-click the curve to add more points with
handles that you can move to further control the shape of the
curve.

n

Moving a portion of the curve below zero makes the
clip play backward.

Position indicator

Move the position indicator across the graph to view different
parts of the clip

Speed

Specifies speed of function curve at the current position
indicator position

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Chapter 3 Editing Reference

Input Speed Mode (Video Timewarp)
The Input Speed mode lets you set the speed of the timewarp based on the
source clip.

1944

Option

Description

Base Frame

The first frame to which the speed changes are applied.
The base frame always uses the source timecode, not the
master timecode.

Fix At

Specifies timecode of base frame

First

The first frame of the container clip

Last

The last frame of the container clip

X axis

Timecode inside the timewarp container

Y axis

Apparent speed of action as a percentage of the original
speed

Curve

Modifies curve to adjust the apparent speed at different
parts of the clip

Position indicator

Move position indicator across the graph to view different
parts of the clip

Speed

Specifies speed of curve at the position indicator

Show Input Frames

Displays current frames of source clip

Time Effects

Position Mode (Video Timewarp)
The Position mode lets you vary the speed of the clip by changing the position
of frames on the container clip’s timeline.
The Position function curve lets you change the apparent speed graphically by
adjusting the position of frames at different key points. For example, to start
the clip at the fifth frame, play to the tenth frame, and then end on the first
frame, you move key points on the function curve. You can vary the slope of
the curve to adjust the apparent speed.

Option

Description

Base Frame

The first frame to which the speed changes are applied. The
base frame always uses the source timecode, not the master
timecode.

Fix At

Specifies timecode of base frame

First

The first frame of the container clip

Last

The last frame of the container clip

X axis

Represents timecode on the top timeline ruler

Y axis

Represents original timecode of each frame inside the
timewarp container clip

Curve

Modifies the curve to adjust the position of frames at different
parts of the clip. Press Ctrl and click the curve to add more
points with handles that you can move to further control the
shape of the curve.

Position indicator

Moves position indicator across the graph to view different
parts of the clip

Position

Specifies apparent speed at the position indicator

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Chapter 3 Editing Reference

Hold Mode (Video Timewarp)
The Hold mode gives part of the clip a speed of zero by freezing a specific
frame. You can replace the entire clip with this frame, hold the frame for the
rest of the clip, or hold the frame for a specific duration. You can also apply a
strobe effect to the clip.

Option

Description

Hold Frame

Indicates frame that you want to hold

Fix At

Specifies timecode of the frame to hold, using the
source timecode

First

Holds first frame in timewarp container clip

Last

Holds last frame in timewarp container clip

Mode

1946

Specify length of time to hold frame

Replace Entire Clip
with this Frame

Replaces every frame in the container clip with the
Hold Frame

Hold this Frame
Indefinitely

Changes apparent speed to 0 from the Hold Frame to
the end of the clip

Ease In

Gradually reduces apparent speed for the specified
number of frames before the Hold Frame

Hold This Frame for a
Fixed Duration

Changes apparent speed to 0 for part of the clip by
freezing one frame

Duration

Specifies the number of frames during which the
specified frame is frozen

Ease In

Gradually reduces the apparent speed for the specified
number of frames before the Hold Frame. The speed is
reduced from the original speed to 0.

Ease Out

Gradually increases the apparent speed for the
specified number of frames after the Hold Frame. The
speed increases from 0 to the clip’s original speed.

Strobe

Repeats a number of frame(s) and then skips forward
by the same number. Strobe is applied to the entire
container clip.

Time Effects

Option

Frequency

Hold On

Description

Specifies number of frames to be repeated and then
skipped. If the frequency value is 1, the clip plays
normally. If the frequency value is 2, the first frame
plays twice, the second is skipped, the third plays
twice, the fourth is skipped, and so on.
Specifies whether to freeze a frame or field. The field
option is useful when you have fast moving objects in
a clip. By freezing a single field, you can alleviate
undesirable stuttering effects.

Frame

Freezes full frame. When selected, Avid DS Nitris
does not need to process the frame. This setting
overrides the processing setting in the sequence
preferences dialog box.

Field 1

Freezes first field

Field 2

Freezes second field

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Chapter 3 Editing Reference

Quality Property Page (Video Timewarp)
The Quality property page lets you select an interpolation mode and control
the speed and quality of the timewarp effect.

Option

Description

Interpolation

Determines how the actual pixels of the timewarped
object are calculated. The option impacts quality and
processing time.

None

Results in marginal image quality, but processing time is
very fast. Added frames are exact duplicates of adjacent
frames.

Linear

Results in better image quality than None option, but
processing is slower. This option is very useful for quick
tests.

FluidMotion

Results in best image quality, but processing requires
more time.
Creates intermediate images by morphing the motion
across the bracketing images. The system examines each
pixel in the outgoing image, finds the corresponding
pixel in the incoming image, and creates a motion path
between the two that it uses to build the intermediate
images necessary to fill out the effect to create a
smoother motion.

Amount (FluidMotion)

Adjusts the intensity of the FluidMotion effect. Values: 0
to 100. An amount of 0 signifies that the effect is simply
not applied and linear interpolation is used. Controls the
amount of FluidMotion interpolation applied to the
effect.

Method (FluidMotion)

Lets you chose the image quality of the timewarp effect.
These three options provide a trade off between
processing time and quality. For example, select
Derivative while you experiment with parameters. Once
you’ve decided on your settings, select Full Grid to
process the final result.

Derivative

1948

Results in average quality with less amount of processing
time.

Time Effects

Option

Description

Half Grid

Default setting. Better quality then the Derivative option,
but requires more processing time.

Full Grid

Best quality and most processing time.

Border Left
Border Right
Border Bottom
Border Top

These four border options define the width of a border
region around an image, within which region motion is
constrained to be zero. Adjust the borders to eliminate
artifacts on the edge of an image caused by the black
borders that are often present around the edges of NTSC
and PAL images.
These border options are usually set to match the video
blanking in the media.

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Chapter 3 Editing Reference

Correction Property Page (Video Timewarp)
The Correction property page lets you create and edit shapes that define the
part(s) of the image that you want to adjust after rendering a Timewarp effect
using FluidMotion.

Option

Description

Apply

Turns Timewarp effect on or off, letting you compare the
appearance with or without the timewarp effect

View

The options in the View area let you enable shape editing
and enable viewing of input frames, input fields, and
output results.

Edit

Enables the shape editing interface and input viewing
mode. If Show Shapes option is selected, lets you edit
shapes and view the previous and next frames or fields
that contribute to the current output frame or field.

Show Shapes

Determines whether shapes appear in viewer or not.

View Frame

Lets you view the result or input frames for the output
frame at the current time. Also sets shape editing to occur
on input frame boundaries. Use this option for
frame-based material.

View Field 1

Lets you view the result or input fields for the first output
field at the current time. Also sets shape editing to occur
on input field boundaries. Use this option for field-based
material.

View Field 2

Lets you view the result or input fields for the second
output field at the current time. Also sets shape editing to
occur on input field boundaries. Use this option for
field-based material.

Previous Input Frame If View Frame is selected, this option displays the
previous input frame for the currently selected output.
Previous Input Field

1950

If View Field 1 or View Field 2 is selected, this option
displays the previous field for the currently selected
output.

Time Effects

Option

Description

Next Input Frame

If View Frame is selected, this option displays the next
input frame for the currently selected output.

Next Input Field

If View Field 1 or View Field 2 is selected, this option
displays next input field for the currently selected output.

Result

Displays the result frame or field for the currently selected
output.

Shape Creation

Lets you create different kinds of open or closed shapes.
These shapes define areas of correspondence between
successive frames of input. This lets you define the motion
between frames that can be used as a hint or a correction
to the motion computed by the FluidMotion engine.

Freehand

Creates open or closed freeform shapes, and simulates the
feeling of drawing with a pencil on paper

Polyline

Creates straight lines, Bézier curves, or combination of the
two

Ellipse

Creates oval and circular shapes

Rectangle

Creates rectangular and square shapes

Transformations

A collection of tools that let you pick, move, scale, rotate,
and skew your shapes

Select

Lets you pick a shape. Once a shape is selected, you can
drag it to place it in the correct location.

Scale

Increases or decreases size of shape

Rotate

Modifies rotational angle of shape

Skew

Slants a shape

Editing Tools

A collection of tools that let you pick, edit, and connect
the shapes you created

Edit Shape

Manipulates control points of selected shape

Density

Increases precision of shape during processing by adding
correspondence vectors between the two shapes

Shape Behaviour

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Chapter 3 Editing Reference

Option

Type

Description

Type of shape indicates how the shape correspondence
between successive frames affects the FluidMotion
calculation.

Hint

Indicates that the FluidMotion should use the shape
correspondence as an initial calculation, and is allowed to
fine-tune this correspondence if possible.

Correction

Indicates that the FluidMotion should compute the motion
between the frames then correct the motion to match the
shape correspondence exactly. Use this option when
Constraint and Hint methods fail to produce good results.

Constraint

Combination of Hint and Correction. The FluidMotion
computation uses the shapes as an initial calculation,
computes the motion correspondence, then adjusts any
areas where the shape correspondence is no longer
correct. Use this option when the Hint method fails to
produce good results.

Activeness

Lets the selected shapes be active for each pair of input
frames or fields. For example, you can set the activeness
of selected shapes between the previous and next input
frames or fields. A shape only affects the output image on
output frames or fields when the shape is active on the
corresponding previous and next input frames or fields.
This option lets you use a shape to correct the few frames
where the problem occurs without it changing the rest of
the timespan where no correction is required.

Enable AutoBarrier

Indicates whether the motion warp defined by the shape
should be restricted to within a specified distance from the
shape.

AutoBarrier Radius

When Enable AutoBarrier is active, this option defines the
region that the shape warp affects. Any pixels between the
previous and next shape positions and any within the
specified radius of these pixels are affected.

Previous Active

1952

Moves the position indicator to the nearest previous frame
that contains an active shape. Frames without shape
corrections applied are skipped.

Time Effects

Option

Description

Next Active

Moves the position indicator to the next frame that
contains an active shape. Frames without shape
corrections applied are skipped.

Options Property Page (Video Timewarp)
The Options property page lets you specify if your source material is frame or
field-based. Static graphics images, 30fps film, and 30fps CGI (computer
generated images) are some examples of frame-based material. The Source
Material options inform the effect if your source material is frame or
field-based. Be sure to select the correct option depending on the type of
source material you are using.
The Source Material options work in tandem with the processing type options
in the Processing Options dialog box. The processing type options let you
specify if the animation should be processed in field or frames. Processing in
fields provides smoother animation as the animation is interpolated over each
field.
For example, if your source material is a static logo on which you apply an
animated DVE effect, you should set the Source Material options to Frame,
and the Fields Processing option of the Processing Options dialog box. This
will ensure the best quality of image because the entire frame will be used by
the DVE to perform the interpolation, instead of a single field. Since the
processing is set to Fields, the animation itself will be field-based, creating a
smoother animation.

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Chapter 3 Editing Reference

Option

Description

Type
Auto

If you select Auto, Avid DS Nitris will use the global
processing setting in the sequence preferences.

Frame Processing

Processing, including animation, is frame-based. Both
fields in each frame are processed together using the
same property values.

Field Processing

Processing, including animation, is field-based. Odd and
even fields are processed separately using different
property values based on the animation. This option is
better for animated effects, such as dissolves, fades, and
motion paths.

Source Material
Frame

Lets you specify if the source material is frame-based, or
is the same as the Processing Type setting.
Lets you indicate that the image on which an effect is
applied is frame-based. If the image on which an effect is
applied is a frame-based image, then select this option.

n
Same As Processing

Still images are always frame-based.

Lets you specify that the source material is the same as
the Processing Type setting. This is the default option.
If the image on which an effect is applied is field-based,
then select this option, and make sure that the Type
setting is set to Field Processing as well.

Precision

Choose the bit depth at which your effects will be
processed. Some effects are capable of 16 and 32-bit float
precision. The drop-down list shows the supported bit
depths for this effect.
If you select Auto, Avid DS Nitris will use the global
precision setting in the sequence preferences, unless a
different setting is propagated by a previous input effect.

Use Same Precision
for Inputs

1954

All effects that are input to this effect will use the above
Precision setting if their Precision is set to Auto.

Time Effects

Option

Output Frame Size

Description

Forces the effect to output pixels an image of the frame
size. If the image is larger, it will be cropped. If smaller,
it will be padded with black transparent pixels. For
example, if you have a PAL sequence that is 720×576 and
you process an image larger than the PAL frame
(2000×2000), then only the pixels that fall within the
PAL frame will be output from this effect. The rest will
be cropped out.

Deinterlacing
Adaptive
Deinterlacing

Interpolates the moving areas of the image only

Motion Thresholds

Specifies how to treat static and moving areas of the
image

No Motion

Affects static areas of the image. 0% means deinterlace
(this reduces the quality of static images). 100% means
no deinterlacing is performed on static areas.

Fast Motion

Affects moving areas of image.
0% means it will be deinterlaced. 100% means no
deinterlacing is performed on moving areas.

n
Default

Higher values remove more interfield artifacts.
The effect must be rendered in order to see the
changes.

Resets Motion Threshold parameters to the default values

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Timeline
Before you can begin building a rough cut of your sequence, you need to
understand the components of the timeline.
The timeline is where you place and edit clips to build a sequence. It
graphically displays the position of video and audio clips, container clips,
transitions, and effects over time.
Similar to a storyboard, the timeline lets you view clips and their position in
time. You can edit a clip's in and out-points, add transitions, and apply effects.
The timeline can support any number of tracks or clips. New video tracks are
added to the top of the timeline, while audio tracks are added to the bottom.
New background tracks are added between the video tracks and audio tracks.
As you place clips on the tracks, the timeline stretches to accommodate them.
You can zoom in and out on the timeline, or scroll the tracks up or down.
The timeline uses a bottom-up hierarchy when playing sequences. This
hierarchy lets you use the video tracks to layer effects. Depending on the
Track selector settings (such as track selection, solo, and mute), the effects and
video clips with full-screen alpha clips placed on top tracks are composited
over the clips on the lower tracks. However, only active clips playback.

n

When active video clips on top tracks overlap active video clips on lower
tracks, the clips on the top tracks are viewed during playback. The activeness
of the clips on the lower tracks does not matter.
Overview area

Timeline controls
Ruler
Timeline ribbon

Timeline effect
track ripple

Timeline effect track
Video tracks
Track selector
Background track
Audio track
Timeline navigation bar
Position Indicator

1956

Timecode boxes

Timeline

Use this

To

Timeline controls

Perform operations such as zooming, global rippling,
and setting locators on the timeline.

Track selector

Perform operations such as selecting, muting, soloing,
and rippling tracks.

Overview area

View all the clips and tracks in a sequence.

Ruler

Display the timecode scale for your sequence.

Timeline ribbon

Place edit or reference locators. This area also displays
areas of the sequence that need processing. For a
description of each of the color states, see “When is
Processing Needed?” in the Help.

Timeline effect track

Place effects on top of all other effects on the video and
background tracks. The effects modify the output of all
images on the tracks below.

Timeline effect track ripple Activate or deactivate the Ripple mode for the timeline
effect track.
Video tracks

Place video clips that are to be composited over clips on
background tracks and lower video tracks.

Background track

Place video clips, graphics, and effects for your
sequence.

Audio tracks

Place audio clips and effects for your sequence.

Position indicator

Display a frame in the sequence or scrub the timeline.

Timeline navigation bar

Perform operations such as zooming and panning the
timeline, stepping into and out of containers, switch
between the source and record timelines, select the
Source/Record, Color Correction, Trim, or Slip/Slide
modes.

Timecode boxes

Displays timecodes for a selected object and lets you
type new values for the start, end, or duration of a
selected object.

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Chapter 3 Editing Reference

Overview Area of the Timeline
The overview area provides a view of all the clips and tracks on the timeline
that is currently displayed. As you add video and audio tracks to the timeline,
the overview area expands vertically to display these new tracks. The clip bars
in the overview area represent the clips on the audio, video, or background
tracks, and their relative positions in time.

n

When you are in a container clip, the overview area only displays the clips
within that container clip.
Show/hide overview
area

Visible time span

Process button
Clip bars

Use this

Position indicator

To

Show/hide overview area Show or hide the overview area.
Visible time span

Display a section of the sequence on the timeline—see
“Changing the Visible Time Span” in the Help.

Process button

Process all or a part of the sequence.

Position indicator

Go to a specific timecode or scrub the clips on the
timeline.

Clip bars

Represent clips on the current timeline.

Position Indicator
The position indicator in the timeline marks your place in the sequence. The
Record viewer displays the frame of the sequence where the position indicator
is located. You can click anywhere in the timeline to relocate the position
indicator, or you can drag the position indicator through footage at varying
speeds. When you move the position indicator in the timeline, the smaller
position indicator within the Record viewer’s position bar also moves.
1958

Timeline

The position indicator determines how some of your commands are
interpreted. For example, when you perform an edit, the system takes the
location of the position indicator as the in-point in the absence of established
marks.
When you expand the timeline the position indicator splits to indicate a single
frame, a solid blue line appears at the left of the frame and a dotted blue line
appears at the right of the frame.

Position indicator

Timeline Controls
The timeline controls let you perform global operations on the timeline. You
can use them to zoom, ripple, or process clips on the timeline.
Other controls let you quickly set locators, mark in-points and out-points, or
select a region on the timeline.
Zoom to Frame (single frame)
Zoom In
Zoom Out

Main Ripple
button

Process button
Select Marked
Region

Mark In/Out

These are the controls available in the timeline controls:

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Chapter 3 Editing Reference

Use this

To

Zoom to Frame
(single frame)

Zoom in on the timeline to display clips at single
frames. Click this button again to zoom out to the
timeline’s previous display.

Zoom In

Increase magnification of the timeline.

Zoom Out

Decrease magnification of the timeline.

Ripple

Activate or deactivate the Ripple mode on the entire
timeline.

Select marked
region

Select a region previously marked with in and outpoints.

Mark In/Out

Mark in and out-points to a selected clip or region on
the timeline.

Process button

Open the Processing Options dialog box and select the
appropriate options—see “Processing Options Dialog
Box” in the Help.

Ruler Menu
The Ruler pop-up menu lets you set the time scale for your sequence. When
working with video, you can change the time scale to display in frames,
timecode drop frames, timecode non-drop frames, or audio samples. These
options differ between PAL and NTSC formats.
To access the Ruler menu:

t

1960

On the timeline, right-click the ruler.

Command

Description

Show Time in Top Time

If you are currently within a container clip, displays
the timescale of the top timeline

Show Time in Parent Time

If you are currently within a container clip, displays
the timescale of the parent timeline

Show Time in Sequence
Time

If you are currently in the top timeline, displays the
timescale starting from 00:00:00:00

Timeline

Command

Description

Show Time in Container
Time

If you are currently within a container clip, displays a
timescale for this timeline starting from 00:00:00:00

Display as Frames

Sets the timescale to display in frames

Use Default Format xxxx:
(drop frame)

Uses the frame rate of the video format xxxx
(NTSC/PAL/other) that you specified in the sequence
preferences

Use xxxx (non-drop frame)

Uses the non-drop frame format of your current video
format xxxx (NTSC/other)

Use Audio Samples

Displays the timescale in audio samples

These are the different display modes available:

Ruler time scale

Timecode display format

SMPTE NTSC drop frame

23:59:59:29

SMPTE NTSC non-drop frame 23:59:59;29
25 fps (PAL only)

23:59:59:23

Audio samples

23:59:59.47999

Frames

1234567

Timeline Ribbon
The timeline ribbon displays locators, in-points, out-points, loop markers, and
indicates the portions of your timeline that may require processing.
Locators let you set reference points on the timeline, so that you can easily
move to areas of interest. The locators can also be used to help synchronize
clips.

n

Tip: All locators on the timeline ribbon can also be accessed from the
Locators view in the Avid Explorer.
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Chapter 3 Editing Reference

In-point

Global locator

Out-point

Loop markers

Timeline ribbon
Local locator

Clip locator

For more information about using locators, see “Using Locators” in the Help.

Track Selector
Timeline effect track Ripple button
Mute
Solo
Track button
Track selector

Source Track Monitor buttons
Source Track buttons
Track Ripple buttons
Record Track buttons
Record Track Monitor buttons

1962

Use this

To

Timeline effect track
Ripple button

Activate or deactivate the Ripple mode for the timeline
effect track.

Track selector

Select or deselect tracks, mute, solo, or ripple clips on a
selected track. You can also scroll and adjust the heights
of tracks.

Timeline

Use this

To

Track button

Select and deselect the track.

Mute

Turn off the sound of clips on an audio track while
playing the sequence. Turn off monitoring the playback
of clips on the video track while playing the sequence.
When mute is enabled the Mute button changes to red
indicating the track is not monitored.
Background tracks do not have Mute buttons.

Solo

Play only the selected track(s). On audio tracks, you can
solo more than one track at a time. When solo is enabled
the Solo button changes to green.

Track ripple

Activate or deactivate the ripple mode for a track.

If you require more working space on the timeline, you can hide the Track
selector.

Track Menu
The Track pop-up menu lets you add an effect or a cache bar to a track, paste
clips, delete tracks, and display the Track property editor.
To access the Track menu do one of the following:

t

Right-click a track button.

t

On the timeline, right-click the upper area of a track.

Command

Description

Paste

Inserts any clips that have been copied to the Clipboard

Delete Track

Removes the selected track from the timeline

Add Track Effect

Displays the Load Preset dialog box

Add Cache

Adds a cache bar to the track

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Chapter 3 Editing Reference

Command

Description

Add Cache and
Process

Adds a cache bar to the track, adds the cache bar to the
Cache List view, and displays the Processing Options
dialog box—see “Processing Options Dialog Box” on
page 2016.

Track Properties

Displays the Track property editor

Live Track

Specifies whether or not the selected track is live. When
deselected, the track is locked, and nothing can be placed
on it.

Track Property Editor
The Track property editor lets you view and modify the properties of a track.
General Property Page (Track)
The General property page lets you view and modify some of the properties of
a track.

Option

Description

Name

Changes name of selected track

Type

Lets you view type of track: video or audio

Level of Detail

Sets level of display detail for the selected track.
Video: Displays thumbnails. There are three levels of detail at which frames can be
displayed: High, Medium, and Low.
Audio: Displays the waveform.

High

Video: Shows thumbnails at regular intervals of the ruler scale. As you zoom in
closer to the timeline, you see more thumbnails per second.
Audio: Displays waveform at high resolution

Medium

Video: Shows beginning and end thumbnails of the clip
Audio: Option not available for audio clips

Low

Video: Shows no clip thumbnails
Audio: Shows no waveform

1964

Timeline

Option

Description

Effect Size

Controls the size of the effects bar on the selected track

Format

(Audio only) Lets you set the type of audio.

Autoname

(Composite containers only) When selected, tracks adopt the name of the first clip
placed on them.
When deselected, lets you change the name of the track manually.

Media Property Page (Track)
The Media property page lets you view information about the media on a
track.

Option

Description

Number of Clips

Number of clips on the track

Start

Timecode of in-point of the first clip on the track

End

Timecode of out-point of the last clip on the track

Timeline Navigation Bar
The timeline navigation bar, located at the bottom of the timeline and to the
left of the status bar, lets you pan the timeline, zoom in and out on the
timeline, step into and out of container clips, switch between the Source and
Record timelines, select the Source/Record, Color Correction, Trim, or
Slip/Slide modes.
Color Correction Mode

Source/Record Timeline
Trim Mode

Selection Mode

Timeline scroll bar

Scale bar

Source/Record view
Step In

Step Out

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Chapter 3 Editing Reference

Use this

To

Source/Record
Timeline

Switch between the Source and Record timeline. When using the Tape Tool,
switches between the Record timeline and the Source timeline that’s displayed in
the Tape Tool—see Tape Tool.
Right-click to access the Auto command for automatically switching between the
Source and Record timelines.

Source/Record view

Switch from Trim or Slip/Slide mode to Source/Record mode

Trim Mode

Open the Trim or Slip/Slide mode, depending on what you selected on the
timeline—see “Entering and Exiting Trim Mode” and “Entering Slip/Slide Mode”
in the Help.

Trim Mode menu

Automatically switch to the Trim or Slip/Slide modes.
•

Switch for Edits: Displays the Trim mode when you select an edit point and
the Autoswitch command is selected.

•

Switch for Clips: Displays the Slip/Slide mode when you select a clip and the
Autoswitch command is selected.

•

Autoswitch: With the Switch for Edits command selected, switches to Trim
mode when you select an edit point. If the Switch for Clips command is
selected, switches to Slip/Slide mode when you select a clip.

Color Correction Mode

Open Color Correction mode—see “Color Correction in Avid DS Nitris” in the
Help.

Selection Mode

(Selected) You can select objects on the timeline using the mouse. The position
indicator does not move when you select objects on the timeline.
(Deselected) You can only select objects by using the buttons in the layout and
keyboard shortcuts, and by lassoing (clips/edit points). The position indicator
moves to where you click the timeline.
By default, Selection mode is off.

Step In

Open the selected container clip at the position indicator

Step Out

Close the current container clip and return to the timeline of the parent clip

Scale bar

Zoom in and out around the position indicator on the timeline

Timeline scroll bar

Pan back and forth along the timeline

1966

Timeline

Timecode Boxes (Timeline Status Bar)
The timecode boxes on the status bar display timecodes for a selected object
on the timeline. You can also use the timecode boxes to type new values for
the start, end, or duration of a selected object.

Start

End

Duration

Position
indicator

In

Out

Duration

Use this

To

Timeline

Display a selected object’s sequence timecodes. You can view
or modify an object’s start, end, or duration on the timeline.

Clip

Display a selected clip’s source timecodes. You can view the
source timecode at the beginning or end of a clip. You can also
type the new source timecode for the in or out-point of a clip.

Start

View or modify the start time of a clip, activeness bar, effect
bar, region, transition, or edit point.

End

View or modify the end point of a clip, activeness bar, effect
bar, region, transition, or edit point.

Duration

View or modify the duration of a clip, activeness bar, effect
bar, region, transition, or edit point.

Position indicator

View or modify the location of the position indicator.

In

View the timecode at the position of the in-point. You can also
move the in-point to this timecode.

Out

View the timecode at the position of the out-point. You can
also move the out-point to this timecode.

Duration

View or modify the duration between in and out-points.

Effect Menu
The Effect pop-up menu lets you delete an effect, rearrange effects, and
display the property editor of an effect.

1967

Chapter 3 Editing Reference

n

You can map the commands for rearrange effects to a toolbar, see “Using the
Toolbars” in the Help.
To access the Effect menu:

t

1968

On the timeline, right-click an effect bar.

Command

Description

Delete Effect

Deletes the selected effect

Effects to Tree

Converts the selected effect(s) to an Effects Tree effect

Bring to Top

Moves the selected effect to the top of the stack

Raise

Moves the selected effect up one position in the stack

Lower

Moves the selected effect down one position in the stack

Push to Bottom

Moves the selected effect to the bottom of the stack

Lock in Time

Locks the effect at the current timecode

Process

Lets you specify the objects you want to process. Processing
computes any effect, transition, layer, composite, or
container clip in your sequence, so that it can be viewed in
real time during playback. The results of the processing is
stored in a new media file (cache) so that your source media
remains unaltered.

Purge Selected

Purges only the cache media associated with the selected
cache node

Purge Below

Purges any unnecessary cache media that lies below the
cache bar, while keeping the cache bar real-time playable.
This option is useful if you processed your effects using the
Complete option and no longer need the caches at each level
any more.

Purge

Purges the cache media associated with the cache bar as well
as any cache media that lies below it

Effect Properties

Opens the selected effect’s property editor

Bypass

Bypasses the selected effect

Open Viewer

Displays the output of the selected effect in a floating viewer

Timeline

Timeline Effect Menu
The Timeline Effect pop-up menu lets you add an effect or a cache bar to a
timeline.
To access the Timeline Effect menu:

t

On the timeline, right-click the timeline effect track.

Command

Description

Add Timeline Effect

Displays the Load Preset dialog box

Add Cache

Adds a cache bar to the timeline

Add Cache and Process

Adds a cache bar to the timeline, adds the cache bar to
the Cache List view, and displays the Processing
Options dialog box—see “Processing Options Dialog
Box” on page 2016.

Timeline Menu
The Timeline pop-up menu lets you insert tracks, add and delete locators, trim
the timeline and set display options. You can also display the timeline’s
property editor.
To access the Timeline menu:

t

Right-click the overview area of the timeline.

Command

Description

Create Video Track

Adds a video track to the timeline

Create Background
Track

Adds a background track to the timeline.

Create Audio Track

n

Adds an audio track to the timeline.

n
Mono

This command is not available in the video, audio,
or composite container clip.

This command is not available in non-audio
container clips (video, composite).

Add a track with a single channel of audio
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Chapter 3 Editing Reference

Command

Description

Stereo

Add a track with two audio channels: Left and Right

4 Streams

Add a track with four audio channels: Outputs 1 to 4

LCRS

Add a track with four audio channels: Left, Center, Right,
Surround

Quadraphonic

Add a track with four audio channels: Left, Right, Left
rear, Right rear

5.1

Add a track with six audio channels: Left, Right, Center,
Low Frequency Emitter, Left surround, Right surround

6.1

Add a track with seven audio channels: Left, Right,
Center, Low Frequency Emitter, Surround Center, Side
Left, Side Right

7.1

Add a track with eight audio channels: Left, Right,
Center, Low Frequency Emitter, Left surround, Right
surround, Left center, Right center

8 Streams

Add a track with eight audio channels: Outputs 1 to 8

Add Locator at Playback Adds a colored locator at the playback position. Local
Position
locators are visible only on the current timeline.
Add Global Locator at
Playback Position

Adds a colored global locator at the playback position.
Global locators are visible on the current timeline and
within any container clips.

Delete All Locators

Deletes all locators on the timeline

Loop on Active Media

Loops playback for all active media

Trim Timeline to Media Resets the zoom to frame media on timeline, changing the
start time to match the first clip
Display
Display Control
Area

Toggles the display of the timeline controls and track
control areas

Display Unused
Material

Toggles the display of unused material on the timeline

Composite Properties

1970

Controls the display of the timeline controls, track control
areas, and unused material on the timeline

Opens the Composite property editor

Timeline

Command

Description

Matte Properties

Opens the Matte property editor

Timeline Properties

Opens the Timeline property editor

Open Viewer

Displays the output of the timeline at the position
indicator in a floating viewer—see “Opening a Floating
Viewer” on page 925.

Output

Opens the Output Tool—see “Output Tool” in the Help.

Timeline Property Editor
The Timeline property page lists the types of tracks and the number of tracks
and clips that are currently on the timeline.

Option

Description

Type of Track
Background

Specifies number of background tracks and number of clips on
those tracks

Audio

Specifies number of audio tracks and number of clips on those
tracks

Video

Specifies number of video tracks and number of clips on those
tracks

Enable/Disable Locator

Lets you turn on/off the display of locators by color

Timeline Effect Size

Controls the size of the timeline effect bars on the timeline
effect track.

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Chapter 3 Editing Reference

Timeline to MC
This function allows you to quickly generate an AAF and MXF file of a
timeline selection that can be later imported directly into Avid Media
Composer.
To access the Timeline to MC dialog box:

1. To export a sequence, you need to make sure that the entire timeline (from
top to bottom) is selected. This way corresponding audio tracks, as well as
timeline and track effects, are also included.
Make a timespan selection on the timeline effect track. (This is the
topmost track on the timeline, named FX.)
2. From the NLE Tools toolbar, select Generate > Timeline to MC.

n

You must have your MXF storage correctly configured to access this
option—see “Configuring Storages for MXF Files”.

Option

Description

Track Types

Lets you specify the material to be included in the new
clip.

Include Video

Includes material from video tracks in the new clip.

Include Backgrounds Includes material from background tracks in the new clip.
Include Audio
Timeline Options

These options do not apply to the Timeline to MC
function.

Replace Selection

Not available.

Create one Clip

Not available.

Options

1972

Includes material from audio tracks in the new clip.

Timeline to MC

Option

Type

Description

Lets you select the detail level of processing. Clips can be
processed by frames or fields, depending on the type of
effect you want to process. Use frame-based processing
for effects that are applied to individual pixels. Use fieldbased processing for motion paths (animated movements)
because it produces smoother motion.

Frame Processing All processing, including animation, is frame-based. This
option processes the entire frame (both fields together)
and should be used with frame-based material.
This is faster than field-based processing, but gives lower
quality results.

n
Field Processing

Precision

You can attain good processing results for effects
applied to pixels, such as blur and color correction.

All processing, including animation, is field-based. This
option processes odd and even fields separately. This is
slower than frame-based processing, but gives higherquality results. Use field-based processing for animated
effects, such as dissolves, fades, and motion paths.
Choose the bit depth at which your effects will be
processed. Some effects are capable of up to 32-bit
precision. Those that are not capable of the precision level
that you set, will be processed at the bit depth at which
they were captured.

Dither when creating Adds dithering (at each cache level) before converting
video caches of lower processed images to a lower bit depth. e.g. when you set
precision
the precision at 16-bit but the media was captured at 10bit.

n
Storage Settings

When outputting images processed in real-time, the
dithering will be done only once at the very last
level.

Specifies the working video resolution and whether the
sequence uses uncompressed or compressed material. You
can change these settings at any time to switch between
available qualities.
settings affect only the working resolution
c These
and what is shown while you work. They have
no effect on the capture resolution.

1973

Chapter 3 Editing Reference

Option

Resolution

Description

Sets the working resolution; Full, Half, or Quarter. This
controls the default resolution at which your media is
processed (for example, for effects, transitions, layers,
etc.) and also affects how media is displayed in the viewer.
To speed up processing time, use a low resolution setting.

n

The Nitris DNA workstation only supports Full
resolution.

Color Space

Determines how the color components of the video signal
are stored on disk. There are two formats available
depending on your video format and resolution: YCbCr
4:2:2 and RGB 4:4:4.

Bit-Depth

Sets the bit depth at which the video media files will be
stored on disk. The bit depth choices depend on your
hardware, and your resolution and color space settings.

Location

Lets you specify the project file location and media
storage.

Directory

Specifies the destination directory of the clip(s) that you
are exporting from the timeline.

... (browse)

Allows you to browse for a folder.

Filename

Specifies the name of the clip that you are exporting from
the timeline.

AAF Export

Specifies the destination directory for the AAF file. The
AAF file contains all the metadata for the selected clip(s)
on your timeline. During export of the timeline, the
corresponding MXF media is also generated.
When the AAF file is imported into Avid Media
Composer, the clips can be relinked to the MXF media.

1974

Video Storage

Specifies a destination storage device for the processed
video media (cache). You can choose from a list of
designated video storage devices. The storage devices are
specified via the Media Storage Configuration tool.

Time Available

Displays the time remaining on the storage device for
processing and saving video cache files with the specified
resolution.

Timeline to Clip Dialog Box

Option

Description

Audio Storage

Specifies a destination storage device for the processed
audio media (cache). You can choose from a list of
designated audio storage devices. The storage devices are
specified via the Media Storage Configuration tool.

Time Available

Displays the time remaining on the storage device for
processing and saving audio cache files.

Timeline to Clip Dialog Box
The Timeline to Clip dialog box lets you save the selected portion of the
timeline as a new clip. You can save the clip with or without audio, video, or
background tracks. You can also use the new clip to replace material on the
selected portion of the timeline.
To access the Timeline to Clip dialog box:

1. Select a portion of the timeline.

n

If you want to include all objects on the timeline, you need to make sure that
the entire timeline (from top to bottom) is selected. This way corresponding
audio tracks, as well as timeline and track effects, are also included. To do
this, make a timespan selection on the timeline effect track. (This is the
topmost track on the timeline, named FX.)
2. From the NLE Tools toolbar, select Generate > Timeline to Clip.

Option

Description

Track Types

Lets you specify the material to be included in the new
clip

Include Video

Includes material from video tracks in the new clip

Include Backgrounds Includes material from background tracks in the new clip
Include Audio
Timeline Options

Includes material from audio tracks in the new clip
Lets you specify whether or not the new clip will be
included in the timeline, and if so, how it will be included

1975

Chapter 3 Editing Reference

Option

Description

Replace Selection

Replaces all of the material on the selected portion of the
timeline with a single new clip

Create one Clip

Saves material from multiple clips or tracks as a single
new clip

Options
Type

Lets you select the detail level of processing. Clips can be
processed by frames or fields, depending on the type of
effect you want to process. Use frame-based processing
for effects that are applied to individual pixels. Use fieldbased processing for motion paths (animated movements)
because it produces smoother motion.

Frame Processing All processing, including animation, is frame-based. This
option processes the entire frame (both fields together)
and should be used with frame-based material.
This is faster than field-based processing, but gives lower
quality results.

n
Field Processing

Precision

You can attain good processing results for effects
applied to pixels, such as blur and color correction.

All processing, including animation, is field-based. This
option processes odd and even fields separately. This is
slower than frame-based processing, but gives higherquality results. Use field-based processing for animated
effects, such as dissolves, fades, and motion paths.
Choose the bit depth at which your effects will be
processed. Some effects are capable of up to 32-bit
precision. Those that are not capable of the precision level
that you set, will be processed at the bit depth at which
they were captured.

Dither when creating Adds dithering (at each cache level) before converting
video caches of lower processed images to a lower bit depth. e.g. when you set
precision
the precision at 16-bit but the media was captured at 10bit.

n

1976

When outputting images processed in real-time, the
dithering will be done only once at the very last
level (top level?)

Timeline to Clip Dialog Box

Option

Description

Storage Settings

Specifies the working video resolution and whether the
sequence uses uncompressed or compressed material. You
can change these settings at any time to switch between
available qualities.
settings affect only the working resolution
c These
and what is shown while you work. They have
no effect on the capture resolution.

Resolution

Sets the working resolution; Full, Half, or Quarter. This
controls the default resolution at which your media is
processed (for example, for effects, transitions, layers,
etc.) and also affects how media is displayed in the viewer.
To speed up processing time, use a low resolution setting.

n

The Nitris DNA workstation only supports Full
resolution.

Color Space

Determines how the color components of the video signal
are stored on disk. There are two formats available
depending on your video format and resolution: YCbCr
4:2:2 and RGB 4:4:4.

Bit-Depth

Sets the bit depth at which the video media files will be
stored on disk. The bit depth choices depend on your
hardware, and your resolution and color space settings.

Location

Lets you specify the location and available disk space of
your media storage

Directory

Specifies the destination directory of the clip that you are
exporting from the timeline

... (browse)

Displays the Timeline to Clip Destination dialog box

Filename

Specifies the name of the clip that you are exporting from
the timeline

Video Storage

Specifies a destination storage device for the processed
video media (cache). You can choose from a list of
designated video storage devices. The storage devices are
specified when you set up your workgroup environment.

Time Available

Displays the time remaining on the storage device for
processing and saving video cache files with the specified
resolution

1977

Chapter 3 Editing Reference

Option

Description

Audio Storage

Specifies a destination storage device for the processed
audio media (cache). You can choose from a list of
designated audio storage devices. The storage devices are
specified when you set up your workgroup environment.

Time Available

Displays the time remaining on the storage device for
processing and saving audio cache files

Transport Controls
The transport controls let you mark in/out-points and locators on the source
clip, timeline, or source material. You can also:
•

Control the playback of a sequence on the timeline or a tape in the VTR

•

Remote-control external devices, such as VTRs, so that you can play,
capture, and record material
Record controls

Source controls

Mark In-point

Create Subclip
Frame Backward

Frame Forward

Update Thumbnail
Insert Clip

Position bar

Go to End

Position
indicator

Mark Out-point
Mark In/Out
Add Edit
Lift

Go to
Start
Match Bin
Match Frame
10 Frames Backward

Go to In

10 Frames Forward
Play from In to Out

Go to Out
Timecode box
Clear In/Out

Replace Clip
Overwrite Clip
Fit to Fill

Play/Stop

Loop

Extract

Insert Locator
Insert Global Locator

Sync Point Editing

The controls under the Source viewer let you edit the in and out-points of a
source clip before placing it on the timeline. While working with the Source
viewer and timeline, you can perform tasks, such as overwriting, inserting, and
replacing clips on the timeline, and fit-to-fill.
The controls under the Record viewer provide similar capabilities for marking
in and out-points on the timeline or an external device.
1978

Transport Controls

Use this

To

Source controls

Manipulate in and out-points, insert locators, move the
position indicator to various frames, and perform a Match
Bin and Match Frame in the Source viewer.

Record controls

Manipulate in and out-points, insert locators, move the
position indicator to various frames, and perform an Add
Edit, Lift, and Extract in the Record viewer.

Position bar

Display the position indicator and locators, and
manipulate in and out-points in both viewers. The
Position bar can also display timecode and tick marks.

Position indicator

Show your position in a sequence.

Go to Start

Go to the first frame of the sequence.

Go to End

Go to the last frame of the sequence.

Frame Backward

Move one frame backward.

Frame Forward

Move one frame forward.

Mark In

Set an in-point on the timeline. When capturing or
outputting material, this sets the in-point on the external
device.

Play/Stop

Play/stop the sequence or tape.
During playback, this button turns amber when video
and/or audio frames are skipped during playback. The
tooltip indicates the number of skipped frames/seconds.

Mark Out

Set an out-point on the timeline. When capturing or
outputting material, this sets the out-point on the external
device.

Mark In/Out

Set in and out-points on the selected clip.

Clear In and Out

Remove the in and out-points.

Insert Locator

Add a locator at the position indicator. Right-click this
button to select a color.

Insert Global Locator

Add a global locator at the position indicator. Right-click
this button to select a color.

1979

Chapter 3 Editing Reference

Use this

To

Update Thumbnail

The clip's thumbnail updates to show the frame on which
the position indicator is currently placed—see“Changing
the Frame in Thumbnail and Script View” in the Help.

Create Subclip

Create a new source clip in a bin from the clip currently in
the Source viewer, using any new in or out-point
settings—see “Creating Subclips” in the Help.

Insert Clip

Insert the source clip on the selected track as specified by
the in, out, or duration timecodes. All clips after the
insertion point are rippled for tracks that have the Ripple
mode activated.

Overwrite Clip

Place the source clip on the selected track according to the
in, out, or duration timecodes.
Activeness is applied to the new clip on the timeline,
effectively deleting the existing clip(s). No clips are
rippled.

1980

Replace Clip

Replace the selected clip on the timeline with the source
clip. If the source clip does not have the same duration as
the selected clip, then subsequent clips on the timeline are
rippled for tracks that have the Ripple mode activated.

Sync Point Editing

Creates a sync point between the frame at the Source
position indicator and the frame at the Record position
indicator—see “Placing Clips on the Timeline Using Sync
Point Editing” in the Help.

Add Edit

Place an artificial edit point between frames of a clip.

Lift

Remove marked material from the timeline and leave a
gap in its place.

Extract

Remove marked material from the timeline and ripple the
timeline to close the gap.

Match Bin

Find the bin to which the selected clip on the timeline or
viewer belongs and display it in the Avid Explorer. Load
the selected clip in the Source viewer and Source
timeline.

Match Frame

Find the master clip or subclip that corresponds to the
selected clip on the timeline and load it in the Source
viewer and Source timeline.

Transport Controls

Use this

To

Reverse Match Frame

Locates the frames in a sequence that match the frame
selected in the Source viewer.

10 Frames Backward

Move ten frames backward.

10 Frames Forward

Move ten frames forward.

Go to In

Go to the in-point.

Play From In to Out

Play the sequence from the in-point to the out-point.

Go to Out

Go to the out-point.

Fit to Fill

Fit the source clip to the region specified on the timeline.
If the clip duration is different, a timewarp is applied to
the clip to make it fit within the selected region.

Loop

Turn the loop mode on or off.
The Loop mode is automatically enabled when
previewing from a property editor and when in the Trim
or Slip/Slide modes. You can also loop/play around a
selected object (clips, effects, edit points, and regions) on
the timeline by pressing the Play button.

Timecode box

Go to a particular timecode on the Source and Record
viewer or external device.

n

Press Tab to move to the next timecode box.

Shuttle slider

When you open the Capture Tool or Output view, a shuttle slider is displayed
in placed of the position bar above the transport controls. The shuttle slider
lets you control a deck during the capture or output process.

Position Bar Menu
The Position Bar pop-up menu lets you display locators, timecode, animation
keys, and tick marks in the position bar below the Source and Record viewers.

1981

Chapter 3 Editing Reference

To access the position bar menu:

t

Right-click the position bar.

Command

Description

Show Animation Keys

(Record viewer only) Displays animation keys of the
selected clip.

Show Locators

Displays locators in the position bar

Show Ticks

Displays tick marks in the position bar. Tick marks are
indication of time represented in the position bar.

Show Timecode

Displays timecode in the position bar

Zoom to Selection

(Record viewer only) Rescales the position bar to the
object selected on the timeline.

Timecode Boxes (Transport Controls)
The timecode boxes on the transport controls display timecodes in the Source
and Record viewers. By typing values for the in, out, and duration, you can
quickly move the position indicator to various points in the sequence. The
timecode boxes in the transport controls let you type a timecode and display
the specified frame in a viewer.

To go to a specific timecode:

t

Click in a timecode box, type a new timecode and press the button on the
left of the box or press Enter.
In the timeline and position bar, the position indicator moves to the
timecode you specified.

To change the display of a timecode box:

t

Right-click the button on the left side of a timecode box and select an
option.

To move to the next timecode box:

t
1982

With the cursor in a timecode box, press Tab.

Transport Controls

Timecode Menu
The Timecode pop-up menu lets you view and jump to timecode for clips
displayed in the Source and Record viewers, as well as access the Customize
Toolbars window.
To access the Timecode menu:

t

In the toolbar, right-click the button on the left side of a timecode box.

Option

Description

In

Displays the timecode of the in-point

Out

Displays the timecode of the out-point

In/Out Duration

Displays the duration between the in and out-point

Position Indicator

Displays the timecode of the position indicator

Locate

Lets you type a timecode and move the position indicator to
that timecode

Loop In

Displays the timecode of the Loop In marker

Loop Out

Displays the timecode of the Loop Out marker

Loop Duration

Displays the duration between the Loop In and Out markers

Start of Selection

Displays the start timecode of a clip, activeness bar, effect
bar, region selection, transition, or edit point

End of Selection

Displays the end timecode of a clip, activeness bar, effect
bar, region selection, transition, or edit point

Duration of Selection

Displays the duration between the start and end of the
selection

Start of Selection
(Clip Time)

Displays the start timecode of a source clip, activeness bar,
or effect bar

End of Selection
(Clip Time)

Displays the end timecode of a source clip, activeness bar,
or effect bar

Position Indicator
(Clip Time)

Displays the timecode of the position indicator in a source
clip

1983

Chapter 3 Editing Reference

Option

Description

Sequence Duration
(Read-Only)

Displays the duration of the sequence

Remaining Duration (Read- Displays the duration that remains between the position
Only)
indicator and end of sequence
XLR LTC Timecode

(Avid Nitris DNA only) Displays the LTC (longitudinal
timecode) of the signal from the LTC IN connection (XLR).
If there is no timecode at the LTC input, then --:--:--:-- is
displayed.

Customizing the Transport Controls
You can customize the transport controls by adding your favorite commands to
them, as well as removing the ones you use infrequently.
To add or replace a button on the transport controls:

1. Do one of the following in the transport controls:
t

Right-click an empty area and select Customize Toolbars to add a
button.

t

Right-click an existing button and select Customize Toolbars to
replace the button.

The Customize Toolbars window opens.
2. From the Command Categories list, select a category.
3. From the Available Commands list, select a tool and drag it to a toolbar.
A button is added to the transport controls.
To remove a button from the transport controls:

t

Right-click a button and select Remove Item From Toolbar.

Trim Mode Controls
The Trim mode lets you precisely trim the incoming and outgoing frames at
the selected edit point of clips on the timeline. You can adjust frames at an edit
point by typing new in and out times or by using the trim buttons to move the
frames incrementally.
1984

Trim Mode Controls

Outgoing frame

Incoming frame

Transition buttons

Transport controls
Trim Nudge buttons

Frame Offset Counters

Transition Alignment

Transition Duration Timecode box

Use this

To

Outgoing Frame view

Select the out-point of a clip for trimming. This view
displays the frame at the out-point.

Incoming Frame view

Select the in-point of a clip for trimming. This view
displays the frame at the in-point.

Frame Offset counters

View or set the number of frames to be trimmed.
It shows the number of frames currently trimmed for
the specified clip/edit point. This number can be
changed by typing a new value.

Trim Nudge buttons

Trim the selected clip or edit point by one or ten
frames.

< or >

Trim the selected clip or edit point one frame forward
or backward.

<< or >>

Trim the selected clip or edit point ten frames forward
or backward.

Previous Edit Next Edit

Move to the previous or next edit point in the
sequence. This updates the Outgoing and Incoming
views and timecodes, and resets the offset value.

1985

Chapter 3 Editing Reference

Use this

To

Play Preview

Play the transition area with the pre-roll and post-roll
frames in Loop mode.

Dissolve/Crossfade Wipe

Add a transition effect to the selected edit point.

Transition Alignment

Align the selected transition, either left, center, right
of the edit point. See “Trimming Transition Effects” in
the Help.

Transition Duration
Timecode box

View and change the number of frames in the selected
dissolve/crossfade or wipe transition. Transition
Duration is not available if no transition effect is
selected.

Video Effects
The video effects let you create effects on video clips on the timeline.

Fade Property Editor (Video Effect)
The Fade effect lets you fade in a clip, making it gradually more visible, or
fade out a clip, making it gradually disappear. You can also specify the color
from which the image fades in and out.
You can set keyframes to specify the rate and duration of the fade. For
example, you can apply a fade-out effect to a clip by animating the Fade
Amount from 100 at a given frame to 0 at the last frame. The frames between
the first and last frames gradually fade to black (or the selected color). To
define a complicated fade profile, you must add keyframes to the function
curve to attain the desired results.
Timing Property Page (Fade)
The Timing property page lets you control the timing (rate and duration) of the
fade. The horizontal (X axis) represents the SMPTE timecode. The vertical (Y
axis) indicates the amount of the mix. By modifying the slope of the curve you
control the timing and percentage of the mix.

1986

Video Effects

Option

Description

X axis

Represents the SMPTE timecode

Y axis

Represents proportion (in percentage) of clip in mix. Values: 0 (no
original clip) to 100 (full original clip).

Curve

Use curve to define how the mix varies in your fade. Move the key points
up to increase the proportion of the original clip, and down to decrease it.
You can add or remove key points to vary the mix.

n

To change the curve type from Bézier to constant or linear, rightclick the Animation Key button and select it from the menu.

Position indicator

Moves red position indicator across graph to view result of the fade in
different parts of the clip. The position indicator in the animation graph
matches that of the timeline.

Amount

Represents proportion of original clip in mix at a given time (value of the
Y axis). Move the position indicator to view the value at a specific frame.

Warp Property Editor
The Warp effect lets you transform an image or part of an image from one
shape to another over time. You can warp still or moving images.
Shapes Property Page (Warp)
The Shapes property page lets you create, edit, and join shapes that define the
part(s) of the image that you want to deform.

Option

Description

Shape Creation

Tools that let you create different kinds of open or
closed shapes, which define the source and target
areas of the image that you want to warp.

Freehand

Creates open or closed free form shapes, and
simulates the feeling of drawing with a pencil on
paper

Polyline

Creates straight lines, Bézier curves, or a combination
of the two

1987

Chapter 3 Editing Reference

Option

Description

Ellipse

Creates oval and circular shapes

Rectangle

Creates rectangular and square shapes

Apply

Turns Warp effect on or off

Show Shapes

Shows or hides shapes in viewer

Transformations

Tools for picking, moving, scaling, rotating, and
skewing shapes

Select

Lets you pick a shape. Once a shape is selected, you
can drag it to place it in the correct location.

Scale

Increases or decreases the size of the shape

Rotate

Modifies the rotational angle of the shape

Skew

Slants a shape

Editing Tools

Tools for picking, editing, and connecting shapes you
created

Join

Connect shapes together creating a relationship
between them

Copy and Join

Copies an existing shape and connects the two shapes
together in one step

Edit Shape

Manipulates control points of selected shape

Correspondence

Modifies points on curves so you can match key
features on source shape with those on target shape

Density

Increases precision of shape during processing by
adding correspondence vectors between the two
shapes

Shape Interpolation
Amount

Determines amount by which source shape has
transformed or warped into target shape

Render Property Page (Warp)
The Render property page lets you modify the quality of the warp images and
the time it takes to process the effect.

1988

Video Effects

Option

Description

Edge Mode

Determines method by which Avid DS Nitris
interprets shapes you created. Depending on option
you choose, outer edges and area outside closed
shapes are handled differently.

Fixed

Fixes borders of the image in place. Can cause some
ripping or shearing of the image near the borders.

Sliding

Lets borders of an image slide or move with the rest of
the warped image to avoid shearing of the image near
the borders

Cookie Cutter

Lets you keep everything that falls within your closed
shapes and removes everything else. Useful for
creating mattes.

n

This option cannot be used with open-ended
shapes.

Warp Precision

Governs mathematical precision of warp effect. The
option you choose directly affects quality of the
processed images and time required for processing.

Linear

Results in low-quality images. This option operates
the fastest, uses the least amount of memory, and is
very useful for quick tests.

Low

Results in reasonable-quality images with slightly
longer processing times than Linear option

Medium

Results in good-quality images with slightly longer
processing times than Low option

High

Results in professional-quality images with reasonable
processing times

Very High

Results in very smooth transitions between shapes, but
processing time is long. Use this option only if the
High setting does not produce satisfactory results.

Super High

Results in extremely smooth transitions between
shapes, but processing time is extremely long. This
option is not recommended unless you require the
highest-quality image.

1989

Chapter 3 Editing Reference

Option

Description

Interpolation

Determines how the actual pixels of the warped object
are calculated. This option impacts quality and
processing time.

None

Results in marginal image quality, but processing time
is very fast

Bilinear

Results in better image quality than the None option,
but processing time is slower

Scaling

Results in least amount of degradation when the target
shape is scaled down by more than 50% of the source
shape. This option takes the longest time to process.

Antialiasing

Determines whether edges of the warped image are
smooth or jagged. When this option is selected, edges
are smoother, but processing time increases.

Soften Edges

Determines how edges of the warped image blend into
the rest of the image. When this option is selected, the
transition between the edge of the warped image and
rest of the image is smoother.

Viewers
There are several tools available for the viewers.

Source and Record Viewers
The Source and Record viewers have their own set of transport controls for
marking in and out-points, and editing source clips, timeline clips, or material
on an external device.
During a graphics session, the viewer serves as an area to create and arrange
graphics for your images.
You can also open separate, floating viewers to view each of your effects as
you work on them.

1990

Viewers

The Record viewer displays the output of your sequence at the location of the
position indicator on the timeline. When capturing clips from an external
device, the viewer displays the material you are viewing.
Source viewer

Record viewer

Viewer tools

Transport controls

These are the main elements of the viewers:

Use this

To

Viewer tools

Access commands that change the display of the
viewer, create subclips, view the name of the source
sequence and list of most recently used source
sequences.

Source viewer

View the source clip or sequence.

Record viewer

View the clips in your sequence or the material on
your external device.

Transport controls

Locate, mark, and edit the in and out-points on the
source clip, timeline, or source material.
Play the source clip or the material on the timeline or
external device.

1991

Chapter 3 Editing Reference

Viewer Tools
The tools above the Source and Record viewers let you view clips and
sequences on the timeline, create subclips, display the RGB or alpha channels,
switch between the viewers, change the resolution and fields, and view a list of
the most recently used clips and sequences.
Resolution Reconnect
Viewer

List of recently used items

RT Proxy Single/Dual
Viewer

1992

RGB

Fields

Sequence

Alpha

Use this

To

Recently used items

View a list of the most recently used video and audio clips
and sequences.

RT Proxy

For film resolutions, switches the display to a lower
resolution, so you can play back effects in real time. You
can convert back to the native resolution when editing and
compositing are complete. The RT Proxy button is
located above the viewers.

Resolution

Display the image at full, half, or quarter resolution.
Standard frame sizes are set to 320×240 for half
resolution and 160×120 for quarter resolution. This
differs if you’re using a special frame size.

Reconnect Viewer

View the output of individual effects, container clips, or
the whole timeline. This is useful when you want to
display the full results of a composite in the Record
viewer, and view one element at a time in a another
viewer.

Single/Dual Viewer

Switch the selected viewer between single and dual
viewer mode—see Switching Viewers“Switching
Viewers” in the Help.

Fields

Display field 1 only, field 2 only, or both fields.

RGB

Displays or removes the image’s red, green, or blue
channel—see “Viewing Image Components” in the Help.

Viewers

Use this

To

Alpha

Display the alpha channel, on top of the image, at varying
percentages of opacity—see “Viewing Image
Components” in the Help.

Sequence

View the name of the current sequence on the Record
timeline.

Viewer Menu
The Viewer pop-up menu lets you control all aspects of the viewers.
To access the Viewer menu:

t

Right-click a viewer.

Command

Description

Reset Pan & Zoom

Resets the image display in the viewer to the default setting

Zoom

Controls the size of the image in the viewer. You can
rescale the image from 25% to 800%.

n
Square Pixels

You are affecting only the view of the image, not its
actual size

Turns the display of square pixels on or off. Since the ITUR 601 standard specifies a higher horizontal than vertical
resolution (or a 0.9 ratio), the image appears stretched
horizontally when displayed on a computer monitor (which
has square pixels).
When selected, this command displays the image in square
pixels as it would appear on a computer monitor. When
deselected, this command displays the image in non-square
pixels as it would appear on a video monitor.
By default, this command is set to square pixels.

n

An icon that resembles an exclamation mark (!) is
displayed in the bottom-right corner of the viewer
when the viewer scales the image in a way that may
introduce unwanted artifacts in the image. This
warns you when the correspondence between the
source and display pixels is not 1:1.

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Chapter 3 Editing Reference

Command

Description

Safe Action/Title

Displays the borders of the safe action/title area. All
graphics or text that falls within the safe action/title area
will be visible on any broadcasting system.

Display Grid

Turns the display of the grid on or off

Snap to Grid

Snaps graphics objects in the viewer to the intersection of
the X and Y grid lines

Display Guidelines

Turns display of guidelines on or off

Clear All Guidelines

Deletes all guidelines from the viewer

Comparison Buffer

Controls the comparison buffer and image grabber tools

Use Compare
Buffer

Lets you take a snapshot of all or part of the current frame
and compare it with another frame in the sequence. The
image is temporarily stored in the comparison buffer while
you need to use it.
To exit this mode, deselect the Use Compare Buffer option
from the menu.

Grab

Saves the image currently displayed in the viewer to the
comparison buffer. The buffered image can be cropped and
positioned anywhere in the viewer.
To manipulate the image:

Reset Crop

•

Drag the white lines around the image to resize it.

•

Drag the image to reposition it in the viewer. When you
drag any portion of the image outside of the viewer, the
image is cropped to the limits of the bounding box.

•

Press Shift and drag to move the image.

•

Press Ctrl and drag to slide the image inside the
bounding box.

•

Press Alt and double-click the viewer to reset the image
crop and position.

Displays the entire buffered image in the viewer.
To reset the image crop and position, press Alt and doubleclick.

Reset Pan

Resets the position of the buffered image in the viewer.
To reset the image position, press Alt and click.

1994

Viewers

Command

Description

Onion Skin

Blends the current frame with preceding and successive
frames at a specified ratio.

Auto-Pan

Automatically pans the viewer when using these interactive
tools: graphics/paint tools, Shape tool in the Matte and
Keyer effects, DVE tool, and Tracker tool.

Auto-Zoom

Automatically zooms the viewer when using these
interactive tools: graphics/paint tools, Shape tool in the
Matte and Keyer effects, DVE tool, and Tracker tool.

Red Component

Displays only the image’s red channel

Green Component

Displays only the image’s green channel

Blue Component

Displays only the image’s blue channel

Alpha Component

Turns the image’s alpha channel on or off

25%, 50%,
75%,100%

Displays the alpha channel in red, on top of the image, at
different levels of intensity

Matte

Displays only the image’s alpha component

Viewer Properties

Displays the Viewer property editor

Toolbars

Turns the display of the following on or off: viewer tools,
position bar, transport controls, and timecode boxes.

Turning Off Interactive Tools
By turning off the current interactive tool in the viewer, you can safeguard the
position of objects in the viewer, so you don’t accidently move them.
The Disable Interactive Tool command is available from the Customize
Toolbar window. You will need to add this command to a toolbar in order to
use it.
To add the Disable Interactive Tools command to a toolbar:

1. Right-click the toolbar on which you want to add the Disable Interactive
Tools command.
2. Select Customize Toolbars from the menu.

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Chapter 3 Editing Reference

3. In the Available Commands list, select Disable Interactive Tools
(Viewer) and drag it to the toolbar.

To turn off interactive tools:

t

Click the Disable Interactive Tools button.
Interactive tools are off until you turn them back on. A red lock icon
appears beside the pointer when you are in the viewer.

Reconnect Viewer Menu
The Reconnect Viewer pop-up menu provides a list of preset connection
points for displaying images in the viewer. You can also select an object of
your choice to display in the viewer.

n

If the Reconnect Viewer button is not selected, you can still choose options
from the pop-up menu, but they will not have any effect until you select the
button.
To access the Reconnect Viewer pop-up menu:

t

Right-click the Reconnect Viewer button.
By default the Reconnect Viewer button appears on the top toolbar of a
floating viewer.

1996

Option

Description

Top Timeline

Displays the output of topmost level of the timeline

Parent Timeline

Displays the parent timeline output

Current Timeline

Displays the output of the current visible timeline

Current Selection

Lets you select an object in the timeline or from a node in the
Effects Tree to display in the viewer. The display changes when
you select another object.

Lock Selection

Continues to display the object selected at the time this option
is set

Viewers

Configure Viewer Display Menu
By default, the viewer in the Effects layout displays images from three
adjacent clips on the timeline. The Current monitor displays the clip that the
position indicator is on in the timeline.
To configure the display in a viewer:

t

Click the monitor’s Source menu and choose from the drop-down menu.

Option

Description

Current

Displays the current clip.
If you have more than one track, the current
clip is the selected one. If you have not selected
a clip, the viewer will display the clip on the
topmost layer.

Next

Displays the clip immediately after the current
clip.

Previous

Displays the clip immediately before the
current clip.

Second Next

Displays the clip two clips after the current
clip.

Second Previous

Displays the clip two clips before the current
clip.

Reference

Locks the current frame, where the position
indicator is on, in the monitor. When the other
monitors update as you navigate, this frame
continues to display as a reference. This is
useful if you want to use a specific place in
your sequence as a reference against which to
compare all other shots, for example, a shot
that contains optimal skin tones.

Empty

Displays no image (black).

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Chapter 3 Editing Reference

Creating Media Archive Dialog Box
The Creating Media Archive dialog box lets you choose a device to which the
media is archived and set an in-point on the tape at which the media will begin.
The dialog box also displays the archive tape name, as well as archive
statistics, such as archive tape length and archive log location.

Use this

To

Archive tape
options

Choose a device and in-point for the archive.

Device

Select the device to which the media is archived.

In point

Set an in-point at which the media begins archiving the media
to tape.

Archive Tape Name Display the name of the tape on which the media is archived.
The tape is automatically assigned the same name as the
archive.
Archive Statistics
Required tape
length

Display the minimum tape length in minutes and seconds
required to archive the media.

Number of
passes

Display the number of passes required to archive the media to
tape.

Archive log
location

Display the location on the network where the archive log is
saved.

Transport Control

1998

View information about the archive.

The transport controls let you remote-control external devices,
such as VTRs, so that you can cue up the tape before archiving
the media.

Shuttle Slider

Lets you jog or shuttle forward or backward on the tape

Frame Forward

Lets you move ahead one frame

Frame
Backward

Lets you move back one frame

Rewind

Lets you rewind the tape quickly

Play/Stop

Lets you play or stop the tape

New Project Dialog Box

Use this

Fast Forward

To

Lets you fast forward through the tape

Servo Lock

Specifies if the deck has reached servo lock state. When Servo
Lock is enabled, it turns green, otherwise it is dimmed. If this
option does not turn green during capture or output pre-roll,
you must increase the pre-roll time.

Remote

Specifies if the external device is in Remote mode. When
Remote is enabled, it turns green, otherwise it is dimmed.

Media Inserted

Specifies if a tape is inserted in the external device. When a
tape is inserted, it turns green, otherwise it is dimmed.

Record Inhibit

Specifies if the Record Inhibit tab is enabled on the tape. When
Record Inhibit is enabled, it turns red, otherwise it is dimmed.

VTR Reference

Specifies if the external device receives proper video reference
or external sync. When the external device is receiving proper
video reference or sync, it turns green, otherwise it is red.

Continue

Accept the settings and archive the media to tape.

Cancel

Cancel the media archive.

Check Machine

Re-establishes the remote connection and verifies that the
external device is communicating properly with your
workstation.

New Project Dialog Box
The New Project dialog box lets you create new projects. You can specify the
project’s name and location, and define the video, audio, and working video
settings for the first sequence, and subsequent sequences that are part of the
project. For example, when you set a project preference of 44.1 kHz, any
subsequent sequences created inside that project inherits the 44.1 kHz setting
by default.
You can also specify the timecode at which the timeline will start, as well as
the number of tracks that are displayed when you create a new sequence.
When you create a new project, a sequence is automatically created.

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Chapter 3 Editing Reference

To access the New Project dialog box:

t

Select File > New > Project.

Options

Description

Project Name

Lets you give a name to the new project

Location

Lets you specify a location for the new project

... (browse)
Video Settings

Format

Lets you select a location for the new project
Defines the video preferences for the project. Once you
choose a format, the video settings are automatically set and
you cannot adjust them, unless you have chosen a Custom
format.
Sets the video format for the new sequence.
If the format you select is not hardware supported, it will
have a dot in front of the name.

format cannot be changed after you create
c The
the sequence.
Custom sequences you will have to specify the
n Inframe
size, field dominance, frame rate or aspect
ratio.
For HD sequences, you can use 720p, 1080p, 1080i
video formats.

2000

Frame Rate

Displays the number of frames per second for the specified
video format.

Frame Size

Displays the frame size for the specified video format.
Frame size refers to the dimensions of a digital image in
Avid DS Nitris. It is measured in pixels.

Field Dominance

Displays the field dominance setting for the specified video
format. Field dominance determines the order in which odd
and even fields occur in time.

New Project Dialog Box

Options

Description

Color Model

Indicates the color model used to describe the color
components of your images. The color model is dependent
on the selected video format.

Levels

Displays the levels for the specified format:video or
graphics. For more information, see the Input Levels option
in “Media Capture Settings” on page 1759.

Aspect Ratio

Displays the aspect ratio of the specified video format.
Aspect ratio is the numerical ratio of picture width to
height. The standard aspect ratio for standard video and
television is 4:3 and is 16:9 for HD

n
Pixel Ratio

The aspect ratio is only adjustable when the Format
is set to Custom.

Displays the pixel ratio for the specified video format. Pixel
ratio refers to the numerical ratio of pixel width to height.
The standard pixel ratio for an NTSC 4/3 image is 0.9 and a
PAL 4/3 image is 1.07, and for an HD image is 1.0.

Processing
Precision

Timecode

Choose the bit depth at which your effects will be
processed. Some effects are capable of up to 32-bit
precision. Those that are not capable of the precision level
that you set, will be processed at the closest bit depth
supported for that effect.
Lets you specify the starting timecode of the timeline and
set the timecode format.

Timeline Start

Specifies the starting timecode of the timeline.

Timecode Format

Certain video formats let you display timecode in drop
frame or non-drop frame format. Drop frame timecode
eliminates two frames every minute (except for the tenth
minute) of SMPTE timecode. This option does not affect
the actual frame rate of the sequence; it only modifies the
timecode display.

DF (drop frame)

Displays the timecode in drop frame format

NDF (non drop frame)

Displays the timecode in non-drop frame format

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Chapter 3 Editing Reference

Options

Description

Tracks

Lets you specify the number of tracks and type of tracks to
be displayed in the timeline when you create a new
sequence.

Video

Specifies the default number of video tracks to display
when you create a new sequence.

Background

Specifies the default number of background tracks to
display when you create a new sequence.

Audio

Specifies the default number of audio tracks to display
when you create a new sequence and the default format for
audio tracks.

Force Premultiplied Output

(Video tracks only) When this option is selected, the
bottommost layer of your composite is composited over
black.
This option should not be selected if you are using the
bottommost layer as your background.

n
Downconversion
HD Output

Specifies the HD and SD output formats through the Avid
Nitris DNA.
The HD format you want to output in the Avid DS viewer.
Native represents the video format of the current sequence.

n
SD Output

Storage Settings

2002

If you select this option, some effects could no longer
be real-time playable.

When working with a film sequence in Real-time
Proxy resolution, this format can also be output to
the external monitor.

The SD format you want to output in the Avid DS
viewer—see “Downconverted Output Formats and Sync
Sources” in the Help.
Specifies the working video resolution and whether the
sequence uses uncompressed or compressed material. You
can change these settings at any time to switch between
available qualities.

New Project Dialog Box

Options

Resolution

Description

Sets the working resolution; Full, Half, Quarter, or Realtime Proxy. This controls the default resolution at which
your media is processed (for example, for effects,
transitions, layers, etc.) and also affects how media is
displayed in the viewer and/or external monitor.
To speed up processing time, use a low resolution setting.

n

The Nitris DNA workstation supports Full and Realtime Proxy resolution.
Half or Quarter resolution is available when working
in an HD sequence on non-Avid Nitris DNA
workstations only.

For a full explanation of Resolution, Bit-depth and
Compression, see About Video Quality.
Full

Processes and displays effects at full resolution.

Real-Time Proxy

Only available on Avid Nitris DNA workstations when
working with film-based formats.
Processes and displays effects in real-time but at a slightly
lower resolution (actually HD resolution).

Half

Only available on non-Avid DS Nitris DNA workstations
when working in HD format.
Processes and displays effects at half resolution.

Quarter

Only available on non-Avid DS Nitris DNA workstations
when working in HD format.
Processes and displays effects at quarter resolution.

Color Space

Determines how the color components of the video signal
are stored on disk after processing. There are two formats
available depending on your video format and resolution:
YCbCr 4:2:2 and RGB 4:4:4.

n

For RGB, realtime playback is only available in the
Avid DS viewer. However, you can downgrade to
YCC to view your media and effects in real-time on
the external monitor.

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Chapter 3 Editing Reference

Options

Description

Bit-Depth

Sets the bit depth at which the video media files will be
stored on disk after processing. The bit depth choices
depend on your hardware, and your resolution and color
space settings.

Compression

Sets the compression ratio used to generate cache files at
various compression ratios—see “Avid DNxHD
Compressions” on page 2021 and “JFIF Compressions” on
page 2022. You can also select Uncompressed.

Uncompressed

No compression

DNxHD

Various compression ratios available.

DV

DV compression available during processing and output to
tfile. (Not available during capture).

JFIF

Compressions used in Avid editing products

MPEG2IMX

MPEG compression available during processing and output
to tfile. (Not available during capture).

If a clip has no media with the above settings:
Display a “Media not
available” message

Displays the message “Media not available” in the viewer
when the clips in the current sequence do not match the
current settings.

Use the closest media
format available

Uses any available media when the clips in the current
sequence do not match these settings.

Quarter resolution working mode (Available on non-Avid Nitris DNA workstations only) On
workstations with lower processing speeds, you can work
with HD media at quarter resolution so that you can play
back real-time effects in Quarter resolution without
processing them first.
This option is not available on Avid Nitris DNA
workstations since you can work at Full resolution with HD
media.

2004

New Project Dialog Box

Options

Enable real-time effects

Description

(Available on non-Avid Nitris DNA workstations only) Lets
you play back real-time effects when working with quarter
resolution HD media.

n
Enable playback of mixed
resolution media/caches

You will not be able to play back any full and half
resolution media and caches unless you process them
at quarter resolution.

(Available on non-Avid Nitris DNA workstations only)
When working in quarter resolution mode, lets you play
back full, half, or quarter resolution media and caches at the
same time.
If this option is selected, however, you cannot play back
real-time effects.

Audio Settings
Sample Rate

Lets you define the audio preferences for the project.
Lets you set the desired sample rate for the sequence. By
default, it is set to the highest sample rate supported by your
hardware. The more bits you have, the more precisely you
can represent the sample amplitude.
Audio material captured at this rate can be used directly in
the new sequence. Material with a different sample rate
must undergo a sample rate conversion.

Bit Depth

Sets the number of bits per audio sample. The more bits you
have, the more accurately you can represent the amplitude
at that point in time.

Mixer Configuration

Determines the number and type of outputs displayed on the
mixer

Mono

Displays one output strip

Stereo

Displays two output strips: left and right

Quadraphonic

Displays four output strips: left, right, left rear, and right
rear

LCRS

Displays four output strips: left, center, right, and surround

4 Stream

Displays four output strips

5.1

Displays six surround sound output strips: left, right, center,
LFE, left surround, and right surround

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Chapter 3 Editing Reference

Options

Description

6.1

Displays seven surround sound output strips: left, right,
center, LFE, surround center, side left, and side right

7.1

Displays eight surround sound output strips: left, right,
center, LFE, left surround, right surround, left center, and
right center

8 Stream

Displays eight output strips

SR Conversion Quality

Determines the quality at which the audio sample rate is
converted. When set closer to Fast, the conversion speeds
up, but quality is compromised. When set closer to High,
the quality increases, but conversion takes longer.

Import audio into separate mono
tracks

When capturing an audio file, creates separate files and
separate tracks for each audio stream. Select this option if
you are sharing MXF media with other Avid editing
applications. By default, Avid DS Nitris creates a single
.wav or MXF file and track from a multi-stream audio file.
This is the most efficient way to work with audio files in
Avid DS Nitris. However, because other Avid applications
cannot link to a multi-stream file, you need to select this
option so that Avid DS Nitris creates multiple single-stream
files.

Default DVE Quality

Sets the default DVE quality mode.

Nearest

Applies no filter to the image (this is the fastest mode).
Pixels are skipped when scaling down and duplicated when
scaling up.

Bilinear

Applies bilinear interpolation when scaling up and some
filtering when scaling down.
It is useful when you scale an image up, which improves the
scaled image’s quality. This is the default setting.

Bicubic

Applies bicubic interpolation when scaling up and no
filtering when scaling down.
Produces a higher quality image than the Bilinear option
when you scale an image up.

Multi Tap

2006

Applies a larger filter than the other options to provide good
interpolation and anti-aliasing quality.

Open Sequence Dialog Box

Options

Description

Max. Depth of Software RT
Processing

Sets the depth level of stacked software real-time effects
that you want Avid DS to process. The default of -1
indicates that no software real-time effects will be
processed.

Open Sequence Dialog Box
The Open Sequence dialog box lets you open a previously saved sequence.
To access the Open Sequence dialog box:

t

Select File > Open > Sequence.

Use this

To

Avid Explorer Tools

Navigate through your bins to locate the desired
sequence to open.

Bin Tools

Change the way the contents of the bin are displayed.
These tools appear for all bin contents.

File Name

Type the name of the desired sequence

File Types

Select Sequence Files (*.segment)

New Sequence Dialog Box
The New Sequence dialog box lets you define the video, audio, and working
video settings for your new sequence. You can also specify the timecode at
which the timeline will start, as well as the number of tracks that are displayed
when you create a new sequence.
To access the New Sequence dialog box:

t

Select File > New > DS Sequence.

These settings are based on project settings.

2007

Chapter 3 Editing Reference

Option

Description

Video Settings

Lets you set the video settings for the new sequence

Format

Sets the format for the new sequence. When you select
a video format other than Custom, Avid DS Nitris
automatically sets frame rate, frame size, field
dominance, aspect ratio, and pixel ratio based on the
format you chose—see Understanding Video Settings.
If the format you select is not hardware supported, it
will have a dot in front of the name.

format cannot be changed after you
c The
create the sequence.
HD sequences, you can use 720p, 1080p,
n For
1080i video formats.
Frame Rate

Displays the number of frames per second for the
specified video format.

n
Frame Size

Displays the frame size for the specified video format.
Frame size refers to the dimensions of a digital image in
Avid DS Nitris. It is measured in Avid DS Nitris units
(DSU).

n
Field Dominance

The frame size is only adjustable when the
Format is set to Custom.

Displays the field dominance setting for the specified
video format. Field dominance determines the order in
which odd and even fields occur in time.

n

2008

The frame rate is only adjustable when the
Format is set to Custom.

The field dominance is only adjustable when the
Format is set to Custom.

New Sequence Dialog Box

Option

Description

Color Model

Indicates the color model used to describe the color
components of your images. The color model is
dependent on the selected video format.

Default Levels

Displays the levels for the specified format:video or
graphics. For more information, see the Input Levels
option in Media Capture Settings.

Aspect Ratio

Displays the aspect ratio of the specified video format.
Aspect ratio is the numerical ratio of picture width to
height. The standard aspect ratio for video and
television is 4:3.

n
Pixel Ratio

The aspect ratio is only adjustable when the
Format is set to Custom.

Displays the pixel ratio for the specified video format.
Pixel ratio refers to the numerical ratio of pixel width to
height. The standard pixel ratio for an NTSC 4/3 image
is 0.9 and a PAL 4/3 image is 1.07.

Processing
Precision

Timecode

Choose the bit depth at which your effects will be
processed. Some effects are capable of up to 32-bit
precision. Those that are not capable of the precision
level that you set, will be processed at the closest
supported bit depth for that effect.
Lets you change the starting timecode of the timeline
and set the timecode format

Timeline Start

Specifies the starting timecode of the timeline

Timecode Format

Certain video formats let you display timecode in drop
frame or non-drop frame format. Drop frame timecode
eliminates two frames every minute (except for the
tenth minute) of SMPTE timecode. This option does
not affect the actual frame rate of the sequence; it only
modifies the timecode display.

DF (drop frame)

Displays the timecode in drop frame format

NDF (non drop frame)

Displays the timecode in non-drop frame format

2009

Chapter 3 Editing Reference

Option

Description

Tracks

Lets you specify the number of tracks and type of tracks
to be displayed on the timeline when you create a new
sequence

Video

Specifies the default number of video tracks to display
when you create a new sequence

Background

Specifies the default number of background tracks to
display when you create a new sequence

Audio

Specifies the default number of audio tracks to display
when you create a new sequence and the default format
for audio tracks

Force Premultiplied
Output

(Video tracks only) When this option is selected, the
bottommost layer of your composite is premultiplied.
Premultiplication multiplies the RGB channels with the
alpha channel.
This option should not be selected if you are using the
bottommost layer as your background.

n
Downconversion

Specifies output for HD playback and SD downconvert
simultaneously through the Avid Nitris DNA.

HD Output

The HD format you want to output. Native represents
the video format of the current sequence.

SD Output

The SD format you want to output—see
“Downconverted Output Formats and Sync Sources” in
the Help.

Storage Settings

2010

If you select this option, all effects will no longer
be real-time playable.

Lets you specify the working video resolution, color
space, and bit depth, and whether the sequence uses
uncompressed or compressed material. You can change
these settings at any time to switch between available
media qualities.

New Sequence Dialog Box

Option

Resolution

Description

Sets the working resolution; Full, Half, Quarter, or
Real-time Proxy. This controls the default resolution at
which your media is processed (for example, for
effects, transitions, layers, etc.) and also affects how
media is displayed in the viewer and/or external
monitor.
To speed up processing time, use a low resolution
setting.

n

The Nitris DNA workstation supports Full and
Real-time Proxy resolution.
Half or Quarter resolution is available when
working in an HD sequence on non-Avid Nitris
DNA workstations only.

For a full explanation of Resolution, Bit-depth and
Compression, see About Video Quality.
Full

Processes and displays effects at full resolution.

Real-Time Proxy

Only available on Avid Nitris DNA workstations when
working with film-based formats.
Processes and displays effects in real-time but at a
slightly lower resolution (actually HD resolution).

Half

Only available on non-Avid DS Nitris DNA
workstations when working in HD format.
Processes and displays effects at half resolution.

Quarter

Only available on non-Avid DS Nitris DNA
workstations when working in HD format.
Processes and displays effects at quarter resolution.

Color Space

Determines how the color components of the video
signal are stored on disk after processing. There are two
formats available depending on your video format and
resolution: YCbCr 4:2:2 and RGB 4:4:4.

Bit-Depth

Sets the bit depth at which the video media files will be
stored on disk after processing. The bit depth choices
depend on your hardware, and your resolution and color
space settings.

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Chapter 3 Editing Reference

Option

Compression

Description

Sets the compression ratio used to generate cache files
at various compression ratios—see “Avid DNxHD
Compressions” on page 2021 and “JFIF Compressions”
on page 2022. You can also select Uncompressed.

Uncompressed

No compression

DNxHD

Various compression ratios available.

DV

DV compression available during processing and output
to tfile. (Not available during capture).

JFIF

Compressions used in Avid editing products

MPEG2IMX

MPEG compression available during processing and
output to tfile. (Not available during capture).

If a clip has no media with the above settings:
Display a “Media not
available” message

Displays the message “Media not available” in the
viewer when the clips in the current sequence do not
match the current settings, or when the media is not
present. If the media is not present, you must recapture
the media using the Capture Settings view.

Use the closest media
format available

Uses any available media when the clips in the current
sequence do not match these settings.

n
Quarter resolution
working mode

You can mix different resolutions, but you cannot
mix compressed and uncompressed video.

(Available on non-Avid Nitris DNA workstations only)
On workstations with lower processing speeds, you can
work with HD media at quarter resolution so that you
can play back real-time effects in Quarter resolution
without processing them first.
This option is not available on Avid Nitris DNA
workstations since you can work at Full resolution with
HD media.

2012

New Sequence Dialog Box

Option

Description

Enable real-time effects (Available on non-Avid Nitris DNA workstations only)
Lets you play back real-time effects when working with
quarter resolution HD media.

n
Enable playback of
mixed resolution
media/caches

You will not be able to play back any full and half
resolution media and caches unless you process
them at quarter resolution.

(Available on non-Avid Nitris DNA workstations only)
When working in quarter resolution mode, lets you play
back full, half, or quarter resolution media and caches at
the same time.
If this option is selected, however, you cannot play back
real-time effects.

Audio Settings
Sample Rate

Lets you define the audio settings for the new sequence.
Lets you set the desired sample rate for the sequence.
By default, it is set to the highest sample rate supported
by your hardware. The more bits you have, the more
precisely you can represent the sample amplitude.
Audio material captured at this rate can be used directly
in the new sequence. Material with a different sample
rate must undergo a sample rate conversion.

Bit Depth

Sets the number of bits per audio sample. The more bits
you have, the more accurately you can represent the
amplitude at that point in time.

Mixer Configuration

Determines the number and type of outputs displayed
on the mixer.

Mono

Displays one output strip.

Stereo

Displays two output strips: left and right.

Quadraphonic

Displays four output strips: left, right, left rear, and
right rear.

LCRS

Displays four output strips: left, center, right, and
surround.

4 Stream

Displays four output strips.

5.1

Displays six surround sound output strips: left, right,
center, LFE, left surround, and right surround.

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Option

Description

6.1

Displays seven surround sound output strips: left, right,
center, LFE, surround center, side left, and side right.

7.1

Displays eight surround sound output strips: left, right,
center, LFE, left surround, right surround, left center,
and right center.

8 Stream

Displays eight output strips.

SR Conversion Quality

Determines the quality at which the audio sample rate is
converted. When set closer to Fast, the conversion
speeds up, but quality is compromised. When set closer
to High, the quality increases, but conversion takes
longer.

Import audio into separate
mono tracks

When capturing an audio file, creates separate files and
separate tracks for each audio stream. Select this option
if you are sharing MXF media with other Avid editing
applications. By default, Avid DS Nitris creates a single
.wav or MXF file and track from a multi-stream audio
file. This is the most efficient way to work with audio
files in Avid DS Nitris. However, because other Avid
applications cannot link to a multi-stream file, you need
to select this option so that Avid DS Nitris creates
multiple single-stream files.

Default DVE Quality

Sets the default DVE quality mode.

Max. Depth of Software RT Sets the depth level of stacked software real-time
Processing
effects that you want Avid DS to process. The default of
-1 indicates that no software real-time effects will be
processed.

Open Project Dialog Box
The Open Project dialog box lets you open existing projects, create new
sequences or projects, delete projects, and manage your project list. This
dialog box opens by default when you start Avid DS Nitris, but you can open it
any time.
To access the Open Project dialog box:

t
2014

Select File > Open > Project.

Open Project Dialog Box

Option

Description

Select a Project

Displays the paths and names of existing projects

New Project

Opens the New Project dialog box where you can
create a new project

Project List

Tools that let you manage your list of projects

Add Project Root

Opens a dialog box that lets you add a folder in
which you can create projects. The folder is
displayed as a network path. You can also select an
existing folder where projects are located. All
projects in this folder are added to the project list.

Remove Project Root

Removes the selected project root from the list

Hide Project

Hides the selected project. Show the project again
by using the Add Project button to restore the
project root.

Refresh

Refreshes the project list. This is useful if your list
displays projects in your workgroup, and someone
in your workgroup on another system has created or
deleted a project.

Change Workgroup

Lets you select a project from another workgroup
and add it to your workgroup. The project is
removed from the original workgroup, because it
cannot belong to more than one workgroup at a
time. (This is also required if you change your
workgroup name).

Delete Project

Deletes the selected project files and associated
media from your disk

Select a Sequence

Displays the sequences of the selected project

New Sequence

Opens the New Sequence dialog box, where you
can create a new sequence

Open Sequence

Opens the selected project and sequence

Delete Sequence

Deletes the selected sequence from your disk

Display projects on this
workstation only

Displays only the projects on your workstation

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Option

Description

Display projects on all
Displays projects on all workstations in your
workstations in this workgroup workgroup
workgroup_name

Processing Options Dialog Box
The Processing Options dialog box lets you specify how Avid DS Nitris
should process the current timeline or selected objects on the timeline. You
can set the mode, granularity, and resolution at which the effects are to be
processed.
To access the Processing Options dialog box, do one of the following:

t

On the NLE Tools toolbar in the Editing layout, select Processing >
Process

t

In the timeline controls, click the Process button (The Process button is
only accessible if there are any effects on the timeline that need
processing).

Option

Description

Process

Lets you specify the objects you want to process.
Processing computes any effect, transition, layer,
composite, or container clip in your sequence, so that
it can be viewed in real time during playback. The
results of the processing is stored in a new media file
(cache) so that your source media remains unaltered.

Current Timeline

Processes all objects on the current timeline. This
ensures real-time playback.

Duration of Selection

Processes selected areas on the timeline, including
clips, effect bars, tracks, track effects, track regions,
timeline effects, and transitions.
Processing takes place from the current timeline down
to the deepest level necessary for playback. This
ensures real-time playback of the selected regions of
the timeline.

2016

Processing Options Dialog Box

Option

Selected Object

Description

Processes only the selected objects, including clips,
effect bars, tracks (when the track button is selected),
layers, and transitions. Useful when working on
composites because you can limit processing to a
specific clip or container clip on the timeline.

n

Since this option limits processing to the
selected object, real-time playback is not
always possible. To view the processed result of
a clip or container clip in real time, solo the
corresponding track.

Cache List

Processes only the selected cache node(s). Only the
objects below the cache node(s) will be processed.

Include Real-Time
Effects

Processes real-time effects that may be too complex
for your hardware to process and play back in real
time. Processing creates a cache on disk for the
effects.
If you are not using a Nitris DNA workstation, you
should always select this option before the final output
of your sequence to guarantee that no frames will be
skipped.

Potentially Real-time
Effects (Yellow)

Process effects even if they have the potential to be
played in real-time.

Guaranteed Real-time
Effects (Green)

Process effects even if they are guaranteed to be
played in real-time.

n
Process Mode

Hardware-based real-time effects are only
available on Nitris DNA workstations.

Lets you select the processing mode. In both Minimal
and Complete mode, effects are processed down to the
deepest level necessary for real-time playback of the
current timeline. Reprocessing occurs only on the
effect properties that have changed since the last time
you processed the clips.

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Option

Minimal

Description

Selectively processes any effect, transition, container
clip, or layer at the current level. Creates only one
cache at the current level, so that disk space is
conserved.

n
Complete

When this option is selected, any subsequent
processing at other levels may take longer. The
system must regenerate caches at this level and
for any changed effects, transitions, or layers
that this option precludes.

Processes any effect, transition, or layer at all levels.
This creates and preserves the caches at each level.
Use this option after you’ve done a significant amount
of work. Any subsequent changes you make require
less processing time because only the changed effects
or layers are reprocessed. This option initially takes
more time and disk space, but is more efficient when
making changes.

n

When compositing, a cache is created for each
layer in the composite. Use this option to
optimize subsequent processing time and speed.

Options
Type

Frame Processing

Lets you select the detail level of processing. Clips can
be processed by frames or fields, depending on the
type of effect you want to process. Use frame-based
processing for effects that are applied to individual
pixels. Use field-based processing for motion paths
(animated movements) because it produces smoother
motion.
All processing, including animation, is frame-based.
This option processes the entire frame (both fields
together) and should be used with frame-based
material.
This is faster than field-based processing, but gives
lower quality results.

n

2018

You can attain good processing results for
effects applied to pixels, such as blur and color
correction.

Processing Options Dialog Box

Option

Field Processing

Description

All processing, including animation, is field-based.
This option processes odd and even fields separately.
This is slower than frame-based processing, but gives
higher-quality results. Use field-based processing for
animated effects, such as dissolves, fades, and motion
paths.

Precision

Choose the bit depth at which your effects will be
processed. Some effects are capable of up to 32-bit
float precision. Those that are not capable of the
precision level that you set, will be processed at the
closest available bit depth.

Dither when creating
video caches of lower
precision

Adds dithering (at each cache level) before converting
processed images to a lower bit depth. e.g. when you
set the precision at 16-bit but the media was captured
at 10-bit.

n
Storage Settings
Resolution

When outputting images processed in real-time,
the dithering will be done only once at the very
last level (top level?)

The quality at which your processed video caches will
be stored.
Sets the resolution to be used during processing. This
controls the default resolution at which your media is
processed (for example, for effects, transitions, layers,
etc.) and also affects how media is displayed in the
viewer.

n

Tip: To speed up processing time, use a low
resolution setting.

Color Space

Determines how the color components of the video
signal are stored on disk after processing. There are
two formats available depending on your video format
and resolution: YCbCr 4:2:2 and RGB 4:4:4.

Bit-Depth

Sets the bit depth at which the video media files will
be stored on disk after processing. The bit depth
choices depend on your hardware, and your resolution
and color space settings.

Location

Lets you specify the location and available disk space
of your media storage

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Option

Process Remotely

Description

Lets you process your effects, transitions, and/or
composites on an RP workstation in your workgroup
environment.
Note that when in the you are in the Source Timeline
mode, do not remote process clips on the timeline.
You may be able to send the request but the processing
will not be performed.

n
Process Video To

Specifies a destination storage device for the
processed video media (cache). You can choose from
a list of designated video storage devices. The storage
devices are specified when you set up your workgroup
environment.

Time Available

Displays the time remaining on the storage device for
processing and saving video cache files with the
specified resolution and compression factor.

Process Audio To

Specifies a destination storage device for the
processed audio media (cache). You can choose from
a list of designated audio storage devices. The storage
devices are specified when you set up your workgroup
environment.

Time Available (per
stream)

Displays the time remaining on the storage device for
processing and saving audio cache files with the
specified resolution and compression factor

Notification

2020

Avid DS Nitris automatically routes you
processing request to the first available RP
workstation in your workgroup.

Options for receiving notification that processing is
complete.

Send email to

Tells the system to send an email notification when a
remote processing job is complete. Specify the email
address to which the notification is sent.

Play sound

Lets you specify a sound when video processing is
complete. You can specify any 8-bit or 16-bit .wav file
on your system.

Processing Options Dialog Box

Option

Description

Update Viewer While
Processing

When selected, displays the frames in the viewer as
they are processed

n

This option has no effect on the processing
time.

Avid DNxHD Compressions
Avid DNxHD™ is a 10- and 8-bit HD encoding technology that delivers
mastering-quality HD media with storage bandwidth and capacity
requirements similar to those of uncompressed standard-definition (SD) files.

n

These compression rates are also available when working in a film sequence
using Real-Time Proxy resolution.
Unlike uncompressed HD media, which has bandwidth requirements of nearly
1.2 gigabits per second (Gbps), Avid DNxHD operates in a 4:2:2 color space
at much lower, more efficient data rates. You can select from the following
compressions when capturing HD media:
•

•

•

For 1080i/60, 1080i/59.94, 1080PsF/30, 1080PsF/29.97, 720p/60,
720p/59.94:
-

DNxHD 220 10-bit (data rate approximately 220 Mbits/sec)

-

DNxHD 220 8-bit (data rate approximately220 Mbits/sec)

-

DNxHD 145 8-bit (data rate approximately145 Mbits/sec)

For 1080i/50, 1080PsF/25:
-

DNxHD 18510-bit (data rate approximately185 Mbits/sec)

-

DNxHD 185 8-bit (data rate approximately185 Mbits/sec)

-

DNxHD 120 8-bit (data rate approximately120 Mbits/sec

For 1080PsF/24, 1080PsF/23.97:
-

DNxHD 17510-bit (data rate approximately175 Mbits/sec)

-

DNxHD 175 8-bit (data rate approximately175 Mbits/sec)

-

DNxHD 115 8-bit (data rate approximately115 Mbits/sec)

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Like uncompressed HD, these formats let you play multiple streams of fullresolution effects, such as color correction, DVEs, transitions, and titles, in
real time. Avid DNxHD encoding creates either .gen files or Material
Exchange Format (MXF) files. For more information, see “Sharing MXF
Media” in the Help.

JFIF Compressions
Avid DS Nitris uses JFIF (JPEG File Interchange Format) technology to create
compressed, standard-definition media. JFIF compressions comply with the
ISO-JPEG interchange format and the ITU-R 601 standard. The compressions
are similar to those used in other Avid editing products:

Single-field

Two-field

Uncompressed

15:1s

20:1

1:1

4:1s

10:1

2:1s

3:1
2:1

JFIF encoding creates either .gen files or Material Exchange Format (MXF)
files. For more information, see “Sharing MXF Media” in the Help.

Purge Dialog Box
The Purge dialog box lets you specify the types of media you can delete. You
can delete unused media, source and/or cache media, as well as maximize
storage space on disk.
To access the Purge dialog box, do one of the following:

n
2022

t

Select Data Management > Purge Media.

t

Right-click a clip in a bin and select Purge Media.

Tip: To remove the largest number of unused media files and gain storage
space, select the Unreferenced Media option and the Optimize For Maximum
Storage Space Recovery option. Note that this is a time-consuming process.

Purge Dialog Box

Option

Description

Display Associated Media
For

Lets you choose the area from which media will be
purged

Current Sequence

Purges media files that are referenced by the current
sequence

Current Project

Purges media files that are referenced by the current
project

Unreferenced Media

Purges media files that are not referenced by any clips.
This occurs in cases where the clip has been deleted,
but its media file is still on disk.

Items Selected in the
Avid Explorer

Purges media files that are referenced by clips or
sequences selected in the Avid Explorer

Items Selected in the
Clip Tray

Purges media files that are referenced by clips or
sequences selected in the clip tray

Display Associated Media
Except For

Lets you choose an area from which media will be
kept

Current Sequence

Purges media files that are not referenced by the
current sequence

Items Selected in the
Avid Explorer

Purges media files that are not referenced by clips or
sequences selected in the Avid Explorer

Items Selected in the
Clip Tray

Purges media files that are not referenced by clips or
sequences selected in the clip tray

Consider Following Media
Types

Lets you choose which type of video files to purge

Uncompressed Video

Purges video media files that were captured with no
compression

Compressed Video

Purges video media files that were captured using
compression

Video Caches

Purges video media files that were generated when
you processed effects, graphics, or composites

Audio (all sampling
rates)

Purges all captured audio media files regardless of the
sampling rate

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Option

Audio Caches
Keep Media Used In

Description

Purges processed audio media files
Lets you specify whether you want to keep media used
elsewhere

Other Master Clips

Preserves media that is used in other master clips

Other Sequences

Preserves media that is used in other sequences

Other Projects

Preserves media that is used in other project sequences

Optimize For

Lets you choose the level of detail for the purge search

Quick Storage Recovery Performs a high-level surface pass that deletes only
the media that is not referenced by any of the selected
clips or sequences.

n
Maximum Storage
Recovery

This option is quick and does not split up media
files to get rid of unused portions of clips.

Performs a deep, low-level pass that splits up media
files and keeps only the portions of media being used.
It also maximizes the available storage space on the
disk, but increases the amount of time the system uses
to purge media. Use this option only when you have
little disk space left.

Also Keep X Frames
Heads and Tails with
Preserved Media

Refresh Purge List

2024

Lets you create a buffer at the head and tail of each
clip. When you use the Except For option from the
Display Associated Media list, you are actually
preserving certain clips. This option lets you specify
the number of frames you want to keep before and
after each clip. By default, 15 frames are kept.
Displays the media files to be purged

Sample Rate Conversion Options

Option

Description

Purge List

A list of the media files to be purged that contains the
following headings: Name, Type, Quality, Creation
Date, Duration to Purge, and Size. Individual files can
be selected from the list to be purged. For an
explanation of the quality information, see “Media
Property Page (Media Properties)” on page 1910.
The Quality description for Purge includes the
precision at which a cache was processed (8 Bits, 16
Bits, 32 Bits Float). Exact Precision indicates that the
cache was processed in Exact Match mode (with the
“Display a 'media not available' message” option
selected in the Sequence Preferences) and that all
caches at the current level and below were processed
with this same exact precision.

Video Disk Space Available

Displays the amount of space left on your video
storage device before and after the items are purged

Audio Disk Space Available Displays the amount of space left on your audio
storage device before and after the items are purged
Purge

Begins purging the selected media

Sample Rate Conversion Options
The Sample Rate Conversion Options dialog box lets you convert the audio
sample rate of the current timeline or selected objects on the timeline to the
sample rate of the current sequence.

Option

Description

Process

Lets you specify the objects you want to convert.
Processing converts any audio clips in your sequence
to the current sample rate. The result of the processing
is stored in a cache file, so that your source media
remains unaltered.

Current Timeline

Converts the entire timeline

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Option

Selected Object

Description

Converts only the selected objects. Objects include
clips, container clips, and tracks (when the track
button is selected). This is useful when you want to
process a specific clip or container clip on the
timeline.

n
Process Mode

Since this option limits processing to the
selected objects, a playable sequence is not
always produced. To hear the processed result
of a clip, container clip, or track, solo the
corresponding track.

There are two processing modes in Avid DS Nitris:
Minimal and Complete. In both modes, audio clips are
processed down to the deepest level necessary for
audio playback on the current timeline.

Minimal: Only What Is Selectively processes any audio clip, container clip, or
Necessary to Play
track at the current level. This option creates only one
cache at the current level, so that disk space is
conserved.
Complete: Everything
at All Levels

Processes any audio clip, container clip, or track at all
levels. This option also creates and preserves the
caches at each level.

Save Sequence Dialog Box
The Save Sequence dialog box lets you save your sequence in a desired
location.

2026

Use this

To

Bin Tools (File System)

Navigate through and manage the contents of your
bins.

Bin Tools (Bottom Bar)

Change the way the contents of the bin are displayed.
These tools appear for all bin contents.

File Name

Type a name for your preset.

File Types

Select a file type for your preset.

Save Snapshot Dialog Box

Save Snapshot Dialog Box
The Save Snapshot dialog box lets you save what is currently displayed in the
viewer as a clip in a desired location.
To access the Save Snapshot dialog box:

t

From the NLE Tools toolbar, select Generate > Snapshot to Clip.

Use this

To

Avid Explorer Tools

Navigate through and manage the contents of your
bins.

Blend Property Editor

Change the way the contents of the bin are displayed.
These tools appear for all bin contents.

File Name

Type a name for your preset.

File Types

Choose a file type for your preset.

Sequence Preferences Dialog Box
The Sequence Preferences dialog box lets you determine how the files in a
project are recorded and output to tape for your program. The types of
properties you can set include the resolution, compression, frame, and sample
rate.

n

The properties you set in the Sequence Preferences dialog box may differ from
the property settings of the originally captured media.
To access the Sequence Preferences dialog box:

t

Select File > Sequence Preferences.

Video Property Page (Sequence Preferences)
The Video property page displays the video preferences for the sequence when
it was created, and lets you set the working video resolution, the compression
ratio, and the processing mode.

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Option

Description

Video Settings

Displays the video format, frame rate, frame size, pixel
ratio, field dominance, and pixel format of your
sequence

Format

Displays the video format that was specified when the
sequence was first created

Frame Rate

Displays the number of frames per second for the
specified video format

Frame Size

Displays the frame size for the specified video format.
Frame size is the dimensions of a digital image in
Avid DS Nitris. It is measured in Avid DS Nitris units
(DSU).

Pixel Ratio

Displays the pixel ratio for the specified video format.
Pixel ratio refers to the numerical ratio of pixel height to
width. The standard pixel ratio for an NTSC 4/3 image is
0.9 and PAL 4/3 is 1.07.

Field Dominance

Displays the field dominance setting for the specified
video format. Field dominance determines the order in
which odd and even fields occur in time.

Color Model

Indicates the color model used to describe the color
components of your images. The color model is
dependent on the selected video format.

Levels

Displays the levels for the specified format:video or
graphics. For more information, see the Input Levels
option in Media Capture Settings.

Processing

2028

Type

Determines the way Avid DS Nitris processes material.
Lets you select either field or frame-based processing.
You can also choose how you want Avid DS Nitris to
handle unprocessed effects during playback.

Field Processing

All processing, including animation, is field-based. This
option processes odd and even fields separately. This is
slower than frame-based processing, but gives higherquality results. Use field-based processing for animated
effects, such as dissolves, fades, and motion paths.

Sequence Preferences Dialog Box

Option

Frame Processing

Description

All processing, including animation, is frame-based.
This option processes the entire frame (both fields
together) and should be used with frame-based material.
This is faster than field-based processing, but gives
lower quality results.

n

You can attain good processing results for effects
applied to pixels, such as blur and color
correction.

Precision

Choose the bit depth at which your effects will be
processed. Some effects are capable of up to 32-bit
precision. Those that are not capable of the precision
level that you set, will be processed at the closest
supported bit depth for that effect.

Dither when
converting to lower
precision

Adds dithering (at each cache level) before converting
processed images to a lower bit depth. e.g. when you set
the precision at 16-bit but the media was captured at 10bit.

n
Display source
material when
processing is needed

Displays source material when it encounters
unprocessed effects during playback. By default, this
option is not selected and Avid DS Nitris displays the
message “Needs processing” in the viewer.

n
Conversion Mode
Presets

Scale to Fit

When outputting images processed in real-time,
the dithering will be done only once at the very
last level (top level?)

This option is not available when working in an
HD sequence.

Determines how presets and media are converted from
one video format to another
Determines how presets are converted from one video
format to another. These settings can be changed at any
time.
Scales the preset in both the X and Y axes to fit the
sequence settings, such as 16:9 and 4:3. This option does
not retain the aspect ratio of the original preset.

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Option

Scale, Keep Aspect
Ratio

Scales the preset in both the X and Y axes to fit the
sequence settings, but retains the ratio between width
and height. It takes the larger axis of the preset and
scales it to fit in the viewer. Then it centers the preset on
the other axis.

Center, Keep
Original Size

Centers the preset in the viewer along both the X and Y
axes. This option does not modify the original size of the
preset.

Fit X-axis, Keep
Aspect Ratio

Scales the preset in the X-axis to fit the sequence
settings, then scales the preset along the Y-axis to keep
the ratio between width and height intact. If the resulting
preset is larger or smaller than the sequence settings, it is
centered along the Y-axis.

Fit Y-axis, Keep
Aspect Ratio

Scales the preset in the Y-axis to fit the sequence
settings, then scales the preset along the X-axis to keep
the ratio between width and height intact. If the resulting
preset is larger or smaller than the sequence settings, it is
centered along the X-axis.

Media

2030

Description

Determines how media is converted from one video
format to another. These settings can be changed at any
time. Once you choose a setting, it is applied to all
subsequent master clips that are added to the timeline.

Scale To Fit

Scales the media in both the X and Y axes to fit the
sequence settings, such as 16:9 and 4:3. This option does
not maintain the aspect ratio of the original media.

Scale, Keep Aspect
Ratio

Scales the media in both the X and Y axes to fit the
sequence settings, but retains the ratio between width
and height. It takes the larger axis of the image and
scales it to fit in the viewer. Then it centers the image on
the other axis, creating black bands on both sides. An
example of this conversion mode would be the Letterbox
format which converts film to video.

Center, Keep
Original Size

Centers the media in the viewer along both the X and Y
axes. This option does not modify the original size of the
media.

Keep Original Size
& Position

Displays the media in the viewer without modifying the
original size or position of the media

Sequence Preferences Dialog Box

Option

Description

Fit X-axis, Keep
Aspect Ratio

Scales the media in the X-axis to fit the sequence
settings, then scales the image along the Y-axis to keep
the ratio between width and height intact. If the resulting
image is larger or smaller than the sequence settings, it is
centered along the Y-axis.

Fit Y-axis, Keep
Aspect Ratio

Scales the media in the Y-axis to fit the sequence
settings, then scales the image along the X-axis to keep
the ratio between width and height intact. If the resulting
image is larger or smaller than the sequence settings, it is
centered along the X-axis.

Downconversion

Specifies output for HD playback and SD downconvert
simultaneously through the Avid Nitris DNA.

HD Output

The HD format you want to output. Native represents
the video format of the current sequence.

SD Output

The SD format you want to output—see
“Downconverted Output Formats and Sync Sources” in
the Help.

Storage Settings

The quality at which your processed video caches will
be stored.
settings affect only the working
w These
resolution and what is shown while you work.
They have no effect on the capture resolution.

Resolution

Sets the working resolution; Full, Half, Quarter, or Realtime Proxy. This controls the default resolution at which
your media is processed (for example, for effects,
transitions, layers, etc.) and also affects how media is
displayed in the viewer and/or external monitor.
To speed up processing time, use a low resolution
setting.

n

The Nitris DNA workstation supports Full and
Real-time Proxy resolution.
Half or Quarter resolution is available when
working in an HD sequence on non-Avid Nitris
DNA workstations only.

For a full explanation of Resolution, Bit-depth and
Compression, see About Video Quality.

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Chapter 3 Editing Reference

Option

Description

Full

Processes and displays effects at full resolution.

Real-Time Proxy

Only available on Avid Nitris DNA workstations when
working with film-based formats.
Processes and displays effects in real-time but at a
slightly lower resolution (actually HD resolution).

Half

Only available on non-Avid DS Nitris DNA
workstations when working in HD format.
Processes and displays effects at half resolution.

Quarter

Only available on non-Avid DS Nitris DNA
workstations when working in HD format.
Processes and displays effects at quarter resolution.

Color Space

Determines how the color components of the video
signal are stored on disk after processing. There are two
formats available depending on your video format and
resolution: YCbCr 4:2:2 and RGB 4:4:4.

Bit-Depth

Sets the bit depth at which the video media files will be
stored on disk after processing. The bit depth choices
depend on your hardware, and your resolution and color
space settings.

Quarter resolution
working mode

(Available on non-Avid Nitris DNA workstations only)
On workstations with lower processing speeds, you can
work with HD media at quarter resolution so that you
can play back real-time effects in Quarter resolution
without processing them first.
This option is not available on Avid Nitris DNA
workstations since you can work at Full resolution with
HD media.

Enable real-time
effects

(Available on non-Avid Nitris DNA workstations only)
Lets you play back real-time effects when working with
quarter resolution HD media.

n

2032

You will not be able to play back any full and half
resolution media and caches unless you process
them at quarter resolution.

Sequence Preferences Dialog Box

Option

Enable playback of
mixed resolution
media/caches

Description

(Available on non-Avid Nitris DNA workstations only)
When working in quarter resolution mode, lets you play
back full, half, or quarter resolution media and caches at
the same time.
If this option is selected, however, you cannot play back
real-time effects.

Compression

Sets the compression ratio used to generate cache files at
various compression ratios—see “Avid DNxHD
Compressions” on page 2021 and “JFIF Compressions”
on page 2022. You can also select Uncompressed.

Uncompressed

No compression

DNxHD

Various compression ratios available.

DV

DV compression available during processing and output
to tfile. (Not available during capture).

JFIF

Compressions used in Avid editing products

MPEG2IMX

MPEG compression available during processing and
output to tfile. (Not available during capture).

If a clip has no media with the above settings:
Display a “Media not
available” message

Displays the message “Media not available” in the
viewer when the clips in the current sequence do not
match these settings, or when the media is not present. If
the media is not present, you must recapture the media
using the Capture Settings view.

Use the closest media
format available

Uses whatever media is available when the clips in the
current sequence do not match the current settings.

n

You can mix different resolutions, but you cannot
mix compressed and uncompressed video.

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Chapter 3 Editing Reference

Option

Description

Force Premultiplied
Output

(Video tracks only) When this option is selected, the
bottommost layer of your composite is premultiplied.
Premultiplication multiplies the RGB channels with the
alpha channel.
This option should not be selected if you are using the
bottommost layer as your background.

n

If you select this option, all effects will no longer
be real-time playable.

Default DVE Quality

Sets the default DVE quality mode.

Max. Depth of Software
RT Processing

Sets the depth level of stacked software real-time effects
that you want Avid DS to process. The default of -1
indicates that no software real-time effects will be
processed.

Audio Property Page (Sequence Preferences)
The Audio property page displays information on the installed audio hardware
and the audio preferences that were set when the sequence was created.

Option

Description

Audio Hardware

Displays the type of audio hardware installed

Manufacturer

Manufacturer name of the hardware installed

Driver Version

Current version of the audio hardware driver

Audio Preferences
Sample Rate

Sample rate of the currently opened sequence. This value is
set when the sequence is first created.

Bit Depth

Sets the number of bits per audio sample. The more bits
you have, the more accurately you can represent the
amplitude at that point in time.

Sample Rate
Conversion

2034

Displays the audio sample rate and bit depth, and lets you
set the audio conversion method

Lets you determine if and how audio clips with sample
rates different than the current sequence are converted
when dropped on the timeline

Sequence View Menu

Option

Conversion On
Drop

Description

When an audio clip is placed on the timeline, automatic
sample rate conversion is performed if the clip's sample
rate differs from the sequence's sample rate.

Confirm Each Time If sample rate conversion is required, a dialog box is
displayed asking you to confirm the process.
Deselect this option if you don’t want a confirmation
dialog box to appear every time you import an audio file
with a different sample rate into the current sequence.
Conversion Quality Determines the quality at which your audio sample rate is
converted. If you set the Sample Rate Conversion Quality
closer to Fast, the conversion will speed up, but you will be
compromising on the quality. As you get closer to High,
the quality will increase, but the conversion process will
take longer.
Import audio into
separate mono tracks

When capturing an audio file, creates separate files and
separate tracks for each audio stream. Select this option if
you are sharing MXF media with other Avid editing
applications. By default, Avid DS Nitris creates a single
.wav or MXF file and track from a multi-stream audio file.
This is the most efficient way to work with audio files in
Avid DS Nitris. However, because other Avid applications
cannot link to a multi-stream file, you need to select this
option so that Avid DS Nitris creates multiple singlestream files.

Sequence View Menu
The Sequence View pop-up menu lets you cut, copy, delete, and save a clip.
You can also create container clips and view the properties of the selected clip.
To access the Sequence View menu:

t

In the Sequence View, right-click an empty area.

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Chapter 3 Editing Reference

Use this

To

Cut Clip

Remove the selected clip from the sequence and
copies it to the Clipboard

Copy Clip

Copy the selected clip to the Clipboard

Delete Clip

Remove the selected clip

Save Clip As Sequence

Save the current clip as a separate sequence. The
saved clip will contain all effects applied to it. If the
clip is processed, the cache will also be saved.

Create Background
Container

Create and open a background container clip holding
the selected clip. The Editing layout is displayed.

Create Composite Container Create and open a one-layer composite container clip
holding the selected clip. The Compositing layout is
displayed.
Create Audio Container

(Audio clips only) Create and open an audio container
clip holding the selected clip. The Editing layout is
displayed.

Properties

Open the Clip property editor.

Throttle Manager Service
The Avid Throttle Manager is always installed on a workstation that is not
already running Avid DS Nitris. Typically, it is installed on the same
workstation as Avid DS Nitris RP.
To start the Throttle Manager:

t

On the workstation where the Throttle Manager has been installed, select
Start > Programs > Avid Products > Services > Avid Throttle
Manager.

After the Avid Throttle Manager is started, you can use it to manage your
storage areas and media more efficiently.

2036

Cache Menu

To use the Throttle Manager:

1. Select Data Management > Configure Storages.
2. Select a Media Indexing service from the list and click the Change button.
3. Click the Change button again.
4. When the list of storages in the selected Media Indexing service displays,
select the storage area that you want the Throttle Manager to manage, and
click the Change button.
5. In the storage dialog box, select the Enabling throttling for this Storage
option.
All media on this storage area will now be managed by the Throttle Manager.
Do the same for other storage areas that require this service.
When you play any clips on your timeline where the media is on a storage area
that is managed by the Throttle Manager, a light for the Throttle Manager will
appear on the status bar (position the pointer over the light to view a tooltip
with more information).
Red

Service is stopped.

Throttle Service
(undefined)
Green

Service is started and in use by the current clip.

Throttle Service
(connected)
Amber

Service is started but not in use by the current clip.

Throttle Service (not
required)

Cache Menu
The Cache pop-up menu lets you delete a cache bar, move it up or down,
process, purge, and save it. Cache bars change color, depending on their status.
They’re yellow if any part of the time span needs processing, they’re blue
when they are sent off for remote processing, and they’re green if they have an
associated cache and are real time playable.

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Chapter 3 Editing Reference

To access the Cache menu:

t

2038

On the timeline, right-click a cache bar.

Option

Description

Delete

Deletes the selected cache bar

Bring to Top

Moves the selected cache bar to the top of the stack

Raise

Moves the selected cache bar up one position in the
stack

Lower

Moves the selected cache bar down one position in the
stack

Push to Bottom

Moves the selected cache bar to the bottom of the stack

Lock in Time

Locks the cache bar at the current timecode

Process

Displays the Processing Options dialog box, which lets
you process everything up to the cache bar—see
“Processing Options Dialog Box” on page 2016.

Cache to Clip

Displays the Timeline to Clip options dialog box, which
lets you create a clip from the cache. This option creates
a new clip in the Avid Explorer, but does not
automatically replace the cache effect with the new clip.

Add to Cache List

Adds the cache bar to the Cache List view

Purge Selected

Purges only the cache media associated with the
selected cache node

Purge Below

Purges any unnecessary cache media that lies below the
cache bar, while keeping the cache bar real-time
playable. This option is useful if you processed your
effects using the Complete option and no longer need
the caches at each level any more.

Purge

Purges the cache media associated with the cache bar as
well as any cache media that lies below it

Cache Node Menu

Cache Node Menu
The Cache Node pop-up menu lets you delete the cache, process, purge, and
save it. Cache nodes change color, depending on their status. They’re yellow if
they need processing, they’re blue when they are sent off for remote
processing, and they’re green if they have an associated cache and are realtime playable.
To access the Cache Node menu:

t

In the Effects Tree view, right-click a cache node.

Option

Description

Process

Displays the Processing Options dialog box, which lets
you process everything up to the cache effect—see
“Processing Options Dialog Box” on page 2016.

Cache to Clip

Displays the Timeline to Clip options dialog box, which
lets you create a clip from the cache. This option creates a
new clip in the Avid Explorer.

Purge Selected

Purges only the cache media associated with the selected
cache node

Purge Below

Purges any unnecessary cache media that lies below the
cache node, while keeping the cache real-time playable.
This option is useful if you processed your effects using
the Complete option and no longer need the caches at
each level anymore.

Purge

Purges the cache media associated with the cache node as
well as any cache media that lies below it

Add to Cache List

Adds cache node to Cache List view

Rename Cache

Renames the cache node. This is useful in differentiating
several cache nodes in the Effects Tree

Cache Properties

Opens the cache properties dialog box where you can set
the processing options.

Cut

Cuts the selected node and places it on the Clipboard

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Chapter 3 Editing Reference

Option

Description

Copy

Copies the selected node and places it on the Clipboard.
From the Clipboard, it can be pasted into the same or
another tree.

Delete

Removes the selected node

Select Preceding Nodes

Selects all nodes connected before currently selected
node. Useful for viewing all nodes that contribute up to
the selected node.

Select Subsequent Nodes Selects all nodes connected after currently selected node.
Useful for viewing path defined by nodes that are
modifying the output of the selected node.
Fold Minimal

Places selected nodes in a new Effects Tree. The new
Effects Tree node only displays the inputs that are directly
connected to the effect feeding the new Effects Tree.

Fold All

Places selected nodes in a new Effects Tree. The new
Effects Tree node displays all inputs from each effect.

Attract

Pulls all nodes closer to the currently selected node(s).
The amount they are pulled depends on the size of the
selected node(s).

Repel

Pushes all nodes away from the currently selected
node(s). The amount they are pushed depends on the size
of the selected node(s).

Use Input Names

Appends the input port’s name with the input’s name
instead of just Input 1, Input 2, etc.
For example, if a Blue Green keyer is connected to Input
1 of a Composite node, then the input port name will be
displayed as “Input 1- Blue Green Keyer” when you
select this option from the Composite node. All input port
names will update to reflect the input’s name.

n
View

2040

You can also select the Use Input Names in the
New Nodes box on the Effects Tree page of the
User Preferences dialog box if you want all new
effects you add to a tree to use the input node’s
name.

Lets you view the result of the effects up to the cache
node

Cache Processing Property Page

Option

Description

Open Viewer

Displays the output of the selected node in a floating
viewer.

Cache Processing Property Page
The Cache property page lets you set the cache’s processing options. Caches
are best used when you have effects that have long processing times, a stack of
effects on the timeline, or when working with large Effects Trees.

Options

Description

Type

Lets you select the detail level of processing. Processing
can be performed by frames or fields depending on the
type of results you want to achieve. Frame Processing
produces frame-based results while Field Processing
produces field-based results.

Auto

The “Processing Options” setting will be used.

Frame Processing

All processing, including animation, is frame-based
producing frame-based results. This option processes the
entire frame (both fields) all together. It should be used
with frame-based material.

Field Processing

All processing, including animation, is field-based. This
option processes each field separately. Use field-based
processing for animated effects, such as dissolves, fades,
and motion paths.

Precision

Select the bit depth at which your effects will be
processed. If you select Auto, “Processing Options” will
be used.

Related Topics

Creating Caches at Any Level
Using Cache Nodes in the Effects Tree

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Chapter 3 Editing Reference

Data Management Menu
The Data Management menu lets you display the Project Manager, Purge
dialog box, or Configure Storages.
To access the Data Management menu:

t

Select Data Management.

Option

Description

Media Tool

Displays the Media Tool. The Media Tool provides tools
for viewing and managing the media files of your current
project.

Project Manager

Displays the Project Manager view. The Project Manager
displays all the projects on your workstation, and lets you
archive, restore, or delete these project files and their
media.

Purge Media

Displays the Purge dialog box. The Purge dialog box lets
you specify the types of media you can delete.

Configure Storages

Displays the Media Storage Configuration dialog box. The
Media Storage Configuration dialog box displays all video
and audio storages, and Avid Media Indexing Services,
that are currently defined for your workstation.

Optimize File Sources

Optimizes the size of the source model file.

Edit View Menu
The Edit View pop-up menu lets you customize the views in a layout.
To access the Edit View menu:

t

In Edit Layout mode, right-click any existing or empty view in the layout.

Option

Description

Split Horizontally

Splits the selected view, horizontally, into two separate parts

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Edit Menu

Option

Description

Split Vertically

Splits the selected view, vertically, into two separate parts

Split Both Ways

Splits the selected view into four separate parts

Add View Switcher

Adds a view switcher to the selected view

Set View

Adds a toolset to the selected view

Single-Instance Views

Adds a view to the selected view that you can only use once in a layout.
This command is not available when accessed from a combo view.

Multi-Instance Views

Adds a view to the selected view that you can use multiple times in a layout

Default Combo Views

Adds a default combo view to the selected view.
This command is not available when accessed from a combo view.

User Combo Views

Add a combo view that you created to the selected view. This command is
not available when accessed from a combo view.

Default Toolbars

Adds a default toolbar to the selected view

User Toolbars

Adds a User toolbar to the selected view

Property Editor

Adds a property editor to the selected view

Large Property Editor

Adds a large property editor to the selected view

Edit Menu
The Edit menu lets you retrace your steps and perform common project-based
tasks.
To access the Edit menu:

t

Select Edit.

Option

Description

Undo

Cancels the last action that you performed. You can perform
multiple undos.

n

You can set the number of steps you can undo in the
User Preferences dialog box (General property page).

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Chapter 3 Editing Reference

n

Option

Description

Redo

Reapplies the action you previously cancelled with the Undo
command

Repeat

Repeats the last action that was performed

Cut

Removes the current selection and places it on the Clipboard

Copy

Duplicates the current selection and places it on the clipboard

Paste

Replaces the current selection with the contents of the
clipboard

Clear

Deletes the current selection

Select All

Selects all elements on the active window

The Cut, Copy, and Paste commands are only available when an object is
selected in the timeline or viewer.

File Menu
The File menu lets you create a new project, and open, close, or save an
existing project. You can also set properties associated with the project, and
exit the application.
To access the File menu:

t

Select File.

Option

Description

New Sequence

Opens a new sequence for this project based on the
working properties that you set for the project.

New

Lets you create a new DS sequence or project folder

DS Sequence

2044

Creates a new sequence and lets you set new audio
and video settings.

File Menu

Option

Project

Open

Description

Creates a new project folder by displaying the New
Project dialog box in which you can set a name and
location for your project folder and set preferences for
your project. By default, the project is named
“Untitled”.
Lets you load an existing sequence or project

Sequence

Displays all existing sequences for you to select the
sequence you want to load. If you currently have
another sequence open, you will be prompted to save
it before opening another sequence.

Project

Lets you select the project that you want to load from
a list of all existing projects. If you currently have
another project open, you will be prompted to save it
before opening another project.

Save

Saves your project to the current project folder, using
the current project file name. If you have not
previously saved your project, a browser will be
displayed where you can specify a project name and
location. A project is saved with an .sff extension.

Save As

Displays a browser where you can save your project to
a different name and location. A project is saved with
an .sff extension.

Sequence Preferences

Displays the Sequence Preferences dialog box where
you can change your working properties for the
current sequence.

User Preferences

Lets you set preferences for the current user profile,
such as autosave, autokeying, and undo levels.

Command Mapping

Displays the Command Mapping dialog box, in which
you can choose an existing command map template,
or create a new one. Command maps show you which
commands are mapped to the keys on the keyboard.

Exit

Closes Avid DS Nitris. You are prompted to save any
changes in the open sequence.

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Chapter 3 Editing Reference

Swift Menu
The swift menu is a circular pop-up menu that lets you activate the transport
control commands by pressing the H key and holding down the left mouse
button over the timeline.
Swift menus don't need to be displayed to work. Once you've learned the
commands and where they are located, you can execute commands without
waiting for the menu to appear.
To select a command from the swift menu:

1. Hold down the H key and the left mouse button for a few seconds on the
timeline.
The swift menu opens.

2. Hold down the left mouse button and drag the mouse in the
appropriate direction.
3. Release the mouse button to choose the command.

n

2046

There are additional commands under the Go to command. To access them,
drag the mouse in the direction of the submenu, then in the direction of the
command. Release the mouse button.

Option

Description

Play

Plays the sequence, beginning at the current timecode

Play Back

Plays the sequence in reverse

Stop

Stops playback

Web Viewer

Option

Description

Preview

Loops playback around the current selection

Frame >

Moves the position indicator one frame forward

< Frame

Moves the position indicator one frame backward

Go to (left)

Moves the position indicator to the specified position

Head

Moves to the beginning of the sequence

< Locator

Moves to the previous locator

< Edit

Moves to the previous edit point

In

Moves to the in-point

Go to (right)

Moves the position indicator to the specified position

Tail

Moves to the end of the sequence

Locator >

Moves to the next locator

Edit >

Moves to the next edit point

Out

Moves to the out-point

Web Viewer
The Web viewer that lets you view URL locations, HTML files, and other files
associated with your default Web browser without leaving Avid DS Nitris.
To open an Avid DS Nitris Web viewer from a bin:

t

Double-click a file associated with your default Web browser.
An Avid DS Nitris Web viewer opens inside the Avid Explorer view. Web
viewer tools appear at the top of the Avid Explorer window.

To open an Avid DS Nitris Web viewer independently from a bin:

t

Select View > Multi-Instance Views > Web.
An Avid DS Nitris Web viewer opens as a floating window. Tools appear
at the top of the Avid DS Nitris Web viewer.

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Chapter 3 Editing Reference

Stop
Forward

Refresh

Back

Home

Use this

To

Back

Show the previously displayed page.

Forward

Show the next displayed page.

Stop

Stop the process of opening a page.

Refresh

Show an updated version of the same page.

Home

Show the home page of the default browser.

Avid Event Log
The Avid event-logging service stores events from various sources in a single
collection called an event log. Notifications of events include informative
messages, errors, and warnings.
The event logging service does not replace direct messages that are displayed
when an action is necessary. The event log simply lets you view the results of
any actions.
A reasonable amount of disk space is reserved for the event log. When the log
is full, older events are erased to make room for new ones.
To access the Avid Event Log view:

t

2048

Select View > Multi-Instance Views > Avid Event Log.

Avid Event Log

Avid Event Log Menu
The Avid Event Log pop-up menu lets you view the properties of an event,
delete events, and adjust the settings of the event log.

Option

Description

Properties

Displays information about an event

Clear All Events

Deletes all the events in the Avid Event Log. (This
option also appears in the Fast menu.)

Event Log Settings

Opens a dialog box in which you can set preferences,
such as automatically update the log when there are
new events, minimum intervals between updates, and
the maximum log size. (This option also appears in the
Fast menu.)

Event Types
There are four types of events that can be logged. All event classifications
have well-defined common data and can include event-specific data. The
application indicates the event type when it reports an event. The following
table describes the event types that are logged.

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Chapter 3 Editing Reference

Event type

Icon

Description

Information

Indicates successful operations. For example,
when Avid DS Nitris starts, it will log an
information event stating that “Avid DS Nitris
has started.”

Warning

Indicates problems that are not immediately
significant, but may indicate conditions that
could cause future problems. For example, an
application can log a warning event if disk space
is low.

Error

Indicates significant problems that you should
know about. Error events usually indicate a loss
of functionality or data. For example, a function
that cannot be carried out due to an invalid
action or data entry would be an error event.

Success

Success audit events are security events that
occur when an audited access attempt is
successful. For example, a successful logon
attempt is a success audit event.

Avid Event Log Settings Dialog Box
The Avid Event Log Settings dialog box lets you set preferences, such as
automatically updating the log when there are new events, minimum intervals
between updates, and the maximum log size.

Option

Description

Automatic Update

Lets you turn on automatic updates in the log and set the
interval between updates

Enable automatic
update when new
events are logged

Automatically updates the log when new events are
logged

Minimum interval
between updates

The minimum number of seconds between updates

Log Size
2050

Lets you set the size of logs

Avid DS RP

Option

Description

Maximum log size

Species the maximum size of the log in kilobytes

Avid DS RP
Avid DS RP (remote processor) is a dedicated processing application that you
can install on any workstation on your network. Avid DS RP runs separately
from Avid DS, but communication between the two applications is established
using a mail-type system.
The main benefit of Avid DS RP is that you can send processing jobs to the
remote processing station and continue to work on your sequence. Avid DS
RP notifies you when the job is complete. As the caches are created, they are
automatically linked into your current sequence.
To start Avid DS RP:

t

Double-click the Avid DS RP icon on your desktop.

Option

Description

Status

Displays state of Avid DS RP:
Idle: Waiting for processing requests.
Busy: Currently processing a request sent from another
workstation.
Error: An error occurred during processing.

Status window

Displays events that are being performed by Avid DS
RP

Administration

Lets you perform some basic administrative tasks, so
that Avid DS RP works at peak efficiency

Reset

Reinitializes Avid DS RP. If you’re experiencing some
problems with Avid DS RP, reinitialize it and resend
your request.

Project Management

Displays dialog box that lets you remove projects that
were created during remote processing

Pending Requests

Displays number of requests that remain to be processed
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Chapter 4
Paint & Titling Reference

This chapter contains reference information about paint and titling.
•

Graphics Layout

•

Graphics Property Tree

•

Graphics Combo View

•

Graphics Object View (GOV)

•

Graphics Toolbars

•

Graphics Properties

•

Group

•

Magic Wand

•

Reshaper

•

Color Editor Dialog Box

•

Import Image Dialog Box

•

Import Subtitles Dialog Box

Graphics Layout
The Graphics layout is where you perform painting and titling tasks. In this
layout, you can create graphics objects, such as text and vector-based strokes,
and apply colors, textures, and effects to them. Once created, you can edit and
animate objects and their properties. You can also touch-up clips using the
graphics tools.
The Graphics and Compositing layouts are closely integrated, as the graphics
tools can be used independently on each layer of a composite image.

Chapter 4 Paint & Titling Reference

To access the Graphics layout:

1. Drag a clip from the Avid Explorer to the timeline.
2. Place the position indicator over the clip.
3. From the taskbar, click the Graphics button.

n

2054

You can also access the floating Graphics Combo View by pressing Ctrl and
clicking the Graphics button in the taskbar.

Graphics Layout

The Graphics Combo View
The Graphics combo view is a floating view that you can access from many
locations in Avid DS Nitris to perform painting and titling tasks. This view
contains all the same tools as the Graphics layout.
Graphics property tree
Property editors let you set and modify
displays the properties of a
various graphics properties, such as brush
selected tool or graphics object. options, paint style, color, and titling style.

Toolbars
contains tools
for drawing and
manipulating
graphics
objects.

Graphics Object view (GOV) displays graphics objects and their
time spans in the current graphics session. You can also select, trim,
move, rename, and delete any of your graphics objects.

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Chapter 4 Paint & Titling Reference

Graphics Property Tree
The graphics property tree displays the properties of a selected tool or
graphics object (stroke or text body). Using this tree, you can set the default
properties of a drawing tool or edit the properties of selected graphics objects.
When you select a drawing tool, “Current Tool” appears above the graphics
property tree. Any properties you set now will become your default drawing
tool properties.
When you select a graphics object from the viewer, “Selected Object” appears
above the graphics property tree. Any properties you set now will apply only
to the selected graphics object(s).

Navigating the Graphics Property Tree
When you select a drawing tool or graphics object, the graphics property tree
displays its properties. When you select a property button from the tree, it
displays the corresponding property editor. The property tree lets you specify
properties, such as the size, shape, and transparency of a brush. When you
create text, the property tree lets you specify the format and style of a text
body.
To expand or collapse the graphics property tree:

t

Click the plus (+) sign next to a property button to expand it.
The subproperties are listed below the expanded properties, and the plus
sign changes to a minus sign.

t

Click the minus (-) sign next to a property button to collapse it.
The contents of the collapsed property tree are no longer visible in the
tree, and the minus sign changes to a plus sign.

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Graphics Combo View

Using the Pop-up Menu
Pop-up menus let you quickly load and use different presets by clicking a
property button in the graphics property tree.
To use the pop-up menu:

1. From the property tree, click a property button.
2. From the menu, select a preset.
The preset you selected is applied to a selected object or becomes the new
default property.

Paint Menu
The paint pop-up menus let you quickly load and use different presets and
effects by right-clicking a property button in the graphics property tree.
To access the paint menus:

1. From the graphics property tree, right-click a property button.

Brush pop-up menu

2. From the menu, select a preset or effect.
The preset you selected is applied to a selected object or becomes the new
default property.

Graphics Combo View
The Graphics combo view is a floating view that you can access from many
locations in Avid DS Nitris to perform painting and titling tasks. Like the
Graphics layout, you can create graphics objects, such as text and vector-based
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strokes, and apply colors, textures, and effects to them. Once created, you can
edit and animate objects and their properties. You can also touch-up clips
using the graphics tools.

To access the Graphics combo view:

Hold down the Ctrl key and do one of the following:
t

In the taskbar, click the Graphics button.

t

In the Layers view, click the Gfx button.

t

On the timeline, double-click the Graphics effect bar.

t

In an Effects Tree, double-click the Graphics node.
Graphics property tree

Property
editor
Tools toolbar

Navigation
buttons
Graphics Object View
(GOV)

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Graphics Object View (GOV)

Graphics Object View (GOV)
The Graphics Object View (GOV) displays graphics objects and their time
spans in the current graphics session. This lets you clearly see the timing
relationships between all the objects in a graphics session and gives you the
ability to manipulate them in the GOV.
A graphics session is the time span over which graphics objects appear. You
can create a graphics session by applying the Graphics effect to a clip or track,
or by applying graphics on a layer inside a composite container clip. Once
created, you can select, delete, move, and trim (in time) graphics objects.

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When you create a stroke in the viewer:

n

•

A yellow graphics bar, representing the stroke, appears at the bottom of
the view. The length of the bar indicates the duration or time span of the
object. As you create more objects, they are placed on top of each other,
starting from the bottom. That means the last object you created is the top
one in the GOV. In the viewer, the last created object is placed in front of
all other objects.

•

Each graphics object is given a default name that corresponds with the
drawing tool you used to create it. For example, if you used the Rectangle
tool to draw on the viewer, the corresponding graphics bar in the GOV
will be named “Rectangle0”. As you create more rectangles, the number
beside the name increments. You can also rename any graphics objects
you create.

By default, the GOV is part of the Graphics Combo view and Graphics layout.
If you close the GOV and want to reopen it, you can access it from the View
menu.
To access the Graphics Object View:

t

Select View > Views > Graphics Object View.
The Graphics Object View and the current graphics session are displayed.

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Graphics Object View (GOV)

Dark gray area represents length of
current graphics session

To go to the next or previous edited frame:

t

Click the << Edited Frame or >> Edited Frame button.

To go to the start or end of the graphics session:

t

Click the Go to Start or Go to End button.

Changing the Time Scale
The ruler in the GOV displays the time scale for your graphics session or the
timeline on which it resides. This lets you know where your graphics objects
are located in relation to the current graphics session and the timeline.
To change the time scale:

n

t

Right-click the ruler at the bottom of the GOV and select one of the
following:

t

Show as Local Time to display the graphics session time.

t

Show as Parent Time to display the time of the timeline that contains the
current graphics session.

Unlike the ruler on the timeline, this command doesn’t show the time of the top
timeline.

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Viewing Graphics Objects
At times, there may be so many objects in your graphics session that you can’t
see them all in the GOV. When this happens, you can interactively pan the
GOV to focus on specific areas or objects in your graphics session. By
zooming the GOV interactively, you can control the amount of detail that’s
displayed.
Groups of objects are indicated by a plus (+) sign when the group is not
expanded and a minus (-) sign when it is. Also, the graphics bar is also
highlighted in a darker yellow than ungrouped objects.

Expand/collapse group

n

Tip: To frame objects in the GOV, right-click the ruler at the bottom of the
GOV and select Show Objects on Current Frame. This lets you see the objects
on the current frame without having to pan the GOV.
To zoom the GOV:

t

Hold down the Z or F2 key, and drag left or right on the GOV.

To pan the GOV:

t

Hold down the X or F3 key, and drag left or right on the GOV.

To reset zoom or pan:

t

Press Z and click the GOV to reset zoom.

t

Press X and click the GOV to reset pan.

t

Press Z+X and click the GOV to reset zoom and pan.
The GOV is reset to display the current graphics session.

To expand or collapse groups of objects:

t

2062

Click the plus (+) or minus (-) sign next to a graphics bar in the GOV.

Graphics Object View (GOV)

n

When a group is expanded, you can select/hide/lock the objects inside the
group.

Manipulating Graphics Objects
In the Graphics Object View (GOV), you can select, trim, move, rename,
delete, lock, and hide any of your graphics objects.
Selecting Graphics Objects
If there are many objects in your graphics session, you may find it easier to
select objects from the GOV than from the viewer.

n

You can also select graphics objects by using the keyboard shortcuts.
To select a graphics object:

t

In the GOV, click a graphics bar.
In the viewer, a yellow bounding box surrounds the selected graphics
object and you are now in Select mode. The graphics property tree
displays the properties of the selected object.

To multi-select graphics objects, do one of the following:

t

Hold down the Shift key and click all the graphics bars in the GOV
representing the graphics objects you want to select.

t

Press Alt and click the graphics bars in the GOV.

t

Press Alt and drag to select multiple graphics objects.

t

Press Alt and drag to deselect all objects and select only the objects that
intersect the rectangle selection.

t

Press Alt+Shift and drag to add objects that intersect the rectangle
selection to the current selection.

t

Press Alt+Ctrl and drag to inverse the selection.

To hide the bounding box when selecting graphics objects:

t

Press Ctrl+H or select the Hide Bounding Box command from the
Graphics menu to enter a mode where the bounding box is hidden, but the
object is still selected.

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Trimming Graphics Objects
Trimming a graphics object is a simple matter in the GOV—just drag the
beginning or end of a graphics bar.
To trim a graphics object:

t

In the GOV, position your pointer at the beginning or end of a graphics bar
and drag it right or left.
The graphics object is trimmed in time.

Trim the graphics bar by dragging

n

Tip: To crop function curves when trimming an object that contains animation,
press C. To scale function curves when trimming an object, press V. Otherwise,
the object’s function curves are cropped or scaled according to the setting in
the Time Span property editor of the selected object.

Moving Graphics Objects
You can experiment with the placement of graphics objects within a graphics
session by moving them in the GOV.
To move a graphics object:

t

In the GOV, drag a graphics bar (by the middle) to a new timecode.
To move a graphics bar between frames, hold down the 1 (one) key as you
drag the graphics bar.

Middle of graphics bar

n
2064

If you drag the beginning or end of a graphics bar, you will trim the graphics
object instead of moving it.

Graphics Object View (GOV)

Hiding Graphics Objects
When you’re working with overlapping graphics objects that clutter the
viewer, you can hide some of the graphics objects on which you don’t want to
work. This makes objects temporarily invisible and may improve performance
when working on large or complex projects.
Once an object is hidden, you cannot select or modify it in any way, except for
trimming. Hidden objects remain hidden when sequences are closed and
reopened.
When a graphics object is hidden, its bar in the GOV changes to a light blue
color and the object remains visible if the wireframe mode is on.

n
n

Tip: To see a wireframe outline of hidden objects, position the pointer over the
graphics bars in the GOV and the shape of the hidden objects will be
displayed in wireframe in the viewer.
You can also hide/show graphics objects by right-clicking its corresponding
bar in the GOV and selecting an option from the menu.
To hide graphics objects:

Select the graphics objects that you want to hide and do one of the following:
t

Select Objects > Hide.

t

Right-click the graphics object in the GOV and select Hide.
Hidden objects are represented by a light blue bar in the GOV and are
automatically deselected.

To show graphics objects, do one of the following:

t

To show all graphics objects on the current frame, select Objects > Show
All - Frame.

t

To show all graphics objects in the current graphics session, select
Objects > Show All - Session.
All hidden graphics objects are shown and selected. Any previously
selected objects are deselected.

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Renaming Graphics Objects
By renaming the graphics objects you create, it will be much easier to locate
specific objects in the GOV.
To rename a graphics object:

1. In the GOV, click the name beside a graphics bar.
The name is highlighted in blue.
2. Type in a new name and press Enter.
Deleting Graphics Objects
When you delete a graphics object from the GOV, it is deleted over its entire
duration. For example, if an object is 10 frames long, it is deleted over all
10 frames.
To delete a graphics object:

t

From the GOV, select a graphics object, and press Delete.

Graphics Bar Menu
The Graphics Bar menu lets you lock or hide graphics objects. Once you lock
or hide an object, you cannot select or modify it in any way. Locked and/or
hidden objects remain locked/hidden when a sequence is closed and reopened.
To access the Graphics Bar menu:

t

2066

In the Graphics Object View, right-click a graphics bar.

Command

Description

Lock

Locks the graphics objects on which you don’t want to
work. Once an object is locked, you can’t select or modify
it in any way. Locked objects are represented by a light
gray bar in the Graphics Object View (GOV).

Hide

Hides the graphics objects on which you don’t want to
work. Once an object is hidden, you can’t select or modify
it in any way, except for trimming. Hidden objects are
represented by a light purple bar in the GOV.

Graphics Object View (GOV)

Graphics Object View Menu
The Graphics Object View pop-up menu lets you display the time scale of
your graphics session or the timeline on which it resides.
To access the Graphics Object View menu:

t

In the Graphics Object View, right-click the ruler.

Command

Description

Show as Local Time

Displays the graphics session time

Show as Parent Time

Displays the time of the timeline that contains the current
graphics session

Show Objects on Current Displays all graphics objects existing on the current frame
Frame
shown in the timecode box

Save Raster Paint Log Menu
The Save Raster Paint Log pop-up menu lets you assign a name to the raster
cache file. It provides you with information about the rastered frames, so that
you can locate them more easily in the cache. If you do not assign a name, a
default name is assigned to the raster cache files based on the sequence name.

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To access the Save Raster Paint Log menu:

t

In the GOV, right-click the white boxes above the timeline.
Right-click on the
GOV timeline

n

Tip: To see the file name of a rastered frame, place the pointer over a rastered
frame’s white box and a tooltip appears indicating the file name.

Graphics Toolbars
There are three toolbars, General, General 2, and Tools, that appear in the
Graphics layout.

General (graphics) Toolbar

2068

Tool

Description

Select

Selects and moves objects

Select All

Selects all objects in the viewer

Deselect All - Frame

Deselects all selected objects in the current frame

Deselect All - Session

Deselects all selected objects in the current graphics
session

Scale

Selects, moves, and scales objects

Rotate

Selects, moves, and rotates objects

Skew

Selects, moves, and skews objects

Cut

Cuts a selected object

Copy

Copies a selected object

Paste

Pastes an object

Duplicate

Duplicates an object and its time span

Delete

Deletes a selected object

Graphics Toolbars

Tool

Description

Delete All - Frame

Deletes all objects intersecting with the current frame

Delete All - Session

Deletes all objects from the current graphics session

Group
Group

Groups the selected objects

Ungroup

Ungroups the selected groups

Regroup

Regroups the selected ungrouped objects

Ungroup - Keep
Properties

Ungroups the selected groups. Objects retain the
transformation set while part of the group.

Group All - Session

Groups all objects in the current graphics session

Cut from Group

Cuts selected object from a group and places it on the
Clipboard

Paste to Group

Pastes object that is on the Clipboard to a selected group

Order
Bring to Front

Brings a selected object to the front of all other objects

Raise

Raises a selected object by one level

Lower

Lowers a selected object by one level

Send to Back

Sends a selected object to the back of all other objects

Align
Absolute Align
Horizontal Center

Aligns the horizontal center of selected graphics objects
to the horizontal center of the safe action/title area.

Absolute Align
Vertical Center

Aligns the vertical center of selected graphics objects to
the vertical center of the safe action/title area.

Absolute Align Top

Aligns the topmost edge of the bounding box of selected
graphics objects to the topmost edge of the safe
title/action area.

Absolute Align
Bottom

Aligns the bottommost edge of the bounding box of
selected graphics objects to the bottommost edge of the
safe action/title area.

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Tool

Absolute Align Left

Description

Aligns the leftmost edge of the bounding box of selected
graphics objects to the leftmost edge of the safe
action/title area.

Absolute Align Right Aligns the rightmost edge of the bounding box of selected
graphics objects to the rightmost edge of the safe
action/title area.
Relative Align
Horizontal Center

Aligns all selected graphics objects relative to the
horizontal center of the collective bounding box of all the
selected objects

Relative Align
Vertical Center

Aligns all selected graphics objects relative to the vertical
center of the collective bounding boxes of all the selected
objects

Relative Align Top

Aligns all selected graphics objects relative to the
topmost edge of the bounding box of the topmostselected graphics object

Relative Align
Bottom

Aligns all selected graphics objects relative to the
bottommost edge of the bounding box of the bottommostselected graphics object

Relative Align Left

Aligns all selected graphics objects relative to the
leftmost edge of the bounding box of the leftmostselected graphics object

Relative Align Right

Aligns all selected graphics objects relative to the
rightmost edge of the bounding box of the rightmost
selected graphics object

Edit Shape

Edits the shape of strokes

Reshaper

Reshapes existing strokes with a freehand approach

Copy/Paste Shape

2070

Copy Shape

Copies the shape of the selected stroke at the current time
to the Clipboard

Paste in Place

Pastes the shape from the Clipboard onto the selected
stroke at the current time. The pasted shape is translated
over the stroke’s shape.

Graphics Toolbars

Tool

Paste at Origin

Description

Pastes the shape from the Clipboard onto the selected
stroke at the current time. The pasted shape keeps its
fixed position.

Text

Creates titles

Edit Text

Edits the contents of text bodies

Tracker

Opens the Paint Tracker property page

Import
Import Image

Imports an image of any size without having to capture it

Import Clip

Imports a clip of any size without having to capture it

Import EPS

Imports an EPS file (shape and color information only)

Import HTML

Imports an HTML text file

Stroke Preset

Applies a stroke preset

Text Preset

Applies a text preset

Group Preset

Applies a group preset

Graphics Properties

Opens the Graphics property editor

Refresh

Processes objects in the viewer at the current frame

General 2 Toolbar
Tool

Description

Combine Strokes

Combines all selected strokes into one
compound stroke

Separate Strokes

Lets you separate a selected compound
stroke into individual strokes

Handwriting

Opens the Handwriting property editor
and allows you to create an animated,
scrolling handwritten effect
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Tool

Description

Type On

Opens the Type-On property editor and
allows you to create an animated,
scrolling typed effect

Text to Strokes

Converts each individual text character
into individual strokes

Make Brush

Lets you create a custom brush using a
closed stroke

Morph Start

Begins a morph session

Morph Add

Adds a stroke to be morphed into the
current morph session

Morph End

Ends the current morph session

Burn Frame

Places the frame in a cache and deletes
the original graphics object

n
Delete Burned

Once a frame is burned, you
cannot undo it.

Deletes the current burned frame

Tools Toolbar
Button

2072

Tool

Description

Select

Selects and moves objects

Freehand

Draws in freehand

Polyline

Draws polylines

Ellipse

Draws ellipses

Rectangle

Draws rectangles

Edit Shape

Edits the shape of strokes

Reshaper

Reshapes existing strokes with a freehand
approach

Text

Creates titles

Graphics Toolbars

Button

Tool

Description

Edit Text

Edits the contents of text bodies

Rotate

Selects, moves, and rotates objects

Scale

Selects, moves, and scales objects

Skew

Selects, moves, and skews objects

Duplicate

Duplicates an object and its time span

Magic Wand

Selects an area based on color values and
creates a stroke

Tracker

Opens the Paint Tracker property page

Reset to Scratch
Removal

Resets the scratch removal (clone) properties
to their default values

Reset All

Resets all paint and titling properties to their
default values

Graphics Properties

Opens the Graphics property editor

Lock

Locks selected objects

Unlock All - Frame

Unlocks all locked objects on the current
frame

Hide

Hides selected objects

Show All - Frame

Shows all hidden objects on the current frame

Hide Bounding Box

Hide the bounding box of the selected
object(s)

Refresh

Processes objects in the viewer at the current
frame

Wireframe

Views objects in wireframe mode

Wireframe Preview

Shows a wireframe preview of graphics
objects

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Bas Relief Brush
The Bas Relief Brush property page lets you create puffy metallic-looking 3D
text and brush strokes. The effect appears as if the image has been carved in
low relief and lit to show the surface modulations.

Option

Description

Smoothness

Increases or decreases smoothness of image

Detail

Adjusts level of detail in image

Light Direction

Lets you select position from which to illuminate image.
Different light positions enhance different areas of the
image.

Brush Color Method

Lets you determine color of brush strokes

Underlying Image

Uses the color from the image being painted

Selected Color

Uses the color selected from the color swatch

Color swatch

n

Displays selected or default color. Click the swatch to
select a color or double-click to display the Mini Color
Editor.

This effect is designed for use on text. As an ordinary brush effect in paint, the
result may be a solid black color in flat areas of the brush.
You can create metallic-looking 3D text. After typing the text, deselect the text,
then select the individual characters with the Magic Wand tool, and apply the
Bas Relief effect.

Brush
The Brush property page lets you customize the shape, size, angle, and other
qualities of a brush stroke.

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Chrome Brush

Option

Description

Ellipse

Creates circular or elliptical brush

Rectangle

Creates square or rectangular brush

Custom

Creates brush with custom shape

Import EPS

Imports .eps file (shape information only)

Interactive Update

Allows you to immediately see any changes to selected
strokes in the viewer

Opacity

Controls transparency of brush stroke. Values: 0
(transparent) to 100 (opaque).

n
X and Y

If you’re using a stylus and tablet, you can select
the Opacity option from the Paint Style property
page. When you apply pressure to the stylus, it will
affect the stroke’s opacity.

Sets width (X) and height (Y) of brush. You can set the
width to any pixel size between 1 and 800.

n

If you’re using a stylus and tablet, you can select
the Size option from the Paint Style property page.
When you apply pressure to the stylus, it will affect
the stroke’s size.

Lock Aspect Ratio

Links width and height of brush, so that if you change one
dimension, the other varies proportionally

Sampling Ratio

Sets sampling ratio that determines distance between each
brush stamp. When you draw a stroke, it is made up of a
series of stamps in the shape of the brush.

Angle

Controls angle of brush shape. Unless the brush is a circle,
changing the angle of the brush changes the appearance of
the brush stroke.

Chrome Brush
The Chrome Brush effect lets you create a highly-polished, smooth and shiny
brush stroke.

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Option

Description

Smoothness

Increases or decreases smoothness of image

Shininess

Controls shininess of highlights. Higher values produce
sharper highlights and lower values produce smoother
highlights.

Brush Color Method

Lets you determine color of brush strokes

Underlying Image

Uses color from image being painted

Selected Color

Uses color selected from color swatch

Color swatch

Displays selected or default color. Click the color swatch
to select a color or double-click to display Mini Color
Editor.

n

This effect is designed for use on text. As an ordinary brush effect in paint, the
result may be a solid black in flat areas of the brush.

n

To vary the effect, increase the brightness and contrast after applying the
Chrome Brush effect.

Clip Holder
The Clip Holder property page lets you use a clip of any size or resolution
(including its alpha information) in your graphics session, as well as clips that
were created in other applications.
After importing a clip, you can treat it as a graphics object, which means you
can edit any of its properties, as well as animate and transform it.
The Clip Holder property page lets you select the shape and duration of the
imported clip, set the transformation quality, and provide clip information.

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Option

Description

Import

Lets you import a clip and specify whether the imported
clip will take the frame size of the clip and/or the duration

Clip Holder

Option

Description

Import Clip

Imports clip/sequence of any size or resolution

Fit to Clip Size

When importing a clip, automatically changes the shape of
the stroke to fit the frame size of the clip

Fit to Clip Duration

When importing a clip, automatically changes the duration
of the stroke to fit the duration of the clip

Fit to Clip Size

After a clip is imported, changes the shape of the stroke to
fit the frame size of the clip

Fit to Clip Duration

After a clip is imported, changes the duration of the stroke
to fit the duration of the clip

Transformation Quality

Controls image quality of a transformed Clip Holder
stroke. When you scale, skew, or rotate a Clip Holder
stroke, its quality can deteriorate—small jagged lines can
appear on the oblique edges or sometimes within the
image.

Unfiltered

Applies no filter to clip. This is the fastest mode.

Bilinear

Applies fast, medium quality filter. This is the default
setting.

n
Filtered

Applies strong filter to clip. Useful when transforming
hard edges and when the transformed clip (either scaled or
rotated) is smaller than the original clip. This is the
slowest mode.

n
Bicubic

Tip: For better transformation quality, use this
setting when you scale down a Clip Holder stroke.

Produces sharper image than Bilinear option when the
transformed clip is larger than the original clip.

n
Filtering Level

Tip: For better transformation quality, use this
setting when you animate the translation of a Clip
Holder stroke.

Tip: For better transformation quality, use this
setting when you scale up a Clip Holder stroke.

Determines strength of filter when in Filtered mode.
Higher settings result in a stronger filter and longer
processing time.

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Option

Description

Clip Info

The clip’s name, duration in frames, and frame size in
pixels

Use Alpha as Mask

Lets you use original alpha channel of imported clip as a
mask

Clone
The Clone effect lets you remove scratches from images by cloning parts of
the same image or parts of other images.

Option

Description

Source Point

Lets you define the source point (or sample), that is, the
location from which the image is duplicated, as you paint.

Type
Relative

Defines a source point located at a specific distance from
the pointer. The sample will follow the position of the
pointer, but at a specified offset.

Absolute

Defines a source point located at an absolute position in
the frame. The sample will always be taken from the same
position.

In Place

Defines a source point located underneath the pointer

X

Specifies distance, on X axis, of source point used in
Relative Source Point. Specifies position, on X axis, of
source point used in Absolute Source Point. This
parameter can be animated.

Y

Specifies distance, on Y axis, of source point used in
Relative Source Point. Specifies position, on Y axis, of
source point used in Absolute Source Point. This
parameter can be animated.

Pick

Defines distance or position values using the viewer

Source Frame

2078

Defines the type of source point

Lets you define the source frame from which you will
clone

Color Blend

Option

Description

Type

Defines the type of the source frame

Relative

Defines a source frame located at a relative offset from the
current frame

Absolute

Defines a source frame located at an absolute frame
number (in graphics local time)

In Place

Defines a source frame as being the current frame

Frame

Specifies frame offset used in relative source frame.
Specifies frame number used in absolute source frame.

Make Source

Lets you create an absolute source frame in another frame

Go To

Takes you to the absolute source frame

Amount

Specifies amount of the source to be cloned. A high value
creates an opaque clone and a low value creates a
transparent clone.

Color Blend
The Color Blend effect lets you pick a color from the default palette or the
color wheel, use the color picker to select a color from an existing image in the
viewer, or use other color palettes that are available in the Palettes folder.
If a color is not displayed on the color palette, you can create it by adjusting
the RGB values of another color to obtain the exact color you want. You can
also create your own color palettes and save them for use on other projects.

Blending Property Page
The Blending property page lets you define the way color is applied to a
graphics object. You can select a stroke or title, and adjust the color type, tint
effect, or opacity.

Option

Description

Type

Defines type and level of opacity of color or tint

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Option

Description

Color Blend

Applies a color blend to strokes, fills, or titles by
modifying the RGB component of the pixel

Blending Modes

Lets you select an operation to perform on the graphics
object and the background.

n
Matte-based operations

n

The following matte-based operations are the only
operations in which the alpha channels of the stroke and
the background play a role in the computation of the color
channels (RGB or YCbCr). These operations perform a
premultiplication of the Alpha with the RGB channels if
required.

The operations that do not clamp the input or output pixel values to the legal
color gamut can be applied to images that have blacker than black or whiter
than white values, and produce images that have blacker than black or whiter
than white values. Also note that values outside the legal color ranges can be
present in16-bit and float images.

Normal

Performs a normal color blend operation

Over

Places the foreground over the background according to
the foreground’s alpha

In

Places the foreground image inside the alpha of the
background image

Out

Places the foreground image outside the alpha of the
background image

Atop

Places the foreground image inside the alpha of the
background image and the background image outside the
foreground alpha

Xor

Places the foreground image outside the alpha of the
background image and the background image outside the
alpha of the foreground image

Blending operations

2080

Graphics objects are treated as the foreground
image in the Graphics layout.

The following blending operations are applied
independently to each channel. The color channels are not
affected by the alpha. Unless otherwise noted, the input
and output of the following operations are not clamped to
the valid color ranges.

Color Blend

Option

n

Description

In 16 bit and float, unlcamped operations can be used to create more complex
mathematical expressions.

Add

Adds the foreground to the background. This may
sometimes cause the image to appear overexposed.

Add No Clipping
(Screen)

Adds the foreground and the background in such a way
that legal pixel values will not cause the image to look
overexposed.

Exclusion

Subtracts RGB values of the background image from the
foreground. For values between black and white, the result
has a more gentle, even contrast than you would get with
the difference operation.

Dark Add

Adds the foreground to the background and then reduces
all the pixel values. The result may look underexposed.

Negative Sum

This mode is similar to Difference for dark and light pixel
values, but produces a lighter image for values in between

Difference

Takes the absolute difference between the foreground and
background image

Subtract

Subtracts the background from the foreground

Multiply

Multiplies the foreground with the background. For legal
color values, the result is a darker image.

Divide

Divides the foreground by the background. For legal color
values, the result is a brighter image, which may look
overexposed.

Linear Interpolation

Interpolates between the foreground and the background
by taking the average of the two images

Smooth Interpolation Interpolates between the foreground and the background
using a smooth curve. The result slightly favors the darkest
and lightest pixels in the image. The result is similar to
Linear Interpolation but with more contrast.

n
Steep Interpolation

The input and output images are clamped.

This mode is a linear interpolation that has been stretched
below black and above white values. Only medium pixel
values will stay within the valid color range.

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Option

Description

Non-Linear Blending
Operations

The following are non-linear functions of the foreground
and the background. These operations have the input and
output values clamped.

Overlay

Based on the brightness of the background pixels, this
operation is a combination of Add No Clipping and a
Multiply. The result image is darker than Add No
Clipping, but brighter than a multiply. The contrast
(highlight/shadows) of the background is preserved and
the image takes the color and pattern of the foreground.
This is useful when adding film grain to a shot.

Hard Light

The inverse of Overlay, this operation is based on the
brightness of the foreground pixel and combines Add No
Clipping and Multiply. The result looks like the bright
regions of Add No Clipping and the dark regions of
Multiply. The blend shows the lightness or darkness of the
original color, providing an effect that is similar to shining
a harsh light on the image.

Soft Light

A gentle blend lightening or darkening the background
according to the foreground. The effect as a whole tends to
brighten images, much like a soft light being shone on an
image.

Color Dodge

Brightens the background by dividing by the inverse of the
foreground. Dark pixels in the foreground will leave the
background almost unchanged. Bright pixels in the
foreground will significantly brighten background.

Color Burn

Darkens the background by the darkness of the
background. Dark pixels in the foreground will darken the
background. Bright pixels in the foreground will leave
background almost unchanged.

Dodge Inverted Burn This is a softer version of Color dodge. When foreground
and background pixels are bright, a darkened version of
Color Dodge is used. When foreground and background
are dark, a brightened version of Color Burn is used.

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Color Blend

Option

Description

Burn Inverted Dodge This mode is the reverse of Dodge Inverted Burn and
produces a result that is lighter than Color Burn. When
foreground and background pixels are bright, a darkened
inverse of Color Dodge is used. When foreground and
background pixels are dark, a lightened inverse of Color
Burn is used.
Dark Dodge

This operation is similar to Color Dodge, but produces a
darker, more evenly lit image. The background pixels
show through more clearly and are not brightened as
significantly by the foreground.

Bright Burn

This operation is similar to Color Burn, but produces a
brighter, more evenly lit image. The background pixels
show through more clearly and are not darkened as
significantly by the foreground.

Comparison operations

The following operations use a comparison between the
foreground and background channels. The input and
output for these operations are not clamped to legal values.

Lighter

Takes the higher pixel value between the foreground and
the background for each the RGBA channels

Darker

Takes the lower pixel value between the foreground and
the background for each of the RGBA channels

Non-additive Mix

Takes the pixel from the foreground or background based
on which has the higher luminance value

Inverted Non-additive Takes the pixel from the foreground or background based
Mix
on which has the lower luminance value
Color routing operations

The following operations route certain color channels
form one of the two inputs. This is not a channel switching
type of operation. The input and output for these
operations are not clamped to legal values. These
operations cannot be used on the alpha channel. By
default, the alpha operation is set to Over.

Lightness

Combines the luminance values of the foreground image
to the saturation and hue of the background.

Color

Combines the saturation and hue values of the foreground
image to the luminance of the background.

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Option

Description

Luma

Combines the luma channel (Y) of the foreground with the
chroma channels (CbCr) of the background

Chroma

Combines the chroma channels (CbCr) of the foreground
with the luma channel (Y) of the background.

Tint

Applies tint effect to strokes, fills, or titles by modifying
the hue and/or luminance and/or saturation of the pixels

Hue

Affects tint hue

Luminance

Affects tint luminance

Saturation

Affects tint saturation

Opacity

Controls transparency. Values: 0 (completely transparent)
to 100 (completely opaque).

Cutout
The Cutout effect lets you attach or detach an image to a cutout. It also
contains settings for applying filters to improve the quality of a transformed
image, and determine whether the image’s alpha channel is used or not.

Option

Description

Transform Image

Attaches cutout to image from which it was created. When
you move the cutout, its image follows the cutout.
Deselect this option to detach the cutout from its image.
When you move the cutout, the underlying image remains
in place.

Transformation Quality

2084

Controls image quality of a transformed cutout. When you
scale, skew, or rotate a cutout, its quality can
deteriorate—small jagged lines can appear on oblique
edges of objects or sometimes within the image.

Unfiltered

Applies no filter to image. This is the fastest mode.

Bilinear

Applies fast, medium quality filter. This is the default
setting.

Dodge and Burn

Option

Description

Filtered

Applies strong filter to image. Useful when transforming
hard edges and when the transformed image (either scaled
or rotated) is smaller than the original image. This is the
slowest mode.

Level

Determines strength of filter using Filtered mode. Higher
settings result in a stronger filter and longer processing
time.

Use Alpha

Lets you use alpha channel of image. By default, this
option is off.

Dodge and Burn
The Dodge and Burn effect lets you lighten or darken areas of an image by
controlling the exposure on specific areas. Exposure is decreased to lighten an
area on the image (dodging) or the exposure is increased to darken areas of an
image (burning).

Main Property Page
The Main property page lets you select the type of effect to apply, as well as
the luminance range to target.

Option

Description

Effect

Lets you select type of effect to be applied

Dodge

Increases luminosity of areas of image

Burn

Decreases luminosity of image. This has the inverse
effect of the dodging effect.

Saturate

Increases weight of colors of image

Desaturate

Decreases weight of colors, yielding a black and white
image. This has the inverse effect of the Saturate effect.

Target

Specifies colors from original image on which to apply
the effect

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Option

Shadows

Description

Lets you select shadow luminance range. When selected,
you can adjust the color balance of shadow areas.

Midtones

Lets you select midtones luminance range. When
selected, you can adjust the color balance of midtone
areas.

Highlights

Lets you select highlight luminance range. When
selected, you can adjust the color balance of highlight
areas.

Amount

Adjusts the intensity of the effect. Values: 0 to 100. An
amount of 0 signifies that the effect is simply not applied.

Range Property Page
The Range property page displays function curves that represent the
luminance values of shadows, midtones, and highlights. The function curves
are represented by the following colors in the function curve graph:
gray=shadows, green=midtones, white=highlights. You can adjust the curves
to specify how strong the effect will be applied on a pixel depending on its
original luminance value. The X axis of the grid represents the original
luminance value of the pixel and the Y axis represents how much the effect
will be applied on that pixel if its luminosity corresponds to the X value.
To see the function curve more clearly, you can turn each curve on or off on
the curve editor. Turning off a curve on the curve page will not affect the result
of the effect. However, pressing the reset button will restore default values for
all three curves. Note that the curves are disabled when the current effect is a
saturation or a desaturation effect.

2086

Option

Description

Shadows

Lets you select shadow luminance range. When selected,
you can adjust the color balance of shadow areas. The
function curve for shadows is gray.

Edit Shape

Option

Description

Midtones

Lets you select midtones luminance range. When selected,
you can adjust the color balance of midtone areas. The
function curve for midtones is green.

Highlights

Lets you select highlight luminance range. When selected,
you can adjust the color balance of highlight areas. The
function curve for highlights is white.

Reset

Resets the parameters of the selected option

Edit Shape
The Edit Shape property editor lets you control the shape of an object’s
geometry.

General Property Page
The General property page lets you control the shape of an object’s geometry.
It also allows you to manually set and remove keyframes on strokes, and
navigate from one keyframe to the next. The property page indicates whether
keyframes have been set.
To edit the control points of an object, click the Select button on the General
Toolbar. In the viewer, select an object and press Enter to activate the Edit
Shape mode.

Option

Description

Path

Determines whether stroke is open or closed, and the
number of control points along its length

Open

Opens path of a closed stroke. The last control point of the
stroke is disconnected from the first. You can open any
stroke drawn with the Freehand (when its Close option is
selected), Ellipse, Rectangle, or Polyline tools.

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Option

Closed

Closes path of an open stroke. By default, the Freehand
and Polyline tools create open strokes. You can reset the
Freehand default to a closed stroke by selecting the Close
option in the Freehand property page. To close a polyline
stroke, press the Ctrl key and click.

Reverse Direction

Reverses path direction of a stroke. The start point of a
stroke becomes the end point and vice versa.

Curve Fitting

Lets you redraw curve using fewer control points and
specify the number of these control points

Fit Curve

Samples all control points of original curve and redraws it
with fewer control points. The redrawn curve’s likeness to
the original depends on the Tolerance level.

Tolerance

Controls number of control points the redrawn curve
maintains from the original curve. A high level removes
many points from the curve, which results in less
similarity to the original curve. A low level removes few
control points, which maintains a closer likeness to the
original curve.

Animation

2088

Description

Lets you set and delete keyframes, and navigate between
them

First

Moves position indicator to first keyframe

Prev

Moves position indicator to previous keyframe

Set Key

Sets keyframe at current position indicator. When a
keyframe is set for the current frame, a “K” is displayed
above this option. When animation has been set for the
stroke, but a keyframe does not exist on the current frame,
an “A” is displayed.

Next

Moves position indicator to next keyframe

Last

Moves position indicator to last keyframe

Del Current

Deletes keyframe at current frame

Del All

Deletes all keyframes for entire length of stroke. You can
modify the stroke length in the Time Span property editor.

Del From Start

Deletes all keys from beginning of stroke to current frame,
excluding the current frame

Edit Shape

Option

Description

Del To End

Deletes all keys from the current frame to the end of the
stroke, excluding the current frame

Copy Shape

Copies shape of currently selected stroke to Clipboard

Paste In Place

Pastes shape currently saved to Clipboard on currently
selected stroke. The pasted shape will be translated over
the stroke’s shape.

Paste At Origin

Pastes shape currently saved to the Clipboard on currently
selected stroke. The pasted shape will keep its fixed
position.

Tracker Property Page
The Tracker property page lets you track a moving object in a sequence, and
apply the transformation to the control point of a stroke.
Paint tracking can be used to track graphics objects, such as replacing a color
in a moving object, or tracking an imperfection and applying a blur or clone
effect.
When using the paint tracker, you must define the region that will undergo
tracking using a drawing tool. The paint tracker will track for the duration of
the stroke.

Option

Description

Show

Displays the tracks of selected control points

Hide

Hides all trackers

Hide Selected

Hides selected trackers

Delete Selected

Deletes selected trackers

Delete All

Deletes all trackers

< (track backward)

Lets you track backwards from current frame. Useful
when accuracy degrades over a number of frames. You can
stop the tracker, reselect the tracking point, and then track
backwards to correct the inaccurate track time span.

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Option

Description

> (track forward)

Starts forward tracking

Fast Tracking

Increases tracking speed. This option may produce lower
quality results, but is much faster.

Update View

Turns Update View on or off. When selected, the viewer
updates during tracking. Deselect this option for faster
processing.

Magnification

Sets magnification factor to help you position the trackers

Color Space

Lets you choose color space in which tracking will be
performed: luma, RGB, R, G, or B

Tracker ID

A number is assigned, in sequence, to all the trackers that
represent control points on the graphics object being
tracked

Confidence

The tracker always looks for the highest level of similarity
between the target area and the search area. The default
value of 70 may cause the tracker to stop tracking, unless
it finds at least 70% similarity between its target area and
the search region.
If the tracker cannot find a match based on your
confidence criteria, the tracking will stop.

Minimum

Specifies minimum percentage of similarity the tracker
will look for between the pixel pattern in its target area
and the search area before it creates a motion path between
frames.
You can turn off this option by specifying a value of 0.

n
Current
Target

2090

A low or nonexistent confidence value may cause
the tracker to “lose” its way by tracking a region
whose pixel pattern resembles that of the actual
object.

Shows default or confidence level currently used by
tracker
Lets you change original target position

Edit Text

Option

Description

Set

If tracker is moved to new position during tracking, a
timecode is set to indicate the last position of the tracker.
By default the timecode is set to the start frame on which
the tracking started.

Always Update

Makes trackers compare the pixel pattern of the current
frame to that of the previous frame, rather than the first
frame at the tracking start point.
Use this option when the target area changes in
appearance as the clip is played. This can cause
cumulative tracking errors.

Show Gfx

When selected, shows the graphics object

Hide Gfx

When selected, hides the graphics object and shows it in
wireframe mode. Useful if graphics object is obtrusive and
making the positioning of the trackers difficult.

Edit Text
The Edit Text Tool and Insert Text Tool property pages let you load and save
Text Tool presets. By modifying the Text tool properties, you can create
customized text tools. Once saved, you can quickly retrieve each customized
text tool for future use by clicking the Load Preset button in the property
editor.
These property pages do not contain any specific parameters for you to set.

Ellipse
The Ellipse Tool property page lets you load and save Ellipse tool presets. By
modifying the Ellipse tool properties (Paint Style, Brush, Fx, Masks, and Time
Span), you can create customized drawing tools. Once saved, you can quickly
retrieve each customized Ellipse tool for future use by clicking the Load
button in the property editor.
This property page does not contain any specific parameters for you to set.

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Erase
The Erase effect lets you erase graphics objects (brush strokes, fills, and text
bodies). You can use Erase as a brush, fill, or titling style effect.

Option

Description

Amount

Controls amount of stroke or fill that is erased. A value of
100 completely erases the stroke or fill. Lower values
erase part of it, so that the portion remaining is partially
transparent, allowing you to see the underlying image.

Font
The Font property page lets you specify the font family, type style, and point
size of characters within a text body. All of the fonts that are present on your
operating system and in the system registry are available for use.

Option

Description

Font

Specifies font type from a list of those available on your
system

Style

Specifies font style, such as bold, italic, etc.

Size (Pts)

Specifies font size in points.

n
Antialiasing

2092

Tip: You can also enter the font name in the text
box.

Lets you set antialiasing options

Use

Turns antialiasing option on or off. Most of the time,
characters must be antialiased. But you might want to turn
off antialiasing on very small characters.

Extra Filtering

Provides subpixel control of extra filtering applied to the
antialiasing. This allows a tradeoff between image
sharpness and smoothness of the antialiasing.

Supersampling

Lets you choose the precision of the antialiasing; a value
of 8x8 provides higher precision than 4x4.

Freehand

Option

Description

Kern Pairs

Moves a character closer to the previous character in the
same word to improve the appearance of text in certain
fonts

Font Hinting

The TrueType vector fonts used in Avid DS Nitris are
scalable to any point size. Because the screen redraws the
text in pixels, certain point sizes can display artifacts, such
as blurry edges. When this option is selected, redraw
information is provided to prevent these artifacts from
appearing in the viewer and output monitor.

Filtering

Applies a 1x2 box deinterlace filter to the text. This helps
reduce the flicker perceived when the text is viewed on an
interlaced screen. The option is provided as the detail
removed by the filter can make text with small fonts
unreadable.

Subpixel Positioning

Gives soft edges to static and animated text (rolls). For
sharper edges on static text, turn this option off.

Kerning

Controls amount of horizontal space between characters.
The kerning value is expressed as a percentage of the
current font size. The kerned space appears after each
character.

Character Transform
(XY)

Lets you transform characters in X and Y. This parameter
can be animated.

Freehand
The Freehand property page lets you define the general characteristics of a
freehand stroke.

Option

Description

Path

Determines whether stroke is open or closed, and number
of control points along its length

Close

Closes path of an open stroke. By default, Freehand is an
open stroke. A straight line joins the two end points of the
stroke.

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Option

Description

Continuous
Interpolation

Creates continuous path. Freehand strokes consist of a
series of brush stamps. When this option is selected, the
area between brush stamps is interpolated and drawn by
Avid DS Nitris. To set the quality of the interpolation,
specify a value for the Sampling Ratio on the Brush
property page.

Fast Feedback

Provides a faster display of the stroke as you are drawing
it. The effect itself is not apparent as you are painting, but
appears after the stroke has been created.

Curve Fitting

Contains settings for controlling the use and number of
control points of the redrawn curve

Fit Curve

Turns Tolerance parameter on or off

Tolerance

Controls number of control points the redrawn curve
maintains from the original curve. High values remove
many points from the curve, which results in less
similarity to the original curve. Low values remove few
control points, which maintains a closer likeness to the
original curve.

Overlay Brush

Turns brush overlay on or off. Overlay refers to the outline
of your brush in the viewer. This display option does not
affect the result of the output of effects.

Glass Brush
The Glass Brush effect distorts an image as if it is being viewed through a
refracting glass surface.

2094

Option

Description

Smoothness

Increases or decreases smoothness of image

Shininess

Controls shininess of highlights. Higher values produce
sharper highlights. Lower values produce smoother
highlights.

Graphics Properties

n

This effect is designed for use on text. As an ordinary brush effect in paint, the
result may be a solid black color in flat areas of the brush.

Graphics Properties
The Graphics Properties property editor provides a quick method for fading
graphics objects, creating rolls and crawls, and working in raster mode. There
are options for animating the position of objects, setting the premultiplication
options, as well as a list of the messages that may appear while you’re working
in a graphics session. You can also perform tedious tasks, such as rotoscoping,
quickly using the raster mode.

General Property Page
The General property page lets you adjust certain graphics properties. You can
create fades, rolls and crawls. You can also specify the start and end positions,
change your system to a non-real-time configuration, as well as set
premultiplication options.

Option

Description

Roll/Crawl

Specifies parameters for rolls and crawls

Motion

Specifies type of motion to apply to selected object

None

Applies no motion to selected object

Roll

Applies vertical motion to selected object (from bottom
screen to top)

Crawl

Applies horizontal motion to selected object (from left to
right across the screen)

Start Position

Specifies start position for roll or crawl

Onscreen

Starts roll or crawl on screen

Offscreen

Starts roll or crawl off screen

End Position

Specifies end position of roll or crawl

Onscreen

Ends roll or crawl on screen

Offscreen

Ends roll or crawl off screen
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Option

Description

Standard Speed

When selected, guarantees optimal quality when building
rolls/crawls

Build

Starts creating the roll/crawl

Fade

Controls duration of fade. When you apply a fade to
graphics objects, the time span is reset to match the
duration of the graphics session. The existing opacity
settings for a stroke (brush and fill) and text (edge, face,
shadow) are overwritten with the new fade values.

In

Specifies fade-in duration in frames

Out

Specifies fade-out duration in frames

Build

Starts creating the fade animation. To reset the opacity to
100%, enter a duration of 0 in both the In and Out text
boxes, and click the Build Fade button.

Apply to Selection

Lets you apply automatic fade, roll, and crawl animation
only on selected graphics objects

Non Real-Time

Lets you change your system to a non-real-time
configuration

Messages
These messages may appear in the Graphics property editor while you’re
working in a graphics session. If any of the following conditions are in effect,
a graphics session can’t be played in real time:

Option

Description

The non-real-time option You have switched Avid DS Nitris to a non-real-time
is selected.
configuration for this graphics session. All real-time
graphics will require processing before output.
The graphics session has Objects in the graphics session contain effects that can’t be
objects with complex
played in real time. Only the Airbrush, Color Blend, and
effects.
Cutout effects can be played in real time.

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Graphics Properties

Option

Description

The graphics session has Animation that moves at different speeds can’t be played
objects with complex
in real time. Make sure all objects move in the same
transformations.
direction (either X axis only or Y axis only) at the same
speed or not at all.
The graphics session has Objects in the session contain animation, such as an
objects with complex
animated brush size, that can’t be played in real time. Only
animations.
translations in the X or Y axis can be played in real time.
The graphics session has Objects in the session with varying time spans can’t be
objects with complex
played in real time. Make sure all objects span the length
time spans.
of the graphics session, from start to end.
The graphics session has
objects that require an
alpha channel or that are
not applied on the RGB
channels.

Objects that use the alpha channel or that are not applied
on the RGB channels can't be played in real time.
In the Masks property editor, make sure the Use Alpha
Channel option is deselected and the Painted on Channel
(Red, Green, and Blue options) are selected.

The graphics session has Graphics sessions that contain strokes with inverted fill
objects with inverted fill. can’t be played in real time.
The graphics session has Single-frame graphics sessions can’t be played in real
a single frame duration. time.
The graphics session has Avid DS Nitris is using the real-time capabilities of your
a real-time configuration. system in this session.

Raster Mode Property Page
The Raster Mode property page lets you perform tedious tasks, such as
rotoscoping quickly and effectively. Since this mode is not vector-based,
processing is not required. The time required to load and save graphics objects
is also dramatically reduced.
As you paint each frame, the finished or burned, frames are placed in a cache
and the original graphics objects are deleted. The recording of graphics objects
is deactivated in the Graphics Object View (GOV), they are flattened, and the
resulting images are stored on individual frames directly to a cache. You can
have the frame you are currently working on automatically “burned” or you
can burn the frames later when you’re satisfied with the results. You can work
in Raster mode for graphics objects that have a duration of one frame.
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n

When burning frames, keep in mind that the clip effects in a sequence will no
longer be editable. If you want to apply clip effects to your sequence, it is best
to use the Raster mode to burn your frames first

.
Option

Description

Start

Lets you begin working in raster mode

Burn on Frame Change

Automatically burns frames as you advance to next frame

Copy Burned Strokes

When advancing frames, automatically creates same
strokes as in previous frame

Non Real-Time

Lets you work in non-real-time

Remove Warning When
Burning

Deactivates warning message that appears when you
change frames

Base Cache File Name

Lets you easily retrieve work performed in Raster mode. A
default name based on the sequence name is automatically
added to the Base Cache File Name text box when the
sequence is saved.

Options Property Page
The Options property page lets you specify precise processing options for the
selected effect.
These settings override those in the Sequence Preferences dialog box.

Option

Description

Type
Auto

If you select Auto, Avid DS Nitris will use the global
processing setting in the sequence preferences.

Frame Processing

Processing, including animation, is frame-based. Both
fields in each frame are processed together using the
same property values.

Source Material

2098

Lets you specify if the source material is frame-based, or
is the same as the Type setting.

Graphics Properties

Option

Frame

Same As Processing

Description

Lets you indicate that the image on which an effect is
applied is frame-based. If the image on which an effect is
applied is a frame-based image, then select this option.

n

Still images are always frame-based.

Lets you specify that the source material is the same as
the Type setting. This is the default option.
If the image on which an effect is applied is field-based,
then select this option, and make sure that the Type
setting is set to Field Processing as well.

Precision

Choose the bit depth at which your effects will be
processed. Some effects are capable of 16 and 32-bit
float precision. The drop-down list shows the supported
bit depths for this effect.
If you select Auto, Avid DS Nitris will use the global
precision setting in the sequence preferences, unless a
different setting is propagated by a previous input effect.

Use Same Precision for
Inputs

All effects that are input to this effect will use the above
Precision setting if their Precision is set to Auto.

Output Frame Size

Forces the effect to output pixels an image of the frame
size. If the image is larger, it will be cropped. If smaller,
it will be padded with black transparent pixels. For
example, if you have a PAL sequence that is 720×576
and you process an image larger than the PAL frame
(2000×2000), then only the pixels that fall within the
PAL frame will be output from this effect. The rest will
be cropped out.

Alpha

Affects premultiplication parameter of images in a
graphics session. By default, the premultiplication option
is set to Auto. This does not affect the pixels themselves,
but simply changes the parameters that indicate how the
pixel should be interpreted by effects subsequent to the
Graphics effect.

Auto

Automatically changes the premultiplication parameter
of images to Not Premultiplied when painting on at least
one channel but not all of them. Otherwise, the
premultiplication parameter is left at its original setting.

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Option

Description

Premultiplied

Changes the premultiplication parameter of images to
Premultiplied

Not Premultiplied

Changes the premultiplication parameter of images to
Not Premultiplied

Group
The Group property editor displays the number of strokes, titling bodies, and
subgroups at the current level and at all levels.

Option

Description

Statistics

Displays information at the current level and all levels

At this level

Displays the number of strokes, titling bodies, and
subgroups at the current level

At all levels

Displays the number of strokes, titling bodies, and
subgroups at all levels

Magic Wand
The Magic Wand tool lets you choose the color models and tolerance, as well
as the fit and size of the tolerance. You can create a stroke that has the same
shape as a selected area of an image. The selection is based on RGBA or
HLSA values of an image. Once created, the stroke can be edited.

2100

Option

Description

Color Model

Specifies color range or tolerance based on two color
models: RGB (red, green, blue) or HLS (hue, luminance,
saturation)

Magic Wand

Option

Description

Color Tolerance

Sets range of acceptable color values for each channel.
This range of values is compared to the color value of the
pixels adjacent to the pixel you select to determine
whether it falls within the specified range. If it does, the
pixel is included in the selection and the pixels
surrounding all the included pixels are analyzed, and so
on. When you select the Similar option, it checks all the
pixels in the image regardless of their location, so several
separate areas can be included in the selection.

RGBA/HLSA

Sets range of acceptable color values for the selection for
each channel. The greater the color tolerance value, the
more color values are included in the selection.

Use

Specifies channels you want to use to control the range of
pixel values to be included in the selection. For each
channel you want to include, select the Use option beside
it.

Fit Tolerance

Controls number of control points the redrawn curve
maintains from the original curve. High values remove
many points from the curve, which results in less
similarity to the original curve. Low values remove few
control points, which maintains a closer likeness to the
original curve.

Feature Size Tolerance

Controls number of subregions that are selected from the
image. A high value selects fewer subregions, resulting in
a less intricate shape. A low value selects more
subregions, resulting in a more intricate shape.

Invert

Inverts selection, so that all values outside the specified
range are included, instead of all values within the range

Similar

Selects all color values within specified range wherever
they are located in the image (rather than just those that
are adjacent to the selected pixel)

Reset All

Resets all RGBA values

Autocreate

Automatically applies effect to selection right after you’ve
clicked the image with the Magic Wand

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Option

Description

Confirm

Displays selection before applying effect. You can adjust
selection parameters and/or click a different place in the
image. The selection updates to the new values. Click this
button or press Esc to accept the selection.

n

This option is only available when the Autocreate
option is deselected.

Masks
The Masks property editor lets you apply effects to one or more of the RGBA
channels instead of the entire image. It also lets you apply the effect to an
existing matte.

General Property Page
The General property page lets you apply various types of masks to strokes,
fills, and titles. Masks identify which channel of the image to apply the current
effect. You can use the paper grain images to modify the appearance of
graphics objects. When applying strokes, paper grain masks let you simulate
the effect of painting on a textured canvas.

Option

Description

Paint on Channel

Selects channels on which you want to apply paint

Red, Green, and Blue Applies paint strokes, fill, and titling to red, green, or blue
component of image
Alpha

Applies paint strokes, fill, and titling to alpha component
of image. To create a matte with the Color Blend effect,
select the alpha channel.

n
Mask

2102

When creating a matte, set the alpha component
value in the appropriate Color Blend property
editor. For complete transparency, set it to 0; for
50% transparency, set it to 50, and so on.

Activates mask options

Paint Style

Option

Description

Use Alpha Channel

Uses alpha channel of image you’re painting on as a mask.
When you paint, masked areas do not accept the stroke.

Invert

Inverts the alpha channel, so that you paint on the masked
areas, but not on the rest of the image

Paper Grain Property Page
The Paper Grain property page lets you apply a paper grain texture to a stroke,
fill, or text. This simulates the effect of painting on a textured canvas.

Option

Description

Source Image

Lets you choose source for paper grain image

Preview window

Displays selected paper grain texture

Browse

Lets you view and select paper grain images

(...)

Lets you select paper grain images in any supported file
format

Use

Uses paper grain displayed in preview window. This
option is automatically selected when you load a paper
grain image.

Invert

Uses inverted version of selected paper grain displayed in
preview window

Absorption

Sets opacity of paper grain texture. A high value makes
the textured object fade or appear to be absorbed into the
background image. A low value makes the textured
objects more distinct.

Paint Style
The Paint Style property page lets you define the general characteristics of the
brush and fill of a stroke.

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Option

Description

Brush

Lets you set brush options

Use

Turns Brush options on or off. When deselected, no brush
stroke appears. You can further define the appearance of
the brush stroke using the Brush and Brush Fx property
editors.

Antialiased

Turns the Antialiased option on or off. Smooths the jagged
lines that can occur when drawing diagonal or curved
strokes

Pressure

Makes stroke’s width and degree of opacity respond to
amount of pressure you apply to the stylus on the graphic
tablet

Size

Turns Size option on or off. When selected, the pressure
you apply to the stylus affects the size of the stroke.

Opacity

Turns Opacity option on or off. When selected, the
pressure you apply to the stylus affects only the opacity of
the stroke.

Fill

2104

Lets you set fill options
Use

Turns Fill option on or off. When selected, closed objects,
such as ellipses and rectangles, are filled with the specified
fill effect. This option automatically closes freehand and
polyline strokes, and adds the defined fill.

Antialiasing

Lets you set antialiasing options

Use

Turns antialiasing option on or off. Smooths the jagged
lines that can occur when drawing diagonal or curved
strokes.

Extra Filtering

Provides subpixel control of extra filtering applied to the
antialiasing. This property allows a tradeoff between
image sharpness and smoothness of the antialiasing.

Supersampling

Lets you choose the precision of the antialiasing; a value
of 8x8 provides higher precision than 4x4.

Below Brush

When this option is selected, the fill is placed behind the
edge of the brush stroke. When deselected, the fill is
superimposed over the inside edge of the brush stroke.

Paint Style

Option

Description

Invert

When creating a stroke, fills the area outside of a stroke.
The difference between the output area frame and the
stroke is filled. If the stroke is totally out of the output area
frame, the frame is completely filled (necessary for
animating the stroke). By default, this option is off.

Opacity

Controls transparency of brush stroke. Values: 0
(completely transparent) to 100 (completely opaque).

Fill Rule

Determines which areas of a shape are filled or become
holes.

Even-Odd

Lets you create shapes with holes.

Non-Zero Winding

Lets you create filled shapes.

Feathering

Sets feathering options

Use

Turns Feathering option on or off. When selected, gives
the fill a soft boundary where the fill approaches the stroke
edge.

Crop

Confines the soft boundary to within the stroke geometry

Soft

Creates feathering using a soft fill algorithm

Radius

Sets radius of the soft boundary

Profile

Sets rate at which the fill dissolves. A high value creates a
rapid fall off, where the fill boundary dissolves quickly. A
low value creates a linear fall-off effect, where the fill
boundary dissolves outward at a constant rate.

Blur

Creates feathering using a blur fill algorithm. You can blur
in X and Y independently.

X Radius

Lets you change the radius of horizontal directions. The
greater the radius, the softer the blur.

Y Radius

Lets you change the radius of vertical directions. The
greater the radius, the softer the blur.

Lock

Links width and height of blur radius. if you change one
dimension, the other will vary proportionally.

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Polyline
The Polyline property page lets you load and save Polyline tool presets. By
modifying the Polyline tool properties (Paint Style, Brush, Fx, Masks, and
Time Span), you can create customized drawing tools. Once saved, you can
quickly retrieve each customized Polyline tool for future use by clicking the
Load Preset button in the property editor.

n
n

Tip: When creating strokes using the Polyline tool, segments of the polyline
can be constrained to a 45 degree angle by holding down the Alt key. This is
useful when you want to create straight lines.
To close a polyline, press Ctrl and click in the viewer.
This property page does not contain any specific parameters for you to set.

Rectangle
The Rectangle property page lets you load and save Rectangle tool presets,
and set the corner radius of rectangles. By modifying the Rectangle tool
properties (Paint Style, Brush, Fx, Masks, and Time Span), you can create
customized drawing tools. Once saved, you can quickly retrieve each
customized Rectangle tool for future use by clicking the Load Preset button in
the property editor.

Parameter

Description

Rounded Corners

Lets you create a rectangle with rounded corners

Corner Radius

Lets you set the radius for the corner of the rectangle you
are about to create

Reshaper
The Reshaper property page lets you reshape existing strokes using a freehand
approach. You can modify the geometry of a stroke without being constrained
to the shape’s control points. The Reshaper tool is useful for rotoscoping and
animating shapes.
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Reshaper

Reshaper Tool Shortcuts
Tool name

Shortcut

Reshaper Tool

P

Trace

Drag shape edge

Trace Straight Line

Alt-drag

Trace Without Moving
Existing Control Points

Shift-drag

Chop Control Points

C-drag

Move Shape

A

Rotate Shape

D

Scale Shape

S

Scale Shape
Proportionally

Shift+S

Skew Shape

F

Move Origin

S, D, or F-drag

Center Origin

S, D, or F and right-click shape

Position Stretch Limits

G-drag stretch limits

Stretch Shape

G-drag edge of shape

Change Shape Opacity

O-drag

Exit Reshaper Tool

Esc

Reshaper Property Page
Option

Description

Wireframe

Displays geometry of stroke in wireframe mode

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Option

Style

Description

Lets you select wireframe style. Styles: None, Dotted,
White, Black, and Negative. Default is Dotted.

n
Width
Trace
Smooth Curve

Tip: To turn wireframe mode off, select None from
the Wireframe Style list.

Selects wireframe width in pixels
Automatically smooths a traced curve
Sets amount of smoothing on a traced curve. Values: 0 to
100; default is 20.
For no curve smoothing, set value to 0. For the most curve
smoothing, set value to 100.

Trace Cursor

Lets you choose cursor style for trace tool

Keep Curve Aspect
When Stretching

Lets you specify if stretched curve segments maintain
their aspect ratio. That is, you can specify that tangents
maintain their length and angle ratios. When stretching a
shape, its control points (that are not visible) are moved
proportionally to their distance from the stretch limits.

Scale Speed

Sets speed for scaling a shape interactively in viewer.
When scaling a shape interactively in the viewer, it's
sometimes useful to speed up or down interactivity.

Skew Speed

Sets speed for skewing a shape interactively in viewer.
When skewing a shape interactively in the viewer, it's
sometimes useful to speed up or down interactivity.

How To

Provides keyboard shortcuts and tips related to the
Reshaper tool

Reshaping a Stroke
There may be times when you want to edit the shape of a stroke using a
“freehand” approach. This is especially useful for rotoscoping and animating
shapes.
With the Reshaper tool, you can modify the geometry of a stroke without
being constrained to the shape’s control points. By tracing the edge of a shape,
you can interactively reshape a stroke.

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Reshaper

In addition, you can chop, scale, rotate, skew, stretch, and move a shape, as
well as adjust its opacity. When reshaping a stroke, keyframes are
automatically set.

n

Tip: Since it’s difficult to reshape overlapping strokes, you can hide or lock
graphics objects that clutter the viewer.

Edge of shape

To trace a shape:

1. Do one of the following:
t

In the General toolbar, click Reshaper or press P.

t

From the Graphics menu, select Tool > Reshaper.

2. To trace, do any of the following:

n

t

Drag along the edge of the stroke.

t

To trace a straight line, hold down the Alt key and trace along the
edge of the shape.

t

To trace without moving existing control points, hold down the Shift
key while you trace.

Tip: To trace more quickly, make sure the shape has a minimum of control
points. To reduce the number of control points, use the Fit Curve option in the
Edit Shape property editor.
3. Press Esc to exit the Reshaper tool.

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Chopping Control Points
If a shape contains a segment that you’d like to eliminate, you can chop the
unwanted control points.

Before

After: A finger is chopped off.

To chop control points:

t

Hold down the C key and drag along the edge of the shape that you want
to chop.
The area is chopped from the shape.

Moving a Shape
You can move the entire shape to a new location.
To move a shape:

t

Hold down the A key and drag the shape to a new location.

Scaling, Rotating, and Skewing a Shape
When scaling, rotating and skewing a shape, you must first position the point
of origin, which is represented by a small red circle in the viewer.
To position the origin:

1. Hold down one of the following keys:
t

S to scale

t

D to rotate

t

F to skew

2. Drag the origin to a new location.
3. To center the origin, right-click the shape.
The origin is positioned at the center of the stroke’s geometry.
To scale a shape:

t
2110

Hold down the S key and drag the shape to scale it.

Reshaper

n

To scale proportionally, press Shift+S.
To rotate a shape:

t

Hold down the D key and drag the shape to rotate it.

To skew a shape:

t

Hold down the F key and drag the shape to skew it.

Stretching a Shape
Stretching lets you extend portions of a shape, while maintaining the rest of it.
When stretching a shape, you must first position the stretch limits on the edge
of a shape. The stretch limits are represented by two small gray squares in the
viewer.

Leg is
stretched

Stretch
limits

To stretch a shape:

1. Hold down the G key to access the stretch tool.
2. Place each stretch limit at the desired location along the edge of the
stroke.
3. Drag the edge of the shape between the stretch limits.
The segment between the two stretch limits is stretched. The other parts of
the shape remain unchanged.

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Changing the Opacity of a Stroke
When performing rotoscoping, it’s sometimes helpful to see what's in the
image underneath the stroke. This makes it easier to reshape the stroke from
one frame to the next.
To change the opacity of a stroke:

t

n

Hold down the O key and drag the stroke in the viewer.

When changing the opacity, the stroke fill and brush opacity is changed, if they
were used. If the opacity is animated, a temporary value is set. If the opacity is
not animated, a value is set but a key is not created.

Reveal
The Reveal effect lets you “paint away” the alpha channel. That is, when you
paint on the alpha channel with this tool, white areas change to black
(transparent). This effect is useful for adjusting or creating mattes.

n

Make sure the Alpha option is selected in the Masks property editor.
You do not need to display the alpha channel to work with the Reveal effect.
You can paint in RGB mode and see the underlying layer appear as you paint.

Option

Description

Amount

Controls amount of underlying image revealed. A low
value partially reveals the underlying layer (by changing
the white to gray). A high value changes the white to
black, revealing the underlying layer.

Smear
The Smear effect lets you apply a smear to an existing image. You can apply it
as a brush stroke, but not as a fill. It works by shifting pixel values in the
direction of the brush stroke, and blurring them together at the same time.

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Special Effect

You can make dramatically different smear effects by changing the brush
parameters. Your results will depend on the way you set up the brush, and how
you paint with it.

n

n

This effect does not work on text. To see the effect, you must have an
underlying image.

Option

Description

Melting

Controls amount by which pixels are shifted in direction
of brush stroke

Wetness

Controls amount by which pixels are blurred together.

For better quality, Smear looks best with a lower brush sampling ratio (below
20). You can set this ratio in the Brush property page.

Special Effect
The Special Filter effect lets you define a filter that creates a bubbly effect.
The filter calculates either the minimum or the maximum brightness value in a
specified area around a pixel and applies this value to the pixel. This operation
is applied to every pixel in the image.

Stack Effect
The Stack effect lets you load multiple effects as a brush stroke or fill effect.

Option

Description

Effect Stack

Displays list of currently-selected effects

Add

Lets you add an effect

Remove

Removes highlighted effect

Move Up

Raises highlighted effect up one level in list

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Option

Description

Move Down

Lowers highlighted effect down one level in list

Stroke
The Stroke property page lets you create an animated, scrolling, handwritten
effect, which gives the appearance of writing on your clip. You can specify the
direction, beginning, and end frames of the animation.

Option

Description

Handwriting

Lets you create an animated, scrolling handwritten effect

Forward

Creates an animated, scrolling, handwritten effect,
beginning with the first point of the stroke path to the last

Backward

Creates an animated scrolling handwritten effect,
beginning with the last point of the stroke path to the first

Center

Creates an animated scrolling handwritten effect,
beginning with the center point of the stroke path and
moving outwards

Custom settings

Lets you control where the handwritten effect begins and
ends its animation

Head

Specifies the head distance (in percentage) from the
beginning of the stroke path

Tail

Specifies the tail distance (in percentage) from the
beginning of the stroke path

Reset

Resets Head and Tail settings to the default values

Text
The Text property editor lets you define the attributes of text objects.

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Option

Description

Font

Lets you select font family name (for example, Times,
Helvetica, Courier). Default font is Times New Roman.

Size

Controls the font size, based on the current unit of
measure. Default size is 10.

Kerning

Controls the amount of horizontal space between
characters; expressed as a percentage of the current font
size. The space appears after each character. Default is
0%.

Scroll Position

Rolling, crawling, path text. Controls the position of the
rolling or crawling text within a container.
For path text, the position of the text along the path. This
property does not apply to static text objects. Default is
0%.

Top Margin

Controls the amount of vertical space along the top of the
text body, which is also the space above the first line in
the text body. Default is 0%.

Bottom Margin

Controls the amount of vertical space along the bottom of
the text body. Default is 0%.

Textured Brush
The Textured Brush effect lets you apply a variety of textured effects to brush
strokes. This lets you achieve “embossed” brush or “poker chip” texture
effects.

Option

Description

Light Position

Lets you select position from which to illuminate image.
Different light positions enhance different areas of the
image.

Gain

Increases or decreases “height” of texture

Invert Texture

Pushes texture into image instead of popping it out

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Option

Description

Brush Color Method

Lets you determine color of brush strokes

Underlying Image

Uses color from image being painted

Grayscale Image

Colors the stroke based on the grayscale values of the
image being painted

Sepia Image

Colors the stroke based on a sepia colorization of the
image being painted

Mono

Colors the stroke based on the monochromatic values of
the image being painted

Tonal

Colors the stroke based on the tonality of the image being
painted

Selected Color

Uses the color selected from the color swatch

Center Pixel

Samples image being painted directly beneath the brush to
select the color for the entire brush

Color swatch

n

Displays selected or default color. Click the color swatch
to select a color or double-click to display Mini Color
Editor.

This effect is designed for use on text. As an ordinary brush effect in paint, the
result may be a solid black color in flat areas of the brush.

Time Span (Graphics)
The Time Span property page lets you define the number of frames in which a
graphics object appears. You can specify a time span before drawing a stroke
(the time span is then applied to all subsequent strokes until changed) or you
can select a stroke and modify its time span. You can apply time span
properties to strokes and text bodies.

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Option

Description

This Frame Only

Specifies that the in timecode corresponds to the current
frame and the out timecode correspond to the frame that
follows the current frame, for a duration of one frame.

Time Span (Graphics)

Option

Description

This Frame to End

Specifies that the in timecode corresponds to the current
frame and the out timecode corresponds to the frame that
follows the last frame where the Graphics effect was
applied.

Start to End

Specifies that the in timecode corresponds to 00:00:00:00
(local, Graphics effect time) and the out timecode
corresponds to the frame that follows the last frame of the
graphics session.

n

The last frame of a graphics session is identified in
one of two ways: 1) when painting on a clip, it is
the last frame on which the Graphics effect was
applied, or 2) when painting on a layer in a
composite, it is the last frame of the longest layer
that contains the latest clip in time.

Start to This Frame

Specifies that the in timecode corresponds to 00:00:00:00
and the out timecode corresponds to the current frame

Custom

Specifies a custom time span

In

Specifies timecode of the first frame in which you want
the stroke or title to appear

Out

Specifies timecode of the frame that follows the last
frame in which you want the stroke or title to appear

Duration

Specifies total number of frames during which you want
the stroke or title to appear (used with the In or Out text
box)

Lock

Keeps the stroke’s duration, but slides it in time by
changing the in or out timecode.

n
Crop animation curves
when changing object
time span

This option is available only when modifying the
time span of a selected stroke.

Determines whether the stroke’s animation curves are
cropped or scaled when the stroke’s time span is changed

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Titling Body
The Titling Body property page lets you create an animated typewritten effect,
which gives the appearance of a typewriter typing each character. You can
specify the direction, beginning, and end of the animation, as well as adjust the
spacing of the text body.

Option

Description

Type-On

Lets you specify where the animation of the typewritten
effect begins and ends

Forward

Creates animated typewritten effect beginning with the
first character entered to the last

Backward

Creates animated typewritten effect beginning with the
last character entered to the first.

Center

Creates animated typewritten effect beginning with the
centermost character entered and then moving outwards

Head

Specifies first frame for which the typewritten animation
begins

Tail

Specifies frame on which the typewritten animation ends

Reset

Resets Head and Tail settings

Spacing

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Controls amount and type of spacing between characters

Kerning

Moves a character closer to the previous character in the
same word to improve the appearance of the text

Leading

Determines amount of vertical space between lines of
text. This parameter can be animated.

Leading Mode

Lets you control spacing between baselines

Minimum Leading

Calculates line spacing by adding largest ascender and
descender of all characters on a line to the leading. This is
the default mode, and is selected when old presets or
projects are loaded.

Full Line Leading

Calculates line spacing by adding largest ascender and
descender of all fonts for each line to the leading

Titling Style

Option

Fixed Leading

Fit Text on One Line

Description

Takes only leading into consideration when calculating
line spacing. It can be used to allow two bodies to have
exactly the same line spacing.
Makes all the text, regardless of length, fit in one
horizontal text body

Titling Style
The Titling Style property editor lets you control the entire text body. You can
specify whether you want the text to have a face (the front of a character),
edges (an outline of the character), or a shadow (an offset of the character to
give it a three-dimensional look). Each character can have any combination of
these properties along with a unique color, opacity, or softness setting.

Option

Description

Face

Lets you control opacity and softness of the front of a
character

Use

Turns face of characters on or off

Opacity

Controls transparency of characters’ faces. Values: 0
(completely transparent) to 100 (completely opaque).

Blur X

Controls softness of face in the horizontal (X) direction.

Blur Y

Controls softness of face in the vertical (Y) direction.

Lock

Links the blur of the X and Y directions, so they are
identical

Edge

Lets you control opacity, softness, and width of the
outline of a character

Use

Turns edge of characters on or off

Face Cut

When selected, performs a cookie cut on the edge using
the shape of the face. This option allows a partially
transparent face to show through the image from the
background.

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Option

Width

Sets width, in pixels, of edge. This property can be
animated.

Opacity

Controls transparency of edges. Values: 0 (completely
transparent) to 100 (completely opaque).

Blur X

Controls softness of edge in the horizontal (X) direction.

Blur Y

Controls softness of edge in the vertical (Y) direction.

Lock

Links the blur of the X and Y directions, so they are
identical

Shadow

2120

Description

Lets you control opacity, softness, as well as giving you
the option of removing the outline of the shadow from the
face.

Use

Turns shadow of characters on or off

Face Cut

When selected, performs a cookie cut on the shadow
using the shape of the face. This option allows for a
partially transparent face to show through the image from
the background.

Opacity

Controls transparency of shadows. Values: 0 (completely
transparent) to 100 (completely opaque).

Angle

Sets angle, in degrees, of shadow relative to text. A value
of 0, places the shadow directly to the right of the
character by the number of pixels defined in the Offset
option. A value of 315 (or -45) places the shadow to the
right and slightly below the character.

Offset

Sets distance (in pixels) between text and shadow.

Blur X

Controls softness of shadow in the horizontal (X)
direction.

Blur Y

Controls softness of shadow in the vertical (Y) direction.

Lock

Links the blur of the X and Y directions, so they are
identical

Transformations

Transformations
The Transformations property page lets you apply transformations on graphics
objects. You can transform graphics objects along the horizontal (X) and
vertical (Y) axes.

n

You cannot transform graphics objects along the Z axis and you cannot rotate
along the Y axis.
The Transformations property editor is only available after you’ve created a
graphics object.

Option

Description

Center

Lets you specify location of object’s center along X and
Y axes

Center X

Specifies center of the object along X axis in
Avid DS Nitris units (DSUs)

Center Y

Specifies center of the object along Y axis in
Avid DS Nitris units (DSUs)

Reset

Resets center parameters to the default values

Translation

Lets you specify how far the object is displaced from its
initial position along the X and Y axes

Offset X

Specifies object’s offset position along X axis

Offset Y

Specifies object’s offset position along Y axis

Reset

Resets Translation parameters to the default values

Dimensions

Lets you resize an object by entering a percentage value
or specifying a new size in pixels along the X and Y axes.
When you enter a Scale value, the Size value is
dynamically updated to reflect the new scale size.

Scale X

Scales object in X direction. A value of 100 is its original
scaling. Units are percentages, for example a percentage
of 200 doubles the scaling and 50 halves it. To scale
proportionally, assign identical values to X and Y.

Scale Y

Scales object in Y direction

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Option

Description

Size X

Specifies number of pixels along X axis

Size Y

Specifies number of pixels along Y axis

Reset

Resets Scale and Size parameters to the default values

Lock Aspect

Turns Lock Aspect option on or off. When selected, a
change to the X direction updates the corresponding
Scale and Size values for Y to maintain the aspect ratio.
When deselected, you can vary X and Y dimensions
independently.

Rotation

Lets you rotate an object from 0° to 360º

Angle

Controls object’s angle of rotation in degrees

Reset

Resets Rotation parameters to the default value

Skew

Lets you slant a stroke or text

Factor

Controls degree to which the stroke or text is skewed in
360º

Reset

Resets Skew parameters to the default value

Reset All

Resets all parameters to the default values

Color Editor Dialog Box
The Color Editor dialog box lets you pick colors from a palette or create new
colors. To create new colors, you can pick them from the image in the viewer
or from anywhere on the screen, or you can specify the RGB, HSV, or CMYK
color model values.
The Color Editor dialog box appears in property editors, where you can select
and modify color.
To access the Color Editor dialog box:

t

2122

From the property editor, double-click the color swatch.

Color Editor Dialog Box

Color area

Slider

Color picker

Color views
Color preview

Option

Description

Color area

Displays a color area based on the color view you
selected

Slider

Represents the color view you selected. For example, if
you selected the Saturation view, then the slider
represents the saturation component.

Color views

Displays different views of color and color components

Color wheel

Displays a color wheel for you to select a color

Hue

Displays a view of the hue component of the HSV color
model

Saturation

Displays a view of the saturation component of the HSV
color model

Value

Displays a view of the value component of the HSV color
model

Color palette

Displays a color palette for you to select a color

Color picker

Lets you select a color from the image in the viewer

Color preview

Displays the previously selected color (left) and the color
you are currently selecting (right).
The bottom arrow resets the color preview to the
previously selected color. The top arrow makes the color
you selected (right) the current color.

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Option

Description

RGB

The RGB (red, green, blue) additive color model. The
intensity of each color is represented by a number from 0
to 255. A value of 0 represents no light (black) in a
channel and 255 represents maximum light intensity
(white) in a channel.
For example, (0,0,50) represents a dark blue, while
(0,0,255) represents a bright blue. To produce a shade of
gray, set all three RGB colors to the same level.

HSV

The HSV (hue, saturation, value) color model.
Hue refers to the position of a color measured in degrees
on the color wheel (red, yellow, green, cyan, blue, or
magenta) and the various shades between them. For
example, red is 0, cyan is 180, and magenta is 300.
Saturation refers to the purity of color or the amount of
gray in the color. Values: 0 (most-saturated color) to 100
(least-saturated color).
Value refers to the total amount of light in a color. A value
of 0 gives the darkest result (black) and 100 gives the
lightest result (white).

CMYK

The CMYK (cyan, magenta, yellow) color model. This
model simulates the four-color (CMYK) process used in
printing.

Mini Color Editor
The Mini Color editor lets you pick colors from a palette or create new colors.
To create new colors, you can pick them from the image in the viewer, from
anywhere on the screen, or you can specify the HLS, HSV, or RGB color
model values.
To access the Mini Color editor:

t

2124

From the property editor, double-click the color swatch.

Mini Color Editor

Slider

Color area

Options menu

Color preview

Palette
Color picker

Option

Description

Color area

Displays a color area based on what you selected from the
Options menu

Slider

Represents what you’ve selected from the Options menu.
For example, if you selected HSV Saturation, then the
slider represents the saturation.

Color preview

Displays the previously selected color (left) and the color
you are currently selecting (right)

Palette

Lets you select a solid color from a pop-up menu

> (Options menu)

Displays different views of the HSV color model

Color Wheel

Displays a color wheel for you to select a color

Vectorscope

Displays an outline color wheel that resembles a
vectorscope. This is useful for assessing colors in images
without interference from other colored onscreen
elements.

HSV Hue

Displays a view of the hue component of the HSV color
model

HSV Saturation

Displays a view of the saturation component of the HSV
color model

HSV Value

Displays a view of the value component of the HSV color
model

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Option

HLS

Description

Specifies colors using the HLS (hue, luminance, and
saturation) model.
Hue refers to the position of a color measured in degrees
on the color wheel (red, yellow, green, cyan, blue, or
magenta) and the various shades between them. For
example, red is 0, cyan is 180, and magenta is 300.
Luminance refers to the relative lightness or darkness of a
color. A value of 0 gives the darkest result (black) and 100
gives the lightest result (white).
Saturation refers to the purity of color or the amount of
gray in the color. The values range from 0 (most saturated
color) to 100 (least saturated color).

HSV

Specifies colors using the HSV (hue, saturation, value)
color model.
Hue refers to the position of a color measured in degrees
on the color wheel (red, yellow, green, cyan, blue, or
magenta) and the various shades between them. For
example, red is 0, cyan is 180, and magenta is 300.
Saturation refers to the purity of color or the amount of
gray in the color. The values range from 0 (most saturated
color) to 100 (least saturated color).
Value refers to the total amount of light in a color. A value
of 0 gives the darkest result (black), and 100 gives the
lightest result (white).

RGB

Specifies colors using the RGB (red, green, blue) additive
color model. The intensity of each color is represented by
a number from 0 to 255. A value of 0 represents no light
(black) in a channel, and a value of 255 represents
maximum light intensity (white) in a channel.
For example, (0,0,50) represents a dark blue, while
(0,0,255) represents a bright blue. To produce a shade of
gray, set all three RGB colors to the same level.

Normalized

2126

Normalizes the values so that they range from 0 to 1

Color picker

Lets you select a color from the viewer

Edit

Opens the Color Editor dialog box

Import Image Dialog Box

Import Image Dialog Box
The Import Image dialog box lets you locate the image files that you want to
import into your graphics session.

Option

Description

Avid Explorer Tools Lets you navigate through and manage the contents of
your bins.
Blend Property
Editor

Changes the way the contents of the bin are displayed.
These tools appear for all bin contents.

File Name

Lets you enter a name for your preset.

File Types

Lets you select a file type for your preset.

Import Subtitles Dialog Box
The Import Subtitles dialog box lets you locate the subtitles files that you want
to import into your graphics session.

Option

Description

Avid Explorer Tools Lets you navigate through and manage the contents of
your bins.
File Name

Lets you enter a name for your preset.

File Types

Lets you select a file type for your preset.

Header Section Keywords
The following table describes the different keywords used in the header
section of a DS Subtitles file.

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Keyword

Value

Description



on or off

Lets you specify if Graphics On Black clips will be
generated for subtitles. If  is on, a new
track is added to the top of the timeline, Graphics On
Black clips are generated on that track, the
premultiplication setting of the Graphics On Black
generated clips is set to on, subtitle text is applied on all
RGBA channels, and all Graphics On Black generated
clips on the new track are processed. If  is
off, Graphics timeline effects are created instead. Default
is on.



on or off

Lets you specify if a single Graphics effect will contain all
subtitles, or if a separate Graphics effect will be created for
each subtitle. Default is off.



on or off

Lets you specify if the Graphics effects will be forced to be
non-realtime. Default is off.



A SMPTE timecode,
such as 01:00:00:00 or
-02:00:00:00

Lets you specify the timecode offset (positive or negative)
that will be applied to each subtitle’s timecode. Default
value is 00:00:00:00.

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Import Subtitles Dialog Box

Keyword

Value

Description



The name of a titling
body preset

Lets you specify the name of a titling body preset to be
used as a template. All subtitles will use most of the
properties of that preset.
•

Properties that won't be used from the preset:
Transformation, Masks, and Time Span.

•

The Titling Body preset must not be animated.

•

The Face, Edge and Shadow effects must all be Color
Blends.

•

There must be only one tab (the default one) in the
titling body preset.

•

All characters must use the same Titling Font and the
same Titling Style.

In a DS Subtitles file, the rendering properties that appear
before the keyword “” will be ignored (because
they will be overwritten by the preset), and the properties
that appear after the keyword “” will be used
(because they will overwrite the ones defined in the
preset).

n


A font name, such as
Arial

The font name in the Titling Font property editor. Default
font is Arial.

n


A font style, such as
Regular

If you want all subtitles to be centered horizontally,
set the default alignment to Center before saving
your titling body preset.

The capitalization of a font name must be respected.

The font style in the Titling Font property editor. Default
style is Regular.

n

The capitalization of a font style must be respected.



A font size, such as 36

The font size in the Titling Font property editor.
Values: 2 to 1024. Default size is 30.



on or off

The Antialiasing option in the Titling Font property editor.
Default is on.



Extra filtering value

The Antialiasing Extra Filtering in the Titling Font
property editor. Values: 0 to 8. Default is 0.



4x4 or 8x8

The Antialiasing Supersampling option in the Titling Font
property editor. Values: 4x4 or 8x8. Default is 4x4.
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Keyword

Value

Description



on or off

The Kern Pairs option in the Titling Font property editor.
Default is off.



on or off

The Font Hinting option in the Titling Font property editor.
Default is off.



on or off

The Filtering option in the Titling Font property editor.
Default is on.



on or off

The Subpixel Positioning option in the Titling Font
property editor. Default is on.



Offset value

The Character Transform X in the Titling Font property
editor. Values: -1000 to 1000. Default: is 0.



Offset value

The Character Transform Y in the Titling Font property
editor. Values: -1000 to 1000. Default: is 0.



on or off

The Use Face option in the Titling Style property editor.
Default is on.



RGB values, such as
100 100 100

The color of the Face Color Blend. Each color component
must be separated by a space.
Values: 0 to 100. Default value is white: 100 100 100



Opacity value

The Face Opacity in the Titling Style property editor.
Values: 0 to 100. Default is 100.



Softness value

The Face Softness (or Blur) in the Titling Style property
editor. Values: 0 to 200. Default is 0.



on or off

The Use Edge in the Titling Style property editor. Default
is off.



RGB values, such as
100 100 100

The color of the Edge Color Blend. Each color component
must be separated by a space.
Values: 0 to 100. Default is black: 0 0 0



Opacity value

The Edge Opacity in the Titling Style property editor.
Values: 0 to 100. Default is 100.



Softness value

The Edge Softness (or Blur) in the Titling Style property
editor. Values: 0 to 200. Default is 0.



Width value

The Edge Width in the Titling Style property editor.
Values: 0 to 10. Default is 1.

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Import Subtitles Dialog Box

Keyword

Value

Description



on or off

The Edge Face Cut option in the Titling Style property
editor. Default is off.



on or off

The Use Shadow option in the Titling Style property
editor. Default is off.



RGB values, such as
100 100 100

The color of the Shadow Color Blend. Each color
component must be separated by a space.
Values: 0 to 100. Default is black: 0 0 0



Opacity value

The Shadow Opacity in the Titling Style property editor.
Values: 0 to 100. Default is 100.



Softness value

The Shadow Softness (or Blur) in the Titling Style
property editor. Values: 0 to 200. Default is 0.



Offset value

The Shadow Offset in the Titling Style property editor.
Values: -500 to 500. Default is 2.



Angle value, such as 270 The Shadow Angle in the Titling Style property editor.
Values: -360 to 360. Default is 45.



on or off

The Shadow Face Cut option in the Titling Style property
editor. Default is off.



Kerning value, such as
1.1

The Kerning in the Titling Body property editor.
Values: 0.0 and 50.0. Default is 1.0.



Leading value

The Leading in the Titling Body property editor.
Values: 0 and 200. Default is 3.



Leading mode

The Leading Mode in the Titling Body property editor.
Modes: minimum, full, or fixed. Default is full.



Alignment value, such as Lets you specify the horizontal alignment of the lines of
center
text within each text body.

n

A text body contains all the lines of a subtitle.

Values: left, right, center, or justify. Default is center.



Area value, such as safe
title

Lets you specifiy the area in which subtitles are rendered.
The safe area is used as a reference for the alignment of
text bodies.
Values: safe title, safe action, or full frame. Default is safe
title.

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Keyword

Value



Alignment value, such as Lets you specify the horizontal alignment of each text
center
body within the .
Values: left, right, or center. Default is center.



Alignment value, such as Lets you specify the vertical alignment of each text body
bottom
within the .
Values: bottom, top, or center. Default is bottom.



Offset value in DS Unit

Lets you specify an offset to the horizontal position of
each text body. The horizontal position of a text body is
defined by its width and by the  within the .
Values: any positive or negative integer numbers. Default
is 0.



Offset value in DS Unit

Lets you specify an offset to the vertical position of each
text body. The vertical position of a text body is defined by
its height and by the  within
the .
Values: any positive or negative integer numbers. Default
is 0.

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Description

Chapter 5
3D DVE and 3D Titling Reference

This chapter contains reference information about 3D DVE and 3D Titling.
•

3D DVE Layout

•

3D DVE Combo View

•

3D DVE Object View (3D OV)

•

Effects

3D DVE Layout
The 3D DVE layout is where you create 3D DVEs and titles. By default, the
3D DVE layout consists of the transport controls, viewer, timeline, Avid
Explorer, 3D DVE Layers view, and a series of toolbars and property editors
you’ll need for working with 3D DVEs and titles.
The buttons in the view switcher let you access the Effects Tree view,
animation editor, and 3D DVE Object View.
To access the 3D DVE layout:

t

n

From the taskbar, click the 3D DVE button.

Tip: You can also access the floating 3D DVE Combo View by pressing Ctrl
and clicking the 3D DVE button.

Chapter 5 3D DVE and 3D Titling Reference

3D DVE Object View

3D DVE
Layers view

View switcher

Toolbars

Property editor

Viewer

Transport controls

3D DVE Toolbar
The 3D DVE toolbar lets you select and create objects, as well as light and
rotate them in three-dimensional space. You can also import text, combine and
separate shapes, convert paths to shapes and vice versa, align the edges or
centers of multiple objects relative to each other, position objects, determine
how objects are displayed in the viewer, and manipulate the camera. This
toolbar is in the 3D DVE layout and 3D DVE combo view.

Toolbar

Button

Tool

Description

Edit

Selects, translates, and scales
objects

Rotate

Rotates objects in threedimensional space

Light

Creates and adjusts the light
sources

Tools

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3D DVE Layout

Toolbar

Button

Tool

Description

Text

Creates and edits text objects
and text along a path

Add DVE Node

Creates a DVE object within the
current layer and covers the
entire scene

Rectangle

Creates and edits square and
rectangular shapes

Ellipse

Creates and edits circular and
elliptical shapes

Shape

Creates and edits and deforms
freeform shapes and path

Page

Creates a new page

Pan Camera

Pans camera

Dolly

Dollies camera

Tumble

Lets you see scene from
different angles

Roll

Rolls camera

Zoom Camera

Zooms camera

Reset Current
Camera

Resets current camera

Safe Action/Safe
Title

Shows or hides safe action and
safe title guides

View Top

Displays scene from above

Camera Tools

Viewer Tools

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Toolbar

Button

Tool

Description

Grid

Shows or hides grid

View Left

Displays scene from the left

View Front

Displays scene from the front.
A light-colored orientation grid
and axis labels appear in the
viewer.

View Right

Displays scene from the right

Snap Main
Switches the display from main
Camera to
camera to alternate camera
Alternate Camera
Toggle Camera

Switches between main and
alternate camera

Snap Alternate
Camera to Main
Camera

Switches the display from
alternate camera to main
camera

Wireframe

Shows objects in wireframe
view

Construction
Lines

Shows or hides borders of
objects

Clip to Frame

Shows or hides objects or
portions of objects that appear
outside the scene

Direct View

Switches the display between
the 3D DVE and container

Suspend Output

Suspends output to external
monitor and floating viewer

Import EPS

Imports an EPS file (shape and
color information only)

Import Text

Import an ASCII text file

Import and Shape Tools

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3D DVE Layout

Toolbar

Align Tools

Button

Tool

Description

Path to Shape

Converts a path to a shape

Shape to Path

Converts a shape to a path

Combine Shapes

Creates a compound shape from
the selected shapes

Separate Shapes

Separates a compound shape
into its individual shapes

Align Left

Aligns the left edges of the
selected objects along the left
edges of their columns. The
aligned objects appear below
the reference object.

Align Horizontal

Aligns the centers of the
selected objects along the
centers of their columns. The
aligned objects appear below
the reference object.

Align Right

Aligns the right edges of the
selected objects along the right
edges of their columns. The
aligned objects appear below
the reference object.

Align Bottom

Aligns the bottom edges of the
selected objects along the
bottom edges of their columns.
The aligned objects appear
beside the reference object.

Align Vertical

Aligns the centers of the
selected objects along the
centers of their columns. The
aligned objects appear beside
the reference object.

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Toolbar

Button

Tool

Description

Align Top

Aligns the top edges of the
selected objects along the top
edges of their columns. The
aligned objects appear beside
the reference object.

Position Top Left

Moves the selected objects to
the top-left of the scene, taking
into account the safe title guide

Position Top
Center

Moves the selected objects to
the top-center of the scene,
taking into account the safe title
guide

Position Top
Right

Moves the selected objects to
the top-right of the scene,
taking into account the safe title
guide

Position Middle
Left

Moves the selected objects to
the middle-left of the scene,
taking into account the safe title
guide

Position Middle
Center

Moves the selected objects to
the middle-center of the scene,
taking into account the safe title
guide

Position Middle
Right

Moves the selected objects to
the middle-right of the scene,
taking into account the safe title
guide

Position Tools

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3D DVE Layout

Toolbar

Button

Tool

Description

Position Bottom
Left

Moves the selected objects to
the bottom-left of the scene,
taking into account the safe title
guide

Position Bottom
Center

Moves the selected objects to
the bottom-center of the scene,
taking into account the safe title
guide

Position Bottom
Right

Moves the selected objects to
the bottom-right of the scene,
taking into account the safe title
guide

3D DVE Layers Toolbar
The 3D DVE Layers toolbar lets you manipulate objects. This toolbar is in the
3D DVE layout and 3D DVE combo view.

Button

Tool

Description

Select All

Selects all objects in the scene

Deselect All

Deselects all objects in the scene

Group

Combines all selected objects into
a single object

Ungroup

Ungroups all selected grouped objects

Bring to Front

Moves the selected objects above all
unselected objects

Send to Back

Moves the selected objects behind all
unselected objects

Raise

Moves the selected objects forward by
one position

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Button

Tool

Description

Lower

Moves the selected objects backward by
one position

Lock

Prevents the selected objects from
being manually edited

Unlock

Allows the selected locked objects
to be manually edited

Unhide All

Shows all hidden objects

3D DVE Property Editors Toolbar
The 3D DVE Property Editors toolbar contains property editors that let you
adjust the properties of all objects in the 3D DVE layout. This toolbar is in the
3D DVE layout and 3D DVE combo view.

Button

2140

Tool

Description

Surfaces

Lets you define the appearance of an
object’s surfaces and its background

DVE

Lets you define the behavior and
appearance of 3D DVE objects

Text

Lets you define the attributes of text
objects

Paragraph Editor

Lets you adjust column width, text
alignment, paragraph leading, as well as
add and remove columns

Light

Lets you define the type, color, intensity,
and location of a light source

Camera

Lets you set the position of the camera and
its interest, roll angle, projection type, and
clipping plane distances

Transform

Lets you define the object
transformations, such as the position,
scaling, and rotation adjustments

3D DVE Combo View

Button

Tool

Description

Time Span

Lets you define number of frames in
which an object exists

Shadow

Lets you define the appearance and
location of an object’s shadow

Effect

Lets you define visual effects that you can
apply to objects

Path

Lets you define the behavior and
appearance of text on a path

Render

Lets you define if and how to draw the
object in the scene

Info

Provides general information about an
object

Options

Lets you set the direct view and output
properties

3D DVE Combo View
The 3D DVE combo view is a floating view that lets you create 3D DVEs and
titles. You can access this view from several locations in Avid DS Nitris. Like
the 3D DVE layout, you can work with surfaces, materials, lights, and
shadows, as well as import/export projects.
To access the 3D DVE combo view, hold down the Ctrl key and do one of
the following:

t

In the taskbar, click the 3D DVE button.

t

On the timeline, double-click a 3D DVE effect bar.

t

In an Effects Tree, double-click a 3D DVE node.

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3D DVE Layers
toolbar

3D DVE Property
Editors toolbar

3D DVE Layers
view

3D DVE
toolbar

Property
editor
3D DVE Object
View

3D DVE Object View (3D OV)
The 3D DVE Object View (3D OV) displays DVE objects and their time spans
in the current session. This lets you clearly see the timing relationships
between all the objects and manipulate them in the 3D OV. You can adjust the
start time, end time, and duration of objects, as well as select, hide or show
objects.
When you create a 3D DVE object in the viewer:
•

2142

A bar, representing the object, appears at the bottom of the view. The
length of the bar indicates the duration or time span of the object. As you
create more objects, they’re placed on top of each other, starting from the

3D DVE Object View (3D OV)

bottom. That means, the last object you created is the top one in the 3D
OV. In the viewer, the last created object is placed in front of all other
objects.
•

n

Each object is given a default name that corresponds to the tool you used
to create it. For example, if you used the Light tool, the corresponding bar
in the 3D OV will be named "Light1". As you create more objects, the
number beside the name increments. You can also rename any 3D DVE
objects you create.

Tip: If you close the 3D OV and want to reopen it, you can access it from the
View > Multi-Instance Views > 3D Object View menu.

Mute and
solo buttons
Deck

Page

Layer

Selecting and Deselecting Objects
If there are many objects in your 3D DVE session, you may find it easier to
select objects from the 3D OV than from the viewer.
To select a 3D DVE object:

t

In the 3D OV, click the object’s bar.

To multi-select 3D DVE objects:

t

Hold down the Shift key and click all the bars in the 3D OV representing
the objects you want to select.

To deselect all selected objects:

t

Click away from an object’s bar.

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Hiding and Showing Objects
To focus on specific objects in the viewer, you can use the 3D OV to hide or
show objects. To reduce the number of objects that you see at any one time in
the 3D OV, you can temporarily hide the objects.

To hide an object in the viewer:

t

Click the Mute button next to the object’s corresponding bar. Click the
button again to show the object.

To view a specific object in the viewer:

t

Click the Solo button next to the corresponding bar.

To hide a specific object bar in the 3D OV:

1. Select the bar you want to hide from the 3D OV.
2. Right-click the 3D OV and select Hide Selected.

n

Hidden objects are remain visible in the viewer.
To show all hidden object bars in the 3D OV:

t

Right-click the 3D OV and select Show Hidden.

Changing an Object’s Duration
You can change the duration of an object by changing the start or end points of
its corresponding bar in the 3D OV.
1. Select an object in the viewer or 3D OV.
The selected object appears highlighted in the 3D OV.
2. In the 3D OV, do one of the following:
t

To adjust the start point, drag the left end of the object.

t

To adjust the end point, drag the right end of the object.

The object’s duration changes accordingly.

n
2144

If you drag the middle of the object in the 3D OV, the object’s starting and
ending points change equally, but the object’s duration stays the same.

3D DVE Object View (3D OV)

Collapsing and Expanding Views
Certain types of objects act as a “container” for other objects. For example, a
text object contains characters or a page object contains other types of objects,
such as decks. You can access an object’s subobjects from the 3D OV.

Collapse

Collapsed view

Expand button

Expanded view

To access subobjects in the 3D OV:

t

Click the Expand button in the upper right corner of the object’s
corresponding bar.
The container’s objects appear above it.

To hide subobjects in the 3D OV, do one of the following:

n

t

Click the Collapse button.

t

Right-click the 3D OV and select Collapse.

When you edit an object’s subobjects, all other parent object bars are
temporarily hidden. This lets you concentrate on the object’s subobjects,
which may be numerous, especially for text objects.

Zooming and Panning in the 3D DVE Object View
At times, there may be so many objects in your 3D DVE session that you can’t
see them all in the 3D OV. When this happens, you can pan the 3D OV to
focus on specific areas or objects in your session. Similarly, by zooming the
3D OV, you can control the amount of detail that’s displayed.
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To zoom the 3D OV:

t

Hold down the Z or F2 key, and drag left or right on the GOV.

To pan the 3D OV:

t

Hold down the X or F3 key, and drag left or right on the GOV.

To reset zoom or pan in the 3D OV:

t

Right-click anywhere in the 3D OV and select Zoom to Fit.

3D DVE Layers Menu
The 3D DVE Layers pop-up menu lets you create, rename, rearrange,
duplicate, and remove layers.
To access the 3D DVE Layers menu:

t

2146

In the 3D DVE layout, right-click an empty area of the 3D DVE Layers
view.

Option

Description

New

Lets you create a new two-dimensional or threedimensional layer

2D Layer

Creates a new two-dimensional layer

3D Layer

Creates a new three-dimensional layer

Cut

Removes the current selection and places it on the
Clipboard

Copy

Copies the current selection and places it on the Clipboard

Paste

Replaces the current selection with the contents of the
Clipboard

Delete

Removes the current selection

Rename

Renames the selected object

Move

Lets you move the object within its current layer

To Top

Moves the selected object to the top of its layer

Up

Moves the selected object up one position in its layer

3D DVE Object View (3D OV)

Option

Description

Down

Moves the selected object down one position in its layer

To Bottom

Moves the selected object to the bottom of its layer

Layer Type

Lets you set the selected layer’s type

2D

Changes the selected layer to a two-dimensional layer

3D

Changes the selected layer to a three-dimensional layer

3D DVE Object View Menu
The 3D DVE Object View pop-up menu lets you show and hide objects and
their corresponding bars in the 3D OV and in the viewer.
To access the 3D DVE Object View menu:

t

In the 3D DVE layout, right-click an empty area of a 3D DVE Object
View.

Option

Description

Hide Selected

Temporarily hides all selected objects from view. The
objects are still visible in the viewer.

Show Hidden

Shows all hidden objects

Collapse

Shows the tracks in the current container's container

View Lights

Displays all the lights for the object

Zoom to Fit

Reset the pan and zoom

3D DVE Page Menu
The 3D DVE Page pop-up menu lets you manipulate pages within a deck, as
well as add and remove pages.
To access the 3D DVE Page menu:

t

In the 3D OV, right-click a page bar.

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Option

Description

Add Page After

Adds a new page immediately after the current page

Add Page Before

Adds a new page immediately before the current page

Extract Page

Removes current page, closing the gap left by it

Lift Page

Removes current page without closing the gap left by it

Close Gap

Removes current gap

Balance Durations

Changes all pages in the current deck to the same duration

Renumber Pages

Renumbers all the pages in sequence

Clip to Page

Shows or hides the portions of the page’s contents
appearing outside the dimensions of the page

3D DVE Layers
The 3D DVE Layers view lets you create 2D and 3D layers and control how
objects interact. The main part of the view contains a hierarchical list of the
layers defined in the current project. The objects in the upper layers appear
above objects in the lower layers. Each layer is processed independently.

3D DVE Layers view

You can use layers, which contain objects in a scene, to separate simple title
effects from complex three-dimensional animation effects. The following
types of layers are available:

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•

2D layer: This type of layer allows objects to move around in threedimensional space, but does not allow objects to intersect each other. The
order of the objects in the 3D DVE Layers view determines which objects
are drawn above other objects.
You can extrude, rotate, and group objects in a 2D layer. However, an
extruded or grouped object will not “cut into” objects above or below it.
2D layers are useful for text and graphics that do not need to intersect each
other.

•

3D layer: This type of layer allows objects to move around in threedimensional space and intersect each other. The position of objects along
the Z axis determines which objects are drawn above other objects.
However, the stacking order of objects in the 3D DVE layers view has an
effect on overlap (Boolean) effects and shadows.
New objects that you create in a 2D or 3D layer appear at a Z axis position
of 0. You must move the object along the Z axis.
If you want several objects to retain their relative positions (one object
being above another object) as you rotate the objects in tandem, place the
objects in a 3D layer. Otherwise, the objects will maintain their priority
regardless of orientation and not appear realistic.

The scene, the topmost object, contains lights and any number of layers, each
of which contains other types of objects (text boxes, shapes, decks). You
cannot create a layer inside another layer. Also, layers are the same size as the
scene and exist for the duration of the project.

Creating and Deleting 3D DVE Layers
Adding a layer to a project lets you isolate the interaction of certain objects or
create a specific effect that you cannot achieve in an existing layer.
You can remove layers that you no longer need. Layers, like text boxes and
pages, are objects that can be empty. If you remove all objects in a layer, the
layer is not automatically removed.
To create a layer:

t

Right-click the layer above which the new layer will be added, and select
New > 2D Layer or 3D Layer.
The new layer becomes the active layer.

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To delete a layer:

t

Right-click a layer and select Delete.
The objects in the selected layer are removed.

Reordering 3D DVE Layers
By arranging the order of layers, you can control how layers of objects are
composited. Each layer of objects is processed from bottom to top in the 3D
DVE Layers view.
To reorder a layer:

t

n

Right-click a layer and select Move and one of the following:
-

To Top to move the layer to the top of all the layers

-

Up to move the layer up one level

-

Down to move the layer down one level

-

To Bottom to move the layer to the bottom of all the layers

You cannot move a layer within another layer.

Showing and Hiding 3D DVE Layers
Like other objects, you can show and hide layers to concentrate on or process
specific parts of the scene.

To show or hide a single layer:

t

n

Click the Mute button for the layer.

Objects in hidden layers are not processed.
To show a single layer at a time:

t

n

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Click the Solo button for the layer. You can select multiple layers to solo.

If you mute and solo a layer, the layer is soloed.

3D DVE Object View (3D OV)

To show all layers:

t

Click the Unhide All button in the 3D DVE Layers toolbar.

Changing a 3D DVE Layer’s Type
A layer can be two-dimensional or three-dimensional. You can change the
layer’s type at any time.

n

When you change a layer’s type, objects may be positioned differently.
To change a layer’s type:

t

Right-click a layer and select Layer Type > 2D or 3D.

2D layer

3D layer

Renaming 3D DVE Layers
By default, each layer has a generic name. You can rename each layer to help
identify the objects within it. For example, you can use the name “Logo
Animation” for a 3D layer that has an animated corporate logo.
To rename a layer:

1. Right-click the name of a layer and select Rename.
2. Enter a new name and press Enter.

Manipulating Objects in 3D DVE Layers
You can manipulate objects in layers in much the same way as you manipulate
other types of objects.

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Selecting 3D DVE Layers
Although you can create multiple layers in a scene, only one layer is active
(current) at a time. Objects that you create or paste appear in the current layer.
You must be aware of the current layer when you work in a project, so that you
do not create objects in the wrong layer.
To select a layer, do one of the following:

t

Click a layer name in the 3D DVE Layers view.

t

Click an object in the layer or the viewer.

Selecting Objects in a 3D DVE Layer
You must select objects before you can perform operations on them. Objects
that you select in the viewer are also selected in the 3D DVE Layers view.
When you deselect all objects in a layer, the objects’ layer remains the current
layer.

n

You cannot select objects in different layers at the same time.
To select a single object:

t

Click an object.

To select a range of objects:

t

Click the first object in the range, press Shift and click the last object in
the range.

To switch the selection of an object:

t

Press Ctrl and click the object.

Copying and Moving Objects between 3D DVE Layers
Each object exists within its own layers. Moving an object to the front or back
of other objects, using the Bring to Front or Send to Back commands, does not
move an object outside of its layer.
To copy an object to another layer:

1. Select an object.
2. Do one of the following:

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t

From the Edit menu, select Copy or Cut.

t

Right-click an object and select Copy or Cut.

3. Select the layer to which you want to copy the selected object.
4. Do one of the following:
t

From the Edit menu, select Paste.

t

Right-click an object and select Paste.

The pasted object becomes the topmost object.
Reordering 3D DVE Objects
If you want an object to appear in front of or behind another object, such as
moving a gradient oval behind some text or want to draw an object before/
after another object, you can reorder them.

n
n

Although objects in a 3D layer are positioned based on their positions along
the Z axis, the stacking order of an object still affects perspective and Boolean
effects.
Also, you cannot reorder characters in a text object.
To reorder objects:

1. Select an object from the 3D DVE Layers view.
2. Right-click an empty area of the 3D DVE Layers view and select Move
and one of the following:
t

To Top to move the selected object in the front of all other objects.

t

Up to move the selected object up by one level.

t

Down to move the selected object down by one level.

t

To Bottom to move the selected object to the back of all other
objects.

Viewing a 3D DVE Layer from Different Sides
When placing objects on a layer, the relative location of objects along the Z
axis is hard to determine in the viewer. By viewing the layer from different
sides, you can easily move objects in depth.

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To view a layer from different sides:

1. Select an object or layer.
The current layer’s name appears bold.
2. Select a layer side view from the 3D DVE toolbar.

Button

Layer side view

Front

Right

Left

Top

3D DVE Page (Viewer) Menu
The 3D DVE Page (Viewer) pop-up menu lets you add and remove pages
within a deck, as well as extract pages, and balance the duration of pages.
To access the 3D DVE Page menu:

t

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In the 3D DVE layout, right-click an empty area of a 3D DVE page in the
viewer.

Option

Description

Add Page After

Adds a new page immediately after the current page

Add Page Before

Adds a new page immediately before the current page

Extract Page

Removes the current page, closing the gap left by it

Balance Durations

Changes all pages in the current deck to the same duration

Clip to Page

Shows or hides the portions of the page’s contents
appearing outside the dimensions of the page

3D DVE Object View (3D OV)

Light Menu
The Light pop-up menu lets you add or delete lights, turn lights on or off, and
set a light source type.
To access the Light menu

t

In the 3D DVE layout, right-click the viewer, while using the Light tool,
to display the pop-up menu.

Option

Description

Add Light

Adds a new light source to the scene at the current pointer
location

Delete Lights

Deletes the selected light sources from the scene

Enable Lights

Turns on the selected light sources

Disable Lights

Turns off the selected light sources

Light Type

Lets you set a light source type

Infinite

Makes the selected light source an infinite light. An
infinite light source appears very far away, so that the light
rays are essentially parallel to each other. The sun is an
example of an infinite light source.

Local

Makes the selected light source a local light. A local light
extends from a single point evenly in all directions.

Spot

Makes the selected light source a spot light. A spot light
extends from a single point in a cone shape, casting light
on a specific oval or circular area of a scene.

Rotate Menu
The Rotate pop-up menu lets you reset the rotation and anchor point of
objects.

To access the Rotate menu:

1. In the 3D DVE layout, click the Rotate button in 3D DVE toolbar.
2. Right-click the selected object.
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Option

Description

Reset Rotation

Resets the rotation angles to the defaults

Reset Anchor Point

Resets the selected objects’ anchor points to their default
locations

Shape Menu
The Shape pop-up menu lets you manipulate control points and combine
shapes.
To access the Shape menu:

t

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In the 3D DVE layout, right-click above a control point or segment of a
shape.

Option

Description

Insert Point

Adds a control point to the shape under the pointer

Delete Points

Removes the active control points

Break Point

Opens a closed shape or splits an open shape in two at the
control point under the pointer

Make Cusp Points

Makes a corner in the shape’s contour at the control point
under the pointer

Make Smooth Points

Makes a shape’s contour smooth at the control point under
the pointer

Select All Points

Selects all control points on the shape under the pointer

Deselect All Points

Deselects all control points on the shape under the pointer

Delete Segment

Removes the segment of the shape under the pointer

Copy As Shape

Copies the curve (that is part of a compound shape) under
the pointer as a separate shape

Reverse Direction

Changes the direction of the curve

Fill Curve

Controls whether the curve under the pointer is filled or
not

3D DVE Object View (3D OV)

Option

Description

Combine Mode

Lets you combine the shape under the pointer with the rest
of the compound shape

Subtract

Inverts the shape’s area from the compound shape,
creating cutouts and holes in the compound shape

Add

Merges the areas of the shape and its compound shape,
increasing the total area

Text Menu
The Text pop-up menu lets you set the motion and alignment of text.
To access the Text menu:

t

In the 3D DVE layout, right-click a text body.

Option

Description

Motion

Lets you select a type of motion for text objects

Static

Makes the current text body a static (no scrolling) object

Roll

Makes the current text body a roll (vertically scrolling)
text object

Crawl

Makes the current text body a crawl (horizontally
scrolling) text object

Align

Lets you set the alignment for the text objects

Left

Aligns the text along the left edge of the current column

Center

Aligns the text horizontally within current column

Right

Aligns the text along the right edge of the current column

Justify

Aligns the text along both edges of the current column,
adding equal space between words

Equally Space

Aligns the text along the both edges of the current column,
adding equal space between characters

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Option

Description

Clip to Text Box

Shows or hides the portions of characters that appear
outside the dimensions of the text body. This command is
not available for text on a path.

Property Mode

Lets you set the text alignment for text objects

Time

Makes each character on the path use its own property
values

Position

Makes each character on the path use the path’s property
values at the character’s position along the path.

n
Direction

When using the Position mode in text along a path,
you must be in Autokey mode.

Lets you set a text direction for text objects

Left-to-Right

New characters are added to the right of the previous
character

Right-to-Left

New characters are added to the left of the previous
character. Use this option for languages, such as Hebrew,
that are written in a right-to-left direction.

Effects
Effect
The Effect property editor lets you define visual effects that you can apply to
objects.

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Option

Description

Profile

Lets you select effect that modifies the appearance of the
object’s edge surface. Profiles come in three sizes: large,
medium, or small.

Extrude Depth

Controls thickness of extruded object. Default is 0 percent.

Effects

Option

Description

Render as Wireframe

Determines whether to draw the object as an outline
instead of a solid. The appearance of the wireframe outline
is the same as the object’s main material. The default is
off.
This option can improve the rendering time of your scene.

Info
The Info property editor provides general information about an object.

Option

Description

Name

Lets you view name of object (except for
pages). By default, a generic name is assigned to the
object. Use this name to identify similar types of objects in
the viewer. Default is the object type.

Comment

Lets you add comment to an object to remind yourself of
the purpose or any other type of information about the
object

Container

Controls object container’s width, height, and depth, based
on the current unit of measure. This operation applies to
text objects only.

Light
The Light property editor lets you define the type, color, intensity, and location
of a light source.

Option

Description

Enable Light

Turns light source on or off.
When selected, the default light sources are drawn using
solid lines. When deselected, sources are drawn using
dashed lines.

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Option

Description

Light Color

Sets color of light emitted from light source. Default color
is white.

Color swatch

Displays the current color. Click the color swatch and
select a color, or double-click to display the Mini Color
Editor.

Type

Lets you set type of light source: Infinite, Local, or Spot.
Default is Local.

Infinite

Makes selected light source an infinite light. An infinite
light source appears very far away, so that the light rays
are essentially parallel to each other. The sun is an
example of an infinite light source.

Local

Makes selected light source a local light. A local light
extends from a single point evenly in all directions.

Spot

Makes selected light source a spot light. A spot light
extends from a single point in a cone shape, casting light
on a specific oval or circular area of a scene.

Intensity

Controls brightness of light source, from 0 (no intensity)
to 100 (normal intensity) and higher. Intensity can also be
less than 0 to produce a “black light” effect on surfaces
whose emissive color is not black. Default is 100.

Spot Target

This option applies to spot lights only. Sets location in the
scene that the spot light points to. Default is 0 for X, Y,
and Z.

Spot Size

This option applies to spot lights only. Controls area
defined by cone of light.
Spot size is expressed as an angle, where 0º is a zerowidth cone or no light and 90º is a very wide cone. Default
is 20º.

Spot Falloff

This option applies to spot lights only. Controls how
sharply light intensity drops off from spot target. Controls
softness of the light at its perimeter, which can affect the
apparent intensity of the light.
Values: 0 (least soft, high-apparent intensity) to
100 (softest, lowest apparent intensity). Default is 50.

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Paragraph
The Paragraph property editor lets you adjust a column’s width, the alignment
of text within a column, the leading of a paragraph, and the space after a
paragraph. You can also add and remove columns.

Option

Description

Left

Refers to width of left edge of a column

Right

Refers to width of right edge of a column

Alignment

Refers to alignment of text within a column

Update All Selected
Paragraphs

Applies changes to selected paragraphs only

Add

Inserts a column

Remove

Deletes a column

Balance

Sets same width for all columns on a line

Leading

Changes vertical space between lines of a word-wrapped
paragraph. Adjusting the leading affects the space after
each selected line, except the last selected line in a
paragraph.

Space After

Changes vertical space between last line of one paragraph
and the first line of the next paragraph. When you adjust
paragraph spacing, you are adjusting the space after each
selected paragraph.

Render
The Render property editor lets you determine if and how objects are drawn in
the scene.

Option

Description

Show Object

Controls whether object is visible. Default is on.

Generate Matte

Controls whether object participates in the creation of the
matte for the current frame. Default is on.

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Option

Description

Cull Back Faces

Controls whether to draw the back side (surface) of an
object. If the back side is not drawn, the object is
transparent when the back faces are visible. The default is
off.
This option can improve the rendering time of your scene.

Shadow
The Shadow property editor lets you define the appearance and location of an
object’s shadow.

Option

Description

Show Shadow

Turns object’s shadow on or off. By default, this option is
off.

Shadow Color

Displays shadow’s color or tint (if using a texture). Default
color is black.

Color swatch

Displays current color. Click the color swatch and select a
color, or double-click to display the Mini Color Editor.

Type

Lets you select type of shadow to use

Drop

The shadow is located on the shadow plane, which is
parallel to and always behind the object. Drop shadows are
not affected by light sources in the scene.
This is the default shadow type.

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Local

The shadow is located on the shadow plane, which is
either hinged to a side of the object’s bounding box or
parallel to the object.

Projected

The shadow is cast from one of the light sources in the
scene onto the shadow plane. By default, the shadow plane
is hinged to the bottom of the scene.

Projected From

For projected shadows, the light source that produces the
projected shadow. Default is 1.

X Offset

(For drop shadows only) Controls the horizontal position
of the shadow, relative to the object. Default is 1.

Effects

Option

Description

Y Offset

(For drop shadows only) Controls the vertical position of
the shadow, relative to the object. Default is –1.

Opacity

Controls the amount of blending the shadow has with
objects behind it. Default is 50%.

Softness

Controls softness of shadow’s edges. Default is 0%.

Hinge

Location and orientation of shadow plane. Default side is
Bottom, Angle is 45, Offset is 0, and Skew is 0.

n

These parameters cannot be used for the drop
shadow.

Side

Specifies side to which a shadow plane is attached

Angle

Specifies angle of the shadow plane hinge

Offset

Skew
Texture

Specifies offset for the shadow plane hinge. For local
shadows, the offset controls the distance of the shadow
plane away from the hinge point. For projected shadows,
the offset controls the movement of the shadow plane
along global axes.
Specifies skew along local X axis. This parameter applies
to local shadows only.
Lets you select an image or animation file from the texture
gallery or a DS input instead of a solid color

Surfaces
The Surfaces property editor lets you define the appearance of an object’s
surfaces and its background.

Option

Description

Master Opacity

Lets you controls the visibility of an object; used to fade
an object in or out. Default is 100%.

Surface

Lets you select area of object to modify

Main

The front and back sides of the object. This is the default
surface.

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Option

Description

Profile

The outline of character or shapes

Extrude

The area created by the extruded sides of an object

Background

The area behind all objects in text body objects and the
reverse side of 3D DVE objects

Enable Surface

Controls whether the surface uses material properties
different from the other surfaces of the object

Base

Lets you select base color of surface’s material. Default is
white.

Color swatch

Click the color swatch and select a color, or double-click
to display the Mini Color Editor.

Opacity

Controls transparency of surface’s material. Default is
100%.

Type

Lets you select type of material on the surface

Solid Color

Selects a solid color as the material on the surface. This is
the default type of material.

Texture

Selects a bitmap image or animation as the material on the
surface

Overlap

Lets you select the effect to apply to the area of the surface
that overlaps other object surfaces. The default is Normal.

Normal

The surface is not affected by other surfaces under it. This
is the default setting.

Invert

The color of each pixel under the surface is reversed or
inverted. Specifically, the hue of each color is rotated by
180°, and the saturation and brightness switch values;
white becomes black, black becomes white, and red
becomes cyan.
Changes to the surface’s opacity and type do not affect the
result. You can achieve the best results by using this effect
on a solid surface.

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Option

And

Description

The color of each pixel under the surface appears tinted.
Specifically, a bitwise (bit for bit) And operation is
performed between the binary representations of each
pixel in the surface and the other surfaces under it. In an
And operation, both bits must be 1 for the result to be 1.
Otherwise, the result is 0.
Changes to the surface’s type affect the result. A solid
white surface does not produce any change to the
underlying surfaces.
You can achieve good results using opaque solid colors,
but not as good combining gradients or textures with other
gradients or textures or using semitransparent solid colors.

Exclusive Or

The color of each pixel under the surface is reversed or
inverted in a way similar to the Invert overlap effect,
except that the surface’s appearance affects the result.
Specifically, a bitwise (bit for bit) Exclusive Or or Xor
operation is performed between the binary representations
of each pixel in the surface and the other surfaces under it.
In an Xor operation, the resulting bit is 1 if only one of the
bits is 1. Otherwise, the result is 0.
Changes to the surface’s type affect the result. You can
achieve good results using opaque solid colors. Results are
not as good when you combining gradients or textures
with other gradients or textures.

Not Or

The color of each pixel under the surface is reversed or
inverted in some combinations and tinted in others.
Specifically, a bitwise (bit for bit) Or operation is
performed between the binary representations of each
pixel in the surface and the other surfaces under it. Then
the resulting bit is inverted (Not operation). In a Not Or
operation, the resulting bit is 1 if both bits are the same.
Otherwise, the result is 0.
Changes to the surface’s type affect the result. A solid
white surface produces black. A solid black surface
produces an effect similar to the Invert overlap effect.
You can achieve good results using opaque solid colors.
Results are not as good when you combine gradients or
textures with other gradients or textures.

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Option

Description

Enable Lighting

Controls whether the surface’s material is affected by light
sources. By default, this option is off.

Specular

(Lit materials only) Controls the color and intensity of the
specular highlight. Default is gray.
Click the color swatch and select a color, or double-click
to display the Mini Color Editor.

Emissive

(Lit materials only) Controls lightness of areas not lit by
lights. The color of the surface’s material at the points
farthest from a light source. Default is black.
Click the color swatch and select a color, or double-click
to display the Mini Color Editor.

Shininess

(Lit materials only) Controls size of light and how shiny or
dull the surface’s material appears. Default is 10.

Environment

(Lit materials only) A texture that is reflected on the
surface, depending on the object’s orientation and
position.

R

Resets Environment to none

C

Displays Crop parameters

n

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A negative crop value will cause areas outside of
the texture to be displayed, and if the Allow Tiling
for DS Inputs option (on the 3D DVE/Options
property editor) is deselected then you may see
undesirable artifacts.

Texture

Displays file name of texture image mapped onto the
surface

Tile

Controls whether a scaled-down texture is tiled or
repeated on the surface. By default, this option is off.

Tint

Controls whether the material’s texture is tinted by the
Base color. By default, Tint is on.

Offset

Controls offset of texture relative to its original position on
a surface. Default is 0.

Rotation

Controls angle of rotation of the texture on its surface.
Default is 0°.

Effects

Option

Description

Scale

Controls scale factor of the texture on the surface. Default
is 100%.

n

A scale value less than 100% will cause areas
outside of the texture to be displayed, and if the
Allow Tiling for DS Inputs option (on the 3D
DVE/Options property editor) is deselected then
you may see undesirable artifacts.

Mapping

Lets you select the method of applying the texture to the
surface.

Local

Applies the texture to each object as if it were a decal. If
you use local mapping on a container object, each object
within the container is applied separately. This is the
default mapping.

Object Container

Applies the texture based on the dimensions of the object’s
container. For example, you can apply a texture to a shape
but make the texture relative to the scene’s dimensions.
This option also allows you to apply a texture to the
contents of an object, such as the characters in a text body.

Reflection

Uses the surface of the object as if it were a mirror
reflecting the texture (reflection map). Reflection maps are
mainly used as “ambient” textures.

Time Span (3D DVE)
The Time Span property editor lets you define the number of frames in which
an object or camera exists. To change the time span, you must first select the
object through the viewer or the 3D Object view.

Option

Description

This Frame Only

Specifies that the in timecode corresponds to the current
frame and the out timecode corresponds to the frame that
follows the current frame, for a duration of one frame.

This Frame to End

Specifies that the in timecode corresponds to the current
frame and the out timecode corresponds to the frame that
follows the last frame where the object was applied.

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Option

Description

Start to End

Specifies that the in timecode corresponds to 00:00:00:00
(local time) and the out timecode corresponds to the frame
that follows the last frame of the 3D DVE session.

Start to This Frame

Specifies that the in timecode corresponds to 00:00:00:00
and the out timecode corresponds to the current frame.

In

Specifies timecode of first frame in which you want the
object to appear

Out

Specifies timecode of frame that follows the last frame in
which you want the object to appear

Duration

Specifies total number of frames in which you want the
object to appear

Lock

Retains object’s duration, but slides it in time by changing
the in or out timecode

Crop animation curves
when changing object
time span

Determines whether object’s animation curves are cropped
or scaled when the time span is modified

3D DVE
The 3D DVE property editor lets you define the behavior and appearance of
3D DVE objects.

Option

Description

Effect

Lets you select type of effect for DVE object

Border

Places colored frame around edge. The border can have a
soft outer edge.
Unlike the Border profile effect, which cannot be used on
DVE objects, the border in a Border DVE overlaps the
edges of an image.

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•

Size: The thickness of the border; default is 0.

•

Softness: The softness of the outer edge of the border.
A value of 0 (default) produces a hard edge.

•

Color: The color of the border; default s black.

Effects

Option

Description

Default

Creates rectangular surface. This is the default DVE.

Page Curl

Creates animated curl effect over duration of 3D DVE
time span. Curls surface as if it were a page of a book
being turned, showing the back surface on the opposite
side. You can control the tightness and angle of the curl.

Ripple

Sphere

•

Radius: The size of the curl. Smaller values produce
tighter curls, whereas larger values produce looser
curls. The surface cannot curl around itself. The
closest the surface can be is parallel to itself. Default is
0.10.

•

Angle: The direction that the surface will turn or flip
across the surface. Default is 0.

•

Curl time: The position of the curl as it moves across
the surface. Animate this property to curl the surface
completely off. Default is 0.

Produces parallel waves across surface. You can control
the height, number, and direction of the waves.
•

Amplitude: The height of the waves in the ripple.
Default is 0.10.

•

Angle: The direction that the ripples move across the
surface. Default is 0.

•

Ripple time: The time required for the ripple to move
across the surface. Animate this property to produce a
rolling motion. Default is 0.

•

Frequency: The number of ripples on the surface.
Default is 1.

Produces cylindrical, spherical, and other distorted
surfaces. You can control the horizontal and vertical
curvature to produce different results.
•

Angle: The horizontal curvature of the surface.
Default is 360.

•

Distortion: The vertical curvature of the surface.
Default is 1.

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Option

Description

Displacement

Controls use of a displacement map to simulate a nonsmooth surface

Texture

Lets you select image whose alpha channel or grayscale
version defines the contour on the surface

Scale

Scales magnitude of the displacement.
Higher scale values produce larger, exaggerated bumps
and valleys, whereas lower scale values produce smaller,
subtle bumps and valleys.

Offset

Offsets magnitude of the displacement.
Higher scale values produce larger, exaggerated bumps
and valleys, whereas lower scale values produce smaller,
subtle bumps and valleys.

Softness

Sets smoothness of surface. You can soften a displacement
map to hide irregularities in grayscale levels in the texture.
Higher softness values produce a smoother surface,
whereas lower softness values produce a coarser surface.

Detail

Controls level of detail for DVE. Default is 1 for X and Y.

Options

Displays properties for selected DVE

3D DVE/Options
The 3D DVE/Options property editor lets you display and render
backgrounds, and control the quality of objects drawn in the viewer.
Preferences Property Page
The Preferences property page lets you set the projection of your 3D DVE
session, as well as display and render backgrounds.

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Option

Description

Background

Displays .tif images and Avid DS Nitris inputs that you
can use as the background in your scene

Effects

Option

Description

Allow Tiling for DS
Inputs

Allows DS inputs, used as textures, to be tiled. Default is
off.

n
Auto-Create DVE on
New Input

Turning off this option will noticeably increase
interactivity. If you’re using textured surfaces, it
will improve rendering speed.

Automatically creates a DVE in the 3D DVE layout and
connects the image to the new input in an Effects Tree.
This option is on by default in the 3D DVE presets, but not
in the 3D DVE layout.

Output Property Page
The Output property page lets you determine how objects in your 3D DVE
session are rendered and displayed on the external monitor. You should raise
the values when you’re ready to do a final render.

Option

Description

Use Video-safe Colors

Ensures that the colors in the scene are not too saturated
for the NTSC or PAL broadcast standard. Otherwise,
artifacts appear on the video display.

Enable Motion Blur

Simulates a blurry motion.

n

Motion blur is a very time-intensive effect,
especially when you use a long exposure time.

Use Premultiplied Alpha Multiplies red, green, and blue values of each pixel in the
image by the pixel’s alpha value. For example, if the red
value of a pixel is 200 out of 255 and the alpha value for
the pixel is 50 out of 100%, the red value would be stored
as 100 (50% of 200). With the alpha channel information
integrated in the color information, you can quickly
composite the image with other images.
This option is on by default.

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Option

Description

Exposure

Represents exposure time, measured in seconds, that
shutter is open.
The blurriness of a moving object depends on how long
the camera’s shutter is open. The longer the shutter is
open, the blurrier the object appears, and vice versa.

Suppress Vertical Jitter

Applies a one-pixel blur to text to dampen effect of jittery
text. You should not use this option if the text is not
moving vertically or if no jitter exists.

Enable Image Blur

Applies a slight blur (a 3x3 convolution) to helps to
remove jaggies. This option is off by default.

Custom Quality

Lets you control and customize rendering quality

Antialiasing

Controls smoothness of edges of objects

None

Applies no antialiasing; produces jagged or aliased edges

Fast2d

Draws flat objects (not objects that are extruded, have a
profile, or are DVEs) with antialiased line around edges
for smoother edges, especially in high-resolution (film,
DTV) projects

Low

Produces quick, low-quality rendering of objects. Outlines
of objects appear aliased (jagged).
Useful when you need the quickest response time
(feedback) and aren’t concerned with the visual accuracy
of the objects. The quality setting does not affect the
rendering quality.

Medium

Produces an average rendering of objects. The edges of
objects are antialiased (smooth). This setting is the default
and is sufficient for most projects.

High

Produces a higher-quality rendering of objects, but may
take longer to render on screen, especially if the Enable
Motion Blur is selected. The edges of objects are
antialiased.
Useful when you need the highest level of visual accuracy
or realism.

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Option

Description

Texturing

Controls quality of textured surfaces, in proportion to the
time required to render the texture onto the surface. The
lower the texturing quality, the faster it is to render the
texture, and vice versa.
On some workstations, texturing can be a slow operation
depending on the configuration. At the Low texturing
setting, large textures mapped onto small surfaces may
appear pixelated.

Lighting

Controls quality of textured, lit surfaces. This parameter
has no effect on textured surfaces whose specular color is
black.

Low

Renders objects in one pass. Appropriate for objects with
no highlights.

High

Renders objects using a second pass to display highlights
properly.

Tessellation

Controls smoothness or approximation of curved edges on
characters and shapes. Values: 0.10 to 10.00; default is
3.00. As the value increases, the curve is less faceted and
smoother. This setting can have a significant effect on
performance.

Shadowing

Controls quality of soft shadows. Values: 0.10 to 2.00.
Default is 1.00, 0.50 is half as good, and 2.00 is twice as
good. This setting can have a significant effect on
performance.
Low quality uses a setting of 0.50. Medium quality uses a
setting of 1.00. High quality uses a setting of 2.00.

Motion Blur

Controls degree of blurring of fast-moving objects in a
motion-blurred scene. Values: 0.25 to 2.00. Default is
1.00, 0.50 is half the blur, and 2.00 is twice as the blur.
This setting can have a significant effect on performance.
This setting affects rendered frames only.

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Direct View Property Page
The Direct View property page lets you control the quality of objects drawn in
the viewer. When in the Direct View mode, you can set the antialiasing level,
texture, lighting, tessellation, shadows, and motion blur.

Option

Description

Antialiasing

Controls smoothness of the edges of objects

Fast2d

Draws flat objects (not objects that are extruded, have a
profile, or are DVEs) with antialiased line around edges
for smoother edges, especially in high-resolution (film,
DTV) projects

None

Applies no antialiasing; produces jagged or aliased edges

Texturing

Controls quality of textured surfaces, in proportion to the
time required to render the texture onto the surface. The
lower the texturing quality, the faster it is to render the
texture, and vice versa.
On some workstations, texturing can be a slow operation,
depending on the configuration. At the Low texturing
setting, large textures mapped onto small surfaces may
appear pixelated.

Lighting

Controls quality of textured, lit surfaces. Use the Low
setting for matte objects and the High setting for objects
with highlights. The High setting produces a better result.
This parameter has no effect on textured surfaces whose
specular color is black.
Low quality uses Low lighting. Medium and High quality
use High lighting.

Tessellation

2174

Controls smoothness or approximation of curved edges on
characters and shapes. Values: 0.10 to 10.00; default is
3.00. As the value increases, the curve is less faceted and
smoother. This setting can have a significant effect on
performance.

Effects

Option

Description

Shadowing

Controls quality of soft shadows. Values: 0.10 to 2.00.
Default is 1.00, 0.50 is half as good, and 2.00 is twice as
good. This setting can have a significant effect on
performance.
Low quality uses a setting of 0.50. Medium quality uses a
setting of 1.00. High quality uses a setting of 2.00.

View as Wireframe

Displays all objects in wireframe

View Background

Turns the background on or off

Show Ground Plane

Turns the ground plane on or off

Enable External Monitor Turns external monitor on or off

Camera
The Camera property editor lets you set the parameters which define how the
camera will “see” your scene. You can set the position of the camera and its
interest, the roll angle, the type of projection, and the clipping plane distances.

Option

Description

Position

Defines global coordinates of the camera in X, Y, and Z
directions

Interest

Defines position of camera’s interest. The interest, what
the camera is always looking at, is at the center of the
interest plane. The interest plane is defined as the area
visible through the camera.

Roll

Controls angle of camera roll. Negative values make the
camera roll left and positive values make the camera roll
right in the Z axis.

Projection

Defines type of projection to use

Orthographic

Uses an orthographic projection, in which all camera rays
are parallel and objects do not change size as they change
distance from the camera

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Option

Perspective

Field of View

Description

Uses a perspective projection, which simulates
perspective foreshortening. This projection simulates a
real camera.
Lets you choose angle and type of field of view

Angle

Specifies angle of the field of view. Small angles are
equivalent to a telephoto lens and larger angles are
equivalent to a wide angle lens.

Vertical

Specifies vertical field of view

Horizontal

Specifies horizontal field of view

Clipping Planes

Sets minimum and maximum viewable distances from
camera. Objects closer than the near clipping plane or
farther than the far clipping plane are not visible. By
default, the near plane is very close to the camera and the
far plane is very far away, so most objects are usually
visible. You can set clipping planes to display or hide
specific objects.

Near

Sets minimum viewable distance from camera. Objects in
front of this plane will not be visible.

Far

Sets maximum viewable distance camera. Objects behind
this plane will not be visible.

Reset

Resets all parameters of the Camera property page to the
default values

Path
The Path property editor lets you define the behavior and appearance of text on
a path.

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Option

Description

Baseline Offset

Controls offset of the characters of text, measured from
their baseline, from the path. Default is 0% of the scene
height.

Effects

Option

Description

Orientation

Lets you set direction of the characters of text on the path.
Default orientation is Follow.

Transform
The Transform property page lets you define object transformations, such as
position, scaling, and rotation adjustments.

Option

Description

Position

Controls the position of the object in three-dimensional
space relative to the origin.
Objects in a scene that are too close or too far away are not
drawn. To simulate very large or very small objects, use
the Scale controls. Default is 0%.

Scale

Controls the scale percentage, relative to the object’s
original size.
Scaling occurs relative to the object’s anchor point, unlike
scaling an object manually. Default is 100%.

Rotation

Controls angle of rotation in three-dimensional space,
relative to object’s original orientation. Default is 0, 0, 0.

Anchor Point

Controls offset from the center of the object’s bounding
box, from which to scale or rotate the object. Default is 0,
0, 0.

Reset

Resets all parameters to the default values

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Compositing Reference

This chapter includes reference information on features you use during
compositing.
•

Layers View

•

Effects Tree

•

Compositing Effects

Layers View
The Layers view lets you determine the order and appearance of composited
clips.
You can do the following for each layer:
•

Apply these effects: Key, DVE, Color Correction, and Graphics

•

Apply one or more external mattes to individual layers

•

Apply compositing and blend operations between the RGB and alpha
components of adjacent layers.

Layers
When working in the Compositing layout, the tracks on the timeline serve as a
working area for you to prepare clips and create mattes. You can create a layer
by dragging a track to the Layers view or by dragging clips from a bin to the
Layers view.

Chapter 6 Compositing Reference

You can have any number of layers in a composite. Each layer has controls
that let you determine its order and appearance in the composite. You can add
keyer, DVE, color correction or graphics effects, or Effects Trees, as well as
apply external mattes on a layer.
Layer
RGB

Layer
Alpha

Original External
Alpha
Alpha

Layer
controls
Matte
Controls
Matte Expand

Use this

To

Layer controls

Manipulate the layers in a composite. You can adjust the
transparency, mute, solo, animate, and add layer effects.

Layer RGB

View the image results after all mattes have been applied to a
layer.

Layer alpha

View the combined results of all mattes applied to a layer.

Matte expand

Displays the original alpha and external alpha thumbnails.

Original alpha

View the original matte of the clip on a layer.

Matte controls

Apply matte compositing operations between the original and
external mattes on a layer.

External alpha

View external mattes applied to a layer.

Layer Controls
The layer controls let you manipulate the layers in a composite. These controls
let you mute, solo, or adjust the opacity of the layers.
On each layer, there are tools to add color correction, DVE, graphics, and
keyer effects. You can also apply compositing and blending operations
between layers.

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Layers View

Solo

Effect tools

Matte Expand

Mute
Layer button
Animation Key
button

Interlayer
operations
Opacity level
Opacity slider

Use this

To

Mute

Turn off the view of the layer. In the viewer, the composite is rebuilt
without the muted layer. You can mute more than one layer at a time.

Solo

Display the layer in the viewer and in the result layer. You can only
solo one layer at a time.

Effect tools

Apply effects to layers.

n

A check mark beside these tools indicates that the effect was
applied to the layer.

CC

Define a color correction effect and apply it to the corresponding
layer.

DVE

Define a DVE and apply it to the corresponding layer.

Gfx

Create a graphics effect and apply it to the corresponding layer.

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Use this

Key

To

Define a keyer and apply it to the corresponding layer.

n

You can also load other effects such as third party plug-ins
through the key tool. Once loaded, the tool’s name changes
from Key to FX.

Matte expand

Show or hide the external mattes that have been applied to this layer.

Layer button

Select or move a track. When the button is green, it indicates that an
Effects Tree has been applied to the layer.

Animation key

Animate the transparency of the mattes that have been applied to the
layer and navigate between keyframes in an animation.

Interlayer
operations

Apply compositing and blending operations between adjacent layers.

Opacity level

View or change the percentage of opacity that has been set by the
opacity slider. Enter a specific value in this box to change the opacity
level.
The check box lets you turn the opacity setting on or off.

Opacity slider

Adjust the opacity of the layer.

Matte Controls
The matte controls let you apply matte compositing operations between the
original and external mattes on a layer. They also let you to change the order
of external mattes.

Matte
compositing
operations

Matte operations

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Use this

To

Matte operations

Change the order and appearance of external mattes.

Matte compositing
operations

Apply logic operations between mattes on a layer.

Result Area
Result RGB

Result Alpha

Result area

Use this

To

Result RGB

View the resulting RGB channel of all the composited
layers.

Result alpha

View/export the resulting alpha channel of all the
composited layers.

n

An “Alpha Not Exported” message is displayed
when the mattes from the layers have not been
exported to the result area. This means that you
won’t see the composited result when you close the
container clip.

To view the resulting matte, click the Result Alpha
thumbnail.
When you view the top timeline, the container clip will
have an alpha channel. If it’s on a background track, it
will be composited on top of any clips below it.
When you deselect this option, 100% white alpha is
exported to the top timeline.

n

Tip: If you close a container clip and it isn’t
composited on the top timeline, ensure this option

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Compositing Tools Toolbar
The Compositing Tools toolbar lets you apply effects such as keyers, motion
blurs, Impressionist, and Painterly. You can also add your own preset effects
and customize the toolbar. This toolbar is in the .
To access the Compositing Tools toolbar

1. From the taskbar, click the Compositing button.
2. From the Compositing Tools toolbar, select a tool.

Tool

Description

Keyers

Effects that let you create a matte

Blue-Green
Keyer

Applies the Blue-Green Keyer effect to a clip from which you can
create a matte based on a blue or green color

Chroma Keyer

Applies the Chroma Keyer effect to a clip from which you can
create a matte based on a color other than blue or green

Linear Luma
Keyer

Applies the Linear Luma Keyer effect to a clip from which you
can create a matte based on the luminance of an image

Other Effects

Lets you select other effects to apply to clips

Crop

Applies the Crop effect to a clip

Motion Blur

Applies the Motion Blur effect to a clip

Linear Gradient

Applies the Linear Gradient effect to a clip

Matte

Applies the Matte effect to a clip from which you can adjust an
existing clip’s matte

Impressionist

Displays a list of Impressionist effects that you can apply to a clip

Painterly

Displays a list of Painterly effects that you can apply to a clip

Result Area Menu
The Result Area pop-up menu lets you insert a new layer and select different
display modes within a layer, as well as access the Global DVE property
editor. You can also open a new viewer in which you can display the layer
composite.
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Layers View

To access the Result Area Menu:

t

In the Result Area of the Layers view, right-click an empty area.

Option

Description

Insert Layer

Adds a new layer to the composite

Display Result Area

Shows or hides the Result Area, which is located at the
top of the Layers view and displays the result of the
composited layers. This command is on by default.

Open Viewer

Displays the output of the composited layers in a floating
viewer

Mute Background

If the bottommost layer has a matte, this command
determines whether to use it or treat it like it has a full
alpha for the RGB composite.
If the layer has a matte and this command is deselected,
then the bottommost layer will be composited over black.
If the bottommost layer doesn’t have a matte, its alpha
channel has 100% solid alpha, which will be applied to
the alpha channel for the composite using a matte
composite operation. This command is on by default.

Force Premultiplied
Output

When this option is selected, the bottommost layer of
your composite is premultiplied. Premultiplication
multiplies the RGB channels with the alpha channel.
This option should not be selected if you are using the
bottommost layer as your background.

Export Alpha

Places the resulting matte of the composite into the alpha
channel of the composite container clip.
When you view the top timeline, the container clip will
have an alpha channel. If it’s on a background track, it
will be composited on top of any clips below it.
When you deselect this option, 100% white alpha is
exported to the top timeline.

n

Tip: If you close a container clip and it isn’t
composited on the top timeline, ensure this option
is selected on the Layers view. This option will not
appear to have any effect while inside a container
clip.

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Option

Description

Output Frame Size

Forces the effect to process and output pixels that fall
within the frame. For example, if you have a PAL
sequence that is 720×576 and you process an image
larger that the PAL frame (2000×2000), then only the
pixels that fall within the PAL window will be processed
and output from this effect. This command is on by
default.

Global DVE Controls

Displays the Global DVE property editor in which you
can apply a Global DVE to all layers in the composite

Layer Effect Menu
The Layer Effect pop-up menu lets you change the order of effects applied on
layers.
To access the Layer effect menu:

t

In the layer, right-click an effect.

Option

Description

Top

Moves the selected effect to the top of the layer effects

Raise

Moves the selected effect up one level in the layer
effects

Lower

Moves the selected effect down one level in the layer
effects

Bottom

Moves the selected layer to the bottom of the layer
effects

Open Viewer

Displays the output of the selected effect in a floating
viewer.

Layer Menu
The Layer pop-up menu lets you change the order of layers, set the
premultiplication, apply an Effects Tree, and remove layers from your
composite.
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Layers View

To access the Layer menu:

t

Right-click a layer.

Option

Description

Bring to Front

Moves the selected layer to the topmost layer in the
composite

Raise

Moves the selected layer up one level in the composite

Lower

Moves the selected layer down one level in the
composite

Send to Back

Moves the selected layer to the bottommost layer in the
composite

Premultiplied

Premultiplies the input’s RGB channels with the alpha
channel

Not Premultiplied

Does not premultiply the input’s RGB channels with the
alpha channel

Auto

Maintains the premultiplication setting indicated when
the clip was captured

Mix

Blends the result of the effect with the original input.
Mix works like opacity except that is applied after the
composite.

Opacity

Decreases or increases the opacity of a layer to make it
more or less transparent when composited on other
layers. This is the default setting.

Clamp to valid color
(RGBA)

Ensures that the result of the composite has valid RGBA
colors.
When you import a .psd file, you should select this
option to maintain the blending operations performed in
Photoshop.

Duplicate Layer

Duplicates the selected layer and places it on the
topmost layer of the composite

Remove Layer

Removes the selected layer from the composite

Layer Name

Changes the selected layer’s name

Effects Tree (layer)

Applies an Effects Tree to the selected layer

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Matte Controls Menu
The Matte Controls pop-up menu lets you create a matte based on the
combined alpha values of a selected layer. The options are known as matte
operations.
The alpha channels of the foreground and background play a role in the
computation of the color channels (RGB or YCbCr). These operations
perform a premultiplication of the Alpha with the RGB channels, if required.
Matte operations do not clamp the colors that are within the color gamut
(values between 0.0 and 1.0). The input values on the other hand are clamped
to be within the valid 0.0-1.0 range.

n

The operations that do not clamp the input or output pixel values to the legal
color gamut can be applied to images that have blacker than blacker or whiter
than white values, and produce images that have blacker than black or whiter
than white values. Also note that values outside of the legal color ranges can
be present in16 bit and float images.
To access the Matte Controls Menu:

t

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In the Layers view, right-click the Matte controls between the Original
Alpha and External Alpha thumbnails.

Option

Description

Xor

Creates a matte from alpha values in mattes A and B, but
excludes common values in A and B

Or

Creates a matte by combining alpha values in mattes A and B

Min

Creates a matte based on minimum pixel value of pixels in
mattes A and B

Max

Creates a matte based on the maximum pixel value of mattes A
and B

And

Creates a matte by intersecting alpha values in mattes A and B

Add

Creates a matte by adding the alpha values in mattes A and B

Add No Clipping
(Screen)

Creates a matte by adding the alpha values in mattes A and B in
a way that legal value pixels will not cause the image to look
overexposed

Layers View

Option

Description

Difference

Creates a matte by subtracting the alpha values of matte B from
matte A

Multiply

Creates a matte by multiplying the alpha values of mattes A and
B.

Interlayer Alpha Menu and Interlayer RGB Menu
The interlayer Alpha pop-up menu and interlayer RGB menu let you select
which compositing operations will be performed between layers. The selected
operation is performed between the current selected layer and the result of the
layers below.

n

By default, the interlayer operation is performed with current layer as the
foreground and the result of the layers below as the background. The Use as
Background option on the Alpha pop-up menu lets you use the Alpha from the
layer as the background and the result of the layers below as the foreground.
To access the Interlayer Alpha menu:

t

In the Layers view, right-click a blending operation under the Layer Alpha
thumbnail.

The Interlayer RGB pop-up menu lets you perform blending operations on the
RGB components between adjacent layers.
To access the Interlayer RGB menu:

t

In the Layers view, right-click a blend operation under the Layer RGB
thumbnail.

The following table lists matte, blending, and other operations that are used
when compositing using the Layers view.

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Option

Description

Matte-based operations

The following matte-based operations are the only
operations in which the alpha channels of the foreground
and the background play a role in the computation of the
color channels (RGB or YCbCr). These operations
perform a premultiplication of the Alpha with the RGB
channels if required.

n

The operations that do not clamp the input or output pixel values to the legal
color gamut can be applied to images that have blacker than blacker or whiter
than white values, and produce images that have blacker than black or whiter
than white values. Also note that values outside of the legal color ranges can
be present in16 bit and float images.

Over

Places the foreground over the background according to
the foreground’s alpha

In

Places the foreground image inside the alpha of the
background image

Out

Places the foreground image outside the alpha of the
background image

Atop

Places the foreground image inside the alpha of the
background image and the background image outside the
foreground alpha

Xor

Places the foreground image outside the alpha of the
background image and the background image outside the
alpha of the foreground image

Blending operations

n

In 16 bit and float, unlcamped operations can be used to create more complex
mathematical expressions.

Add

2190

The following blending operations are applied
independently to each channel. The color channels are not
affected by the alpha. Unless otherwise noted, the input
and output of the following operations are not clamped to
the valid color ranges.

Adds the foreground to the background. This may
sometimes cause the image to appear overexposed.

Layers View

Option

Description

Add No Clipping
(Screen)

Adds the foreground and the background in such a way
that legal pixel values will not cause the image to look
overexposed.

Exclusion

Subtracts RGB values of the background image from the
foreground. For values between black and white, the
result has a more gentle, even contrast than you would get
with the difference operation.

Dark Add

Adds the foreground to the background and then reduces
all the pixel values. The result may look underexposed.

Negative Sum

This mode is similar to Difference for dark and light pixel
values, but produces a lighter image for values in between

Difference

Takes the absolute difference between the foreground and
background image

Subtract

Subtracts the background from the foreground

Multiply

Multiplies the foreground with the background. For legal
color values, the result is a darker image.

Divide

Divides the foreground by the background. For legal color
values, the result is a brighter image, which may look
overexposed.

Linear Interpolation

Interpolates between the foreground and the background
by taking the average of the two images

Smooth Interpolation

Interpolates between the foreground and the background
using a smooth curve. The result slightly favors the
darkest and lightest pixels in the image. The result is
similar to Linear Interpolation but with more contrast.

Steep Interpolation

Non-Linear Blending
Operations

n

The input and output images are clamped.

This mode is a linear interpolation that has been stretched
below black and above white values. Only medium pixel
values will stay within the valid color range.
The following are non-linear functions of the foreground
and the background. These operations have the input and
output values clamped.

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Over

Places the foreground over the background according to
the foreground’s alpha

In

Places the foreground image inside the alpha of the
background image

Out

Places the foreground image outside the alpha of the
background image

Atop

Places the foreground image inside the alpha of the
background image and the background image outside the
foreground alpha

Xor

Places the foreground image outside the alpha of the
background image and the background image outside the
alpha of the foreground image

Blending operations

n

In 16 bit and float, unlcamped operations can be used to create more complex
mathematical expressions.

Add

2192

The following blending operations are applied
independently to each channel. The color channels are not
affected by the alpha. Unless otherwise noted, the input
and output of the following operations are not clamped to
the valid color ranges.

Adds the foreground to the background. This may
sometimes cause the image to appear overexposed.

Layers View

Subtract

Subtracts the background from the foreground

Multiply

Multiplies the foreground with the background. For legal
color values, the result is a darker image.

Divide

Divides the foreground by the background. For legal color
values, the result is a brighter image, which may look
overexposed.

Linear Interpolation

Interpolates between the foreground and the background
by taking the average of the two images

Smooth Interpolation

Interpolates between the foreground and the background
using a smooth curve. The result slightly favors the
darkest and lightest pixels in the image. The result is
similar to Linear Interpolation but with more contrast.

n
Steep Interpolation

Non-Linear Blending
Operations

Option

The input and output images are clamped.

This mode is a linear interpolation that has been stretched
below black and above white values. Only medium pixel
values will stay within the valid color range.
The following are non-linear functions of the foreground
and the background. These operations have the input and
output values clamped.

Description

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Option

Soft Light

A gentle blend lightening or darkening the background
according to the foreground. The effect as a whole tends
to brighten images, much like a soft light being shone on
an image.

Color Dodge

Brightens the background by dividing by the inverse of
the foreground. Dark pixels in the foreground will leave
the background almost unchanged. Bright pixels in the
foreground will significantly brighten background.

Color Burn

Darkens the background by the darkness of the
background. Dark pixels in the foreground will darken the
background. Bright pixels in the foreground will leave
background almost unchanged.

Dodge Inverted Burn

This is a softer version of Color dodge. When foreground
and background pixels are bright, a darkened version of
Color Dodge is used. When foreground and background
are dark, a brightened version of Color Burn is used.

Burn Inverted Dodge

This mode is the reverse of Dodge Inverted Burn and
produces a result that is lighter than Color Burn. When
foreground and background pixels are bright, a darkened
inverse of Color Dodge is used. When foreground and
background pixels are dark, a lightened inverse of Color
Burn is used.

Dark Dodge

This operation is similar to Color Dodge, but produces a
darker, more evenly lit image. The background pixels
show through more clearly and are not brightened as
significantly by the foreground.

Bright Burn

This operation is similar to Color Burn, but produces a
brighter, more evenly lit image. The background pixels
show through more clearly and are not darkened as
significantly by the foreground.

Comparison operations

Lighter

2194

Description

The following operations use a comparison between the
foreground and background channels. The input and
output for these operations are not clamped to legal
values.
Takes the higher pixel value between the foreground and
the background for each the RGBA channels

Layers View

Option

Description

Darker

Takes the lower pixel value between the foreground and
the background for each of the RGBA channels

Non-additive Mix

Takes the pixel from the foreground or background based
on which has the higher luminance value

Inverted Non-additive Takes the pixel from the foreground or background based
Mix
on which has the lower luminance value
Color routing operations

The following operations route certain color channels
form one of the two inputs. This is not a channel
switching type of operation. The input and output for
these operations are not clamped to legal values. These
operations cannot be used on the alpha channel. By
default, the alpha operation is set to Over.

Lightness

Combines the luminance values of the foreground image
to the saturation and hue of the background.

Color

Combines the saturation and hue values of the foreground
image to the luminance of the background.

Luma

Combines the luma channel (Y) of the foreground with
the chroma channels (CbCr) of the background

Chroma

Combines the chroma channels (CbCr) of the foreground
with the luma channel (Y) of the background.

Use Alpha as Mask

Uses the alpha of the foreground image to mask the result
of the selected operations against the background image.
Allows the blending operations to be applied only in the
alpha regions of the foreground image. To apply the
blending operation on the whole image, deselect this
option.

Use Luma as Mask

n

Uses the luma of the foreground image to mask the result
of the selected operations against the background image.

Only Luma or Alpha can be used as a mask, not both. These two options are
only available on the RGB interlayer menu.

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Option

Description

Use as Background

Swaps the foreground and the background in the
operation. The current layer will be used as the
background and the result of the layers below will be used
as the foreground.
This option can be set separately on the RGB interlayer
menu and the Alpha interlayer menu. When Use as
Background is set, the operation’s name will be prefixed
with [B] in the layer.

n

When using Use as Background on the Alpha interlayer menu in combination
with Use Alpha as Mask, the alpha for the mask will be taken from the result of
the layers below, instead of the current layer. When Use as Background on the
RGB interlayer menu is used in combination with Use Luma as Mask, the mask
will be generated from the result of the layers below, instead of the current
layer.

Bypass

Bypasses the current layer by passing through the result
of the layers below

External Matte Menu
The External Matte pop-up menu lets you reorder external mattes on a layer,
invert the alpha, or switch the external matte’s alpha and RGB channels.
To access the External Matte menu:

t

2196

Right-click the External Matte thumbnail of a layer.

Option

Description

First

Moves the matte to the leftmost position

Left

Moves the matte one position to the left

Right

Moves the matte one position to the right

Last

Moves the matte to the rightmost position

Invert

Inverts the external matte so transparent areas become opaque and vice versa

Delete

Removes the external matte

Alpha

Uses the alpha channel of a track as an external matte

Effects Tree

Option

Description

RGB

Uses the RGB channels of a track as an external matte

Effects Tree
Effects Trees lets you display the relationships between effects and images, as
well as letting you save tree presets which you can apply to other clips or
Effects Trees.
An Effects Tree is made up of nodes: the graphical representation of the input
images, effects, and the resulting output. Nodes are joined by connectors,
which connect input and output ports.

Effects Node Menu
The Effects Node pop-up menu lets you cut, copy, view, or bypass an effect,
collapse a node, or display its property editor. You can rename effects and
node input ports or display node input port’s name using the name of the effect
connected to the input. You can also fold/unfold and attract/repel nodes.
To access the Effects Node menu:

t

In an Effects Tree, right-click an effect node or node input port.

Option

Description

Process

Lets you specify the objects you want to process.
Processing computes any effect, transition, layer,
composite, or container clip in your sequence, so that it can
be viewed in real time during playback. The results of the
processing is stored in a new media file (cache) so that your
source media remains unaltered.

Purge Selected

Purge Selected to purge only the cache media associated
with the selected cache bar.

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Option

Description

Purge Below

Purges any unnecessary cache media that lies below the
cache bar, while keeping the cache real time playable.
(This option is useful if you processed using the Complete
option and no longer need the caches at each level
anymore.)

Purge

Purges the cache media associated with the cache bar, as
well as any cache media that lies below it.

Cut

Cuts the selected node and places it on the Clipboard

Copy

Copies the selected node and places it on the Clipboard

Delete

Removes the selected node

Bypass

Bypasses the selected node(s). Only effect nodes can be
bypassed (not input, output, or source generator nodes).
This is useful if you want to view the output of the Effects
Tree with or without various effects.

View

Lets you view the output of an input, effect, or output node
in the viewer. You can view a single node at any time.

n
Open Viewer

Displays the output of the selected node in a floating
viewer.

Collapse

Collapses the selected node. This is useful when you have a
multi-input effect that you want to collapse to create more
space in the Effects Tree view.

Rename Effect

Renames the selected effect node.

n

2198

Tip: You can also use the Bypass command in
conjunction with View. For example, if you are
viewing an effect and you want to see the resulting
image with or without the effect, simply bypass the
selected node.

Tip: You can also press the Alt key on your keyboard
and then click a node’s title bar to change its name.

Effects Tree

Option

Description

Rename Input

Renames the selected input port. If you’re using the Use
Input Names command as well, then only the first portion
of the name (Input 1,for example) is changed.

n
n
Use Input Names

This command is only available when you position
the pointer over an input port, which turns white to
show that it’s selected.
Tip: You can also press the Alt key and click a node’s
input name to change it.

On node input ports, display names of nodes to which
they’re connected instead of just Input 1, Input 2, etc.
For example, if a Blue Green keyer is connected to Input 1
of a Composite node, then the input port name will be
displayed as “Input 1- Blue Green Keyer” when you select
this option from the Composite node. All input port names
will update to reflect the input’s name.

n

n

When an Input node is connected directly to an
effect, the Input node’s name is also added to the
Input port’s name. For example, if Input 1, named
“Background”, is connected to Input 2 of a
Composite node, then the name will be Input 2 Input 1 - Background.
You can also select the Use Input Names option in
the New Nodes box on the Effects Tree page of the
User Preferences dialog box if you want all new
effects you add to a tree to use the input node’s
name.

Select Preceding Nodes

Selects all nodes connected before currently selected node.
Useful for viewing all nodes that contribute up to the
selected node.

Select Subsequent
Nodes

Selects all nodes connected after currently selected node.
Useful for viewing path defined by nodes that are
modifying the output of the selected node.

Fold Minimal

Places selected nodes in a new Effects Tree with a red
border. The new Effects Tree node only displays the inputs
that are directly connected to the effect feeding the new
Effects Tree.

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Option

Description

Fold All

Places selected nodes in a new Effects Tree with a red
border. The new Effects Tree node displays all inputs from
each effect.

Unfold

Places all nodes in an Effects Tree into the parent Effects
Tree

Unfold and Repel

Places all nodes in an Effects Tree into the parent Effects
Tree. Any nodes that were close to the folded node are
pushed away from the nodes as they are unfolded.

Attract

Pulls all nodes closer to the currently selected node(s). The
amount they are pulled depends on the amount set in the
Node Attract/Repel Spacing option on the Effects Tree
Property Page of the User Preferences dialog box.

Repel

Pushes all nodes away from the currently selected node(s).
The amount they are pushed depends on the amount set in
the Node Attract/Repel Spacing option on the Effects Tree
Property Page of the User Preferences dialog box.

Expose

Adds the selected effect to the Effects list in the Effects
Tree property editor. This is useful when you create a
complex effect that you want to share with others. You can
select which effects are added to the Effects list, to ensure
certain effects aren’t altered.

n

This command is not displayed on Effects Tree
nodes within Effects Trees.

Effect Properties

Displays the effect’s property editor

Add/Remove Input

Shows or hides an input port.
Select from the menu.
For dynamic input effect nodes such as the Composite and
3D DVE node, you can add new and delete existing input
ports.

Input Node Menu
The Input Node pop-up menu lets you view or delete an input node.

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Effects Tree

To access the Input Node menu:

t

In an Effects Tree, right-click an input node.

Option

Description

Delete

Delete the selected input node.

n

If there is only one input node in a tree, you cannot
delete it.

View

Lets you view the selected input node in the viewer. This is
useful if you want to view an input without any effects
applied to it.

Open Viewer

Displays the output of the selected node in a floating viewer

Select Subsequent
Nodes

Selects all nodes connected after the currently selected node.
This feature is useful, for example, to show you how various
nodes affect the currently selected node.

Attract

Pulls all nodes closer to the currently selected node(s). The
amount they are pulled depends on the size of the selected
node(s).

Repel

Pushes all nodes away from the currently selected node(s).
The amount they are pushed depends on the size of the
selected node(s).

Output Node Menu
The Output Node pop-up menu lets you view an output node, select preceding
nodes, or attract or repel nodes. If your tree contains many effects and the
Output node is set to View, then you’ll see all the applied effects in the viewer.
To access the Output Node menu:

t

In an Effects Tree, right-click an output node.

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Option

Description

Use Input Names

On node input ports, display names of nodes to which
they’re connected instead of just Input 1, Input 2, etc.

n

When an Input node is connected directly to an
Output node, the Input node’s name is also added to
the Input port’s name. For example, if Input 1, named
“Background”, is connected to the Output node, then
the name will be Input - Input 1 - Background.

View

Lets you view the selected Output node in the viewer

Open Viewer

Displays the output of the selected node in a floating viewer

Select Preceding
Nodes

Selects all nodes connected before the currently selected
node. This feature is useful, for example, to show you how
various nodes in front of the currently selected node affect it.

Attract

Pulls all nodes closer to the currently selected node(s). The
amount they are pulled depends on the size of the selected
node(s).

Repel

Pushes all nodes away from the currently selected node(s).
The amount they are pushed depends on the size of the
selected node(s).

Effects Tree Menu
The Effects Tree pop-up menu lets you add or remove effects, move around
the Effects Tree view, and display the Effects Tree property editor.
To access the Effects Tree menu:

t

2202

In the Effects Tree view, right-click an empty area.

Option

Description

Add Effect

Displays the Load Preset dialog box from which you can
select an effect to add to the Effects Tree

Add Cache

Adds a cache node to the Effects Tree

Effects Tree

Option

Description

Add Cache and Process Adds a cache node to the Effects Tree, adds the cache node
to the Cache List view, and displays the Processing
Options dialog box.

n

The cache node must be connected to the tree
before any effects can be processed.

Select All

Selects all nodes in the Effects Tree

Frame Selected

Zooms the Effects Tree view in or out to display the
selected nodes

Frame All

Zooms the Effects Tree view in or out to display all the
nodes in the Effects Tree

Organize Branch

Organizes a branch or selected nodes of the Effects Tree to
expose its connections

Organize All Nodes

Organizes and frames all the nodes of the Effects Tree to
expose the way all nodes are connected. All input nodes
are arranged on the left-hand side of the Effects Tree.

Densely Organize
Branch

Organizes a branch or selected nodes in a condensed
manner saving vertical space in the Effects Tree

Densely Organize All
Nodes

Organizes all nodes in a condensed manner saving vertical
space in the Effects Tree

Delete

Removes the selected node

Copy

Copies the selected node and places it on the Clipboard

Cut

Removes the selected node and places it on the Clipboard

Paste

Pastes a node from the Clipboard onto the Effects Tree
view

Reset All

On a layer, all nodes except the primary input and output
nodes are deleted. As a preset, all nodes except the inputs
and output are deleted.

Birds Eye View

Turns the Birds Eye View on or off. When you position the
pointer over the Birds Eye View, you can scroll the Effects
Tree view to see areas of the Effects Tree currently not
shown. Darker gray areas indicate the direction in which
you can scroll the tree.

Properties

Displays the Effects Tree property editor
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Composite Container Property Editor
The composite container property editor lets you set properties for the
composite container clip on your timeline.
To access the composite container property editor:

1. Do one of the following:
t

Right-click on the composite container clip on the top timeline.

t

When inside a composite container, right-click an empty area and
select Properties.

2. Select [composite container name] Properties.
General Property Page
The General property page of the composite container property editor lets you
set the Force Premultiply Output and Export Alpha options.

Options

Description

Force Premultiply Output

When this option is selected, the bottommost layer of
your composite is premultiplied. Premultiplication
multiplies the RGB channels with the alpha channel.
This option should not be selected if you are using the
bottommost layer as your background.

n

2204

If you select this option, all effects will no
longer be real-time playable.

Compositing Effects

Options

Description

Export Alpha

Places the resulting matte of the composite into the
alpha channel of the composite container clip.
When you view the top timeline, the container clip
will have an alpha channel. If it’s on a background
track, it will be composited on top of any clips below
it.
When you deselect this option, 100% white alpha is
exported to the top timeline.

n

Tip: If you close a container clip and it isn’t
composited on the top timeline, ensure this
option is selected on the Layers view. This
option will not appear to have any effect while
inside a container clip.

Compositing Effects
Avid DS Nitris includes many different effects that you can use when
compositing. The term effect refers to a range of filters, DVEs, and keyers. For
more information, see Applying Effects and Working with Effects.
The keyer effects, for example, let you combine a foreground image over a
background image using a matte. You can use a matte that is already combined
with the foreground image, or create your own using any of the Avid DS Nitris
keyers.

AVX Host
The AVX Host effect lets you apply AVX plug-in effects. You can select an
effect from the Generic property page. If you haven’t installed any effects,
then the Group/Category and Effect lists on the Generic property page will be
blank.
The types of effects from which you can select depend on how you apply the
AVX Host effect. For example, if you apply it as a clip or track effect, only
image effects are displayed. If you apply it as a transition, only transition
effects are displayed. However, if you apply it in an Effects Tree, all the effects
are displayed.

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Once you select an effect, the property editor changes to display the
parameters available for the effect.
Generic Property Page
The Generic property page lets you load AVX plug-in effects and adjust the
effect’s parameters. Depending on the type of AVX plug-in effect, you can
also animate various parameters. If you haven’t installed any effects, then the
Group/Category and Effect lists will be blank.
After you select an effect from the list, the parameters for the effect are
displayed in the property editor. The effect’s property page may also contain
the Open Effect UI button, which lets you open a new interface for the effect.

n

To learn about individual parameters for an AVX plug-in effect, consult the
vendor’s documentation.
To load an AVX plug-in effect:

1. On the Generic property page, select a group/category from the
Group/Category list.
2. Select an effect from the Effects list.

Option

Description

Group/Category

Displays the list of AVX plug-in effects, by vendor or group,
that are currently installed. For example, VendorA may produce
groups of products such as “MyEffects1 and MyEffects2”.
Once you select a vendor, the list in the Effects box updates to
display the list of AVX plug-ins available for the group.

Effect

Lets you select an effect from a selected group. For example,
vendor A may have sparkle effects in the MyEffects1 group or
blur effects in the MyEffects 2 group.
The list of effects that are displayed depend on how you applied
the AVX Host effect. For example, if you apply it as a clip or
track effect, only image effects are displayed. If you apply it as
a transition, only transition effects are displayed. However, if
you apply it in an Effects Tree, all the effects are displayed.
Once you select an effect, the property editor changes to display
the parameters available for the effect.

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Blue-Green Keyer
The Blue-Green Keyer effect lets you create a matte that’s based on a blue or
green background color. This is a real -time effect.
Once the matte is created, you can composite the clip over another one.
Use the controls on the Key property page to create an initial key, and then
adjust the matte further using the controls on the Matte and Crop property
pages. You can also create a garbage matte in the Shapes property page to hide
unwanted objects in your image.
Once you’re satisfied with the matte, you can create a second matte for the
spill color using the Spill Matte 1, Spill Matte 2, and Spill Replace property
pages. You can adjust the spill matte independently from the matte you created
on the Key property page.
The Options property page contains controls that let you specify if your
material is frame or field-based.
Spill Matte 1 Property Page
The Spill Matte 1 property page lets you create an initial matte for the spill
color.
This matte is separate from the matte created by the keyer on the Key property
page. Since the mattes are separate from each other, you can manipulate and
view them independently.
Using the Softness and Threshold controls, you can create a good initial matte.
However, the matte may be a little grainy at this point. If so, use the Pre-blur
controls to soften the spill matte.

Option

Description

Tune

Lets you create an initial spill matte

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Option

Softness

Threshold

Description

Adjusts range between transparent and opaque areas of
the spill matte. Values: 0 to 100. A value of 0 produces
no softness, and outputs a matte containing only
transparent and opaque areas. Areas that are 100%
transparent contain 100% spill color. A value greater
than 0 produces a matte that contains transparent,
semitransparent, and opaque areas, creating a softer
matte.
Adjusts the spill correction area. Values: –20 to 20.
Increasing the Threshold value expands the area into
neighboring pixels, while decreasing the value contracts
the area.
You can view the spill matte while adjusting the
threshold to see areas that contain spill.

2208

Pre-blur

Applies a blur before applying the key, removing noise
from the matte

Apply

Turns the Pre-blur option on or off. This lets you
compare the composite’s appearance with or without the
pre-blur effect.

Amount

Lets you control amount of pre-blur applied to spill
matte. Values: 0 to 1000. Higher values decrease the
amount of noise in the matte.

Apply

Turns spill matte on or off. This lets you compare the
composite’s appearance with or without the spill matte.

Output Spill Matte

Switches keyer output to display either the RGB
channels or spill matte. When selected, the spill matte is
output as an RGB image. This lets you view areas of the
matte containing spill. Black areas represent total spill,
gray areas represent partial spill, and white areas
represent no spill.

Reset

Resets all parameters on this property page to the default
values.

Compositing Effects

Chroma Keyer
The Chroma Keyer effect lets you create a matte based on a color. This is a
real-time effect.
Once the matte is created, you can composite the clip over another one. If you
want to create a matte based on a blue or green background color, you can also
use the Blue-Green keyer.
Use the controls on the Key property page to create an initial key, and then
adjust the matte further using controls on the Matte and Crop property pages.
You can also create a garbage matte on the Shapes property page to hide
unwanted objects in your image. Use the controls in the Spill Matte 1, Spill
Matte 2, and Spill Replace property pages to remove spill from your image.
Spill Matte 1 Property Page
The Spill Matte 1 property page lets you create an initial matte for the spill
color. This matte is separate from the matte created by the keyer on the Key
property page. Since the mattes are separate from each other, you can
manipulate and view them independently.
Using the Softness and Threshold controls, you can create a good initial matte.
However, the matte may be a little grainy at this point. If so, use the Pre-blur
controls to soften the spill matte.

Option

Description

Tune

Creates an initial spill matte

Chroma Tolerance

Lets you select the number of colors, similar to the
selected key color that will be keyed out. Values: 0 to
180. Higher values key out more color. For example,
if your key color is green and the Chroma Tolerance
is set to 0, then only the selected key color is keyed
out. The higher you set the tolerance, the more
colors of a similar hue as the selected key color will
be keyed out.

Gain

Adds more opacity to matte

Lift

Adds more transparency to matte

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Option

Description

Pre-blur

Applies blur before applying the key, removing
noise from the matte.

Apply

Turns the Pre-blur option on or off. This lets you
compare the composite’s appearance with or without
the pre-blur effect.

Amount

Lets you control amount of pre-blur applied to
matte. Values: 0 to 1000. Higher values decrease the
amount of noise in the matte.

Apply

Turns spill matte on or off. This lets you compare the
composite’s appearance with or without the spill
matte.

Output Spill Matte

Switches the keyer output to display either the RGB
channels or the spill matte. When selected, the spill
matte is output as an RGB image. This lets you view
areas of the matte containing spill. Black areas
represent total spill, gray areas represent partial spill,
and white areas represent no spill.

Reset

Resets all parameters on this property page to the
default values

Color Correction Classic
The Color Correction Classic effect lets you color correct an image. Using
controls on each property page, you can adjust the hue, saturation, gain, and
brightness.
There are several preset Color Correction effects that you can apply to your
images, including Blue Duotone, Old Photo, Saturated, and Tritone. The
Monochrome color correction effects, for example, are preset color correction
effects that let you change an image’s color to a monochromatic hue.
You can apply the Color Correction effect as an image or paint effect.
However, when you apply it as a paint effect, only the Basic, Balance, Adjust,
and Curves property pages are available.

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Basic Property Page
The Basic property page lets you adjust the overall hue, saturation, gain, and
brightness values of an image.

Option

Description

Hue

Lets you adjust hue of image. Similar to a color wheel. Values: 0
to 360 degrees.

Saturation

Lets you adjust the saturation of the image. Values: 0 to 200.

Gain

Lets you adjust the gain of the image. Values: 0 to 200 percent.

Brightness

Lets you adjust the brightness of the image. Values: –100 to +100.

Clamp To Video
Levels

Lets you legalize your output if needed or preserve the full pixel
range.
To keep the video levels compliant with transmission standards,
you can enable this option. When on, the output of the Color
Correction is clamped to Video Levels (Legal YCbCr). Note that
keeping these levels within safe color limits may produce a
pleasing level for the rest of the image.
If you need to use the full YCbCr range, regardless of the standard
black and white levels, you can disable this option so no clamping
is performed. When off, it preserves the full pixel range
(“SuperBlack” and “SuperWhite”) throughout the process.

Balance Property Page
The Balance property page lets you adjust the color balance of the selected
luminance range.
To adjust the color balance, select a range option, and then drag the color
selector to a new color. The closer you move the color selector towards the
edge of the color wheel, the higher the saturation of the color. The luminance
remains constant when you adjust each color balance.
You can adjust the luminance of each range by adjusting the luminance
slider.

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Option

Description

Shadows

Lets you select shadow luminance range. When selected, you can
adjust the color balance of shadow areas.

Midtones

Lets you select midtones luminance range. When selected, you can
adjust the color balance of midtone areas.

Highlights

Lets you select highlight luminance range. When selected, you can
adjust the color balance of highlight areas.

Master

Lets you select all luminance ranges. When selected, you can
adjust the color balance of the shadows, midtones, and highlight
ranges simultaneously.

Hue

Displays hue value of selected color in color wheel. Values: 0 to
360 degrees.

Gain

Displays gain value of selected color in color wheel. Values: 0 to
200 percent.

Luminance

Lets you adjust luminance of selected range. Values: -100 to +100
percent.

Color Picker

Picks a color from the color wheel.
Click the Color Picker and click to select an button to change the
color display: Color Wheel, Vectorscope, Hue, Saturation, and
Value.

Color wheel

Displays entire spectrum of colors
It is shown by default.

Color selector

Lets you shift color balance towards selected color

Reset

Resets parameters of selected option

Adjust Property Page
The Adjust property page lets you adjust the gamma, gain, and offset of each
channel. For example, you can use the slides to adjust the gamma of the RGB
globally, or individual R, G, B, L, or A channels.

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Option

Description

Gamma

Lets you lighten or darken midtones relative to light and dark
areas. Values: 0.1 to 5.0.

Gain

Lets you adjust gain of image. Values: 0 to 200.

Offset

Lets you adjust brightness of image. Values: -100 to +100.

Curves Property Page
The Curves property page contains function curves that let you remap RGB
values globally, or individually remap the values of the red, green, blue, luma,
and alpha channels. The default curve is linear.

Option

Description

X axis

Represents original normalized value of selected color channel.
Values: 0 to 100.

Y axis

Represents resulting normalized value of color channel. Values: 0
to 100.

Function curves

Displays mapping of each color channel over full range of color
values

RGB

Turns the RGB or R, G, or B function curve on or off. The
function curves are represented by the following colors in the
function curve graph: gray=RGB, red=R, blue=B, green=G.

Luma

Turns Luma function curve on or off. This function curve is
represented as a gray curve in the function curve graph.

Alpha

Turns Alpha function curve on or off. This function curve is
represented as a gray curve in the function curve graph.

Ranges

Turns Ranges function curves on or off. The function curves are
represented by the following colors in the function curve graph:
gray=shadows, light blue=midtones, white=highlights.

Apply

Turns function curves color correction mode on or off. This
option is available when you select RGB, Luma, or Alpha from
the list.

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Option

Description

Reset

Resets all parameters on this property page to the default values

Composite
The Composite effect lets you composite multiple images together on a layer.
You can apply multiple Composite effects in an Effects Tree.
The Composite effect shares the same property editor as all Blending
Operation effect nodes located in the /Tree Effects/Blending Operations folder.
General Property Page
Masking Property Page
Options Property Page
Related Topics

Global Controls
Compositing Multiple Images
Applying Blending Operations in the Effects Tree
General Property Page
The General property page lets you mute or solo each input and control its
opacity and mix settings. It also lets you control premultiplication settings for
each input. By default, all clips are set to Auto, which will maintain the clip’s
current premultiplication state.
The General property page lets you combine inputs using blending operations.
You can apply the operations on the R, G, B, and alpha components of each
input. The operations differ between the R, G, B, and alpha channels. The
RGB operation that you select is automatically applied to the alpha channel.
You can, however, change the alpha operation separately. These operations are
the same as those found on each layer in the Layers view. Keep in mind L1
(Layer1) is the bottom-most layer in your composite.
You can also control if images are composited over a black background and
whether or not the alpha is exported. Also, keep in mind that Input 1 is the
bottom-most layer in your composite.

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Option

Description

Mute

Mutes layers so that they are not displayed in the
viewer. Muting is useful when you have several layers
in your composite and you want to preview one layer,
but not the others. The muted layer will not be included
in the processed result.

Solo

Solos the layer so that it is the only one displayed in the
viewer. Soloing is useful when you want to view one
layer without seeing effects from other layers. You can
solo one or more layers and this has no effect on the
processed result.

Opacity

Changes an input’s opacity

Output Menu (Composite Effect)
Blending Operations (Composite Effect)
Layer Menu (Composite Effect)
Output Menu (Composite Effect)
The Output pop-up menu lets you select or deselect the Force Premultiplied
Output and Export Alpha options.
To access the Output menu:

t

Right-click the Output button.

Option

Description

Forced Premultiplied
Output

Turns the black background on or off. When selected,
the background is turned off. This feature is useful
when you have one or more layers that you want to
composite over a black background.

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Option

Description

Export Alpha

Exports the Composite effect’s alpha channel. When
you use several Composite effects, or use a Composite
effect in conjunction with a layer or other effects in the
same tree, you may need to export the effect’s alpha
channel so that it is correctly composited.

n

This option is independent of the Export Alpha
option on a layer.

Layer Menu (Composite Effect)
The Layer pop-up menu in the General property page lets you set the
premultiplication, apply opacity and mix.
To access the Layer menu:

t

Right-click a layer.

Options

Description

Premultiplied

Premultiplies the input’s RGB channels with the alpha
channel

Not Premultiplied

Does not premultiply the input’s RGB channels with the
alpha channel

Auto

Maintains the premultiplication setting indicated when
the clip was captured. This is the default setting.

Mix

Blends the result of the effect with the original input.
Mix works like opacity except that is applied after the
composite.

Opacity

Decreases or increases the opacity of a layer to make it
more or less transparent when composited on other
layers. This is the default setting.

Clamp to valid color
(RGBA)

Ensures that the result of the composite has valid RGBA
colors.
When you import a .psd file, you should select this
option to maintain the blending operations performed in
Photoshop.

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Related Topics

Compositing Multiple Images
Blending Operations (Composite Effect)
Blending operations in the Composite effect property editor lets you combine
inputs using compositing or blending operations. You can apply the operations
on the R, G, B, and alpha components of each input.
The operations differ between the R, G, B, and alpha channels. The RGB
operation that you select is automatically applied to the alpha channel. You
can, however, change the alpha operation separately. These operations are the
same as those found on each layer.
To apply blending operations:

t

Right-click the RGB or alpha operator between the two layers on which
you want to apply the operation, and select an operator from the menu.

Option

Description

RGB

Controls how an input’s RGB components are
composited. Changing the RGB operators also changes
the Alpha operators.
The following matte operations are applied based on the
alpha channel of the image(s): Over, In, Out, Atop, and
Xor.
The following blend operations can be applied to the
RGB channels of an image (the alpha channels have no
effect on the RGB result): Add, Add no clipping,
Difference, Multiply, Lighter, Darker, Luminance,
Color, Non-Additive, Invert Non-Additive, and Bypass.

Alpha

Controls how an input’s alpha components are
composited.
For descriptions in the menu, see the descriptions for
RGB.

Over

Places the foreground over the background according to
the foreground’s alpha

In

Places the foreground image inside the alpha of the
background image

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Option

2218

Description

Out

Places the foreground image outside the alpha of the
background image

Atop

Places the foreground image inside the alpha of the
background image and the background image outside
the foreground alpha

Xor

Places the foreground image outside the alpha of the
background image and the background image outside
the alpha of the foreground image

Add

Adds the foreground to the background. This may
sometimes cause the image to appear overexposed.

Add no clipping

Adds the foreground and the background in such a way
that legal pixel values will not cause the image to look
overexposed.

Exclusion

Subtracts RGB values of the background image from
the foreground. For values between black and white, the
result has a more gentle, even contrast than you would
get with the difference operation.

Dark Add

Adds the foreground to the background and then
reduces all the pixel values. The result may look
underexposed.

Negative Sum

This mode is similar to Difference for dark and light
pixel values, but produces a lighter image for values in
between

Difference

Takes the absolute difference between the foreground
and background image

Subtract

Subtracts the background from the foreground

Multiply

Multiplies the foreground with the background. For
legal color values, the result is a darker image.

Divide

Divides the foreground by the background. For legal
color values, the result is a brighter image, which may
look overexposed.

Linear Interpolation

Interpolates between the foreground and the
background by taking the average of the two images

Compositing Effects

Option

Smooth Interpolation

Description

Interpolates between the foreground and the
background using a smooth curve. The result slightly
favors the darkest and lightest pixels in the image. The
result is similar to Linear Interpolation but with more
contrast.

n

The input and output images are clamped.

Steep Interpolation

This mode is a linear interpolation that has been
stretched below black and above white values. Only
medium pixel values will stay within the valid color
range.

Overlay

Based on the brightness of the background pixels, this
operation is a combination of Add No Clipping and a
Multiply. The result image is darker than Add No
Clipping, but brighter than a multiply. The contrast
(highlight/shadows) of the background is preserved and
the image takes the color and pattern of the foreground.
This is useful when adding film grain to a shot.

Hard Light

The inverse of Overlay, this operation is based on the
brightness of the foreground pixel and combines Add
No Clipping and Multiply. The result looks like the
bright regions of Add No Clipping and the dark regions
of Multiply. The blend shows the lightness or darkness
of the original color, providing an effect that is similar
to shining a harsh light on the image.

Soft Light

A gentle blend lightening or darkening the background
according to the foreground. The effect as a whole tends
to brighten images, much like a soft light being shone
on an image.

Color Dodge

Brightens the background by dividing by the inverse of
the foreground. Dark pixels in the foreground will leave
the background almost unchanged. Bright pixels in the
foreground will significantly brighten background.

Color Burn

Darkens the background by the darkness of the
background. Dark pixels in the foreground will darken
the background. Bright pixels in the foreground will
leave background almost unchanged.

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Option

2220

Description

Dodge Inverted Burn

This is a softer version of Color dodge. When
foreground and background pixels are bright, a
darkened version of Color Dodge is used. When
foreground and background are dark, a brightened
version of Color Burn is used.

Burn Inverted Dodge

This mode is the reverse of Dodge Inverted Burn and
produces a result that is lighter than Color Burn. When
foreground and background pixels are bright, a
darkened inverse of Color Dodge is used. When
foreground and background pixels are dark, a lightened
inverse of Color Burn is used.

Dark Dodge

This operation is similar to Color Dodge, but produces a
darker, more evenly lit image. The background pixels
show through more clearly and are not brightened as
significantly by the foreground.

Bright Burn

This operation is similar to Color Burn, but produces a
brighter, more evenly lit image. The background pixels
show through more clearly and are not darkened as
significantly by the foreground.

Lighter

Takes the higher pixel value between the foreground
and the background for each the RGBA channels

Darker

Takes the lower pixel value between the foreground and
the background for each of the RGBA channels

Non-Additive Mix

Takes the pixel from the foreground or background
based on which has the higher luminance value

Invert Non-Additive
Mix

Takes the pixel from the foreground or background
based on which has the lower luminance value

Lightness

Combines the luminance values of the foreground
image to the saturation and hue of the background.

Color

Combines the saturation and hue values of the
foreground image to the luminance of the background.

Luma

Combines the luma channel (Y) of the foreground with
the chroma channels (CbCr) of the background

Compositing Effects

Option

Description

Chroma

Combines the chroma channels (CbCr) of the
foreground with the luma channel (Y) of the
background.

Bypass

Does not apply any matte or blend operation between
inputs.

Use as Background

Swaps the foreground and the background in the
operation.
This option can be set separately on the RGB menu and
the Alpha menu. When Use as Background is set, the
operation’s name will be prefixed with [B] in the layer.

Related Topics

Applying Blending Operations in the Effects Tree

Difference Keyer
The Difference Keyer effect lets you create a matte based on the difference
between the foreground and reference clips.
The foreground clip contains an image that you want to isolate, and the
reference clip contains a background similar to the foreground clip. When you
apply the Difference Keyer effect, only the isolated image in the clip is
retained.
You can apply the Difference Keyer effect to a layer or an Effects Tree. When
you apply the effect to an Effects Tree, the Reference property page is not
available as you have two inputs instead.
General Property Page
The General property page lets you apply a pre-blur to the matte. You can also
preserve an original matte, or switch the output to display either the alpha or
RGB channels.

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Option

Description

Pre-blur

Applies blur before picking the key color, removing noise from the
color picked as the key color.

n

This option does not blur the RGB output of your image nor
does it blur the alpha of the image after the key (the blur on
the Matte property page does just that). Instead, it applies a
blur to an internal copy of the RGB image and then keys this
image. This eliminates problems, such as film grain before
keying, resulting in a matte that looks cleaner and softer.

Apply

Turns Pre-blur option on or off. This lets you compare the
composite's appearance with or without the pre-blur effect.

Amount

Lets you control amount of pre-blur applied to matte. Values: 0 to
1000. Higher values decrease the amount of noise in the matte.

Keep Original
Alpha

Applies keyer only to non-transparent areas of original alpha
channel. When you have an existing matte, such as a garbage
matte, use this option to ensure that the keyed matte is generated
only in the opaque areas of the original matte.
When you do not have an existing matte, this option has no effect
because the default alpha channel is 100% opaque.

Output Matte

Switches the keyer output to display either the RGB channels or
matte. When selected, the matte is output as an RGB image.

Reset

Resets all parameters on this property page to the default values

Spill Property Page
The Spill property page lets you adjust the amount and hue of the spill color in
an image's RGB channels.
When an image contains transparency, such as glass or smoke, the selected
key color is inherently displayed in the transparent image. In other cases, the
key color (blue or green) may reflect on foreground elements, thereby
“spilling” into the foreground. Spill correction can correct such flaws either by
reducing the amount of spill or by replacing the spill color with a more
desirable color. Spill correction in the Difference keyer is only effective if you
are keying out blue or green screen shots.

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Compositing Effects

n

You can also apply spill correction as a clip or track effect. The Spill
Correction effect is useful when you have a clip that has an existing matte and
you need to remove or adjust the blue or green spill color. The Spill Correction
effect is in the Image Effects folder.

Option

Description

Pick Replace Hue

Lets you select a color whose hue will replace the
current spill hue. Click Pick Replace Hue and click a
color in the viewer.

Pick Spill Color

Lets you specify the image’s spill color by picking a
color in the viewer. This button is available when you
apply the Spill Correction effect to a clip or track or
when using Spill Correction in the Difference keyer.

Color swatch

Displays selected or default color. Click color swatch to
display Mini Color Editor.

Hue

Lets you modify hue of replacement spill hue

Saturation

Lets you modify replacement spill color’s saturation

Luminance Offset

Lets you add or subtract luminance to or the original
luminance. A value of 0 represents the original
luminance.

Threshold

Adjusts spill correction area. Increasing the Threshold
value expands the area into neighboring pixels, and
decreasing the value contracts the area.

Softness

Adjusts amount of blur applied between replacement
color and adjacent colors in RGB image

Apply

Turns Spill Correction effect on or off. When you select
this option, the effect is applied to the image. When you
deselect this option, you can bypass the effect to display
the original image.

Reset

Resets all parameters on this property page to the default
values

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Reference Property Page
The Reference property page is where you place your reference clip. When
you do this, the Difference keyer determines the difference between the
reference clip and the layer on which the key is applied, and creates a matte for
the selected layer.

DVE
The DVE effect lets you transform the size, position, and shape of images in
three-dimensional space. You can apply DVEs to clips on the timeline, layers
on the Layers view, or in an Effects Tree. On the timeline, you can use DVEs
for transitions between two clips. Using DVEs, you can create effects such as
push-wipes, fly-bys, or picture-in-picture.
When you apply a DVE as a transition, an additional property page (Source) is
available on which you can adjust the source image’s opacity level, and the
direction in which the DVE transition will be applied.
DVE Tools
The DVE Tools toolbar lets you manipulate DVEs, display wireframes,
preview animation in wireframe, and lock a DVE wireframe in place so you
don’t modify it by accident. This toolbar is in the Using the Result Area.
To access the DVE Tools toolbar:

t

Select View > Default toolbars > DVE tools.

Button

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Tool

Description

Rotate

Rotates the selected DVE

Scale

Scales the selected DVE

Crop

Crops the selected DVE

Compositing Effects

Button

Tool

Description

Tool
Properties

Displays the Tool Properties dialog box, from which
you can set how DVEs are displayed in the viewer. You
can select the following: Show Values, Show Handles,
and Show All Wireframes.

Show All
Wireframes

Displays all DVE wireframes in the viewer. This is
useful when you have several layers with DVEs and you
want to see all the wireframes at the same time.

Wireframe
Preview

Plays an animated DVE in the viewer, displaying it in
wireframe mode

Lock
Selection

Locks the selected DVE in place. This is useful when
you have several DVEs that you are manipulating in the
viewer, but don’t want to accidentally move one.

Tool Properties
The Tool Properties dialog box lets you select how DVEs are displayed in the
viewer.

Use this

To

Show Values

Displays the numerical values in the viewer while you
scale, rotate, translate, or offset a DVE

Show Handles

Displays handles on the sides and corners of the DVE
bounding box

Show All Wireframes

Displays all DVE wireframes in the viewer. When you
have multiple DVEs on multiple layers, each DVE
wireframe is displayed in the viewer.

n

This option is only available when you use DVEs in
the Layers view.

Effects Tree Property Editor
The Effects Tree property editor lets you switch between effects applied in the
Effects Tree. When you select an effect from the Effects list, the property
pages associated with the effect are displayed in the property editor.

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Effects
List

When you apply an Effects Tree on the timeline, only the General property
page opens until you apply more effects.
To expand an Effects Tree, do one of the following:

t

In the Effects property editor, click the Expand button.

t

Hold down the Ctrl key and double-click the effect to expand the Effects
tree directly from the timeline.

Flicker
The Flicker effect lets you map variations in the luminance of one clip to
another clip. This effect is useful, for example, if you have a background clip
with strobe lights going on and off, and you want to composite another clip on
top that doesn’t have the strobe lights. You can map the luminance from the
clip with the strobe lights to the one that doesn’t have them.
You adjust the luminance in each frame by selecting reference regions for the
black and/or white levels.
White Property Page
The White property page lets you select a region of the image which has the
levels of white to which you want to normalize your clip, and set the reference
frame, degree, and brightness of the effect.

Option

Description

Select Region in Lets you select a reference region for the white levels (highlights)
Image
in the reference frame. Draw a box in the viewer to select the
region. The color swatch updates to display the luminance.

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Compositing Effects

Option

Description

Color swatch

Displays selected reference highlight luminance

Set as Reference Sets the current frame as the reference frame. The reference frame
Frame
contains the reference region with the desired black and/or white
levels.
Amount

Sets degree to which Deflicker effect is applied. Values: 0 to
200%; default is 100%.
If you lower the amount to 50%, then the luminance correction is
cut by 50%.

Brightness

Lets you adjust the image’s brightness. Values: -100 to +100.

Apply

Lets you turn the White property page on or off

Output Reference Displays the reference image (input 2) from which you select the
luminance levels.

n

Once you set the properties for this effect, be sure to turn
this option off or you won’t see the composited result.

Black Property Page
The Black property page lets you select a region of the image which has the
levels of black to which you want to normalize your clip, and set the reference
frame, degree, and brightness of the effect.

Option

Description

Select Region in Image

Lets you select a reference region for the black levels
(lowlights) in the reference frame. Draw a box in the
viewer to select the region. The color swatch updates to
display the luminance.

Color swatch

Displays selected reference lowlight luminance

Set as Reference Frame

Sets the current frame as the reference frame. The
reference frame contains the reference region with the
desired black and/or white levels.

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Option

Description

Amount

Sets the degree to which the Deflicker effect is applied.
Values: 0 to 200%; default is 100%.
If you lower the amount to 50%, then the luminance
correction is cut by 50%.

Brightness

Lets you adjust the brightness in the image. Values: -100
to +100.

Apply

Lets you turn the Black property page on or off.

Output Reference

Displays the reference image (input 2) from which you
select the luminance levels.

n

Once you set the properties for this effect, be sure
to turn this option off or you won’t see the
composited result.

HSL Keyer
The HSL Keyer effect lets you create a matte based on the hue, luminance, and
saturation (HSL) values of an image. Once the matte is created, you can
composite the clip over another one.
Use the controls on the Clip Values property page to create an initial key, and
then adjust the matte further using controls on the Matte and Map property
pages.
You can apply the HSL Keyer effect as an image or paint effect. When you
apply it as a paint effect, only the Clip Values, Matte, and Map property pages
are available.
Clip Values Property Page
The Clip Values property page lets you create a matte based on the hue,
luminance, and saturation (HSL) values of an image. You can control the
range of hue, luminance, and saturation within the image that will create the
matte.

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When you adjust the Low Clip or High Clip values, the corresponding
Softness slider will also be adjusted when the Low Clip or High Clip values
become equal to the Softness values. For example, if you adjust the Low Soft
value until it is equal to or higher than the Low Clip value, then both sliders
will move to the new value.

Option

Description

Hue

Refers to color and is expressed as a degree from 0 to 360 on
a standard color wheel. For example, a value of 0 represents
red, a value of 180 represents cyan, and a value of 300
represents magenta.

Luminance

Refers to the relative lightness or darkness of a color. Values:
0 (darkest/black result) to 1 (lightest/white result).

Saturation

Refers to the degree of mixture between a pure hue and
neutral gray. Values: 0 (least saturated color) to 1 (most
saturated color).

Low Soft

Creates a soft transition between transparent and opaque
areas keyed with Low Clip. Adjusting the Low Soft value lets
you force opaque areas of the matte to become
semitransparent. Increasing the value causes more pixels to
become semitransparent.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection
(Ctrl+Shift-drag) in the viewer.

Low Clip

Lets you force semitransparent areas of the alpha channel to
become transparent. Adjusting the Low Clip value above 0
forces all semitransparent areas between the new value and 0
to become transparent.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection (Ctrldrag) in the viewer.

High Clip

Lets you force semitransparent areas of the alpha channel to
become opaque. Adjusting the High Clip value below 1
forces all semitransparent areas between the new value and 1
to become opaque.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection (Ctrldrag) in the viewer.

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Option

Description

High Soft

Creates a soft transition between transparent and opaque
areas keyed with High Clip. Adjusting the High Soft value
lets you force transparent areas of the matte to become
semitransparent. Increasing the value causes more pixels to
become semitransparent.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection
(Ctrl+Shift-drag) in the viewer.

Reset

Resets all parameters to the default settings

Keep Original Alpha

Applies the keyer only to the non-transparent areas of the
original alpha channel. When you have an existing matte,
such as a garbage matte, use this option to ensure that the
keyed matte is generated only in the opaque areas of the
original matte.
When you do not have an existing matte, this option has no
effect because the default alpha channel is 100% opaque.

Invert Key

Inverts resulting alpha channel pixel values to create a
“negative” of the matte

FG Suppress

Adjusts color values of foreground areas of image (the areas
that are not keyed out) by reducing the presence of the color
that you keyed out. This option takes the average of the range
of values keyed out and diminishes its presence in the
foreground areas.
Use this option to remove a bluish cast resulting from light
reflecting off a blue screen or to remove blue color remaining
at the edges of objects after keying.

Activate

Lets you activate a tool, such as a keyer or DVE. Since
several property editors can be open simultaneously, you
must use this button to select which one to activate while you
work interactively with the viewer.

Matte Property Page
The Matte property page lets you apply post-process mapping to the matte. It
also contains controls that let you blur, shrink, grow, or invert your matte.

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Option

Description

Blur

Lets you control softness the matte

Radius

Defines size of area around each pixel that contributes to
the new, averaged value. The greater the radius, the
softer the blur.

Amount

Sets degree to which blur effect is applied. The higher
the value, the softer the blur. Values: 0 to 1000.

Apply

Turns Blur option on or off, letting you compare the
composite’s appearance with and without the blur effect

Size

Defines size of area around each pixel that contributes to
new averaged value

Shrink/Grow

Increases or decreases size of matte

Apply

Turns Size option on or off, letting you compare the
composite’s appearance with and without the Size effect

Reset

Resets all parameters on this property page to the default
values

Map Property Page
The Map property page lets you adjust areas of the mate generated by the
keyer that have slight shades of opaque or transparent alphas in areas that you
think should be fully opaque or transparent.
The function curve lets you apply post-process mapping to the matte generated
by the keyer. By modifying the function curve, you can adjust areas of the
matte according to their degree of transparency making semitransparent areas
completely opaque or fully transparent.

Option

Description

X axis

Represents original transparency values of currently
defined matte. Values: 0 (transparent) to 1 (opaque).

Y axis

Represents resulting transparency values of matte
(adjustable). Values: 0 (transparent) to 1 (opaque).

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Option

Description

Function Curve

Lets you vary transparency range of alpha channel. By
moving the function curve up, pixels in that
transparency range become more opaque. By moving
the function curve down, pixels become more
transparent.

Apply

Turns Map option on or off, and lets you compare the
matte with or without adjustments to the function curve

Key Combiner (Alpha or Luma)
The Key Combiner effect lets you combine the RGB channels of an image
with an alpha channel created from the channels of another image.
The Key Combiner - Alpha selects alpha as the source, by default, from
which to map to the output’s image’s alpha channel.
The Key Combiner - Luma selects luma as the source, by default, from
which to map the output’s image’s alpha channel.

Linear Luma Keyer
The Linear Luma Keyer effect lets you create a matte based on the luminance
values of an image. This is a real-time effect.
If your image contains a background color of black, white or gray, use the
Linear Luma Keyer to create a matte. Once the matte is created, you can
composite the clip over another one.
Use the controls on the Clip Values property page to create an initial key, and
then adjust the matte further using controls on the Matte and Map property
pages.

Luma Keyer
The Luma Keyer effect lets you create a matte based on the luminance values
of an image. If your image contains a background color of black, white or
gray, use the Luma keyer to create a matte. Once the matte is created, you can
composite the clip over another one.
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Use the controls on the Key Values property page to create an initial key, and
then adjust the further using controls on the Matte, Map, and Masking
property pages.
Matte Property Page
The Matte property page lets you blur, shrink, grow, or inverse your matte.

Option

Description

Blur

Lets you control the softness of the matte

Radius

Lets you define the size of the area around each pixel
that contributes to the new averaged value

Amount

Lets you set the degree to which blur filter is applied.
Values: 0 to 100. The greater the value, the softer the
blur.

Apply

Turns Blur option on or off. This lets you compare the
composite’s appearance with and without the blur effect.

Size

Increases or decreases size of matte

Shrink/Grow

Increases or decreases size of matte

Apply

Turns Shrink/Grow parameter on or off. When this
option is selected, the effect is applied to the image.
When deselected, you can bypass the effect to display
the original image.

Reset

Resets all parameters on this property page to the default
values

Map Property Page
The Map property page contains a function curve that lets you apply postprocess mapping to the matte generated by the Luminance or HSL keyers. By
modifying the function curve, you can adjust areas of the matte according to
their degree of transparency.
If the foreground image should not contain any transparency, you can improve
the matte by adjusting the function curve to remove the transparency.

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By moving a portion of the function curve up, pixels in that transparency range
become more opaque. Conversely, by moving a portion of the function curve
down, pixels in that transparency range become more transparent. For
example, if you move the key point currently at X=0, Y=0 up to X=0, Y=0.9,
all the currently transparent areas of the matte become 90% opaque.

Option

Description

X axis on graph

Represents original transparency values of currently
defined matte. Values: 0 (transparent) to 1 (opaque).

Y axis on graph

Represents the resulting transparency values of the
matte (adjustable). Values: 0 (transparent) to 1
(opaque).

Function curve

Lets you vary transparency range of alpha channel. By
moving the function curve up, pixels in that
transparency range become more opaque. By moving
the function curve down, pixels become more
transparent.

Apply

Turns mapping on or off, letting you compare the matte
with or without adjustments to the function curve

Matte Effect
The Matte effect lets you clean specific areas of an existing matte or create a
new matte for an image. This effect is useful if you import a clip that has a
matte in its alpha channel, but the matte requires touching up.
Using the shape tools, you can create a garbage matte and, if necessary, track
the shapes using the shape tracking tools.

n

2234

Tip: The Matte property editor contains three of the same property pages as
the Blue-Green Keyer property editor. Once you apply the effect, you can use
the same methods to clean your matte as you would using the Blue-Green
Keyer property editor.

Compositing Effects

Matte Composite
The Matte Composite effect lets you composite multiple mattes together. You
can use the R, G, B, or alpha channels from an external source for the matte
and apply Boolean operations to combine the layers. You can use the output of
this effect as an input to any effect in the Effects Tree.
General Property Page
The General property page lets you composite mattes together. You can
specify whether to use an input’s RGB or alpha channels for the matte and
apply Boolean operations between each layer. You can also use an invert of an
image’s RGB or alpha channels for the matte.

Option

Description

Input

Displays layer on which you are affecting. To use the controls,
you must first connect a node to the input of the Matte
Composite effect.

Mute

Mutes layers so that they are not displayed in the viewer.
Muting is useful when you have several layers in your
composite and you want to preview one layer, but not the
others. The muted layer will not be included in the processed
result.

Solo

Solos the layer so that it is the only one displayed in the viewer.
Soloing is useful when you want to view one layer without
seeing effects from other layers. You can solo one or more
layers and this has no effect on the processed result.

Invert

Lets you invert RGB or alpha channels

Channel

Lets you select channel to use as a matte

RGB

Uses an input’s RGB channels as a matte

Alpha

Uses an input’s alpha channels as a matte

Operation

Lets you select a Boolean operation to apply between each
layer in the composite, based on alpha or RGB channels.
Each operation is applied to the current layer and the first layer
above it that has an input.

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Option

Description

Xor

Creates matte by combining two inputs, but excludes common
values in the inputs

Or

Creates matte by combining two inputs

Min

Creates matte based on minimum pixel values of pixels in two
inputs. Use this operation instead of the And operation when
you are working with non-binary alpha values (when there are
more than two values in the image). This is the default option.

Max

Creates matte based on the maximum pixel value of two inputs.
Use this operation instead of the Or operation when you
composite non-binary alpha values (when there are more than
two values in the image).

And

Creates matte by selecting common values of two inputs

Add

Adds the pixel values of the foreground matte to the
background

Add No
Clipping

Adds the pixel values of the foreground matte to the
background, but applies a special algorithm that prevents the
matte from appearing overexposed

Difference

Subtracts the pixel values of the background matte from the
foreground

Multiply

Multiplies pixel values of the foreground matte with the
background. The result is always darker.

Invert Output

Inverts output of composited mattes

Output Matte

Switches keyer output to display either RGB channels or matte.
When you select this option, the matte is output as an RGB
image.

Motion Tracker
The Motion Tracker lets you track a moving object, stabilize camera shakes,
and perform 4-point transformations. Avid DS Nitris uses the DVE controls to
displace the image in one layer and track the target in another layer along the
X, Y, and Z axes. When processed, the layer image is usually composited over
the reference layer.

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The Reference and Layer property pages let you set the type of transformation,
the start and end frames (time span) over which the transformation will occur
and the tracking mode (1, 2, or 4-point tracking).

Option

Description

> (track forward) When Reference or Result is selected, starts forward tracking on
the reference clip. When Layer is selected, activates tracking on
the layer clip. A motion path is generated on the selected clip.
< (track
backward)

Lets you track from a current frame backwards. Useful when track
accuracy degrades over a number of frames. You can stop the
tracker, reselect the tracking point, and then track backwards
correcting the inaccurate track timespan.

Stop

Stops the tracking. This button is displayed after you press the >
(track forward) or < (track backward) buttons.

Mode

Lets you use one, two, or four trackers to define the region for
tracking

1-point

One-point tracking ties a single tracker in the layer image to a
single tracker in the reference image. The layer image simply
translates along the path of the tracker.

2-point

Two-point tracking ties two trackers in the layer image to two
trackers in the reference image. The layer image is translated,
scaled, and rotated so that the trackers in layer image can follow
the trackers in the reference image.

4-point

Four-point tracking ties a set of four trackers in the layer clip to
four trackers in the reference clip. The layer image is translated
and distorted so that its four trackers can follow the four trackers
in the reference clip.

Edit
Reference

Lets you select the clip to track: reference or layer
The reference clip is the clip to be tracked.
This option lets you select and display a reference clip, adjust its
trackers, and track an area of the image.

Layer

The layer clip is the clip that will follow the tracking motion.
This option lets you display the layer clip, and if necessary adjust
its trackers to have a specific area of the clip follow the motion
path created by the reference clip.

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Option

Description

Result

Displays result of the composite of reference and layer clips

Update View

Turns update view on or off. When selected, viewer updates
during tracking. Deselect this option for faster processing.

Show Path

Turns motion path view on or off. When selected, displays the
motion path created by the tracker.

Reference/Layer/Result Property Pages
When you select an option in the Edit box, the associated property page opens.
For example, if you select the Reference option in the Edit box, the Reference
property page opens.
The Reference and Layer property pages let you set the type of transformation,
and the start and end frames (time span) over which the transformation will
occur. Additional settings let you set the tracking mode (1, 2, or 4-point
tracking), display the motion path, update the viewer, and activate the tracking
process.
When tracking is started, individual trackers (R1-R4, L1-L4) sample a target
area of the reference clip at each frame of the specified time span. In each
subsequent frame, the motion tracker searches for the target image within the
tracker’s search region. When the target is found, a keyframe is set. The
resulting motion path controls the tracker DVE and the layer image is moved
accordingly.
When you select the Result option, the Result property page opens and you
can see the composited results of reference and layer images.

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Option

Description

Start Frame

Sets first frame of the reference/layer clip to be tracked. You can
enter a new timecode in this box, or drag the in-point to the
desired starting point on the applicable track in the Compositing
timeline.

End Frame

Sets last frame of the reference/layer clip to be tracked. You can
enter a new timecode in this box, or drag the out-point to desired
ending point on the applicable track in the Compositing timeline.

Compositing Effects

Option

Description

Transformation

Lets you select whether to perform tracking or stabilizing

Track (Destabilize)

Uses motion path(s) to control the tracker DVE and move the layer
clip, so that it follows the motion in the reference clip

Stabilize

Uses motion path of a reference object to create a compensating
motion that “pins” the object

Advanced Property Page
The Advanced property page lets you:
•

Deactivate translation when you apply 1-point tracking, and

•

Deactivate scaling, translation, and/or rotation when you apply 2-point
tracking.

When you apply 4-point tracking, the Crop options become available, letting
you crop the layer image to the reference tracker’s polygon, and apply a blur to
the cropped image.

Option

Description

Disable

Lets you turn off tracker results for scaling, translation, and
rotation. For example, if you are tracking a reference image
that also requires stabilization, you may not want the tracker to
scale, translate, or rotate the layer image while the tracking is
performed.
When 1-point tracking is selected, you can only disable the
translation. When 2-point tracking is selected, you can disable
all the options. When 4-point tracking is selected, these options
are not available.

Scaling in X

Turns Scaling in X on or off

Scaling in Y

Turns Scaling in Y on or off

Translation in X Turns Translation in X on or off
Translation in Y Turns Translation in Y on or off
Rotation

Turns Rotation on or off

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Option

Description

Tool

Sets the tracker magnification

Magnification

Sets magnification value for tracker

Track in Fields

Tracks each field separately and sets a key on each field. The
target used is the contents of the target region in field 1 of the
target frame. If you track in fields, you do not need to first
deinterlace, track, and reinterlace the clip. Once you track in
fields be sure to process in fields.

Transform Offsets

Applies the tracked transformation or scaling to the offset
keeping the offset point in the correct position relative to the
reference point.
It is ON by default.

Crop Tracker
Polygon

Lets you crop a layer image to its tracker polygon and apply a
blur to the polygon’s edge. These options are only available
when 4-point tracking is selected.

Apply Crop

Crops layer’s alpha channel to reference’s tracker polygon

Crop RGB

Applies the crop to the layer’s RGB channels

Antialiasing
Apply

Lets you set antialiasing options
Turns antialiasing option on or off. Smooths the jagged lines
that can occur when drawing diagonal or curved strokes.
It is ON by default.

Extra Filtering

Provides subpixel control of extra filtering applied to the
antialiasing. This property allows a tradeoff between image
sharpness and smoothness of the antialiasing.

Supersampling

Lets you choose the precision of the antialiasing; a value of 8x8
provides higher precision than 4x4.

Blur

2240

Lets you blur shapes

Apply

Blurs edges of selected shape(s). The higher the value, the
softer the blur. Values: 0 to 1000.

X

Applies blur in the horizontal (X) direction

Y

Applies blur in the vertical (Y) direction

Compositing Effects

Option

Lock

Description

Locks the X/Y Radius sliders together so they can easily be set
to the same ratio

Motion Path Menu
The Motion Path menu lets you adjust the speed of a motion path between
keyframes.
t

In the viewer, right-click a keyframe to access the Motion Path menu.

Option

Description

Stay Until Next Key Maintains the image’s current position until the next keyframe
Constant Speed

Moves the image at a constant speed from the current keyframe
to the next

Smooth Speed

Adjusts the speed of the image before and after the keyframe to
create a smooth motion

Ease In/Ease Out

Slows down the image so it stops at the current keyframe, and
then speeds up again

Over Effect
The Over effect composites the foreground image over a background image. It
can be applied within an Effects Tree to composite two layers. The Over effect
is a real-time effect, which lets you composite layers and still have real-time
playback.

Premultiplication
The Premultiplication effect lets you change a clip’s premultiplication at any
point. You can also change an outgoing image’s RGB pixels by premultiplying
or unpremultiplying the image as necessary.

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General Property Page
The General property page lets you change a clip’s premultiplication setting.
By default, all clips are set to Auto, which will maintain the clip’s
premultiplication setting when the material was captured.

Option

Description

Auto

Maintains the premultiplication setting indicated when
the clip was captured.

Modify Image

Changes outgoing image’s RGB pixels by premultiplying
or unpremultiplying the image according to the
premultiplication setting.

n
Premultiplied

If you select Auto in the Premultiplication State
box, then this option is not available.

If the Modify Image option is selected, the input’s RGB
channels is premultiplied with the alpha channel.
If the Modify Image option is not selected, the image is
marked as being premultiplied.

Not Premultiplied

If the Modify Image option is selected, the input’s RGB
channel are “un-premultiplied” with the alpha channel.
If the Modify Image option is not selected, the image is
marked as being not premultiplied.

Spill Correction
The Spill Correction effect lets you remove the blue or green spill color in an
image. You can adjust the amount and hue of spill color in the image’s RGB
channels.
Spill Property Page
The Spill property page lets you adjust the amount and hue of the spill color in
an image’s RGB channels. This effect is useful when you have a clip that has
an existing matte and you need to remove or adjust the blue or green spill
color.

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Option

Description

Pick Replace Hue

Lets you select a color whose hue will replace the
current spill hue by picking a color in the viewer

Pick Spill Color

Lets you specify the image’s spill color by picking a
color in the viewer

Color swatch

Displays current color. Click color swatch to display
Mini Color Editor.

Hue

Lets you modify hue of replacement spill hue

Saturation

Lets you modify replacement spill color’s saturation

Luminance Offset

Lets you add or subtract luminance to or from the
original luminance A value of 0 represents the original
luminance.

Threshold

Adjusts spill correction area. Increasing the Threshold
value expands the pixel range to which spill correction is
applied, while decreasing the threshold value contracts
the pixel range.

Softness

Adjusts amount of blur applied between replacement
color and adjacent colors in the RGB image

Apply

Turns Spill Correction effect on or off

Reset

Resets all parameters to the default values

Tracker/Stabilizer
The Tracker/Stabilizer lets you track or stabilize your clips through the Effects
Tree without switching to the Compositing layout.

n

If you want to stabilize your clip while working in the Effects Tree, you can use
the Stabilize effect, which is a preset of the Tracker.

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Option

Description

<>

Starts tracking forward or backward.
When In 1-layer is selected, tracking is started on the layer clip.
When In 2-ref is selected, tracking is started on the reference clip.
During tracking, a motion path is generated on the selected clip.

1-point

One-point tracking ties a single tracker in the layer image to a
single tracker in the reference image. The layer image simply
translates along the path of the tracker.

2-point

Two-point tracking ties two trackers in the layer image to two
trackers in the reference image. The layer image is translated,
scaled, and rotated, so that the trackers in the layer image can
follow the trackers in the reference image.

4-point

Four-point tracking ties four trackers in the layer clip to four
trackers in the reference clip. The layer image is translated and
distorted, so that its four trackers can follow the four trackers in the
reference clip.

Output

Displays result of tracking or stabilization applied to the input of
the reference and layer clips.

In 1-layer

In track mode, the layer clip is always the clip from which the
tracker is applied. In stabilize mode, the layer clip is the same as
the reference clip.
This lets you display the layer clip, and if necessary, adjust its
trackers and track an area of the image.

In 2-ref

In track mode, the reference clip is the clip that you track, so that
the layer trackers are aligned with the reference trackers. In
stabilize mode, the reference clip is the same as the layer clip.
This lets you display the reference clip, and if necessary, adjust its
trackers and track an area of the image.

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Show

Turns motion path view on or off. When selected, it displays the
motion path created by the tracker.

Update

Turns update view on or off. When selected, the viewer updates
during tracking. Deselect this option for faster processing.

Compositing Effects

Input1/Input2/Output Property Pages
When you select an option in the Edit box, the associated property page opens.
For example, if you select the In 2-ref option in the Edit box, the Input 2
property page opens.
The Input 1 and Input 2 property pages let you set the type of transformation,
and the start and end frames (time span) over which the transformation will
occur. Additional settings let you set the tracking mode (1, 2, or 4-point
tracking), display the motion path, update the viewer, and start tracking.
When tracking is started, individual trackers (R1-R4, L1-L4) sample a target
area of the reference clip at each frame of the specified time span. In each
subsequent frame, the motion tracker searches for the target image within the
tracker’s search region. When the target is found, a keyframe is set. The
resulting motion path controls the tracker DVE, and the layer image is moved
accordingly.
When you select the Output option, the Output property page opens and you
can see the composited results of input 1 and 2.

Option

Description

Start Frame

Specifies first frame of reference/layer clip to be tracked or
stabilized. To set the first frame, drag the in-point to the desired
starting point on the desired track in the timeline.

End Frame

Specifies last frame of reference/layer clip to be tracked or
stabilized. To set the last frame, drag the out-point to the desired
end point on the desired track in the timeline.

Transformation

Specifies type of transformation

Track

Uses motion path(s) to control the tracker DVE and move the layer
clip, so that it follows the motion in the reference clip

Stabilize

Uses the motion path of a reference object to create a
compensating motion that “pins” the object

Advanced Property Page
The Advanced property page lets you deactivate translation when you:

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•

Apply 1-point tracking or

•

Deactivate scaling, translation, and rotation when you apply 2-point
tracking.

When you apply 4-point tracking, the Crop options become available, which
let you crop the layer image to the reference tracker’s polygon, and apply a
blur to the cropped image.

Option

Description

Disable

Turns off tracker results for scaling, translation, and rotation. For
example, if you’re tracking a reference image that also requires
stabilization, you may not want the tracker to scale, translate, or
rotate the layer image while the tracking is performed.
When 1-point tracking is selected, you can only disable the
translation. When 2-point tracking is selected, you can disable all
the options. When 4-point tracking is selected, these options are
not available.

Scaling in X

Turns Scaling in X on or off

Scaling in Y

Turns Scaling in Y on or off

Translation in Turns Translation in X on or off
X
Translation in Turns Translation in Y on or off
Y
Rotation
Crop To Tracker
Polygon

Lets you crop a layer image to its tracker polygon and apply a blur
to the polygon’s edge. These options are only available when 4point tracking is selected.

Blur Edges

Defines size of blur at edges of tracker polygon. Values: 0 to 1000.

Apply Blur

Turns Blur effect on or off. This lets you compare the composite’s
appearance with and without the blur effect.

Apply Crop

Crops layer’s alpha channel to reference’s tracker polygon

Crop RGB

Lets you apply the crop to the layer’s RGB channels

Tool

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Turns Rotation on or off

Lets you set the tracker magnification

Compositing Effects

Option

Description

Magnification Sets magnification value for tracker
Track in Fields

Tracks each field separately and sets a key on each field. The
target used is the contents of the target region in field 1 of the
target frame. If you track in fields you do not need to first
deinterlace, track, and reinterlace the clip. Once you track in fields
be sure to process in fields.

Transform Offsets Applies the tracked transformation or scaling to the offset keeping
the offset point in the correct position relative to the reference
point.
It is ON by default.
Antialiasing
Apply

Lets you set antialiasing options
Turns antialiasing option on or off. Smooths the jagged lines that
can occur when drawing diagonal or curved strokes.
It is ON by default.

Extra Filtering Provides subpixel control of extra filtering applied to the
antialiasing. This property allows a tradeoff between image
sharpness and smoothness of the antialiasing.
Supersamplin Lets you choose the precision of the antialiasing; a value of 8x8
g
provides higher precision than 4x4.
Blur

Lets you blur shapes

Apply

Blurs edges of selected shape(s). The higher the value, the softer
the blur. Values: 0 to 1000.

X

Applies blur in the horizontal (X) direction

Y

Applies blur in the vertical (Y) direction

Lock

Locks the X/Y Radius sliders together so they can easily be set to
the same ratio

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Quality Property Page
The Quality property page lets you apply filters that can improve the quality of
a scaled or rotated image. When an image is scaled down or rotated, small
jagged lines can appear on the oblique edges of objects or sometimes within
the image. You can also specify the channels on which the DVE will be
applied, and the type of source material you are using.

Option

Description

Quality

Settings that control the speed of processing and affect the
result of the processed image. When you scale or rotate an
image, a resampling algorithm is applied to enhance the
image’s quality. The options are also arranged according to
speed, with Unfiltered being the fastest and Pixel Summing
Bicubic being the slowest.
If you scale down an image, the following resampling
algorithms produce a higher-quality image: Filtered, Pixel
Summing Bilinear, or Pixel Summing Bicubic.
If you scale up an image, the following resampling algorithms
produce a higher-quality image: Bilinear (also equivalent to
Filtered and Pixel Summing Bilinear) or Bicubic (also
equivalent to Pixel Summing Bicubic).

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Unfiltered

Applies no filter to the image (this is the fastest mode)

Bilinear

Useful when scaling a DVE up, which will improve the scaled
image’s quality. This is the default setting.

Bicubic

Produces a sharper image than the Bilinear option when you
scale a DVE up

Pixel Summing
Bilinear

Produces a less blurry image than the Filtered option when you
scale an image down using pixel averaging. If you scale an
image up, a bilinear interpolation is used, producing a sharper
image.

Pixel Summing
Bicubic

Produces a less blurry image than the Filtered or Pixel
Summing Bilinear options when you scale an image down,
using pixel averaging. If you scale an image up, a bicubic
interpolation is used, producing a sharper image.

Filtered

Useful when you scale a DVE down, which will improve the
scaled image’s quality

Compositing Effects

Option

Filter Level

Channels

Description

Determines the strength of the filter when in Pixel Summing
Blinear, Pixel Summing Bicubic, or Filtered mode. Higher
settings result in a stronger filter and longer processing time.
Lets you specify the channels on which the DVE will be
applied

Red

Applies DVE to red channel

Green

Applies DVE to green channel

Blue

Applies DVE to blue channel

Alpha

Applies DVE to alpha channel

Motion Blur

Lets you apply a motion blur to an animated DVE

Apply

Turns Motion Blur effect on or off

Duration

Sets duration of motion blur between current frame and next
frame. Values: 0 to 100%; default is 50%.

Number Samples Lets you set number of samples per frame, which can improve
the smoothness of the motion blur. Values: 1 to 100. A value of
1 applies no motion blur. A value higher than 1 increases the
number of samples.
For example, if you set the number of samples to 2, then two
images are superimposed on top of each other at the current
frame. If you set the number of samples to 4, then four images
are superimposed, and so on.
The default value of 8 usually provides a smooth motion blur.
If the animation has a large movement between frames, then
you should increase the number of samples to create a
smoother motion blur.

n

The larger the number of samples, the longer the
process time.

Transform Node
The transform node lets you apply global transformations on more than one
image. It is used together with the DVE and Tracker Effect nodes.

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Option

Description

Translate

Lets you control location of image along X, Y, and Z axes

X

Moves image in X direction. Enter a positive value to
move the image to the right and a negative value to move
it to the left.

Y

Moves image in Y direction. Enter a positive value to
move the image up and a negative value to move it down.

Z

Moves image in Z direction. Entering a positive number
moves the image closer, while a negative number moves
it farther away.

Scale (%)

Lets you control the size properties of the image along
the X and Y axes. A value of 100 represents the image’s
original scaling. Units are percentages. For example, 200
doubles the scaling and 50 halves it.

X

Scales image in X direction. To scale proportionally,
assign identical values to X and Y.

Y

Scales image in Y direction

Lock XY

Links X and Y values, so if you change one value, the
other value is the same. This option has no effect when
you interactively manipulate an image in the viewer.

Offset

X

Specifies center offset along X axis

Y

Specifies center offset along Y axis

Z

Specifies center offset along Z axis

Affect

Specifies the plane(s) the offset will affect.

Rotate

X

2250

Lets you specify how far the object’s center is displaced
from its original center. The center is the point around
which the image revolves. The X, Y, and Z default values
are 0, 0, 0.

Lets you control the image’s angle of rotation along the
X, Y, and Z axes. These options are set relative to the
image plane.
Rotates image along X axis

Compositing Effects

Option

Description

Y

Rotates image along Y axis

Z

Rotates image along Z axis. Enter a negative number (in
degrees) to rotate clockwise and a positive number to
rotate counterclockwise.

Rotation Interpolation
FCurve

Specifies the algorithm to be used for interpolation of
animated rotations.
Selecting this option allows you to do multiple
revolutions of rotation, such as, winding motion.
You can also edit the rotation curves in the animation
editor.

Linear Quaternions

Performs the calculation based on the shortest rotation
path between keyframes. Creates a more robotic
movement.

Cubic Quaternions

Similar to Linear calculation but produces smoother
movement.

Scale

Turns scale tool on or off

Rotate

Turns rotate tool on or off

Crop

Turns crop tool on or off

Reset

Resets parameters on this property page to default values

Global DVE
A global DVE applies a transformation to all participating layers in the
composite. You can only apply a global DVE from the layers.

Option

Description

Translate

Lets you control location of image along X, Y, and Z axes

X

Moves image in X direction. Enter a positive value to
move the image to the right and a negative value to move
it to the left.

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Option

Y

Moves image in Y direction. Enter a positive value to
move the image up and a negative value to move it down.

Z

Moves image in Z direction. Entering a positive number
moves the image closer, while a negative number moves
it farther away.

Scale (%)

Lets you control the size properties of the image along
the X and Y axes. A value of 100 represents the image’s
original scaling. Units are percentages. For example, 200
doubles the scaling and 50 halves it.

X

Scales image in X direction. To scale proportionally,
assign identical values to X and Y.

Y

Scales image in Y direction

Lock XY

Links X and Y values, so if you change one value, the
other value is the same. This option has no effect when
you interactively manipulate an image in the viewer.

Offset

Lets you specify how far the object’s center is displaced
from its original center. The center is the point around
which the image revolves. The X, Y, and Z default values
are 0, 0, 0.

X

Specifies center offset along X axis

Y

Specifies center offset along Y axis

Z

Specifies center offset along Z axis

Affect

Specifies the plane(s) the offset will affect.

Rotate

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Description

Lets you control the image’s angle of rotation along the
X, Y, and Z axes. These options are set relative to the
image plane.

X

Rotates image along X axis

Y

Rotates image along Y axis

Z

Rotates image along Z axis. Enter a negative number (in
degrees) to rotate clockwise and a positive number to
rotate counterclockwise.

Compositing Effects

Option

Description

Rotation Interpolation

Specifies the algorithm to be used for interpolation of
animated rotations.

FCurve

Selecting this option allows you to do multiple
revolutions of rotation, such as, winding motion.
You can also edit the rotation curves in the animation
editor.

Linear Quaternions

Performs the calculation based on the shortest rotation
path between keyframes. Creates a more robotic
movement.

Cubic Quaternions

Similar to Linear calculation but produces smoother
movement.

Scale

Turns scale tool on or off

Rotate

Turns rotate tool on or off

Crop

Turns crop tool on or off

Reset

Resets parameters on this property page to default values

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Chapter 7
Image Effects Reference

This chapter contains reference information for image effects.

3D Warp
The 3D Warp effect lets you apply 3D animated scenes, such as a page turn or
melting screen to your images. You can apply a 3D warp to clips or tracks, as a
transition or source generator, or in an Effects Tree. When you apply a 3D
Warp in an Effects Tree, it is applied as a transition with two inputs.

General Property Page
The General property page lets you select a type of 3D Warp effect, choose a
rendering switch, and select a preview mode.
While many 3D Warp effects are shipped with Avid DS Nitris, you can also
load 3D scenes that were created in Softimage|XSI. Using the Rendering
Switches, you can apply or bypass scene attributes that you used when you
created your 3D scene.
You can preview the 3D Warp effect in wireframe or shaded mode.

Option

Description

Select effect

Lets you select a 3D scene to be used as the warp effect

New

Lets you select a 3D scene created with Softimage|XSI to
be used as an effect, transition or source generator

Chapter 7 Image Effects Reference

Option

Description

Rendering Switches

Turns the global parameter used in your 3D scene on or
off.
When you create a scene in Softimage|XSI, you need to
set parameters to define the appearance and material
definition of objects. The appearance of an object is
defined in terms of color, texture, transparency, etc., while
the object’s material is defined by processing the object’s
surface in relation to a light source.
While there are numerous settings for each parameter,
Global Switches in Softimage|XSI provide a method of
applying or bypassing all settings for each parameter,
including: Refraction, Antialiasing, Back Culling, 3D
Textures, Reflection, and Shadows.
In Avid DS Nitris, you can also choose which Rendering
Switches (Global Switches) to apply or bypass when you
process the 3D Warp effect.

Refraction

Turns refraction on or off. Refraction is the bending of
light as it passes through a transparent or translucent
object.
If refraction was used when the 3D scene was created and
you select this option, the parameters used in the 3D scene
are applied.

Antialiasing

Turns antialiasing on or off. Antialiasing is a method of
smoothing out and sharpening rough or jagged edges of
images to produce a more polished look.
If antialiasing was used when the 3D scene was created
and you select this option, the parameters used in the 3D
scene are applied.

Back Culling

Turns back culling on or off. Back culling lets you define
which faces of an object are rendered. When this option is
selected, only the faces whose normals are facing the
camera are rendered, while the back faces are “culled”
(ignored).
If back culling was used when the 3D scene was created
and you select this option, the parameters used in the 3D
scene are applied.

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3D Warp

Option

3D Textures

Description

Turns 3D textures on or off. 3D Textures let you define an
object’s surface appearance. Patterns are applied to an
object in three-dimensional space, simulating a solid
mass. The three categories of patterns include marble,
wood, and clouds.
If 3D textures were used when the 3D scene was created
and you select this option, the parameters used in the 3D
scene are applied.

Reflection

Turns reflection on or off. Reflections are created when
the surface of an object behaves like a mirror to reflect the
image of another object. Reflectivity can be part of an
object’s material definition.
If reflection was used when the 3D scene was created, and
you select this option, the parameters used in the 3D scene
are applied.

Shadows

Turns shadows on or off. Shadows are areas that are
totally or partially obscured from light by an object.
If shadows were used when the 3D scene was created, and
you select this option, the parameters used in the 3D scene
are applied.

Preview Mode

Lets you select method to preview results of the effect in
the viewer while you scrub the position indicator on the
timeline

Active While
Scrubbing

Turns Preview mode on or off when you scrub the timeline

Wireframe

Lets you view the results of the effect in wireframe mode
in the viewer

Shaded

Lets you view the results of the effect in shaded mode in
the viewer

Timing Property Page
The Timing property page contains a function curve that displays the
following:
•

The percentage of the animation that the effect has progressed at a specific
time, and
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•

The amount and duration of the original image that is dissolved into the
3D scene before the first keyframe and after the last keyframe.

You can interactively manipulate the function curve to adjust these amounts or
change the direction of the 3D scene’s animation. You can also change the
curve to linear, Bézier, or constant.
Sometimes, the rendered 3D scene may not have the same quality as the
original image in Avid DS Nitris. This can be due to different lighting,
antialiasing, etc., applied to the 3D scene in Softimage|XSI. To compensate for
the quality change, you can dissolve the first and last frames of the 3D scene
into the original image in Avid DS Nitris over a duration of frames at the start
and end of the effect using the In and Out controls. This creates a smoother
transition between the original image and the 3D scene.
Adjusting the In and Out values modifies the value in the Amount box, as well
as the function curve.

Option

Description

X axis

Represents SMPTE timecode. You can drag the position
indicator in the function curve graph to a new timecode to
see how far the effect has progressed through the
animation.

Y axis

Represents percentage through the animation the effect
has progressed.
Values: 0 to 100%. A value of 0 means the 3D animation
has not started and a value of 100 means the 3D animation
is complete. Adjusting the Y axis also adjusts the value
displayed in the Amount box. You can also adjust the
direction of the animation by adding more control points
to the function curve.

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Amount

Represents percentage through the animation the effect
has progressed at the time specified on the X axis. When
you move a control point on the function curve graph, the
Amount value changes to display the value at the specified
timecode. Adjusting the Amount value also adjusts the Y
axis on the function curve.

In

Lets you adjust the duration, in frames, that the effect is
dissolved in at the beginning of the effect

3D Warp

Option

Description

Out

Lets you adjust the duration, in frames, that the effect is
dissolved out at the end of the effect

Generic Property Page
The Generic property page contains the specific scene properties that you used
when you created your 3D scene.
When you click the Scene Properties button, a dynamic list of all the
properties saved with the scene is displayed. You can interactively set these
properties from within Avid DS Nitris.

Option

Description

3D Warp

Displays 3D Warp properties that were set on the General
and Timing property pages

Scene Properties

Displays additional scene properties that were used when
the 3D scene was created
Indicates that you can animate a parameter. To add
animation, change a parameter’s value, then click this
button beside the parameter. When a keyframe is set, this
button turns red with a line through it.
Indicates that a parameter is animated, but you are not
currently on the keyframe

Source Property Page
The Source property page lets you adjust the 3D Warp effect’s opacity and
change the transition’s source direction.

Option

Description

Opacity

Controls the transparency of effect. Values: 0 (completely
transparent) to 100 ( completely opaque).

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Option

Description

Source (To)

Applies the 3D Warp effect to the clip in which the
transition is coming from

Source (From)

Applies the 3D Warp effect to the clip in which the
transition is going to

Accented Edges
The Accented Edges effect lets you add accents to the edges in an image.
When applied to a high-resolution image, the final accented edges are small
and the effect is very similar in appearance to egg tempera. For a more
painterly result, try applying this effect before some of the other effects, such
as the Dry Brush, Watercolor, or Texturizer effect.

Accented Edges Property Page
The Accented Edges property page lets you adjust the edges of the image, as
well as the effect’s smoothness and opacity.

Option

Description

Edge Width

Increases or decreases the width of the edges

Edge Brightness

Brightens (like white chalk) or darkens (like black ink)
edges

Smoothness

Makes the overall image retain more detail or makes it
smoother. This control is useful for making a photograph
appear more painterly.

Opacity

Controls the transparency of the effect. Values range from
0 (completely transparent) to 100 (completely opaque).

Angled Strokes
The Angled Strokes effect lets you paint an image with diagonal strokes. The
lighter areas of the image are painted with strokes in one direction and the
darker areas are painted with strokes in the opposite direction.
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Angled Strokes Property Page
The Angled Strokes property page lets you adjust the edges of the image, as
well as the effect’s smoothness and opacity.

Option

Description

Direction Balance

Controls how much of the image is painted with left or
right diagonal strokes

Stroke Length

Controls stroke length

Sharpness

Controls sharpness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

To exaggerate this effect:

1. Scale the image to 50% or 25% of its original size.
2. Apply the Angled Strokes effect.
3. Restore the image to its original size.
4. If desired, sharpen the image to make the strokes more apparent.

Bas Relief
The Bas Relief effect lets you make an image appear as if it has been carved in
low relief and lit to show the surface modulations.
Use this effect to liven up plain black-and-white images. To accentuate the
appearance of the image being sculpted in stone, first apply the Bas Relief
effect and then apply the Texturizer effect using Sandstone or another texture
of your choice. It helps to set the light position in both effects to the same
direction.
You can create metallic looking 3D text using this effect. After typing the text,
deselect the text body, then select the individual characters with the Magic
Wand tool and apply the Bas Relief effect. To change the color of the text, set
the foreground color to the color you want.

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Bas Relief Property Page
The Bas Relief property page lets you adjust the level of detail in the image,
the direction from which the image is illuminated, the smoothness level, as
well as the opacity level. By default, the foreground is set to black and the
background is set to white. This produces a monochrome (grayscale) image.
You can specify different colors for the foreground and background to vary the
effect.

Option

Description

Detail

Adjusts level of detail in image

Light Position

Selects direction from which to illuminate image.
Changing the light position highlights different carved
areas.

Smoothness

Increases or decreases smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

Blur
The Blur effect reduces noise by smoothing the image. You can apply the Blur
effect as an image or paint effect. As a a paint effect, only the parameters of
the General property page are available.

General Property Page
The General property page lets you define a blur effect and control how it is
applied to an image. The Blur effect removes noise from areas of an image
where color transitions occur. It works by averaging the values of pixels.

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Blur

When used as an image effect, you can apply a blur to the entire clip or track
or just a portion. You can also specify an area of the image where the blur will
be applied.
When used as a paint effect, the blur becomes a property of the graphics object
(either a paint stroke or text).

Option

Description

Size

Defines size of area around each pixel that contributes to
new, averaged value. The greater the radius, the softer the
blur.

X Radius

Lets you change radius of horizontal direction. Values: 0
to 1000.

Y Radius

Lets you change radius of vertical direction. Values: 0 to
1000.

Lock XY to Pixel
Ratio

Locks X/Y Radius sliders together so they can easily be
set to the same ratio

Amount

Sets degree to which the effect is applied. This option is
only available when using Decay or Gaussian blur.

Mix

Overlaps original image with the blurred image. Use this
setting to create a hazy effect with some details showing
through.

n
Blur Method

The Mix parameter is only available on the Blur
effect in the \Paint\Effects folder when a blur is
applied to a paint stroke.

Lets you choose method in which blur is applied to an
image

Uniform

Blurs image so the value of a pixel is the average of all
pixels within a rectangular region defined by the X and Y
radius. The curve of this blur is represented as a straight
line.

Decay

Blurs image in a similar manner as a Uniform blur, but
maintains a sharper image. The blurring applies more
weight on the center pixels.

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Option

Gaussian

Description

Blurs image using a radially symmetrical blur. It is similar
to Uniform and Decay blurs; sharper than a Uniform blur,
but less than a Decay blur. It is also slower to process than
a Uniform blur.

Bubble
The Bubble effect simulates the Pointillist style of painting.
The possible source channels include RGBA, inverted RGBA, and HLS. The
possible destination channels are RGBA.

General Property Page
To simulate the Pointillist style of painting, randomly placed spots of color are
rendered onto the selected background color.

Option

Description

Hue Jitter

Randomly modifies hue of the color of the bubbles for a
more Pointillist look

Size

Changes size of bubbles

Antialias

Smoothes edges of bubbles

Red

Defines current red background color

Green

Defines current green background color

Blue

Defines current blue background color

Chalk and Charcoal
The Chalk and Charcoal effect lets you draw the image onto a solid mid-gray
background, translating the dark areas of the image into coarse charcoal
strokes and the light areas into coarse chalk strokes.

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By default, the foreground is set to black and the background is set to white.
This produces a monochrome (grayscale) image. You can specify different
colors for the foreground and background to vary the effect.

Chalk and Charcoal Property Page
The Chalk and Charcoal property page lets you adjust the amount of light and
dark areas drawn with the charcoal, the stroke pressure, and the opacity level.

Option

Description

Charcoal Area

Increases or decreases amount of dark areas drawn with
charcoal

Chalk Area

Increases or decreases amount of light areas drawn with
chalk

Stroke Pressure

Controls amount of pressure on charcoal stroke

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

Channel Switcher
The Channel Switcher effect lets you map selected channels (components) of
an image to other channels. You can apply it to clips, tracks, or layers.
This effect is useful, for example, if there is a logo or text created in another
application and you want to use it in Avid DS Nitris. In most cases, the alpha
channel and RGB channels are exported separately as RGB images from the
application. To combine both images, you need to apply a Channel Switcher
effect to the RGB image that you want to use as a matte, and then combine
both images using a Key Combiner effect.

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General Property Page
The General property page lets you map selected channels (components) of an
image to other channels.
When you apply a particular channel to another, the pixel values of the source
channel are applied to the destination channel. You can create a variety of
effects resulting from changes in the color values, including the creation of
mattes. You can quickly create a matte by mapping the G channel of an
imported white-over-black title to the alpha channel.

n

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If the RGB destination channels all have the same source channel, the result is
a grayscale image.

Command

Description

Source

Lets you specify which channel to map to the
corresponding RGBA destination channels

Red

Selects alternate source channel for red component

Green

Selects alternate source channel for green component

Blue

Selects alternate source channel for blue component

Alpha

Selects alternate source channel for alpha component

Invert Red

Inverts red color values. Each pixel’s brightness value is
converted to the inverse value based on a 256-color scale.
A value of 0 is changed to 255.

Invert Green

Inverts green color values. Each pixel’s brightness value is
converted to the inverse value based on a 256-color scale.
A value of 0 is changed to 255.

Invert Blue

Inverts blue color values. Each pixel’s brightness value is
converted to the inverse value based on a 256-color scale.
A value of 0 is changed to 255.

Invert Alpha

Inverts alpha values. Each pixel’s brightness value is
converted to the inverse value based on a 256-color scale.
A value of 0 is changed to 255.

Hue

Selects hue as alternate source channel for the R, G, B, or
alpha channels

Charcoal

n

Command

Description

Lightness

Selects lightness as alternate source channel for the R, G,
B, or alpha channels

Saturation

Selects saturation as alternate source channel for the R, G,
B, or alpha channels

Destination

Provides view of channel being changed

Clear Channel

Lets you map selected channel to 0% value. For example,
if you map the alpha channel to clear, then the value of 0%
creates a black alpha channel.

Fill Channel

Lets you map selected channel to 100% value. For
example, if you map the alpha channel to fill, then the
value of 100% creates a white alpha channel.

To change the alpha channel source, you must first select the Process option in
the Masking property page.

Charcoal
The Charcoal effect lets you draw the image onto a surface that resembles
rough, textured paper. Strong edges are drawn boldly, while midtones are
sketched with a diagonal stroke.

Charcoal Property Page
The Charcoal property page lets you control the charcoal thickness, detail,
light/dark balance, the opacity level, and choose the foreground and
background colors. By default, the foreground is set to black and the
background is set to white. This produces a monochrome (grayscale) image.
You can specify different colors for the foreground and background to vary the
effect.

Option

Description

Charcoal Thickness

Controls thickness of charcoal lines

Detail

Controls amount of detail in final image

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Option

Description

Light/Dark Balance

Adjusts proportion of background to foreground color

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Displays selected or default foreground color

Background

Displays selected or default background color

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

Chrome
The Chrome effect lets you create a highly polished, smooth chrome surface.
Features of the original image become bumps and depressions in the reflecting
surface. This effect produces a monochrome (grayscale) image.

Chrome Property Page
The Chrome property page lets you adjust the level of detail in the chrome
surface, the surface roughness, and the opacity level. To vary the effect,
increase the brightness and contrast after applying the Chrome effect.

Option

Description

Detail

Controls level of detail in chrome surface

Smoothness

Increases or decreases smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Clouds
The Clouds effect creates soft, undulating cirrus cloud images. You can
animate individual parameters, and change the sky and cloud color.

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n

Option

Description

Translate X

Controls horizontal (X axis) location of the center of the
texture

Translate Y

Controls vertical (Y axis) location of the center of the
texture

Scale X

Horizontally scales the texture (X axis) about the texture
origin (which you can move using the Translate controls)

Scale Y

Vertically scales the texture (Y axis) about the texture
origin (which you can move using the Translate controls)

Sky color

Displays current sky color (Background Color Value)

Cloud color

Displays current cloud color (Foreground Color Value)

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

Density

Adjusts density of clouds in the clip. Values: 0 (no clouds)
to 500 (maximum amout of clouds).

Composite several layers of the Clouds effect at various scales and densities,
while animating the translations for a delicate breeze effect. To simulate
moving forward through clouds, use the Granite effect.

Color Gradient
The Color Gradient effect lets you apply a gradual transition between two,
three, or four colors in an image. Each color you specify begins at the corner
of the image and gradually fades toward the center. You can specify the same
color, a different color, or vary your color selection for each corner.
You can apply the Color Gradient effect as a fill or brush effect in a graphics
session, as an image effect in an editing session, or as a background source
generator.

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Color Gradient Property Page
The Color Gradient property page lets you adjust the gradual transition
between two, three, or four colors in an image.

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Option

Description

Color to Adjust

Specifies one of the four corners of the image. You can
modify each corner’s color using the RGBA sliders.

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

Color sliders

Sets intensity of each color channel of selected corner.
The RGBA color model is used. Values: 0 to 100.

Composite

Lets you change color information of resulting image by
using one of nine different composite filters

Normal

Blends source image and gradient colors equally

Darken

Compares color information in each channel of the source
and gradient, and selects the darker-colored pixels. Pixels
lighter than the gradient color are replaced and pixels
darker than the gradient color remain unchanged.

Lighten

Compares color information in each channel of the source
and gradient, and selects the lighter-colored pixels. Pixels
darker than the gradient color are replaced and pixels
lighter than the gradient color remain unchanged.

Difference

Compares color information in each channel of the source
and gradient. Subtracts the source color value from the
gradient color value (or the reverse), depending on which
color has the greater brightness value.

Multiply

Compares color information in each channel and
multiplies the source color with the gradient color. This
results in a darker-colored image. When a color is
multiplied with black, the result is black. When a color is
multiplied with white, the color is unchanged.

Hue

Produces a resulting image that contains the hue of the
gradient color and the luminance and saturation of the
source image

Color Space Adjustment

Option

Description

Saturation

Produces a resulting image that contains the saturation of
the gradient color and the hue and luminance of the source
image

Color

Produces a resulting image that contains the hue and
saturation of the gradient color and the luminance of the
source image. This maintains the gray levels in the image
and is useful for tinting color images.

Luminosity

Produces a resulting image that contains the luminance of
the gradient color and the hue and saturation of the source
image

Opacity

Controls transparency of color gradient. A value of 0
creates a completely transparent effect; a value of 100
makes it completely opaque, obscuring the underlying
image.

Dither

Adds noise to the color gradient. The higher the value, the
more noise is added.

Color Space Adjustment
The Color Space Adjustment effect lets you adjust the difference in color
levels that can occur due to YUV to RGB conversion. When you import clips
into Avid DS Nitris, they are imported in YUV color space. However, when
you apply some effects or transitions, all or part of the clip may be converted
to RGB color space.

General Property Page
The General property page lets you select how the YUV colors will be
modified within the RGB color space. You can also display areas of an image
that contain invalid RGB colors or illegal YUV colors.

Option

Description

Clip

Clips YUV colors to lie within RGB color space

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Option

Description

Adjust

Adjusts YUV colors to lie within RGB color space.
Values: 0 to 100%.
Lower values affect more chrominance and less
luminance. Higher values affect more luminance and less
chrominance.
A value of 0 does not affect luminance, and a value of 100
does not affect chrominance.

Highlight

Lets you switch the viewer to display colors in an image
that do not lie within RGB color space

Red

Displays pixels that are over the RGB limit

Green

Displays pixels that are under the RGB limit

Blue

Displays pixels that have an illegal YUV range

Colored Pencil
The Colored Pencil effect lets you draw the image with colored pencils on a
solid background. Strong edges are retained and give a rough crosshatched
appearance, while the solid background shows through in the smoother areas
of the image.

Colored Pencil Property Page
The Colored Pencil property page lets you adjust the pencil width, stroke
pressure, brightness of the paper, and level of opacity.

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Option

Description

Pencil Width

Controls width of pencil stroke

Stroke Pressure

Adjusts degree of pressure on stroke

Paper Brightness

Adjusts brightness of paper

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Conte Crayon

Option

Description

Background

Lets you select background color

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

To heighten the pencil sketch look:

1. Convert the image to grayscale (if it is not already).
2. Apply the Colored Pencil effect with the Paper Brightness control at its
maximum value.
3. Increase the contrast of the resulting image using the program’s brightness
and contrast controls.
To create a striking pencil sketch effect:

1. Apply the Photocopy effect once or twice to the image.
2. Apply the Colored Pencil effect to the result.
3. Increase the brightness and contrast of the resulting image for the desired
look.

Conte Crayon
The Conte Crayon (pronounced “con-tay”) effect lets you create the
appearance that an image was drawn with conte crayon on a texture of your
choice. This style is characterized by dense dark colors, highly textured
midtones, and pure whites.
By default, this effect produces a monochrome (grayscale) image, but it can
use the current foreground and background colors to color the final result.

Conte Crayon Property Page
The Conte Crayon property page lets you select the texture, the position from
which to illuminate, as well as the level of detail of the image.

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n
n

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Option

Description

Texture Type

Selects underlying texture (Brick, Burlap, Canvas,
Sandstone) and controls how it is applied using the other
parameters

Light Position

Selects position from which to illuminate the image.
Different light positions enhance different areas of the
image.

Scaling %

Reduces or enlarges size of applied texture

Relief

Controls level of detail of the resulting image surface

Foreground Level

Controls amount of white (foreground color)

Background Level

Controls amount of black (background color)

Foreground

Displays selected or default foreground color

Background

Displays selected or default background color

Color swatch

Displays selected or default background color. Click the
color swatch to display the Mini Color Editor.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Invert Texture

Inverts color values of texture. Each pixel’s brightness
value is converted to the inverse value based on a 256color scale. A value of 0 is changed to 255.

Tip: Choose a foreground color to emulate one of the various colors of conte
crayon that are common, such as black, sepia, or sanguine.
Choose a background color that is white with a small amount of the
foreground color added to it to create a soft, blended look in the final drawing.
You can create this color by increasing the brightness to 100% in the
foreground color and then decreasing the saturation until the resulting color is
light enough for the background but still retains some of the original
foreground color.

Craquelure

Craquelure
The Craquelure effect lets you paint the image onto a high-relief plaster
surface, producing a fine network of cracks that follow the contours of the
image.

Craquelure Property Page
The Craquelure property page lets you adjust the spacing, depth, and
brightness of the crack, as well as the opacity level.

Option

Description

Crack Spacing

Controls distance between cracks

Crack Depth

Increases or decreases depth of cracks created in image

Crack Brightness

Increases or decreases brightness of cracks

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Crop
The Crop effect lets you crop an image from the top, bottom, left, or right
edges. You can apply color to the cropped regions and apply the crop to the R,
G, B, or alpha channels.

n

There are three presets of the Crop effect, called Letterbox, in the \Image
Effects\Crops folder.

Crosshatch
The Crosshatch effect lets you draw an image with the appearance of fine
crosshatching throughout. This effect adds texture and roughens the edges of
colored areas while preserving the details and features of the original image.

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Crosshatch Property Page
The Crosshatch property page lets you adjust the length, strength, and
sharpness of the strokes, as well as the level of opacity.

Option

Description

Stroke Length

Increases or decreases length of strokes

Sharpness

Increases or decreases amount of sharpness

Strength

Increases or decreases number of times you want the
effect applied successively to the image. Increasing the
number of iterations gives a stronger effect.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Custom Filter
The Custom Filter effect lets you create your own custom effects and apply
them to an image. A mathematical process called the “convolution operator” is
used to modify the brightness values of pixels. You can also specify an area of
the image where the custom effect will be applied.
There are also presets in the \Custom Effects folder, including blur, emboss,
and sharpen effects.

General Property Page
The General property page lets you create custom effects and save them for
future use.

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Custom Filter

Option

Description

Radius

The value that a pixel is changed to is determined by
values that you specify for the pixels in a ring surrounding
it. The radius of this ring can range from 0 to 3 pixels in
either the X or Y direction. The resulting ring is known as
a “kernel”, or a matrix, that defines a square grid
surrounding the pixel of interest. Each pixel in this grid
can affect the pixel of interest. For example, an X radius of
3 and a Y radius of 2 specifies a 7x5 kernel.

X

Sets number of pixels in the X direction out from the
center pixel that the ring of pixels will have

Y

Sets number of pixels in the Y direction out from the
center pixel that the ring of pixels will have

Kernel

You assign a numeric value representing a particular
brightness to any pixel in the grid. This number specifies
the effect that pixel will have on the pixel of interest (the
one in the center). For each pixel, the kernel value is
multiplied by the individual RGB values. These multiplied
values are then added together and the sum is divided by
any Scale factor you enter. Lastly, any Offset value you
specify is added.
This calculation is done for each pixel of the image.

Weight Value Boxes

Determines brightness values for pixels surrounding
center pixel. You can also change the center pixel value.

Scale

Scales degree of effect. For example, entering 2 reduces
the brightness by half. (The sum of all the brightness
values are divided by this value.)

Offset

Shifts pedestal of final color value of the pixel. This value
is added to the result of the scaling calculation.

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Cutout
The Cutout effect lets you make an image appear as though it was made from
roughly cut pieces of colored paper. High-contrast images appear as if in
silhouette, while colored images are built up from several layers of colored
paper. The Cutout effect is also reminiscent of lino block prints, especially
when it’s applied to high-contrast original images.

Cutout Property Page
The Cutout property page lets you attach or detach an image to a cutout. It also
contains settings for applying filters to improve the quality of a transformed
image, and determine whether the image’s alpha channel is used or not.

Option

Description

Transform Image

Attaches cutout to image from which it was created. When
you move the cutout, its image follows the cutout.
Deselect this option to detach the cutout from its image.
When you move the cutout, the underlying image remains
in place.

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Transformation Quality

Controls image quality of a transformed cutout. When you
scale, skew, or rotate a cutout, its quality can
deteriorate—small jagged lines can appear on oblique
edges of objects or sometimes within the image.

Unfiltered

Applies no filter to image. This is the fastest mode.

Bilinear

Applies fast, medium quality filter. This is the default
setting.

Filtered

Applies strong filter to image. Useful when transforming
hard edges and when the transformed image (either scaled
or rotated) is smaller than the original image. This is the
slowest mode.

Level

Determines strength of filter using Filtered mode. Higher
settings result in a stronger filter and longer processing
time.

Use Alpha

Lets you use alpha channel of image. By default, this
option is off.

Dark Strokes

Dark Strokes
The Dark Strokes effect lets you paint the image with diagonal black-andwhite brush strokes. Light areas become white and are painted with long
strokes that extend into non-white areas. Dark areas become black and are
painted with short, tight strokes.

Dark Strokes Property Page
The Dark Strokes property page lets you adjust the balance and intensity of the
black and white paint strokes, as well as the opacity level.

n

Option

Description

Balance

Changes proportions of areas affected by each of the two
painting strokes

Black Intensity

Controls intensity of black painted on the image

White Intensity

Controls intensity of white painted on the image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Tip: You can create a graphic pen appearance by sharpening the image after
applying the Dark Strokes effect.

Defield
The Defield effect lets you remove the field motion of the input in order to
create a frame-based output.
On the Masking property page, you can also apply pixel masking, but not
channel masking.

General Property Page
The General property page lets you choose how to remove field motion; by
merging fields or by duplicating them.
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Option

Description

Mode

Lets you choose how to remove field motion

Merge Fields

Merges both fields to remove field motion

Duplicate Field 1

Duplicates field 1 to remove field motion

Duplicate Field 2

Duplicates field 2 to remove field motion

Deflicker
The Deflicker effect lets you correct the luminance of a clip which, in some
cases, can vary between frames. You adjust the luminance in each frame by
selecting reference regions for the black and/or white levels.

Black Property Page
The Black property page lets you select a region of the image that has the
levels of black to which you want to normalize your clip, and set the reference
frame, degree, and brightness of the effect.

Option

Description

Select Region in Image

Lets you choose a reference region for the black levels
(lowlights) in the reference frame. Draw a box in the
viewer to select the region. The color swatch updates to
display the luminance.

Color swatch

Displays selected or default color.

Set as Reference Frame

Sets the current frame as the reference frame. The
reference frame contains the reference region with the
desired black and/or white levels.

Amount

Sets degree to which the Deflicker effect is applied.
Values: 0 to 200%. The default is 100%.
If you lower the amount to 50%, then the luminance
correction is cut by 50%.

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Depth of Field

Option

Description

Brightness

Lets you adjust the brightness in the image. Values: -100
to +100.

Apply

Turns the Black property page on or off

White Property Page
The White property page lets you select a region of the image that has the
levels of white to which you want to normalize your clip, and set the reference
frame, degree, and brightness of the effect.

Option

Description

Select Region in Image

Lets you choose a reference region for the white levels
(highlights) in the reference frame. Draw a box in the
viewer to select the region. The color swatch updates to
display the luminance.

Color swatch

Displays selected reference highlight luminance.

Set as Reference Frame

Sets the current frame as the reference frame. The
reference frame contains the reference region with the
desired black and/or white levels.

Amount

Sets degree to which the Deflicker effect is applied.
Values: 0 to 200%. The default is 100%.
If you lower the amount to 50%, then the luminance
correction is cut by 50%.

Brightness

Lets you adjust image’s brightness. Values: -100 to +100.

Apply

Turns the White property page on or off

Depth of Field
The Depth of Field effect lets you simulate the performance of a camera lens,
using the Z-depth information contained in files rendered in Softimage|XSI or
mental ray.

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In an actual camera, the focal length of the lens defines a distance at which
objects appear perfectly focused. Points that are closer or farther away from
this distance plane will be out of focus.
This effect lets you create a scene where objects appear in focus in the
foreground and blurred in the background.

Depth of Field Property Page
The Depth of Field property page lets you set the focus plane, length, and fstop to get the desired depth of field effect.

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Option

Description

Focus Plane

Represents the distance of the “in focus” plane from the
simulated camera. Objects at this distance will appear in
focus. Clicking the Pick button lets you click in the viewer
and select the distance of the object you clicked on. Click
the Pick button again to turn it off.

Pick

Lets you interactively pick a region in the viewer as the
Focus Plane

Focal Length

Represents the focal length of the simulated lens. A lens
with a short focal length will give more depth of field than
one with a longer length.

Aperture (F-stop)

Represents the relative aperture size of the simulated
camera. High values give a greater depth of field, and
objects in both the foreground and background appear in
focus. Low aperture values produce a shallow depth of
field where a plane appears sharply in focus, and all other
planes appear blurred.

Strength

Represents the scaling factor of the pixel size of the Circle
of Confusion

AntiAliasing

Defines the level of smoothing of jagged edges along lines
and curves

Circle of Confusion

Defines the maximum value that any pixel will be blurred
into the surrounding pixels for out of focus planes

Deterministic Noise

External Data Property Page
The External Data property page lets you specify the file name, frame range,
and resolution of the rendered .Zpic file.

n

The .pic and .Zpic files must have the same names. If they don’t, an error
message is displayed.

Option

Description

File Path

Specifies file name for rendererd .Zpic files

Browse

Lets you navigate to folder in which .Zpic file is located

Frame Range

Specifies range of frames for .Zpic file

Start

Specifies first frame for .Zpic file

End

Specifies last frame for .Zpic file

Resolution

Represents the resolution that matches that of the current
project

X

Represents X resolution of current project

Y

Represents Y resolution of current project

Deterministic Noise
The Deterministic Noise effect lets you create a stable, regular noise pattern.
You can add consistent noise to the input image. If desired, the noise can vary
on a frame-by-frame basis.
You can apply the Deterministic Noise effect as an image effect or use it as a
source generator. When used as a source generator, only the Deterministic
Noise property page is available.

Deterministic Noise Property Page
The Deterministic Noise property page lets you change the color information
of the resulting image and set the noise pattern.
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Option

Description

Composite

Lets you change the color information of the resulting
image by using one of nine different composite filters

Normal

Blends source image and gradient colors equally

Darken

Compares the color information in each channel of the
source and gradient, and selects the darker-colored pixels.
Pixels lighter than the gradient color are replaced and
pixels darker than the gradient color remain unchanged.

Lighten

Compares the color information in each channel of the
source and gradient, and selects the lighter-colored pixels.
Pixels darker than the gradient color are replaced and
pixels lighter than the gradient color remain unchanged.

Difference

Compares the color information in each channel of the
source and gradient. Subtracts the source color value from
the gradient color value (or the reverse), depending on
which color has the greater brightness value.

Multiply

Compares the color information in each channel and
multiplies the source color with the gradient color. This
results in a darker-colored image. When a color is
multiplied with black, the result is black. When a color is
multiplied with white, the color is unchanged.

Hue

Produces an image that contains the hue of the gradient
color, and the luminance and saturation of the source
image

Saturation

Produces an image that contains the saturation of the
gradient color, and the hue and luminance of the source
image

Color

Produces an image that contains the hue and saturation of
the gradient color, and the luminance of the source image.
This maintains the gray levels in the image and is useful
for tinting color images.

Luminosity

Produces an image that contains the luminance of the
gradient color, and the hue and saturation of the source
image

Diffuse Glow

n

Option

Description

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Same for Every Frame

Repeats generated noise pattern for each frame. When
deselected, you can vary the noise pattern for individual
frames.

Mono

Generates monochromatic noise. When deselected, it
generates colored noise.

Translate X

Moves noise pattern horizontally

Translate Y

Moves noise pattern vertically

Tip: To add subtle noise patterns, try experimenting with the various
composite methods at low opacity values.

Diffuse Glow
The Diffuse Glow effect lets you process an image as if it is being viewed
through a soft diffusion filter. Bright areas glow with a diffuse brightness,
while other areas are muted with a soft granularity.
By default, this effect uses white for the glow color. However, if a background
color is set, this effect uses the background color for the glow.

Diffuse Glow Property Page
The Diffuse Glow property page lets you adjust the graininess and amount of
grain, the background color, and the opacity level.

Option

Description

Graininess

Controls amount of grain in the image

Glow Amount

Controls area affected by the glow effect

Clear Amount

Controls area of image that is left clear, or unaffected, by
the glow

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Option

Description

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Background

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

To create a hand-tinted look:

1. Apply the Diffuse Glow effect to a color image.
2. Copy the resulting image into a new file by converting it to an .avi file.
3. Remove the color from the duplicate image by converting it to a grayscale
image.

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Dip to Color

4. Convert the resulting image from grayscale back to color.
5. Copy and paste one image onto the other and apply a 50% blend between
them.

Dip to Color
The Dip to Color effect is both an image effect and transition effect.
When applied as an image effect, the effect dissolves from the first clip to a
user-selected background color for the first half of the effect. The second half
of the effect dissolves from the background color to black transparent.
When applied as a transition, the effect dissolves from the first clip to a userselected background color for the first half of the transition.The second half of
the transition dissolves from the background color to the second clip.

Timing Property Page
The Timing property page lets you control the timing (rate and duration) of the
dip to color. The horizontal (X axis) represents the SMPTE timecode. The
vertical (Y axis) indicates the amount of the mix. By modifying the slope of
the curve, you can control the timing and percentage of the mix.

Option

Description

X axis

Represents the SMPTE timecode

Y axis

Represents proportion (in percentage) of clip in mix.
Values: 0 (no original clip) to 100 (full original clip).

Curve

Uses curve to define how the mix varies in your dip to
color. Move the key points up to increase the proportion of
the original clip, and down to decrease it. You can add or
remove key points to vary the mix.

n

To change the curve type from Bézier to constant or
linear, right-click the Animation Key button and
select it from the menu.

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Option

Description

Position indicator

Moves red position indicator across graph to view result of
the dip to color in different parts of the clip. The position
indicator in the animation graph matches that of the
timeline.

Amount

Represents proportion of original clip in mix at a given
time (value of the Y axis). Move the position indicator to
view the value at a specific frame.

Drop Shadow
The Drop Shadow effect lets you apply a drop shadow effect to your image.

General Property Page
The General property page lets you define the appearance of shadows by
specifying the shadow’s opacity and level of softness. To produce the shadow,
use the matte from an existing clip or container clip. You can apply these
settings to both the shadow and foreground, or only the shadow.

Option

Description

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Softness

Lets you define the type of blur to apply to a shadow

Fast

Turns Fast option on or off. When selected, a fast but
lower-quality blur is applied to the shadow.

Output

Controls which elements are included in the output

Shadow +
Foreground
Shadow Only

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Outputs original foreground image with its corresponding
shadow
Outputs only the shadow, without the original foreground
image

Dry Brush

Dry Brush
The Dry Brush effect lets you paint the edges of the image using a dry brush
technique. It also simplifies the image into areas of common color.

Dry Brush Property Page
The Dry Brush property page lets you adjust the brush size and detail, choose
the texture, and set the opacity level.

Option

Description

Brush Size

Controls brush size and complexity of paint style.
Higher values give you a larger brush that simplifies the
painting style. Lower values give you a smaller brush to
paint, making the painting style more complex.

n

Brush Detail

Controls amount of detail in individual paint strokes and
daubs

Texture

Lets you adjust texture from smooth to rough

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Tip: After applying the Dry Brush effect, use the Emboss effect or sharpen the
image with the Sharpen effect.

Edge
The Edge effect lets you emphasize the edges in an image in different ways.
You can enhance the appearance of edges by keeping the original image, as
well as detect the edges by highlighting them without keeping the original
image.
You can apply the Edge effect as an image or paint effect. When you apply it
as a paint effect, only the parameters of the General property page are
available.

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You can also use Edge as a brush or fill effect in a graphics session, but it is
better suited to be used as a fill.

General Property Page
The Edge property page lets you emphasize or detect the edges in an image.

Option

Description

Type

Lets you enhance edges and specify how non-edge areas
are treated by the effect

Detection

Enhances edges and decreases value of pixels in non-edge
areas to 0 (black). To define the edge and brightness level,
adjust the Edge Sensitivity and Brightness.

Enhancement

Enhances edges without changing other areas of image

Direction

Lets you specify direction in which effect searches for
edges

No Direction

Removes all the direction checks

All Directions

Selects all direction check boxes. This means that edges
that run in any direction are detected. After selecting this
option, you can also choose individual directions by
deselecting the directions you don’t want to detect.

Edge Sensitivity

Controls how an edge is defined for edge detection. The
greater the sensitivity, the more edges are found (that is,
less difference in the color value of adjacent pixels is
needed to be considered an edge).

Brightness

Controls level of brightness applied to detected edges. The
greater the value, the brighter the edges.

Emboss Image
The Emboss Image effect gives the illusion that the image has been raised
from its surface and lit from a specific direction, making it appear threedimensional.

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Field Invert

Emboss Image Property Page

n

Option

Description

Relief

Adjusts amount of embossing

Light Position

Selects direction from which to illuminate the image.
Changing the light position will highlight different
embossed features in the image.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

For striking results, try applying this effect after other effects.

Field Invert
The Field Invert effect lets you invert an input’s fields, so that even lines
become odd, and vice versa. You can also preserve the line order when you
invert the fields.
On the Masking property page, you can also apply pixel masking, but not
channel masking.

General Property Page
The General property page lets preserve the line order when you invert an
input’s fields.
When the Preserve Line Order option is off (by default), the lines are simply
swapped, inverting the fields as well as the lines. When the option is on, the
order of the lines is preserved, but the fields are still swapped by applying a
one line translation.

Film
The Film effect lets you simulate the appearance of film for footage originally
recorded on video.
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General Property Page
The General property page lets you add noise, adjust the luminance flicker,
and simulate the optical glow of film.

Option

Description

Noise

Lets you apply a noise filter to randomly modify the RGB
values of individual pixels in the image. This gives the
image a speckled or grainy appearance.

Apply

Turns noise on or off

Per Channel

Turns option on or off. When selected, you can modify the
RGB values on a per channel basis. When deselected, you
can modify all channels simultaneously with the same
value.

R

Sets amount of noise applied to red channel

G

Sets amount of noise applied to green channel

B

Sets amount of noise applied to blue channel

Luminance Flicker

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Sets degree to which the luminance varies randomly from
one frame to another

Apply

Turns luminance flicker on or off

Amplitude

Defines range of luminance variations. A low value results
in a less intense flicker, and a high value results in a more
intense flicker.

Optical Glow

Sets luminance threshold and diffusion level of the optical
glow

Level

Sets level of diffusion applied to the highlight and
lowlight ranges set below. Values: 0 to 1000.

Presence

Sets the degree to which the overall optical glow effect is
blended with the original image. Values: 0 to 100.

Highlight

Sets the luminance threshold above which the diffusion
effect is applied. Values: 0 to 100.

Lowlight

Sets the luminance threshold below which the diffusion
effect is not applied. Values: 0 to 100.

Film Grain

RGB Curves Property Page
The RGB Curves property page lets you simulate the film’s response to light
by applying RGB gamma-type curves.

Option

Description

Apply

Turns RGB gamma curves on or off

RGB

Modifies gamma values of red, green, and blue channels

Red

Modifies gamma values of red channel

Green

Modifies gamma values of green channel

Blue

Modifies gamma values of blue channel

Reset

Resets all curves to their original position

Film Grain
The Film Grain effect lets you add the appearance of photographic grain to the
image. An even pattern is added to the darks and midtones of the image. A
smoother, more saturated pattern is added to the image’s lighter areas.

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Film Grain Property Page
The Film Grain property page lets you adjust the gain, highlight area,
highlight intensity, and opacity of the effect.

Option

Description

Grain

Controls amount of graininess (or noise) in image

Highlight Area

Controls area containing highlights. As you increase the
area, neighboring pixels become highlight areas.

Highlight intensity

Controls intensity of areas containing highlights

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Fog
The Fog effect lets you add atmospheric fog to an animated scene. You can
specify a gradual onset of the fog, so that objects in the foreground appear less
obscured than those in the background. You can also specify the distance at
which the fog begins, as well as its intensity. The Fog effect applies the
simulated fog by using the Z-depth information contained in .Zpic files
rendered with the Softimage renderer or mental ray.

Fog Property Page
The Fog Effect property page lets you select the fog depth, color, opacity, and
start distance.

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Option

Description

Red, Green, Blue

Lets you select a color for the fog

Maximum Depth

Represents depth at which fog reaches maximum
intensity. The intensity of the fog increases linearly from
the Start Distance to the Maximum Depth.

Fractal Noise

Option

Description

Start Distance

Specifies distance from the simulated camera at which the
fog begins

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

External Data Property Page
The External Data property page lets you specify the file name, frame range,
and resolution of the rendered .Zpic file.

n

The .pic and .Zpic files must have the same names. If they don’t, an error
message is displayed.

Option

Description

File Path

Specifies file name for rendererd .Zpic files

Browse

Lets you navigate to folder in which .Zpic file is located

Frame Range

Specifies range of frames for .Zpic file

Start

Specifies first frame for .Zpic file

End

Specifies last frame for .Zpic file

Resolution

Represents the resolution that matches that of the current
project

X

Represents X resolution of current project

Y

Represents Y resolution of current project

Fractal Noise
The Fractal Noise effect lets you create a variety of different textures. By
adjusting the detail and color properties of a basic underlying pattern, you can
create textures ranging from soft clouds and fog, to stone, paper, sand, liquid
or cloth.

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You can also animate textures to create the effect of moving through them, or
to have them moving across the screen.

Settings Property Page
The Settings property page lets you adjust the texture generated by the Fractal
Noise source generator. You can also adjust the way that the texture will
behave when animated, add turbulence, and select the basic pattern or seed, of
your texture.

Option

Description

Texture

Controls appearance and amount of detail in texture

Octaves

Adjusts level of detail in texture. As you increase the
number of octaves, you increase the levels of detail in the
texture.

Octave Mixing
Weight

Adjusts relative weight of octaves in texture. As the value
increases, the octaves blend together more, creating a
smoother texture. As the value decreases, the octaves
blend together less, creating a rougher texture.

Octave Scaling Ratio Adjusts intensity of a smaller octave relative to previous
octave. As the value increases, the finer details in the
texture stand out more.
Turbulence
Animation
Base Animation
Velocity

Inverts color gradient in parts of texture to give the edges
of the fractal noise pattern more definition
Lets you adjust the way the texture will behave when
animated.
Adjusts the degree to which the texture changes over time.
High velocity creates faster, more distinct changes when
the texture is animated. Low velocity creates slower, more
subtle changes in the texture.

Octave Velocity Ratio Specifies the speed of the octaves in an animation. When
set to 1, each octave moves at the same speed. At higher
values, each octave moves faster than the previous one,
according to the specified ratio.
Random Seed

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Lets you view or change current seed for the fractal noise
pattern

Fractal Noise

Option

Description

New Seed

Changes current seed to a randomly selected new seed

Reset

Resets all parameters to the default values

Transform Property Page
The Transform property page lets you apply DVE-type transformations to a
fractal noise pattern. You can scale the pattern, rotate it in two or three
dimensions, or move it along the X or Y axes.

Option

Description

Scale (%)

Lets you control the size properties of the image along X
and Y axes. A value of 100 represents the image’s original
scaling. Units are percentages. For example, 200 doubles
the scaling and 50 halves it.

X

Scales image in X direction. To scale proportionally,
assign identical values to X and Y.

Y

Scales image in Y direction

Lock XY

Links X and Y values, so that if you change one value, the
other value is the same. This option has no effect when
you interactively manipulate an image in the viewer.

Rotate

Lets you control image’s angle of rotation along X, Y, and
Z axes. The Rotate options are set relative to the image
plane.

X

Rotates image along X axis

Y

Rotates image along Y axis

Z

Rotates image along Z axis. Enter a negative number (in
degrees) to rotate clockwise and a positive number to
rotate counterclockwise.

Translate

Lets you control location of image along X, Y, and Z axes

X

Moves image in X direction. Enter a positive value to
move the image to the right and a negative value to move
it to the left.

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Option

2298

Description

Y

Moves image in Y direction. Enter a positive value to
move the image up and a negative value to move it down.

Octave Ratio

Specifies speed of octaves in an animation. When set to 1,
each octave will move at the same speed. At higher values,
each octave will move faster than the previous one,
according to the specified ratio.

Fractal Noise

Colors Property Page
The Colors property page lets you set the color blend in your fractal noise
texture. You can create and edit intermediate colors to create a blend between
several colors. You can also specify how the gradient is applied.
The color at the left end of the gradient “preview” bar is the color at the center
of the gradient, and the color at the right end is farthest from the center. As you
increase the distance between the two, this last stripe of color moves farther
away from the center. Up to 20 colors can be placed in the gradient. You can
move their relative positions left or right (toward or away from the gradient
center) by clicking the Move Left (<<) or Move Right (>>) buttons.

Option

Description

Add

Adds intermediate colors to the gradient. A new color
marker is placed at the mid-point, between the current
color indicator and the next marker.

Delete

Removes selected color from color gradient

Edit Last

Moves current color indicator to previous color marker

Edit Next

Moves current color indicator to next color marker

Move Left (<<)

Moves position of current color marker to the left

Color swatch

Displays selected or default background color. Click the
color swatch and select a color, or double-click to display
the Mini Color Editor.

Move Right (>>)

Moves position of current color marker to the right

Red

Lets you adjust red channel

Green

Lets you adjust green channel

Blue

Lets you adjust blue channel

Alpha

Lets you adjust alpha channel

Gradient Density

Lets you adjust the number of times that the color gradient
will be used in the texture. The overall effect is to create
contours around the basic pattern. The higher the Gradient
Density, the higher the number of contours.

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Option

Description

Gradient Offset

Changes starting color of the gradient to a different color
within the gradient

Smooth

Blurs edges of the color gradient to create a smoother
transition from one color to another

Reset

Resets all parameters to the default values

Frame Average
The Frame Average effect lets you create trails, motion blurs, and perform
noise removal on video clips. You can set the number of previous and next
frames that are combined to create a new frame.
For example, if you select one previous frame and one next frame, then the
current frame will become an average of the current frame plus the previous
and next frames. This effect is applied to all frames in the clip.

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Frame Average

General Property Page
The General property page lets you choose how many frames to average into
the current frame, and how to treat the first and last frames. You can also
choose a compositing method to specify how the frames are blended.

Option

Description

Number of Frames to
Sample

Lets you select number of previous and next frames that
will be combined with current frame

Previous

Lets you select number of previous frames to combine
with current frame

Next

Lets you select number of next frames to combine with
current frame

Missing Frames

Lets you choose how to treat first and last frames of clip

Repeat the first/last
frame

Repeats first or last frame when the position indicator is
over the first or last frames

Use a solid color

Ignores alpha channel. The effect is not applied to the
alpha channel, nor is the alpha channel used for any
masking purposes.

Color swatch

Displays current or default color. Click the color swatch to
display Mini Color Editor.

Compositing Mode

Lets you choose a method in which frames will be
combined

Average

Blends mean average of current, previous, and next frames

Min Rank

Takes minimum RGB values of current, previous, and
next frames, and combines them into the current frame

Max Rank

Takes maximum RGB values of current, previous, and
next frames, and combines them into the current frame

Median Rank

Blends median average of current, previous, and next
frames

Average Mode

Lets you choose a method in which frames will be
averaged

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Option

Description

Uniform

Blurs the image so that the value of a pixel is the average
of all pixels over the previous or next frames defined by
the Number of Frames to Sample parameter

Gaussian

Similar to Uniform blur, but maintains more sharpness in
the image

Fresco
The Fresco effect processes the image in a coarse painting style with short,
rounded, hastily applied daubs.

Fresco Property Page
The Fresco property page lets you adjust the brush size and detail, as well as
the texture and opacity level.

Option

Description

Brush Size

Adjusts brush size

Brush Detail

Adjusts detail within each paint daub

Texture

Lets you create a smooth texture or a rougher texture

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Glass
The Glass effect lets you distort an image as if it is being viewed through a
refracting glass surface.

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Glowing Edges

Glass Property Page
The Glass property page lets you choose from a variety of glass surfaces, or
create your own.

Option

Description

Texture Type

Lets you select a texture for the distortion.

Bricks

Applies a brick texture to the image

Burlap

Applies a burlap texture to the image

Canvas

Applies a canvas texture to the image

Tiny Lens

Applies a texture similar to bubble wrap to the image

Scaling

Adjusts the scale of the texture’s surface. Values range
from 50 to 200%. The larger the value, the larger the scale
of the texture with respect to the size of your image.

Distortion

Adjusts the amount of distortion (the “thickness” of the
glass) applied to the image. Values range from 0 to 20.
Higher values increase the amount of distortion.

Smoothness

Adjusts the smoothness of the texture. Values range from
1 to 15. Higher values make the image smoother, and
lower values make it sharper.

Opacity

Adjusts the opacity of the texture applied to the image.
Values range from 0 to 100. Higher values increase the
opacity.

Invert Texture

Inverts the texture so that bright areas of the texture
become dark and vice versa. Unless you specify that the
texture be inverted, the areas of the image where the
texture is dark will appear to be lower than the areas
where the texture is light.

Glowing Edges
The Glowing Edges effect lets you enhance the edges of an image with bright
glowing colors.

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Glowing Edges Property Page
The Glowing Edges property page lets you adjust the width and brightness of
the edge, smoothness, and the level of opacity.

n

Option

Description

Edge Width

Controls width of edges

Edge Brightness

Controls brightness of edges

Smoothness

Controls smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Tip: To enhance the colors in the final image, increase the contrast of the
image (using the brightness and contrast controls) before applying the
Glowing Edges effect. Note that increasing the contrast can also create new
edges.

Grain
The Grain effect lets you add a wide variety of grain types to an image. Use
this effect to match the grain in images from different sources.

Grain Property Page
The Grain property page lets you adjust the graininess and type of grain, the
contrast, and the level of opacity.

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Option

Description

Graininess

Controls graininess of effect

Grain Type

Lets you select a type of grain. If you select Stippled, this
effect uses the foreground and background colors.

Contrast

Increases or decreases contrast of image

Granite

Option

Description

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

n
n

n

Tip: The grain types available for this effect are useful for adding “tooth” to
an image before applying other effects. This is especially useful with synthetic
images that have been created by paint programs, 3D graphics programs, or
typographical programs. Synthetic images tend to lack the detail of scanned
photographs or images from a video source. Adding a small amount of grain
gives good results when combined with most other effects.
You can simulate the appearance of old photographs by using the various
grain types. The effect is enhanced if the image’s colors are changed to a sepia
tone (yellow/brown tint) using the hue/saturation controls. For a more realistic
look, try adding small speckles of paint with a paint tool to simulate bits of
dirt. You may also want to randomly blur areas of the image using the Blur
tool.

Granite
The Granite effect lets you create a range of natural effects: granite, fire,
clouds, terrain, and soft noise patterns. You can generate textures by varying
the scale and color.

Option

Description

Translate X

Controls horizontal (X axis) location of the center of the
texture

Translate Y

Controls vertical (Y axis) location of the center of the
texture

Scale X

Horizontally scales texture (X axis) about the texture
origin (which you can move using the Translate controls)

Scale Y

Vertically scales texture (Y axis) about the texture origin
(which you can move using the Translate controls)
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n

Option

Description

Colors

Displays current colors

Color swatches

Displays current color. Double-click color swatch to
display Mini Color Editor.

Same for Every Frame

When selected, the generated pattern remains the same for
each frame. When deselected, the pattern varies from one
frame to the next.

Simply changing the colors to shades of blue creates a versatile cloud effect
that can be scaled up or scrolled. Use blue and green to create terrain-like
textures. To create fire, scale the texture using the Scale Y controls to create an
elongated pattern. Then change the colors to red, orange, and black. You can
also animate the Translate Y parameter to make the flames go up.

Graphic Pen
The Graphic Pen effect lets you use fine linear ink strokes to capture details in
the original image. The result appears to have been drawn on paper laid
against a fine-grained wood surface. The pen strokes are denser in darker
areas, but are not visible in lighter areas.
By default, this effect produces a monochrome (grayscale) image, but it can
use the foreground and background colors, if they are available.

Graphic Pen Property Page
The Graphic Pen property page lets you adjust the length and direction of the
stroke, light/dark balance, opacity level, and the color of the background and
foreground.

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Option

Description

Stroke Length

Lets you adjust length of strokes

Halftone Screen

n

Option

Description

Stroke Direction

Specifies direction in which ink strokes are drawn: Right
Diagonal, Horizontal, Left Diagonal, or Vertical

Light/Dark Balance

Specifies proportion of white to black background color.
Higher values give the image a higher proportion of black
(foreground color) and lower values give a higher
proportion of white (background color)

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Click the
color swatch to display Mini Color Editor.

Tip: Try posterizing or increasing the contrast of the image before applying
the Graphic Pen effect. You can also blur the image after applying the effect to
smooth the pen lines.

Halftone Screen
The Halftone Screen effect lets you process an image as if it has been printed
using a halftone screen. You can select from a variety of standard screens.
Unlike digital halftone representations, this effect varies the element size
smoothly to represent the continuous tones of an image. The elements blend
together like those created by an analog halftone screen.
By default, this effect produces a monochrome (grayscale) image, but it can
use the current foreground and background colors to color the final result.

Halftone Screen Property Page
The Halftone property page lets you adjust the size and type of screen, the
contrast, opacity level, and background and foreground color.

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n
n

Option

Description

Size

Increases or decreases size of elements

Screen Type

Lets you select type of screen: circle, dot, or line

Contrast

Increases or decreases contrast of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

Tip: You can create interesting variations by blurring the original image
before applying the Halftone Screen effect. This is particularly useful for
softening the edges around high-contrast objects, such as text.
Applying the Halftone Screen effect to images that have been posterized or
processed with the Cutout effect creates halftone dots of uniform size in large,
flat areas of common color.

Impressionist Effects
The Impressionist effects lets you apply an Impressionist look to an image.

Brush Property Page
The Brush property page lets you access all of the Impressionist brushes. You
can modify the orientation of a stroke and apply a number of brush effects to
the selected brush.

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Option

Description

Brush

Displays name of current brush

Impressionist Effects

Option

Description

Load New Brush

Lets you select a new brush from the Brush dialog box

Smudge

Controls degree to which edges of brush strokes are
smudged or softened

Pressure

Controls amount of pressure applied to brush strokes.
Default value is 100. As you decrease the pressure, the
brush strokes become more transparent, making the
background visible.

Orientation

Lets you select a method to orient the brush stroke,
including the angle and range

Orient the Strokes

Lets you select an orientation method

Optimally

Selects the best stroke orientation based on the image
content at each stroke location. This method usually
produces the best results since the strokes tend to align
themselves with the image features. Note that the
orientation angle of the strokes will always fall in the
range specified by the Start Angle and Range of Angles
settings.

Fixed Angle

Orients the strokes at a fixed angle that is specified in the
Start Angle setting

Randomly

Orients the strokes randomly throughout the image. The
orientation angle of the strokes will always fall in the
range specified by the Start Angle and Range of Angles
settings.

By Hue

Orients the strokes according to the hue values of the input
image at each stroke location. For example, in areas of red
hue, the strokes are oriented one way and in areas of blue
hue, the strokes are oriented another way. The result also
depends on the values set for the Number of Angles, Start
Angle, and Range of Angles.

By Saturation

Orients the strokes according to the saturation values of
the input image at each stroke location. For example, the
strokes are oriented one way in highly saturated areas of
the image and in another way in darker areas of the image.

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Option

Description

By Brightness

Orients the strokes according to the brightness values of
the input image at each stroke location. For example, the
strokes are oriented one way in bright areas of the image
and in another way in darker areas of the image.

Radially

Orients the strokes radially from the center of the image

Number of Angles

Specifies how many distinct orientations (or angles) of the
current brush to use to process the output image. You can
set a maximum of 128 different angles. To maintain a high
degree of likeness with the original image, you must use a
high number of angles. This also takes longer to process.

Start Angle

Specifies starting angle of strokes in degrees

Range of Angles

Specifies the range of angles or arc over which the brush
strokes are plotted.
A common setting is 360º (full range) with a starting angle
of 0º. The value you specify for the number of angles
refers to the number of distinct brush orientations between
0 and 360º that is used when plotting brush strokes. The
number of angles is also synonymous with angular
resolution, which means that the higher the number of
angles, the more accurately the plotted brush strokes will
represent the original image.

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Effect

Lets you apply a special effect to modify the currently
selected brush. You can apply an effect to make the brush
strokes appear three-dimensional (Emboss, Bas Relief, 3D
Metallic), transparent (Glass), like a felt marker (Marker),
or detail enhanced (Modify Color).

None

Turns off Brush Effect option

Emboss

Applies a three-dimensional appearance to the brush
effect by side-lighting the effect using one of eight
directions. Use the Light Position list to choose the
direction from which to light the brush effect. Select the
Invert Brush Texture to invert the polarity of the brush
(change peaks to valleys and vice-versa).

Impressionist Effects

Option

Description

Bas Relief

Applies a three-dimensional quality to the brush effect,
which makes it appear as if it were carved from stone in
low relief and lit to accent the surface modulations. Use
the Light Position list to choose the direction from which
to light the brush effect.

Detail

Sets amount of detail in original brush

Smooth

Controls smoothness of brush effect

Light Position

Lets you select a position from which to illuminate the
image. Different light positions enhance different areas of
the image.

3D Metallic

Applies a metallic or shiny three-dimensional appearance
to the brush effect

Shininess

Controls shininess of brush

Smoothness

Controls smoothness of brush effect

Glass

Makes the brush effect appear as if it were composed of
rough, transparent refractive glass. Since the brush effect
is transparent and refractive, you can see a distorted
version of the background through them.
To ensure the effect is apparent, make sure the
Background Color parameter (Color property page) is not
set to a constant color and contains some detail. For
example, try using the Image option to make sure that
details from the original image are maintained.

Distortion

Sets the degree to which the brush effect distorts the
background content

Smoothness

Controls smoothness of brush effect

Marker

Makes the brush effect appear as if it was drawn with a felt
marker. A characteristic of marker strokes is that they
become darker in areas where they overlap. Use the Build
Up control to define this characteristic.

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Option

Description

Build Up

Controls the rate at which overlapping strokes become
darker. Move the slider to the left to build up more slowly
(requires more overlapping strokes before the overlap area
becomes black) and to the right to build up quickly
(requires fewer overlapping strokes before the overlap
area becomes black).

Modify Color

Lets you alter the attributes of the color of each brush
effect according to the texture or brightness profile of the
current brush. Most of the brushes supplied with the
Impressionist effects are highly textured. That is, they
have peaks and valleys in brightness across the extent of
the brush which show details of a particular effect type.
This effect allows you to modify the brightness,
saturation, and hue components of the color of each brush
effect, according to the texture or brightness of the current
brush. You can use this effect to emphasize the texture and
detail contained within each brush effect. This makes each
effect stand out more and allows you to achieve fanciful
coloring effects.

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Hue

Modifies the hue component of the effect’s color
according to the brightness of the currently selected brush.
In brighter areas of the brush, the stroke hue value will be
increased and in darker areas of the brush the stroke hue
value will be decreased.

Saturation

Modifies the saturation component of the effect’s color
according to the brightness of the currently selected brush.
In brighter areas of the brush, the stroke saturation value
will increase, and in darker areas of the brush, the stroke
saturation value will decrease.

Bright

Modifies the brightness component of the effect’s color
according to the brightness of the currently selected brush.
In brighter areas of the brush, the stroke brightness value
will increase, and in darker areas of the brush, the stroke
brightness value will decrease.

Impressionist Effects

Plot Property Page
The Plot property page lets you control how the brush strokes are placed
throughout the image.

Option

Description

Place Strokes

Lets you select a method by which the brush strokes are
placed on the images

Randomly

Places the strokes randomly throughout the image
according to the Coverage setting

Coverage

Controls the percentage of the background that is covered
by brush strokes

On Grid

Places the strokes on an evenly spaced square grid pattern
throughout the image. You can control the grid spacing by
setting the grid size. You can deviate from the regular grid
spacing by setting the Jitter percentage.

Grid Size

Sets the spacing of the grid points

Jitter

Sets the degree to which the location of the brush stroke
randomly deviates (jitters) from the actual grid points.
The higher the Jitter values, the greater the degree of
perturbation or jittering from the grid point. Placing
strokes on a grid can result in an unwanted regular stroke
pattern. Use this parameter to restore a more natural
appearance, one that is less rigid and more regular
looking.

Repeatable Results

Reuses the same “random” parameters when an
Impressionist effect is applied. This is useful when
processing a sequence of images in an animation. When
this option is selected, the Impressionist attributes appear
fixed over the length of the sequence. When this option is
deselected, the Impressionist attributes appear at random
or on a frame-by-frame basis.

Placement Quality

Sets how accurately (from Best to Poor) the brush strokes
are placed, sized, and oriented on the image. The higher
the quality setting, the better the strokes will align with
details in the input image and the slower the processing
speed.

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Option

Description

Use External Mask

Applies the brush strokes to a particular portion of the
input image. When selected, you can specify a file that
contains the mask image. White or nearly white areas of
the mask image will be plotted. Non-white (or black)
areas of the mask image will not be plotted.

External Mask

Lets you specify a file to use as the mask. The accepted
file formats are .tif, .bmp, or .tga. When you select an
image to use as a mask, it is automatically converted to a
grayscale image. The selected file must match the
dimensions of the original input image.

Mask

Specifies current mask

Size Property Page
The Size property page lets you specify the size(s) of the brush strokes the
Impressionist effect uses to process the output image. You can enlarge or
reduce the size of the currently selected brush.

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Option

Description

Scale the Strokes

Lets you select a method in which to resize strokes. Note
that each of the methods are also influenced by the
Number of Sizes, Scale Strokes Proportionally,
Min/Max/Width/Height, and Size Distribution settings.

Optimally

Applies a special technique to choose the best stroke size
based on the image content at each stroke location. This
method usually produces the best results since small
strokes are chosen in detailed areas of the input image and
large strokes are chosen in areas of less detail. Note that
the size of the strokes will always fall in the range
specified by the Min/Max/Width/Height control settings.

Fixed Size

Applies fixed size for all strokes in output image

Randomly

Applies random stroke sizes to process the output image.
Note that the size of the strokes will always fall in the
range specified by the Min/Max/Width/Height control
settings.

Impressionist Effects

Option

Description

By Hue

Sizes strokes according to the hue component of the color
of the input image at each stroke location. For example, in
areas of red hue the strokes will be sized one way and in
areas of blue hue the strokes will be sized another way
(depending on the Number of Sizes and
Min/Max/Width/Height settings).

By Saturation

Sizes strokes according to the saturation component of the
color of the input image at each stroke location. For
example, in areas of the image that are highly saturated
the strokes will be sized one way and in areas of the image
that are not saturated the strokes will be sized another
way, depending on the Number of Sizes and
Min/Max/Width/Height settings.

By Brightness

Sizes strokes according to the brightness component of the
color of the input image at each stroke location. For
example, in bright areas of the image the strokes will be
sized one way and in darker areas of the image the strokes
will be sized another way, depending on the Number of
Sizes and Min/Max/Width/Height settings.

Number of Sizes

Sets number of different sizes for the currently selected
brush used to process the output image. You can set a
maximum of 16 different sizes. Note that the more sizes
you use, the more faithful the resulting image will be to
the original, but the longer processing will take.

Actual Brush Size

Displays size of current brush

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Option

Description

Width/Height
/Minimum/
Maximum

Set size(s) of brush strokes used to process the output
image. The Minimum Width parameter sets the minimum
or smallest width of the brush to be used, while the
Maximum Width parameter sets the maximum or largest
width of the brush to be used. The Minimum Height
parameter sets the minimum or smallest height of the
brush to be used, while the Maximum Height parameter
sets the maximum or largest height of the brush to be
used.
When the Number of Sizes control is set to 1, the
maximum and minimum sizes will be the same. When the
Number of Sizes parameter is set to 2, the first brush size
will be the minimum size and the second brush size will
be the maximum brush size. When the Number of Sizes
parameter is set to 3 or above, the first brush size will
always be the minimum brush size, the last brush will
always be the maximum size, and the ones in between are
equally spaced over the minimum to maximum range.

Lock Aspect Ratio

Links width and height of brush, so that if you change one
dimension, the other varies proportionally

Size Distribution

When the Scale the Strokes parameter is set to Optimally,
this control determines the size distribution of the strokes
used to create the output image. This is useful when
setting the balance between the different sizes of strokes
used to create the final image.

Color Property Page
The Color property page lets you set the color of the brush strokes and the
background to which they are applied.

2316

Option

Description

Stroke Color

Lets you select the stroke color

Image

Applies brush effect on original image

Grayscale Image

Applies brush effect on a grayscale version of original
image

Impressionist Effects

Option

Description

Sepia Image

Applies brush effect on a sepia tinted version of original
image

Tinted Image

Applies brush effect on a tinted version of original image.
Set the tint color by clicking color swatch to display the
Mini Color Editor.

Tonal Image

Applies brush effect on a tonal version of original image.
In a tonal image, the original image colors have been
blended with a constant, user-specified color. You can set
this tonal color by clicking the color swatch to display the
Mini Color Editor.

Custom Color

Applies brush effect on a constant background color that
you specify by clicking the color swatch to display the
Mini Color Editor.

Jitter H

Randomly modifies hue of the color

Jitter S

Randomly modifies saturation of the color

Jitter B

Randomly modifies brightness of the color

Background Color

Lets you select background on which the brush effect is
drawn

Image

Applies brush effect on original image

Grayscale Image

Applies brush effect on a grayscale version of
original image

Sepia Image

Applies brush effect on a sepia tinted version of original
image

Tinted Image

Applies brush effect on a tinted version of original image.
Set the tint color by clicking the color swatch to display
the Mini Color Editor.

Tonal Image

Applies brush effect on a tonal version of original image.
In a tonal image, the original image colors have been
blended with a constant, user specified color. You can set
this tonal color by clicking the color swatch to display the
Mini Color Editor.

Custom Color

Applies brush effect on a constant background color that
you specify by clicking the color swatch. Click the color
swatch to display the Mini Color Editor.
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Option

Description

Brightness

Controls brightness of image

Contrast

Controls contrast of image

Palette

Specifies a palette or range of colors to use in the final
image. You can select from a number of preset palettes or
create your own by selecting the Custom option.

Color swatch

Displays selected or default background color. Click the
color swatch and select a color, or double-click to display
the Mini Color Editor.

Paper Property Page
The Paper settings let you define whether the stroke placement occurs
randomly or within a grid.

Option

Description

Paper

Displays name and path of current paper grain

Load New Image

Lets you choose an underlying paper texture (or paper
grain) to which you apply the strokes

Invert Texture

Inverts polarity of paper texture. Depressions in the
texture become bumps and vice versa.

Scaling

Sets percentage by which the selected paper texture is
spatially scaled in both the horizontal and vertical
directions relative to its original size.
Higher values scale the texture up (make the pattern
bigger) and lower values scale the texture down (make the
pattern smaller).
A setting of 100 leaves the paper texture at its original
size. Scaling settings greater than 100 expand the texture
and its pattern relative to the original. Scaling settings less
than 100 shrinks the texture relative to the original.

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Ink Outlines

Option

Description

Grain

Controls amount of brush stroke that rubs off onto the
paper texture surface-revealing the grain of texture.
Higher values increase the amount of paper grain, thereby
reducing the amount that rubs off on the texture. Lower
values reduce the amount of paper grain and increase the
amount of the stroke that rubs off on the surface.
A setting of 0 has no effect. Note that the interaction
between the stroke and paper background is also
influenced by the Brush Pressure settings.

Relief

When the Relief is set to a non-zero value, you can select
a light position to define from which side the paper texture
is lit. From the list, choose one of eight light positions.
Depending on the light direction, more or less detail in the
paper texture is revealed.

Ink Outlines
The Ink Outlines effect lets you draw an image with fine lines around the
original details. The resulting image resembles a “corroded” pen-and-ink
drawing.

Ink Outlines Property Page
The Ink Outlines property page lets you adjust the stroke length, the light and
dark intensity, and the level of opacity.

Option

Description

Stroke Length

Adjusts length of strokes

Dark Intensity

Adjusts intensity of dark areas in image

Light Intensity

Adjusts intensity of light areas in image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

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n

Tip: To change the textures created by the Ink Outlines effect, first apply the
Paint Daubs or Grain effect. Add a small amount of blur and then adjust the
brightness and contrast of the image if the output of the Ink Outlines effect is
too harsh.
Related Topics

Log2Lin
Linearizing Film-Based Material

Linear Gradient
The Linear Gradient effect lets you blend strips of color that can have
arbitrarily set widths. You can set the starting point of the strip (outside the
frame, if necessary) along with the angle of the gradient. You can also animate
many of the parameters and specify up to 20 different colors.
You can use this effect as a source generator, image effect, or as a brush or fill
effect in a graphics session. As a brush or fill effect, the gradient is either
constrained to the bounding box of the stroke or the boundaries of the viewer.

Properties Property Page
The Properties property page lets you adjust the size, orientation, and position
of the linear gradient. You can also set the method by which the effect is
combined (composited) with the original image.

Option

Description

Composite

Changes color information of the resulting image by using
one of nine different composite filters. You can also
change the opacity and noise level of the gradient.

n
Normal

2320

This parameter is not available when the Linear
Gradient is used as a source generator.

Blends source image and gradient colors equally

Linear Gradient

Option

Description

Darken

Compares color information in each channel of the source
and gradient, and selects the darker colored pixels. Pixels
lighter than the gradient color are replaced and pixels
darker than the gradient color remain unchanged.

Lighten

Compares color information in each channel of the source
and gradient, and selects the lighter colored pixels. Pixels
darker than the gradient color are replaced and pixels
lighter than the gradient color remain unchanged.

Difference

Compares color information in each channel of the source
and gradient. Subtracts the source color value from the
gradient color value (or the reverse) depending on which
color has the greater brightness value.

Multiply

Compares color information in each channel and
multiplies the source color with the gradient color for a
darker colored image. When a color is multiplied with
black, the result is black; when multiplied with white, the
color is unchanged.

Hue

Produces image that contains the hue of the gradient color,
and the luminance and saturation of the source image

Saturation

Produces image that contains the saturation of the gradient
color and the hue and luminance of the source image

Color

Produces image that contains the hue and saturation of the
gradient color and the luminance of the source image.
This maintains the gray levels in the image and is useful
for tinting color images.

Luminosity

Produces image that contains the luminance of the
gradient color and the hue and saturation of the source
image.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

n
Dither

This parameter is not available when the Linear
Gradient is used as a source generator.

Adds noise to the color gradient. The greater the dither
value, the more noise is added.

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Option

Description

Angle

Rotates gradient around the center by the specified angle
in the counterclockwise direction

Stretch

Stretches gradient over a portion of the frame. By default,
the gradient is spread over the height of the frame.
Decreasing the Stretch value concentrates the gradient in a
smaller portion of the frame; increasing the value expands
the gradient.

Center X

Controls horizontal (X axis) location of the center of the
gradient

Center Y

Controls vertical (Y axis) location of the center of the
gradient

LogLin Remapping
The LogLin Remapping effect lets you convert logarithmic-based media to
linear-based media prior to applying effects. This conversion is known as
linearizing. It also lets you convert linearized material back to log-based
media.
It has two presets: Log2Lin and Lin2Log.
Related Topics

Linearizing Film-Based Material

Log2Lin
The Log2Lin effect lets you linearize film-based media through a Log2Lin
remapping.

2322

Options

Description

Red

Adjusts levels for the red color channel only

Green

Adjusts levels for the green channel only

Blue

Adjusts levels for the blue channel only

LogLin Remapping

Options

Description

Enable

Enables the level adjustments made for each channel

Units

Displays the units as one of the following:

Type

•

Normalized %: Percentage format with the black point at 0%
and the white point at 100% by default

•

8 bits graphics: 8 bit format with the black point at 0 and the
white point at 255 by default

•

8 bits video: 8 bit format with the black point at 0 and the white
point at 255 by default

•

10 bits graphics: 10 bit format with the black point at 0 and the
white point at 1023 by default

•

10 bits video: 8 bit format with the black point at 64 and the
white point at 940 by default

Select the type of conversion
•

Gamma: Displays the Gamma curve and lets you adjust the it
value by using the Gamma setting. This is the default.

•

Log > Lin: Converts the data from log to linear and lets you
adjust all RGB controls, film gamma, and softclipping settings
for the highlights.

•

Lin > Log: Converts the data from linear to log and lets you
adjust all RGB controls

•

File LUT: Lets you open a saved LUT file, which determines
the controls you can adjust

Lock RGB

Locks RGB values while making further adjustments

Lock axis

Locks the XY axis while making further adjustments

Film Gamma Adjusts the film gamma for your footage.

n
Gamma

The value should be entered only when you know the film
gamma for your footage.

Controls the Gamma value of the transformation curves on the page
and applies to either one of the color channels. Lowering the value
darkens or intensifies the selected color channel. Raising the value
lightens or subtracts the selected color channel.
For Gamma type: Values: 0 to 10; 1 is the default value
For lin and log type: Values: 0 to 10; 1.7 is the default value

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Options

Description

Softclip

Softclips the values for the highlights. Any color information that is
beyond reference white (code value 685) is cut off. To soften the
hard cut-off, apply the softclip value especially when you know that
there’s valuable information beyond reference white. It also helps to
softclip to avoid problems later when you apply blending
operations or gain and gamma to the image. Values: 0 to 50; 0 is the
default value.

Export
LUT...

Exports the LUT. Set the values in the LUT dialog box and click
OK to save them.

Invert

Swaps between Lin to Log and Log to Lin

Lin2Log
The Lin2Log effect lets you convert linear-based media back to log-based
media.

2324

Options

Description

Red

Adjusts levels for the red color channel only

Green

Adjusts levels for the green channel only

Blue

Adjusts levels for the blue channel only

Enable

Enables the level adjustments made for each channel

Units

Displays the units as one of the following:
•

Normalized %: Percentage format with the black point at 0%
and the white point at 100% by default

•

8 bits graphics: 8 bit format with the black point at 0 and the
white point at 255 by default

•

8 bits video: 8 bit format with the black point at 0 and the white
point at 255 by default

•

10 bits graphics: 10 bit format with the black point at 0 and the
white point at 1023 by default

•

10 bits video: 8 bit format with the black point at 64 and the
white point at 940 by default

LogLin Remapping

Options

Type

Description

Select the type of conversion
•

Gamma: Displays the Gamma curve and lets you adjust the it
value by using the Gamma setting. This is the default.

•

Log > Lin: Converts the data from log to linear and lets you
adjust all RGB controls, film gamma, and softclipping settings
for the highlights.

•

Lin > Log: Converts the data from linear to log and lets you
adjust all RGB controls

•

File LUT: Lets you open a saved LUT file, which determines
the controls you can adjust

Lock RGB

Locks RGB values while making further adjustments

Lock axis

Locks the XY axis while making further adjustments

Film
Gamma

Adjusts the film gamma for your footage.

Gamma

Controls the Gamma value of the transformation curves on the page
and applies to either one of the color channels. Lowering the value
darkens or intensifies the selected color channel. Raising the value
lightens or subtracts the selected color channel.

n

The value should be entered only when you know the film
gamma for your footage.

For Gamma type: Values: 0 to 10; 1 is the default value
For lin and log type: Values: 0 to 10; 1.7 is the default value
Export
LUT...

Exports the LUT. Set the values in the LUT dialog box and click
OK to save them.

Invert

Swaps between Lin2Log and Log2Lin

Related Topics

Lin2Log
Linearizing Film-Based Material

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Marble
The Marble effect layers different colors to create a marbled look. You can
modify the color to create psychedelic shapes and backgrounds or other
shades of marble. You can animate some parameters to create the effect of the
texture being explored.

Option

Description

Translate X

Controls horizontal (X axis) location of the center of the
texture

Translate Y

Controls vertical (Y axis) location of the center of the
texture

Scale X

Horizontally scales texture (X axis) about the texture
origin (which you can move using the Translate controls)

Scale Y

Vertically scales texture (Y axis) about the texture origin
(which you can move using the Translate controls)

Colors

Displays current colors

Color swatches

Displays selected or default background color. Click the
color swatch and select a color, or double-click to display
the Mini Color Editor.

Same For Every Frame

When selected, the generated pattern remains the same for
each frame. When deselected, the pattern varies from one
frame to the next.

Morph
The Morph effect lets you transform one image or a sequence of images into
another over one or more frames. You can morph between still or moving
images.

Shapes Property Page
The Shapes property page lets you create, edit, and join shapes that define the
part(s) of the image that you want to deform.

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Morph

Option

Description

Shape Creation

Lets you create different kinds of open or closed shapes.
These shapes define the source and destination areas of
the image that you want to warp.

Freehand

Creates open or closed freeform shapes, and simulates the
feeling of drawing with a pencil on paper

Polyline

Creates straight lines, Bézier curves, or combination of the
two

Ellipse

Creates oval and circular shapes

Rectangle

Creates rectangular and square shapes

Apply

Turns Morph effect on or off

Show Shapes

Determines whether shapes appear in viewer or not

Transformations

A collection of tools that let you pick, move, scale, rotate,
and skew your shapes

Select

Lets you pick a shape. Once a shape is selected, you can
drag it to place it in the correct location.

Scale

Increases or decreases size of shape

Rotate

Modifies rotational angle of shape

Skew

Slants a shape

Editing Tools

A collection of tools that let you pick, edit, and connect
the shapes you created

Join

Connects shapes together creating a relationship between
them

Copy and Join

Copies an existing shape and connects the two shapes
together in one step

Edit Shape

Manipulates control points of selected shape

Correspondence

Modifies points on the curves, so that you can match up
key features on the source shape with those on the target
shape

Density

Increases precision of shape during processing by adding
correspondence vectors between the two shapes
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Option

Description

Output

Lets you choose images to display in viewer

Source

Displays source or outgoing image in viewer. When
selected, you can draw source and target shapes on the
source image.

Destination

Displays destination or incoming image in viewer. When
selected, you can draw source and target shapes on the
destination image.

Mix

Displays a mix of source and destination images in the
viewer. The transparency value will determine the extent
to which you see one or the other. When selected, you can
draw source and target shapes on the morphed image to
create a warp for both images.

Shape Interpolation
Amount

Determines amount by which the source shape has
transformed or warped into the target shape

Transparency

Determines portion of the destination clip in the mix at
any given time. Move the position indicator to view the
value at a specific time.

Render Property Page
The Render property page lets you modify the quality of the morphed images
and the time it takes to process the effect.

2328

Option

Description

Edge Mode

Determines method by which Avid DS Nitris interprets
the shapes you created. Depending on which option you
choose, the outer edges and area outside the closed shapes
are handled differently.

Fixed

Fixes borders of image in place. This option can cause
some ripping or shearing of the image near the borders.

Sliding

Lets borders of an image slide or move with the rest of the
morphed image to avoid shearing the image near the
borders.

Morph

Option

Cookie Cutter

Description

Lets you keep everything that falls within your closed
shapes and removes everything else. Useful for creating
mattes.

n
Warp Precision

This option cannot be used with open-ended
shapes.

Governs mathematical precision of Morph effect. The
option you choose affects the quality of the processed
images and the time required for processing.

Linear

Results in low quality images. This option is the fastest,
uses the least amount of memory, and is very useful for
quick tests.

Low

Results in reasonable quality images, with slightly longer
processing times than the Linear option

Medium

Results in good quality images, with slightly longer
processing times than the Low option

High

Results in professional quality images with reasonable
processing times

Very High

Results in very smooth transitions between shapes, but
processing time is long. This option should only be used if
the High setting does not produce good enough results.

Super High

Results in extremely smooth transitions between shapes,
but processing time is extremely long. This option is not
recommended unless you require the highest of quality.

Interpolation

Determines how the actual pixels of the morphed object
are calculated. This option affects the quality and
processing time.

None

Results in marginal image quality, but the processing time
is very fast

Bilinear

Results in better image quality than None option, but
processing time is slower

Scaling

Results in least amount of degradation when target shape
is scaled down by more than 50% of the source shape.
This option takes the longest time to process.

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Option

Description

Antialiasing

Determines whether the edges of the morphed image are
smooth or jagged. When this option is selected, the edges
are smoother, but processing time increases.

Soften Edges

Determines how the edges of the morphed image blend
into the rest of the image. When this option is selected, the
transition between the edge of the morphed image and the
rest of the image is smoother.

Mosaic
The Mosaic effect lets you process an image as if it was composed of small
squares or tiles laid on a flat surface. The tiles appear to be lit from the side,
enhancing their texture.

Mosaic Property Page
The Mosaic property page lets you adjust the tile size, the width and color of
the grout, as well as the level of the opacity.

2330

Option

Description

Tile Size

Controls size of tiles. Size is measured in pixels.

Grout Width

Controls size of grout. Grout width is measured in pixels.

Lighten Grout

Darkens or lightens color of grout between tiles

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Motion Blur

Motion Blur
The Motion Blur effect lets you simulate the effect of motion in an image.
Applying a straight, unidirectional blur to the image creates the simulation.
The result of this effect is similar to a moving object that was photographed
with a slow shutter speed. This effect works by simultaneously shifting pixel
values in a straight direction and blurring them together.

Motion Blur Property Page
The Motion Blur property page lets you set and animate the length and angle
of the blur.

Option

Description

Composite

Changes the look of the effect by adding one of nine
different filters

Normal

Blends source image and gradient colors equally

Darken

Compares color information in each channel of the source
and gradient, and selects the darker-colored pixels. Pixels
lighter than the gradient color are replaced and pixels
darker than the gradient color remain unchanged.

Lighten

Compares color information in each channel of the source
and gradient, and selects the lighter-colored pixels. Pixels
darker than the gradient color are replaced and pixels
lighter than the gradient color remain unchanged.

Difference

Compares color information in each channel of the source
and gradient. Subtracts the source color value from the
gradient color value (or the reverse), depending on which
color has the greater brightness value.

Multiply

Compares color information in each channel and
multiplies the source color with the gradient color. This
results in a darker-colored image. When a color is
multiplied with black, the result is black. When a color is
multiplied with white, the color is unchanged.

Hue

Produces an image that contains the hue of the gradient
color and the luminance and saturation of the source
image

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Option

Description

Saturation

Produces an image that contains the saturation of the
gradient color and the hue and luminance of the source
image

Color

Produces an image that contains the hue and saturation of
the gradient color and the luminance of the source image.
This maintains the gray levels in the image and is useful
for tinting color images.

Luminosity

Produces an image that contains the luminance of the
gradient color and the hue and saturation of the source
image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Length

Controls the distance that the color values of pixels are
shifted to create the motion blur. Increasing the length
makes objects appear to be moving faster.

Angle

Controls the direction in which pixel values are shifted.
An angle of 0 or 359 creates a horizontal blur occurring
from right to left, while an angle of 180 degrees makes a
horizontal blur from left to right.

Negative
The Negative effect reverses the colors in your image. You can also use the
Negative effect in the Graphics layout as either a brush or fill effect, but it is
more suited to be used as the fill.
When you apply it as a paint effect, none of the property pages are available

Neon Glow
The Neon Glow effect lets you add various types of glow to the objects in an
image. This effect is useful for creating neon lighting effects, or giving objects
the appearance that it is radiating light or heat. It’s particularly useful for
images consisting of text or simple, high-contrast graphics.

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Neon Glow

By default, this effect uses monochrome (grayscale) for the objects in an
image while using the Glow Color setting for the glow. However, it uses the
current foreground and background colors instead of grayscale to color the
objects in an image.
The Neon Glow effect can produce both outline and inline glow variations. An
outline glow is where the glow appears to be around the outside of the objects
in the image, such as around the outside of a letter. An inline glow is where the
glow is on the inside of the objects. When the inside areas are small, the Glow
Size and Glow Brightness settings should be reduced correspondingly.

Neon Glow Property Page
The Neon Glow property page lets you adjust the size, brightness, opacity, and
color of the glow.

Option

Description

Glow Size

Sets range of positive and negative values for glow effect.
Positive settings create glows on the outside of dark
objects and on the inside of light objects. Negative settings
create glows on the inside of dark objects and the outside
of light objects. The greater the setting (positive or
negative), the larger the glow.

Glow Brightness

Increases or decreases brightness of glow

Glow Color

Displays current or default color. Click the color swatch to
display the Mini Color Editor.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays current or default color. Double-click color
swatch to display Mini Color Editor.

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Noise/Grain Remover
The Noise/Grain Remover effect lets you adjust the level of noise in an image.
You can also use this effect in the Graphics layout as either a brush or fill
effect, but it is better suited to be used as the fill.
You can apply the Noise/Grain Remover effect as an image or paint effect.
When you apply it as a paint effect, only the parameters of the General
property page are available.

General Property Page
The General property page provides filters that modify the RGB values of
randomly distributed pixels to create various effects.
You can use the Add Noise option to increase the difference between the pixel
values to create a “speckled” effect, such as when simulating the look of highspeed film.
With the Despeckle option, homogenize the appearance of the image (or a
portion of the image) by decreasing the difference between pixel values. This
is useful for touching up your image, such as removing scratches, dust, or
other imperfections.

2334

Option

Description

Type

Lets you select type of noise

Add Noise

Gives image a speckled or grainy appearance

Despeckle

Removes unwanted specks or scratches from image

Median Rank

Reduces noise in an image, similar to Despeckle. It works
by analyzing the brightness of pixels in a specified radius
around a pixel. It then computes the median brightness of
these pixels and replaces the brightness value of the pixel
with that value.

Note Paper

Option

Description

Selective Rank

Reduces noise in an image. Performs the same operation
as the Median Rank option, except it replaces the
brightness value of the pixel only if the difference between
this value and the median is larger than the Threshold
value set.

Distribution

Lets you select type of distribution

Uniform

Creates a harsher speckling effect. You can use this only
with the Add Noise option.

Gaussian

Creates a smoother speckling effect. You can use this only
with the Add Noise option.

Monochromatic

Changes only the pixels’ tonal values (not their hue). You
can use this only with the Add Noise option. As you
increase the amount of noise, the specks tend towards gray
and black only. Without this option, specks appear
multicolored because their hue is being adjusted.

Radius

Specifies size of area around the pixel of interest where
pixel values will be examined. You can use this only with
the Despeckle, Median, and Selective Rank options.

n

If the radius is too high, the image will be blurred.

Amount

Specifies amount of noise to add. You can use this only
with the Add Noise option.

Threshold

Specifies how different the color values of pixels must be
for the noise reduction process to be applied to them. You
can use this only with the Despeckle and Selective Rank
options. The lower the threshold, the more pixels are
included in the process. Raise the threshold to reduce
blurring.

Note Paper
The Note Paper effect lets you process an image as if it was cut from a sheet of
note paper. The dark areas of the image become holes in a top layer of paper
through which you can see a background paper layer. The surface is rough and
appears lit from above.

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Note Paper Property Page
The Note Paper property page lets you adjust the image balance, graininess of
the image, height of the emboss, level of opacity, as well as choose the
foreground and background colors. By default, this effect produces a
monochrome (grayscale) image, but it can also use the current foreground and
background colors if available.

n

Option

Description

Image Balance

Controls area of image that appears as background or
foreground

Graininess

Adjusts graininess of effect

Relief

Adjusts amount of embossing

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

To incorporate a texture other than simple grain into the image, apply the Note
Paper effect with Graininess set to 0. Then apply the Texturizer effect with
your choice of texture to the resulting image.

Optical Glow
The Optical Glow effect lets you define different lighting effects for images.
You can adjust the overall diffusion parameters, and then fine-tune areas that
contain white or black, giving the object the appearance that it’s radiating light
or heat.

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Optical Glow

General Property Page
The General property page lets you create and adjust a diffusion effect that is
applied to the entire image. This effect can make an object look like it’s
radiating light or heat.

Option

Description

Overall Diffusion

Lets you create diffusion and define percentage that is
applied to the entire image. Bright areas of the image glow
with a diffused brightness, while other areas are softly
muted.

Apply

Turns overall diffusion on or off

Level

Controls amount of diffusion. Values: 0 to 1000. Lower
values apply less diffusion.

Mix

Controls percentage of diffusion (specified in the Level
option) added to the entire image. Values: 0 to 100. A
value of 100 outputs only diffusion.

Color Correction

Lets you color correct diffused image

Apply

Turns Color Correction options on or off

Gain

Adjusts gain of image. Values: 0 to 200%.

Brightness

Adjust brightness of image. Values: –100 to +100.

Add Original

Lets you select percentage of original image to add to
diffused image.

Apply

Turns Add Original option on or off

Amount

Increase or decreases percentage of original image added
to diffused image. Values: 0 to 100.

Black Diffusion Property Page
The Black Diffusion property page lets you define the diffusion effect that is
applied to the black areas of an image. Once you define the image’s overall
diffusion using the controls on the General property page, you can adjust the
diffusion further by modifying how it is applied to black areas in an image.

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2338

Option

Description

Threshold

Lets you specify luminance range of affected area. Pixels
with a luminance between the Clip Low and Clip High
values are affected gradually.

Clip Low

Lets you specify lower luminance limit of affected area.
Any pixels with a luminance below this limit are not
affected.

Clip High

Lets you specify higher luminance limit of affected area.
Any pixels with a luminance above this limit are affected.

Size

Lets you increase or decrease area specified by Threshold
options

Apply

Turns Size option on or off

Shrink (-)

Decreases geometry of affected area

Grow (+)

Increases geometry of affected area

Diffusion

Lets you adjust diffusion and define percentage of
diffusion applied to black areas of original image.

Apply

Turns Level option on or off

Level

Controls amount of diffusion applied to black areas in
image. Values: 0 to 1000. Lower values apply less
diffusion.

Mix

Controls percentage of diffusion (specified in the Level
option) added to black areas of image. Values: 0 to 100. A
value of 100 outputs only diffusion.

Apply

Turns Black Diffusion options on or off

Output Matte

Switches Optical Glow effect output to display either the
RGB channels or the internal matte used for diffusion.
When selected, the internal matte is output as an RGB
image.

Optical Glow

White Diffusion Property Page
The White Diffusion property page lets you define the diffusion effect that is
applied to white areas of an image. Once you define the image’s overall
diffusion using the controls on the General property page, you can adjust the
diffusion further by modifying how it is applied to white areas in an image.

Option

Description

Threshold

Lets you specify luminance range of affected area. Pixels
with a luminance between Clip Low and Clip High values
are affected gradually.

Clip Low

Lets you specify lower luminance limit of affected area.
Any pixels with a luminance below this limit are not
affected.

Clip High

Lets you specify higher luminance limit of affected area.
Any pixels with a luminance above this limit are affected.

Size

Lets you increase or decrease area specified by Threshold
options

Apply

Turns Size option on or off

Shrink (-)

Decreases geometry of affected area

Grow (+)

Increases geometry of affected area

Diffusion

Lets you adjust diffusion and define percentage of
diffusion applied to white areas of original image

Apply

Turns Level option on or off

Level

Controls amount of diffusion applied to white areas in
image. Values: 0 to 1000. Lower values apply less
diffusion.

Mix

Increases or decreases percentage of diffusion (specified
in the Level option) added to white areas of image. Values:
0 to 100. A value of 100 outputs only diffusion.

Apply

Turns White Diffusion options on or off

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Option

Description

Output Matte

Switches Optical Glow effect output to display either the
RGB channels or the internal matte used for diffusion.
When selected, the internal matte is output as an RGB
image.

Outsource
The Outsource effect lets you export a portion of your timeline to a desired file
format for work in another application. The effect keeps a link to the output
file, so that when the file is ready to be brought back into Avid DS Nitris, you
only have to update the link to the file.

General Property Page
The General property page lets output a portion of the timeline to a desired file
format. You can also update the portion of the timeline that points to that file
or create a link to a series of files that were created outside Avid DS Nitris.
You can also quickly display the output file in the Windows explorer.

2340

Option

Description

3rd Party Application

Contains list of presets you created. Each preset is
associated with an application name and file type.

Add

Adds preset to 3rd Party Application list

Remove

Removes preset from 3rd Party Application list

File Type

Lists the file types supported for output

File Name

Specifies name of file to be output

File Path

Specifies location of file to be output. By default, the file
is saved in the F:\DS Projects\ProjectName\3rdParty\
folder

...

Lets you change the File Path by browsing to a new folder
on the network

Open in Explorer

Opens Windows Explorer to location where file was saved

Paint Daubs

Option

Description

Export

Outputs the portion of the timeline to file in the specified
format and to the specified location

Relink

Creates link to a file or series of files created by another
application. The files must be placed in a folder that has
the same name as the files. For example, if you have
several files called sky1.psd, sky2.psd, and sky3.psd, then
the folder that holds these files must be called sky.psd.

Update

Updates link to the file that displays the latest changes to
the file

Paint Daubs
The Paint Daubs effect lets you process an image in a wide variety of brush
styles. You can specify a range of brush sizes to smooth and simplify images,
or to capture and accentuate fine details.

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Paint Daubs Property Page
The Paint Daubs property page lets you specify the type and size of brush, the
sharpness, as well as the level of opacity.

n
n

Option

Description

Brush Size

Specifies brush size

Brush Type

Specifies type of brush

Sharpness

Adjusts sharpness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Use the Paint Daubs effect before applying other effects to accentuate the
“painterly” look. When using large brush sizes, move the Sharpness slider all
the way to the right. This brings out small color details in the resulting image.
You can further accentuate the colors by applying the Paint Daubs effect again
with different settings.
Most of the effects created by Paint Daubs benefit from a final application of
the Texturizer effect to give them the impression of having been painted on a
textured background.

Palette Knife
The Palette Knife effect lets you process an image with rough smears of color
that appear to have been made with a palette knife. Although the patches of
color are irregular in size and shape, the result is strongly representational.

Palette Knife Property Page
The Palette Knife property page lets you adjust the size and detail of the
strokes, softness, and opacity.

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Patchwork

n
n

Option

Description

Stroke Size

Controls size of knife strokes

Stroke Detail

Adjusts level of detail in knife strokes

Softness

Adjusts level of softness in knife strokes. Higher values
give a softer image with few jagged edges. Lower values
give a sharper and more jagged result.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Tip: For a variety of special effects, apply the Accented Edges effect before
applying the Palette Knife effect. Alternatively, posterize the image before
applying the Palette Knife effect.
After applying the Palette Knife effect, use the Texturizer effect to add a texture
(such as Canvas) for an especially realistic depiction of paint applied
manually to a textured surface.

Patchwork
The Patchwork effect lets you create the appearance of quilted fabric. The
small squares of color that result are shadowed to appear at differing heights.

Patchwork Property Page
The Patchwork property page lets you adjust the size and height of the quilt
squares, as well as the level of opacity.

Option

Description

Square Size

Adjusts size of quilt squares

Relief

Adjusts height or thickness of quilt patches

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

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n
n

Tip: After applying the Patchwork effect, you can accentuate the appearance
of the patches by using the Texturizer effect with a fabric texture (such as
Canvas or another scanned cloth texture).
You can try increasing the image’s contrast with the brightness and contrast
controls before applying the Patchwork effect. When the image contrast is
increased, large areas of the final image will be flat and not show any of the
three-dimensional surface patches characteristic of the Patchwork effect.

Pattern
The Pattern effect lets you create one of six infinite patterns. The algorithm
randomly accumulates the specified shape to create soft noise, canvas, burlap,
leopard skin, snake skin, and rocky textures. You can scroll and animate the
position of the pattern.

2344

Option

Description

Translate X

Controls horizontal (X axis) location of the center of the
pattern

Translate Y

Controls vertical (Y axis) location of the center of the
pattern

Shape

Lets you select the basic shape of your pattern

Rhombus

Creates slanted noise pattern

Square

Creates soft canvas-like pattern

Target

Creates leopard skin pattern

Cone

Creates soft granite-like texture

Grid

Creates rough burlap pattern

Arc

Creates rocky surface pattern

Process Alpha Channel

When selected, processes the effect’s alpha channel.
When deselected, the clip’s alpha channel is full.

Same for Every Frame

When selected, the generated pattern remains the same for
each frame. When deselected, the pattern varies from one
frame to the next.

Photocopy

Photocopy
The Photocopy effect lets you make an image appear as if it has been
photocopied. Large areas of darkness tend to copy around their edges but fade
somewhat to their centers, and midtones fall away to either solid black or
white as they would in an actual photocopy.

Photocopy Property Page
The Photocopy property page lets you adjust the level of detail, contrast,
opacity, and the foreground and background colors. By default, this effect
produces a monochrome (grayscale) image, but you can also use the current
foreground and background colors.

Option

Description

Detail

Controls level of detail in image

Contrast

Increases or decreases contrast of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays default or current color. Click the color swatch to
display the Mini Color Editor.

You can simulate the effect of photocopying an image several times, where the
quality of the image degrades with each pass. To do this, apply the Photocopy
effect twice. The first time, use the default settings. The second time, decrease
the Detail to the point where parts of the black areas (created in the first pass)
begin to dissolve.
A common animation technique is to photocopy isolated movie film frames
and then photograph the photocopies again on an animation stand. Frames are
usually chosen from one half to one second apart to cut down on the amount of
work.

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To create a high contrast, cartoon, or psychedelic-color photocopy
effect:

1. Separate the original RGB color image into red, green, and blue channels
using the Channel Switcher effect.
2. Apply the Photocopy effect separately to each channel.
3. Recombine the three channels using the Channel Switcher effect.
To create the same look using the Photocopy effect:

1. Digitize frames from a video sequence. Choose frames that are equidistant
(such as 30 frames apart), or vary the distance slightly between frames for
a jerkier effect.
2. Apply the Photocopy effect to each digitized frame.

Picture-in-Picture
The Picture-in-Picture effect lets you transform the size and position of an
image in three-dimensional space. You can apply a Picture-in-Picture effect to
clips on the timeline, as a transition, or in an Effects Tree.

Plaster
The Plaster effect lets you create an image that appears to be molded from
three-dimensional plaster. You can select different light positions, so that dark
areas of the image appear raised, while light areas appear lower. This effect is
particularly useful for images consisting of text or simple, high-contrast
graphics.

Plaster Property Page
The Plaster property page lets you adjust the image balance, light positioning,
smoothness of the resulting image, and the opacity level. By default, this effect
produces a monochrome (grayscale) image, but it can also use the current
foreground and background colors (if available) to color the final result.

2346

Plastic Wrap

Option

Description

Image Balance

Controls area of image that appears lower or raised

Light Position

Lets you select position from which to sidelight image.
Different light positions enhance different areas of the
image.

Smoothness

Controls smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Click the
color swatch to display Mini Color Editor.

The Plaster effect works best when applied to high-contrast images. Try
inverting the image using the Negative effect before applying the Plaster
effect.

Plastic Wrap
The Plastic Wrap effect lets you alter an image, so that it appears to be shrinkwrapped or coated in shiny plastic, with the surface detail accentuated. The
parameters of the effect can also be set to create images that appear to have
been made from Polaroid photos that have been scratched and textured by
hand.

Plastic Wrap Property Page
The Plastic Wrap property page lets you adjust the highlight strength, detail,
smoothness, and opacity level.

Option

Description

Highlight Strength

Controls strength of highlights in resulting image

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Option

Description

Detail

Controls level of detail in image

Smoothness

Increases or decreases smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Creating Altered Polaroid Photos
You can use the Plastic Wrap effect to emulate experimental approaches to
photographic image manipulation. When Polaroid photos are artistically
altered by hand, they are often scratched on the back with a sharp instrument.
This leaves a white mark, often along the edges of the image, and sometimes
drags the color pigment along with it.
To simulate this effect, apply the Plastic Wrap effect to an image with a high
Highlight Strength setting and a fairly low Smoothness setting. This gives just
the right amount of detailed white lines in the image and avoids large areas of
flat white reflections.
When you have the desired number of white lines, apply the Ripple effect with
low Ripple Magnitude and Ripple Size settings to slightly shift and jiggle the
white scratch marks and the associated image areas.
Polaroid photos tend to be highly saturated in color, so increase the brightness
and contrast of the image. Blurring the image slightly, either before applying
Plastic Wrap or as a final step, may also help simulate the altered Polaroid
photo look.

Polar Coordinates
The Polar Coordinates effect lets you distort the image by converting
rectangular coordinates to polar coordinates. This effect makes the image
appear as if it has been turned inside out, and is useful on logos, shapes, and
text.

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Poster Edges

Poster Edges
The Poster Edges effect lets you reduce the number of color shades in the
image and add dark lines along the edges. Large, broad areas of the image are
given simple shading, while fine dark detail is distributed throughout the
image.

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Poster Edges Property Page
The Poster Edges property page lets you adjust the thickness and intensity of
the edge, and the opacity level..

n

Option

Description

Edge Thickness

Controls thickness of edges

Edge Intensity

Controls intensity of edges

Posterization

Controls number of colors or grays in image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

You can smooth the pen lines by blurring the image after applying the Poster
Edges effect. You can also sharpen the image and adjust the brightness and
contrast before applying the Poster Edges effect.

Posterize
The Posterize effect lets you reduce the number of color samples in an image
and select the channels on which the effect is applied.
You can apply the Posterize effect as an image or paint effect. When you apply
it as a paint effect, only the parameters of the General property page are
available.

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Premultiplication

General Property Page
The General property page lets you reduce the number of color samples used
in an image. The default value of 8 reduces the color samples from 256 to 8 for
each RGBA channel.

Option

Description

Red

Lets you adjust red channel

Green

Lets you adjust green channel

Blue

Lets you adjust blue channel

Alpha

Lets you adjust alpha channel

Lock

Lets you adjust R, G, B and/or alpha channels at the same
time

Unlock

Lets you adjust R, G, B, or alpha channels independently

RGB

Lets you adjust RGB channels at the same time

RGBA

Lets you adjust RGB and alpha channels at the same time

Dither

Adds noise to an image, scattering neighboring pixels.
The result is visually interpreted by the human eye as a
new intermediate color.

Premultiplication
The Premultiplication effect lets you change a clip’s premultiplication at any
time. It also lets you change an outgoing image’s RGB pixels by
premultiplying or unpremultiplying the image as necessary.

General Property Page
The General property page lets you change a clip’s premultiplication setting.
By default, all clips are set to Auto, which will maintain the clip’s
premultiplication setting when the material was captured.

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Option

Description

Auto

Maintains the premultiplication setting when the clip was
captured

Modify Image

Changes outgoing image’s RGB pixels by premultiplying
or unpremultiplying the image according to the
premultiplication setting.

n
Premultiplied

If you choose Auto in the Premultiplication State
box, then this option is not available.

If the Modify Image option is selected, it performs the
premultiplication operation of the input’s RGB channels
with the alpha channel.
If the Modify Image option is not selected, it simply
marks this image as being premultiplied.

Not Premultiplied

If the Modify Image option is selected, it un-premultiplies
the input’s RGB channels with the alpha channel.
If the Modify Image option is not selected, it simply
marks this image as being not premultiplied.

Radial Blur
The Radial Blur property editor lets you apply a circular blur effect to an
image. It works by simultaneously shifting pixel values in a circular direction
and blurring them together. You can achieve various effects by applying a
filter, and varying the extent and direction (angle) of the blur, as well as its
opacity and its location.

Radial Blur Property Page
The Radial Blur property page lets you apply filters, and vary the extent and
direction (angle) of the blur, as well as its opacity and location.

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Radial Blur

Option

Description

Composite

Changes look of effect by adding one of nine different
filters

Normal

Blends source image and gradient colors equally

Darken

Compares color information in each channel of the source
and gradient, and selects the darker-colored pixels. Pixels
lighter than the gradient color are replaced and pixels
darker than the gradient color are unchanged.

Lighten

Compares color information in each channel of the source
and gradient, and selects the lighter-colored pixels. Pixels
darker than the gradient color are replaced and pixels
lighter than the gradient color are unchanged.

Difference

Compares color information in each channel of the source
and gradient. Subtracts the source color value from the
gradient color value (or the reverse), depending on which
color has the greater brightness value.

Multiply

Compares color information in each channel and
multiplies the source color with the gradient color. This
results in a darker colored image. When a color is
multiplied with black, the result is black. When a color is
multiplied with white, the color is unchanged.

Hue

Produces image that contains the hue of the gradient color,
and the luminance and saturation of the source image

Saturation

Produces image that contains the saturation of the gradient
color, and the hue and luminance of the source image

Color

Produces image that contains the hue and saturation of the
gradient color and the luminance of the source image.
This maintains the gray levels in the image and is useful
for tinting color images.

Luminosity

Produces image that contains the luminance of the
gradient color and the hue and saturation of the source
image.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

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Option

Description

Length

Controls distance that the color values of pixels are shifted
to create the radial blur. As you increase the length, the
blur becomes more pronounced.

Angle

Controls direction in which pixel values are shifted. An
angle of 0 makes the blur occur in a regular circular
direction around the center. An angle of 45º makes the
blur veer outward, creating a pinwheel-like effect. An
angle of 90º makes the blur occur straight outward from
the center.

Translate X

Controls horizontal (X axis) location of the center of the
blur

Translate Y

Controls vertical (Y axis) location of the center of the blur

Radial Gradient
The Radial Gradient effect lets you process rings of colors that are blended
together. You can use this effect to create a graded background or to highlight
areas of video. You can set keyframes for the radial gradient parameters to
create animated gradients.
You can set the position of the gradient anywhere inside or outside the frame.
You can also animate its position. Once the center is set, you can set the scale
factor for the rings and animate the scale, if required. The relative distances
between the rings of color are fixed, but you can set the overall height of the
gradient and animate it with the Stretch option. The positioning controls are on
the Properties property page.
When combined using the appropriate compositing methods, you can use this
effect to accent or highlight important areas of the underlying image.
The Radial Gradient can be applied as an image effect or used as a source
generator.

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Radial Gradient

Properties Property Page
The Properties property page lets you adjust the size, orientation, and position
of the linear gradient. You can also set the method by which the effect is
combined (composited) with the original image.

Option

Description

Composite

Changes color information of the resulting image by using
one of nine different composite filters. You can also
change the opacity and noise level of the gradient.

n

This parameter is not available when the Radial
Gradient is used as a source generator.

Normal

Blends source image and gradient colors equally

Darken

Compares color information in each channel of the source
and gradient, and selects the darker colored pixels. Pixels
lighter than the gradient color are replaced and pixels
darker than the gradient color remain unchanged.

Lighten

Compares color information in each channel of the source
and gradient, and selects the lighter colored pixels. Pixels
darker than the gradient color are replaced and pixels
lighter than the gradient color remain unchanged.

Difference

Compares color information in each channel of the source
and gradient. Subtracts the source color value from the
gradient color value (or the reverse) depending on which
color has the greater brightness value.

Multiply

Compares color information in each channel and
multiplies the source color with the gradient color for a
darker colored image. When a color is multiplied with
black, the result is black; when multiplied with white, the
color is unchanged.

Hue

Produces image that contains the hue of the gradient
color, and the luminance and saturation of the source
image

Saturation

Produces image that contains the saturation of the
gradient color and the hue and luminance of the source
image

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Option

Description

Color

Produces image that contains the hue and saturation of the
gradient color and the luminance of the source image.
This maintains the gray levels in the image and is useful
for tinting color images.

Luminosity

Produces image that contains the luminance of the
gradient color and the hue and saturation of the source
image.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

n

This parameter is not available when the Radial
Gradient is used as a source generator.

Scale X

Controls size of gradient along the X axis

Scale Y

Controls size of gradient along the Y axis

Stretch

Stretches gradient over a portion of the frame. By default,
the gradient is spread over the height of the frame.
Decreasing the Stretch value concentrates the gradient in
a smaller portion of the frame; increasing the value
expands the gradient.

Dither

Adds noise to the color gradient. The greater the dither
value, the more noise is added.

Center X

Controls horizontal (X axis) location of the center of the
gradient

Center Y

Controls vertical (Y axis) location of the center of the
gradient

Reticulation
The Reticulation effect lets you simulate the shrinking and distortion of
photographic film emulsion. This effect processes the darker areas of the
image with dense clumps of dark emulsion, and the lighter areas with a light
stippling of grain.

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Ripple

By default, this effect produces a monochrome (grayscale) image, but you can
apply separate colors to the current foreground and background colors to color
the final result.

Reticulation Property Page
The Reticulation property page produces a monochrome (grayscale) image,
but it can use the current foreground and background colors to color the final
result.

Option

Description

Density

Controls density of light grain

Black Level

Controls amount of black (foreground color) in image

White Level

Controls amount of white (background color) in image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

Ripple
The Ripple effect lets you add randomly spaced ripples to the image’s surface,
making the image appear as if it is under water and being rippled by the wind.

Ripple Property Page
The Ripple property page lets you control the size, magnitude, and opacity of
ripples.

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n

Option

Description

Ripple Size

Controls size of ripples

Ripple Magnitude

Controls ripple distortion

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

For images composed of small elements, use lower settings for the ripple size
and magnitude. For images composed of large elements, use higher settings.

RGB-YUV Dither
The RGB-YUV Dithering effect lets you apply a filter in order to avoid
banding due to RGB-YUV conversions. This effect is useful if you’re working
with RGB material that you created from within Avid DS Nitris, or if you are
using linked clips and banding appears after processing. Once you apply the
effect, the results are automatic.

n

Tip: Banding usually appears on smooth grayscale or color gradients. Use
this effect only if banding occurs after processing. Apply it as the last possible
effect (topmost if you stack multiple effects). Stacking multiple RGB-YUV
Dither effects will create undesirable artifacts.

Rough Pastels
The Rough Pastels effect lets you process an image using strokes of colored
pastel chalk on a textured surface. In areas of bright color, the chalk is thick
and little of the underlying texture is apparent. In other areas, the chalk
appears to have been scraped off, revealing more of the underlying texture.
You can choose from a variety of textured surfaces, or you can create your
own.

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Scatter Noise

Rough Pastels Property Page
The Rough Pastels property page lets you select the texture, length, detail, and
height of the strokes, and the opacity level.

n

Option

Description

Texture Type

Lets you choose an underlying texture (Brick, Burlap,
Canvas, Sandstone) and control how it is applied using the
other parameters

Light Position

Lets you choose position from which to illuminate the
image. Different light positions enhance different areas of
the image.

Scaling (%)

Controls size of applied texture

Relief

Adjusts height of texture

Stroke Length

Controls length of strokes

Stroke Detail

Controls detail of strokes

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Invert Texture

Inverts color values of texture. Each pixel’s brightness
value is converted to the inverse value based on a 256color scale. A value of 0 is changed to 255.

To create a smoother pastel effect, set Relief to a low value.

Scatter Noise
The Scatter Noise effect lets you displace individual pixels that dither the
original image.

Scatter Noise Property Page
The Scatter Noise property page lets you select different composite filters, set
the opacity level, and choose the noise pattern.

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Option

Description

Composite

Lets you change color information of resulting image by
using one of nine different composite filters. You can also
change the opacity and noise level of the gradient.

Normal

Blends source image and gradient colors equally

Darken

Compares color information in each channel of the source
and gradient, and selects the darker-colored pixels. Pixels
lighter than the gradient color are replaced and pixels
darker than the gradient color remain unchanged.

Lighten

Compares color information in each channel of the source
and gradient, and selects the lighter-colored pixels. Pixels
darker than the gradient color are replaced and pixels
lighter than the gradient color remain unchanged.

Difference

Compares color information in each channel of the source
and gradient. Subtracts the source color value from the
gradient color value (or the reverse), depending on which
color has the greater brightness value.

Multiply

Compares color information in each channel and
multiplies the source color with the gradient color. This
results in a darker-colored image. When a color is
multiplied with black, the result is black. When a color is
multiplied with white, the color is unchanged.

Hue

Produces image that contains the hue of the gradient color,
and the luminance and saturation of the source image

Saturation

Produces image that contains the saturation of the gradient
color, and the hue and luminance of the source image

Color

Produces image that contains the hue and saturation of the
gradient color and the luminance of the source image.
This maintains the gray levels in the image and is useful
for tinting color images.

Luminosity

Produces image that contains the luminance of the
gradient color and the hue and saturation of the source
image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Sharpen

n

Option

Description

Same for Every Frame

When selected, the generated noise pattern remains the
same for each frame. When deselected, you can vary the
noise pattern for individual frames.

Spread X

Varies horizontal distance over which to randomly scatter
the pixels

Spread Y

Varies vertical distance over which to randomly scatter the
pixels

Tip: To simulate a video signal breaking up, animate the Spread X value.

Sharpen
The Sharpen effect lets you sharpen an image. You can sharpen the entire
image or just the edges. This effect works by finding adjacent pixels with
differing color values and adjusting these values to increase the difference
between them.
You can use Sharpen as an image effect in an editing session, or as a brush or
fill effect in a graphics session, but it is more suited to be used as the fill.

General Property Page
The Sharpen property page lets you specify the areas of an image to sharpen
and by how much.

Option

Description

Sharpen

Lets you sharpen all or only the edges of an image

All

Sharpens entire image

Edge

Sharpens only the edges

Radius

Controls size of area around current pixel where
Avid DS Nitris will check adjacent pixels’ color values.
The larger the radius, the more pronounced the effect.

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Option

Description

Amount

Controls degree to which effect is applied

Edge Sensitivity

Controls how an edge is detected. Greater values require
less of a color difference between adjacent pixels to
consider the transition an edge, and vice versa. The greater
the value, the more edges are sharpened.

Smudge Stick
The Smudge Stick effect lets you use short, diagonal strokes to smudge or
smear the darker areas of the image. Lighter areas of the image are pushed to a
brighter range.

Smudge Stick Property Page
The Smudge Stick property page lets you define the stroke length, highlight
area and intensity, as well as the opacity level.

2362

Option

Description

Stroke Length

Controls length of brush strokes

Highlight Area

Sets how much of the original image becomes white; that
is, how much of the image is moved into the highlight
range.

Highlight Intensity

Adjusts how much of the brightened image is blended into
the original image. Lower values increase the
transparency of the brightened image and allow more of
the original image show through. Higher values increase
the opacity of the brightened image and allow less of the
original image show through.

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Solarize

Solarize
The Solarize effect lets you invert RGB or HLS values. When you apply this
effect as a paint effect, only the options on the General property page are
available.
In the following example, the Solarize effect is applied to the RGB channels
with 100% mix. This means that the resulting image will use 100% of the
inversed image. Whereas, if the mix was set to 75%, then 75% of the inverted
image would be used and 25% of the original image.

Original image

Solarize effect (100% mix)

General Property Page
The General property page lets you invert RGB or HLS values. You can mix
between the original and inverted image using the Mix slider.

Option

Description

Mode

Lets you apply effect in RGB or HLS color space

RGB

Applies effect in RGB color space

HLS

Applies effect in HLS color space

Channels

Lets you choose channels on which effect is applied. If
you select RGB as the mode, you can apply the effect to
the image’s R, G, B, and/or alpha channels. If you select
the HLS mode, you can apply the effect to the image’s
hue, luminance, saturation, and/or alpha.

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Option

Description

Mix

The percentage of mix applied to the RGB, HLS or alpha
values. Values: 0 to 100.
For example, in the RGB mode if you have an image that
is black and you set the mix value to 100 the result is
white; if you set the mix value to 50, the result is gray.

Solid Color
The Solid Color effect generates a background with a single color. This effect
is a good starting point for transitions and keys.

Option

Description

Color Picker

Picks a color from the screen. Click Color Picker and
move pointer (now an eyedropper icon) around the screen.
The color swatch updates and the current color values are
displayed. Click to select a color.

Color swatch

Displays selected or default background color. Click the
color swatch and select a color, or double-click to display
the Mini Color Editor.

RGBA

Sets intensity of each color channel and alpha channel.
The RGB color model is used. Values: 0 to 100.

Spatter
The Spatter effect lets you paint the image in a Pointillist painting style using a
spatter airbrush technique.

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Spatter Property Page
The Spatter property page lets you adjust the spray radius of the spattering, the
smoothness, as well as the opacity level.

Option

Description

Spray Radius

Controls radius of spray

Smoothness

Increases or decreases smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Special Filter
The Special Filter effect lets you apply a filter that creates a bubbly effect in
your image. The filter calculates either the minimum or the maximum
brightness value in a specified area around a pixel and applies this value to the
pixel. This operation is applied to every pixel in the image.
The possible source channels include RGBA, inverted RGBA, and HLS. The
possible destination channels are RGBA.

General Property Page
The General property page lets you specify whether you want the filter to
calculate the minimum or maximum brightness value in the area around a
pixel. You can also specify the size of the area.

Spherize
The Spherize effect lets you geometrically distort an image in a circular shape.
The source image is bulged in or out.

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Spherize Property Page
The Spherize property page lets you adjust the size of the sphere, the intensity
of the bulge, as well as the X and Y translation of the bulge center.

n

Option

Description

Radius

Controls size of area around bulge center to affect. The
larger the radius, the more pronounced the effect.

Bulge

Controls intensity of bulge. Higher values increase the
intensity of an outward bulge. Lower values increase the
intensity of an inward bulge.

Translate X

Horizontally moves center of bulge

Translate Y

Vertically moves center of bulge

Tip: Animate the center position of the bulge so that, as it moves around the
image, it creates creates a magnifying glass effect.

Spill Correction
The Spill Correction effect lets you remove the blue or green spill color in an
image.

Spill Property Page
The Spill property page lets you adjust the amount and hue of the spill color in
an image’s RGB channels. This effect is useful when you have a clip that has
an existing matte and you need to remove or adjust the blue or green spill
color.

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Option

Description

Pick Replace Hue

Lets you select a color whose hue will replace the current
spill hue by picking a color in the viewer

Pick Spill Color

Lets you specify the image’s spill color by picking a color
in the viewer

Sponge

Option

Description

Color swatch

Displays current color. Click the color swatch to display
the Mini Color Editor.

Hue

Lets you modify hue of replacement spill hue

Saturation

Lets you modify replacement spill color’s saturation

Luminance Offset

Lets you add or subtract luminance to or from the original
luminance. A value of 0 represents the original luminance.

Threshold

Adjusts spill correction area. Increasing the Threshold
value expands the pixel range to which spill correction is
applied, while decreasing the threshold value contracts the
pixel range.

Softness

Adjusts amount of blur applied between replacement color
and adjacent colors in the RGB image

Apply

Turns Spill Correction effect on or off. When you select
this option, the effect is applied to the image. When you
deselect this option, you can bypass the effect to display
the original image.

Reset

Resets all parameters to the default values

Sponge
The Sponge effect lets you create an image that appears to have been painted
with a sponge. The resulting image has highly textured areas of contrasting
color.

Sponge Property Page
The Sponge property page lets you specify the brush size, the amount of
definition of the textured areas, the smoothness of the image, and the opacity
level.

Option

Description

Brush Size

Controls size of sponge

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n
n

Option

Description

Definition

Controls definition of textured areas

Smoothness

Increases or decreases smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

After applying the Sponge effect, apply the Texturizer effect to enhance the
impression that the image has been painted onto a rough surface. Textures
such as Sandstone or Brick work well, as would textures of rough surfaces that
you create yourself.
Use the Emboss effect on the output of the Sponge effect to create an
impression of depth. The combination of the Sponge effect followed by the Ink
Outlines effect can create a strong impression of age and wear.

Sprayed Strokes
The Sprayed Strokes effect lets you process an image with disjointed, sprayed
strokes of adjustable length and orientation.

Sprayed Strokes Property Page
The Sprayed Strokes property page contains controls that let you specify the
stroke length, direction, and radius, as well as the opacity level.

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Option

Description

Stroke Length

Controls length of strokes

Stroke Direction

Lets you choose direction in which to paint strokes: Right
Diagonal, Horizontal, Left Diagonal, or Vertical

Spray Radius

Controls radius of spray. Move the slider to the right to
spray within a wider radius and create more disjointed
strokes. Move the slider to the left to spray within a
smaller radius and produce more coherent strokes.

Stained Glass

n

Option

Description

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Tip: For an even more painterly result, apply this effect before some of the
other effects, such as Dry Brush or Watercolor.
To create the appearance of an object being reflected on a wet and shiny
surface:

1. Duplicate the image.
2. Apply the Sprayed Strokes effect to the copy of the image.
3. Reflect the top half of the resulting image vertically onto the bottom half.
4. Darken or tint the color in the resulting image to make it look more like a
reflection.
5. Combine the reflected image with objects from the original image by
selecting the objects and placing them onto the reflection image
background.
6. Set the Stroke Direction to horizontal.
7. Increase the Stroke Length.
8. Increase the Spray Radius.

Stained Glass
The Stained Glass effect creates an image that appears to be a piece of stained
glass that is lit from behind. The strength of the light shining through the glass
can be varied from a soft, even glow to a focused brilliance.

Stained Glass Property Page
The Stained Glass property page lets you specify the size of the stained glass
pieces, the thickness of the lead borders, as well as the light intensity and
opacity level.
By default, black is used for the color of the lead between the pieces of glass;
however, this effect uses the current foreground color for the lead borders.
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n
n
n

Option

Description

Cell Size

Controls size of stained glass pieces

Border Thickness

Controls thickness of lead borders

Light Intensity

Controls intensity of light source

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Color swatch

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

To create large areas of common color that can enhance the appearance of the
Stained Glass effect, first apply the Cutout effect or posterize the original
image.
You can also blend the enhanced image with the original image to bring some
color and detail into the flat areas of color in the stained glass image. This
technique is most effective if the added detail does not appear on top of the
lead borders in the stained glass image.
To give the stained glass image an antique feel, apply the Ripple effect to the
result using low Ripple Magnitude and Ripple Size settings. Adding a slight
amount of grain with the Grain effect prior to applying Ripple will enhance
this antique effect.

Stamp
The Stamp effect lets you make an image appear as if it is created with a wood
block stamp. By default, this effect produces a monochrome (grayscale)
image, but it can use the current foreground and background colors, if they are
available.

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Sumi-e

Stamp Property Page
The Stamp property page lets you adjust the lightness and darkness,
smoothness, and opacity of the image.

n

Option

Description

Light/Dark Balance

Controls area of image that appears as background or as
foreground. Move the slider to the right to have more areas
of the image take the foreground color (black by default),
or move it to the left to have more areas take on the
background color (white by default).

Smoothness

Increases or decreases smoothness of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

Apply the Texturizer effect after the Stamp effect to bring some texture (wood,
gauze, or any other) into the solid areas of color. Increase the brightness and
contrast of the final image to remove any texture that is visible in the lighter
areas.

Sumi-e
The Sumi-e (pronounced sue-me-ay) effect lets you process an image in the
Japanese sumi-e ink painting style. This effect is characterized by rich blacks
with soft, blurry edges, suggesting the use of a wet brush imbued with ink on
absorbent rice paper.

Sumi-e Property Page
The Sumi-e property page lets you adjust the width and pressure of the
strokes, the contrast in the resulting image, as well as the opacity level.
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Option

Description

Stroke Width

Specifies width of stroke

Stroke Pressure

Specifies amount of pressure in brush stroke

Contrast

Controls contrast of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Texturizer
The Texturizer effect lets you integrate a surface texture with an image. You
can choose from a variety of textures.

Texturizer Property Page
The Texturizer property page lets you choose the type of texture, the position
from which the image is illuminated, the scale, the level of detail in the relief,
the opacity level, and the option to invert the color values of the texture.

2372

Option

Description

Texture Type

Lets you choose underlying texture (Brick, Burlap,
Canvas, Sandstone) and control how it is applied using the
other parameters

Light Position

Lets you select position from which to illuminate the
image. Different light positions enhance different areas of
the image.

Scaling (%)

Reduces or enlarges size of applied texture

Relief

Controls amount of surface detail in image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Threshold

n

Option

Description

Invert Texture

Inverts color values of texture. Each pixel’s brightness
value is converted to the inverse value based on a 256color scale. A value of 0 is changed to 255.

To make images appear to be painted on a textured surface, apply the
Texturizer effect to images already modified by other effects. You can use the
Texturizer effect to create a random textured pattern. Select the Sandstone
texture type and set Texture Relief to 50. This random noise pattern can be
applied to a white or black background for a fancy appearance. You can also
get good results by using it on text.

Threshold
The Threshold effect lets you create a variety of posterized effects. It works by
pushing pixel values up or down according to whether they fall above or below
a specified threshold. Pixels with values below the minimum specified are
pushed down to a lower tonal level, and those above the maximum are pushed
up to a higher tonal level. A posterized effect results because the total number
of tonal levels is decreased.
You can apply a Threshold effect to all or a portion of a clip or track. You can
also specify a subregion of the image where the Threshold effect will be
applied. You can also apply it as a paint effect.

General Property Page
The Threshold property page lets you adjust the minimum and maximum
threshold levels.

Option

Description

Minimum

Controls minimum threshold; that is, the pixel level (in
percentage) below which all pixel values will be pushed
down to a lower tonal level. As you raise the threshold,
more pixel values are affected.

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Option

Description

Maximum

Controls maximum threshold; that is, the pixel level (in
percentage) above which all pixel values will be pushed
up to a higher tonal level. As you lower the maximum,
more pixel values are affected.

Timecode
The Timecode effect lets you display the timecode overlaid on an image. You
can use the Timecode effect as an image effect or as a source generator.

n

The Masking and Options property pages are not available when the Timecode
is used as a source generator.

Timecode Property Page
The Timecode property page lets you specify how the timecode is displayed.

Option

Description

Format

Lets you specify a fixed time or sequence time

Fixed time

Specifies that the burn-in timecode starts at the time set in
the Start box

Sequence time

Specifies that the burn-in timecode is the sequence time as
shown in the timeline ruler

Start

Specifies the start time for the first frame when Fixed time
is selected.

n
Drop frame

Lets you switch between drop frame and non-drop frame
in the timecode display format.

n
Direction

2374

This parameter is only available if Fixed Time is
selected.

This parameter is only available if Fixed Time is
selected.

Specifies whether the timecode is incremented or
decremented for each consecutive frame/field

Torn Edges

Option

Description

Count up

Starting from the start time, the timecode is automatically
incremented for each consecutive frame/field.

n
Count down

This parameter is only available if Fixed Time is
selected.

Starting from the start time, the timecode is automatically
decremented for each consecutive frame/field.

n

This parameter is only available if Fixed Time is
selected.

Position

Specifies position of timecode on image

Top

Positions timecode at top of image

Center

Positions timecode at center of image

Bottom

Positions timecode at bottom of image

Display field

Toggles display of odd and even fields of frame in the
timecode display format.

n

When this parameter is selected, the Timecode
effect should be processed in fields rather than
frames.

Label

Lets you add descriptive text that is appended to the front
of the burn-in timecode

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

n

This parameter is not available if Fixed Time is
used as a source generator.

Torn Edges
The Torn Edges effect lets you make the edges of objects in an image appear
like torn paper. This effect is particularly useful for images consisting of text
or simple, high-contrast graphics.

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Torn Edges Property Page
The Torn Edges property page lets you adjust the area that appears in the
foreground and background colors, the smoothness in the resulting image, the
contrast, and the opacity level. By default, this effect produces a monochrome
(grayscale) image, but it can use the current foreground and background colors
(if available) to color the final result.

n

Option

Description

Image Balance

Controls area of image that appears in foreground color
and background color

Smoothness

Controls smoothness of image

Contrast

Controls amount of contrast in image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Foreground

Lets you choose color of foreground

Background

Lets you choose color of background

Color swatch

Displays selected or default background color. Doubleclick color swatch to display Mini Color Editor.

Use this effect as a final touch after applying the Stamp effect or the
Photocopy effect. This effect is useful for “roughening up” text.

Tracker/Stabilizer
The Tracker/Stabilizer lets you track or stabilize your clips through the Effects
Tree without switching to the Compositing layout.

n

2376

If you want to stabilize your clip while working in the Effects Tree, you can use
the Stabilize effect, which is a preset of the Tracker.

Tracker/Stabilizer

Option

Description

<>

Starts tracking forward or backward.
When In 1-layer is selected, tracking is started on layer
clip. When In 2-ref is selected, tracking is started on
reference clip.
During tracking a motion path is generated on the selected
clip.

1-point

One-point tracking ties a single tracker in the layer image
to a single tracker in the reference image. The layer image
simply translates along the path of the tracker.

2-point

Two-point tracking ties two trackers in the layer image to
two trackers in the reference image. The layer image is
translated, scaled, and rotated, so that the trackers in the
layer image can follow the trackers in the reference image.

4-point

Four-point tracking ties four trackers in the layer clip to
four trackers in the reference clip. The layer image is
translated and distorted, so that its four trackers can follow
the four trackers in the reference clip.

Output

Displays result of tracking or stabilization applied to the
input of the reference and layer clips.

In 1-layer

In track mode, the layer clip is always the clip from which
the tracker is applied. In stabilize mode, the layer clip is
the same as the reference clip.
This lets you display the layer clip, and if necessary adjust
its trackers and track an area of the image.

In 2-ref

In track mode, the reference clip is the clip that you track,
so that the layer trackers are aligned with the reference
trackers. In stabilize mode, the reference clip is the same
as the layer clip.
This lets you display the reference clip, and if necessary
adjust its trackers and track an area of the image.

Show

Turns motion path view on or off. When selected, it
displays the motion path created by the tracker.

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Option

Description

Update

Turns update view on or off. When selected, the viewer
updates during tracking. Deselect this option for faster
processing.

Input1/Input2/Output Property Pages
When you select an option in the Edit box, the associated property page opens.
For example, if you select the In 2-ref option in the Edit box, the Input 2
property page opens.
The Input 1 and Input 2 property pages let you set the type of transformation
and the start and end frames (time span) over which the transformation will
occur. Additional settings let you set the tracking mode (1, 2, or 4-point
tracking), display the motion path, update the viewer, and start tracking.
When tracking is started, individual trackers (R1-R4, L1-L4) sample a target
area of the reference clip at each frame of the specified time span. In each
subsequent frame, the motion tracker searches for the target image within the
tracker’s search region. When the target is found, a keyframe is set. The
resulting motion path controls the tracker DVE, and the layer image is moved
accordingly.
When you select the Output option, the Output property page opens and you
can see the composited results of input 1 and 2.

2378

Option

Description

Start Frame

Specifies first frame of reference/layer clip to be tracked
or stabilized. To set the first frame, drag the in-point to the
desired starting point on the applicable track in the
timeline.

End Frame

Specifies last frame of reference/layer clip to be tracked or
stabilized. To set the last frame, drag the out-point to the
desired end point on the applicable track in the timeline.

Transformation

Specifies type of transformation

Tracker/Stabilizer

Option

Description

Track

Uses motion path(s) to control the tracker DVE and move
the layer clip, so that it follows the motion in the reference
clip

Stabilize

Uses the motion path of a reference object to create a
compensating motion that “pins” the object

Advanced Property Page
The Advanced property page lets you deactivate translation when you:
•

Apply 1-point tracking or

•

Deactivate scaling, translation, and rotation when you apply 2-point
tracking.

When you apply 4-point tracking, the Crop options become available, which
let you crop the layer image to the reference tracker’s polygon, and apply a
blur to the cropped image.

Option

Description

Disable

Turns off tracker results for scaling, translation, and
rotation. For example, if you’re tracking a reference image
that also requires stabilization, you may not want the
tracker to scale, translate, or rotate the layer image while
the tracking is performed.
When 1-point tracking is selected, you can only disable
the translation. When 2-point tracking is selected, you can
disable all the options. When 4-point tracking is selected,
these options are not available.

Scaling in X

Turns Scaling in X on or off

Scaling in Y

Turns Scaling in Y on or off

Translation in X

Turns Translation in X on or off

Translation in Y

Turns Translation in Y on or off

Rotation

Turns Rotation on or off

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Option

Description

Crop To Tracker Polygon Lets you crop a layer image to its tracker polygon and
apply a blur to the polygon’s edge. These options are only
available when 4-point tracking is selected.
Blur Edges

Defines size of blur at edges of tracker polygon. Values: 0
to 1000.

Apply Blur

Turns Blur effect on or off. This lets you compare the
composite’s appearance with and without the blur effect.

Apply Crop

Crops layer’s alpha channel to reference’s tracker polygon

Crop RGB

Lets you apply the crop to the layer’s RGB channels

Tool

Lets you set the tracker magnification

Magnification

Sets magnification value for tracker

Track in Fields

Tracks each field separately and sets a key on each field.
The target used is the contents of the target region in field
1 of the target frame. If you track in fields, you do not
need to first deinterlace, track, and reinterlace the clip.
Once you track in fields, be sure to process in fields.

DVE Property Page
The DVE property page lets you apply transformations on an image. You
transform images along the horizontal (X), vertical (Y), and depth (Z) axes.
Avid DS Nitris computes and redraws the image as it would appear in threedimensional space. You can enter numerical values in the corresponding text
boxes or manipulate the image interactively in the viewer.
When you apply a DVE as a transition, an additional property page, Source, is
available on which you can adjust the source image’s opacity level and the
direction in which the DVE transition will be applied.

2380

Option

Description

Scale (%)

Lets you control size properties of image along X and Y
axes. A value of 100 represents the image’s original
scaling. Units are percentages. For example, 200 doubles
the scaling and 50 halves it.

Tracker/Stabilizer

Option

Description

X

Scales image in X direction. To scale proportionally,
assign identical values to X and Y.

Y

Scales image in Y direction

Lock XY

Links X and Y values, so that if you change one value, the
other value is the same. This option has no effect when
you interactively manipulate an image in the viewer.

Rotate

Lets you control image’s angle of rotation along X, Y, and
Z axes. The Rotate options are set relative to the image
plane.

X

Rotates image along X axis

Y

Rotates image along Y axis

Z

Rotates image along Z axis. Enter a negative number (in
degrees) to rotate clockwise and a positive number to
rotate counterclockwise.

Translate

Lets you control location of image along X, Y, and Z axes

X

Moves image in X direction. Enter a positive value to
move the image to the right and a negative value to move
it to the left.

Y

Moves image in Y direction. Enter a positive value to
move the image up and a negative value to move it down.

Z

Moves image in Z direction. Entering a positive number
moves the image closer, while a negative number moves it
farther away.

Image Offset

Lets you specify how far the object’s center is displaced
from its original center. The center is the point around
which the image revolves. The X, Y, and Z default values
are 0, 0, 0.

X

Specifies center offset along X axis

Y

Specifies center offset along Y axis

Z

Specifies center offset along Z axis

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Option

Description

Perspective

Changes amount of perspective applied to DVE when it
has been rotated along the X or Y axis. Default angle is
45°.

Use Motion Path

Lets you switch between creating animation using motion
paths or the translation controls.

n

If you turn this option off after creating a motion
path, the X and Y transformations are stored if you
need to go back to the motion path at a later time.

Apply

Turns on/off any DVE transformation (scaling, rotation, or
translation) that was applied to the current layer

Scale

Turns scale tool on or off

Rotate

Turns rotate tool on or off

Reset

Resets all parameters to the default values

Quality Property Page
The Quality property page lets you apply filters that can improve the quality of
a scaled or rotated image. When an image is scaled down or rotated, small
jagged lines can appear on the oblique edges of objects or sometimes within
the image. You can also specify the channels on which the DVE will be
applied, and the type of source material you are using.

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Option

Description

Quality

Settings that control the speed of processing and affect the
result of the processed image. When you scale or rotate an
image, a resampling algorithm is applied to enhance the
image’s quality. The options are also arranged according
to speed, with Unfiltered being the fastest and Pixel
Summing Bicubic being the slowest.
If you scale down an image, the following resampling
algorithms produce a higher-quality image: Filtered, Pixel
Summing Bilinear, or Pixel Summing Bicubic.
If you scale up an image, the following resampling
algorithms produce a higher-quality image: Bilinear (also
equivalent to Filtered and Pixel Summing Bilinear) or
Bicubic (also equivalent to Pixel Summing Bicubic).

Unfiltered

Applies no filter to the image (this is the fastest mode)

Bilinear

Useful when scaling a DVE up, which will improve the
scaled image’s quality. This is the default setting.

Bicubic

Produces a sharper image than the Bilinear option when
you scale a DVE up

Pixel Summing Bilinear

Produces a less blurry image than the Filtered option
when you scale an image down using pixel averaging. If
you scale an image up, then a bilinear interpolation is
used, producing a sharper image.

Pixel Summing Bicubic

Produces a less blurry image than the Filtered or Pixel
Summing Bilinear options when you scale an image down
using pixel averaging. If you scale an image up, a bicubic
interpolation is used, producing a sharper image.

Filtered

Useful when you scale a DVE down, which will improve
the scaled image’s quality

Filter Level

Determines the strength of the filter when in Pixel
Summing Blinear, Pixel Summing Bicubic, or Filtered
mode. Higher settings result in a stronger filter and longer
processing time.

Channels

Lets you specify the channels on which the DVE will be
applied

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Option

Description

Red

Applies DVE to red channel

Green

Applies DVE to green channel

Blue

Applies DVE to blue channel

Alpha

Applies DVE to alpha channel

Motion Blur

Lets you apply a motion blur to an animated DVE

Apply

Turns Motion Blur effect on or off

Duration

Sets duration of motion blur between current frame and
next frame. Values: 0 to 100%; default is 50%.

Number Samples

Lets you set number of samples per frame, which can
improve the smoothness of the motion blur. Values: 1 to
100. A value of 1 applies no motion blur. A value higher
than 1 increases the number of samples.
For example, if you set the number of samples to 2, then
two images are superimposed on top of each other at the
current frame. If you set the number of samples to 4, then
four images are superimposed, and so on.
The default value of 8 usually provides a smooth motion
blur. If the animation has a large movement between
frames, then you should increase the number of samples
to create a smoother motion blur.

n

The larger the number of samples, the longer the
process time.

Twirl
The Twirl effect lets you swirl the image as though a whirlwind is sucking the
image toward its center. You can animate the center, radius, and strength of the
swirl.

Twirl Property Page
The Twirl property page lets you adjust the radius and angle of the swirl, as
well as the X and Y translation of the swirl center.

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Underpainting

Option

Description

Radius

Controls size of area around current pixel where adjacent
pixels’ color values will be checked.The larger the radius,
the more pronounced the effect.

Angle

Controls direction of swirl and amount of displacement of
original image. A larger angle loops the swirl around
several times.

Translate X

Controls horizontal (X axis) location of the center of the
swirl

Translate Y

Controls vertical (Y axis) location of the center of the
swirl

Underpainting
The Underpainting effect lets you paint an image onto a textured surface. The
underlying texture is visible where the paint is thin, but is obscured where the
paint has been applied thickly. You can choose from a variety of textured
surfaces.

Underpainting Property Page
The Underpainting property page lets you choose the type of texture, the
position from which the image is illuminated, the scale, the level of detail in
the relief, brush size, texture coverage, opacity level, and the option to invert
the color values of the texture.

Option

Description

Texture Type

Lets you choose underlying texture (Brick, Burlap,
Canvas, Sandstone) and control how it is applied using the
other parameters

Light Position

Lets you select position from which to illuminate the
image. Different light positions enhance different areas of
the image.

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Option

Description

Scaling (%)

Reduces or enlarges size of applied texture

Relief

Adjusts amount of detail in image

Brush Size

Controls size of brush

Texture Coverage

Controls size of area in which underlying texture appears

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

Invert Texture

Inverts color values of texture.

n

n

Each pixel’s brightness value is converted to the
inverse value based on a 256-color scale. A value of
0 is changed to 255.

Tip: Experiment with a variety of textures. Each texture creates the impression
that the image has been painted on a different surface.

Watercolor
The Watercolor effect lets you paint the image on smooth paper using a
medium brush loaded with water and color. The color appears to have dried
leaving dark concentrations of pigment around the edges of the daubs.

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Waterpaper

Watercolor Property Page
The Watercolor property page lets you adjust the brush detail and intensity,
choose the texture, and set the opacity level.

n
n

Option

Description

Brush Detail

Controls amount of detail in brush

Shadow Intensity

Controls intensity of shadows in image

Texture

Selects desired texture level: 1 is the smoothest texture
and 3 is the roughest

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

After applying the Watercolor effect, try applying the Emboss effect.
If the daubs created by the Watercolor effect are too small (especially when
working with large images), first apply the Palette Knife effect with a large
Stroke Size setting. Then apply the Watercolor effect for the final watercolor
style.

Waterpaper
The Waterpaper effect lets you process an image with blotchy daubs that
appear to have been painted onto damp paper. The painted colors blur and run
along the fibers of the paper, softening and extending the original outlines of
the image.

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Waterpaper Property Page
The Waterpaper property page lets you adjust the fiber length, the brightness
and contrast, as well as the opacity level.

n
n
n

Option

Description

Fiber Length

Controls length of fibers

Brightness

Controls brightness of image

Contrast

Controls contrast of image

Opacity

Controls transparency of effect. Values: 0 (completely
transparent) to 100 (completely opaque).

The Waterpaper effect is an excellent choice to apply before applying other
Painterly effects. Experiment with different settings of the Brightness and
Contrast controls, which greatly affect the appearance of detail in the final
image
You can use the Texturizer effect to further enhance the impression that the
image created with the Waterpaper effect has been painted on damp paper.
Any texture, such as Sandstone, when used with a small Relief value, tends to
accentuate the impression that the streaks created with the Waterpaper effect
were created naturally during the painting process.
Using the Ripple effect with low settings for Ripple Size and Ripple Magnitude
also enhances the impression that the paint has spread unevenly on the damp
paper.

Wood
The Wood effect applies a wood texture to an image. Different wood cuts are
created by scaling and stretching rings and changing colors. You can also
simulate certain fabrics and set parameters to create a draped effect.

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Wood

Option

Description

Light Wood Color

Displays current Light Wood color. Default color is dark
red.

Dark Wood Color

Displays current Dark Wood color. Default color is dark
brown.

Color swatch

Displays selected or default background color. Click the
color swatch and select a color, or double-click to display
the Mini Color Editor.

Ring Scale

Controls size of rings. Values: 0 to 30.

Waviness

Controls strength of ring’s wave

Cut Grain Opacity

Controls opacity of cut grain. Values: 0 (completely
transparent) to 100 (completely opaque).

Translate X

Controls horizontal (X axis) location of the center of the
ring

Translate Y

Controls vertical (Y axis) location of the center of the ring

Scale X

Horizontally scales wave (X axis) about ring origin (which
you can move using the Translate controls)

Scale Y

Vertically scales wave (Y axis) about ring origin (which
you can move using the Translate controls)

Same for Every Frame

When selected, the generated pattern remains the same for
each frame. When deselected, the pattern varies from one
frame to the next.

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Chapter 8
Color Correction Reference

The Color Correction effect lets you color correct an image. It contains several
levels of tabs arranged hierarchically.
HSL Property Page
Channels Property Page
Levels Property Page
Curves Property Page
Masking Property Page
Related Topics

Options Property Page
Global Controls
Color Correcting Images
The Effects Layout

HSL Property Page
The HSL property page lets you correct a wide range of problems using the
three vertical tabs:
Controls Tab
Hue Offset Tab
Luma Ranges Tab
You can use the HSL properties to set black and white points, control color
balance, and define the scope of the three luminance ranges of the
image—highlights, midtones, and shadows, among other tasks.

Chapter 8 Color Correction Reference

Once you are comfortable working with the HSL property page and gain
experience using its controls, you can use it to make most of your common
corrections.

n

Before you begin to make color corrections on an image, make sure that the
clip and/or the region of the clip is selected on the timeline.
Only the Controls and the Hue Offset tabs include the Match Color Tool.

n

Tip: To return to the default value at any time, Ctrl click the UDV button.
Related Topics

Color Correcting Tonal Ranges in Images

Controls Tab
The Controls tab lets you adjust the values of the different luminance ranges of
the image—highlights, midtones, and shadows, as well the values of four
channels of the image—Red, Green, Blue, and Alpha.
Having control over different luminance ranges and color channesls is useful
in many situations. For example, video images often contain chroma noise in
the brightest and darkest areas. You can make adjustments to reduce the noise
without affecting the midtones in the image.

n

You can adjust the Hue, Saturation, and Chroma contrast properties without
affecting the luminance of the image.
The Controls tab is divided into the following horizontal tabs:

2392

Option

Description

Master

Adjustments apply to the whole image

Highlights

Adjustments apply to the brightest part of the image

Midtones

Adjustments apply to the midrange of brightness values

Shadows

Adjustments apply to the darkest part of the image

HSL Property Page

Option

Description

RGB

Adjustments apply to individual Red, Green, and Blue channels
and the RGB together

Alpha

Adjustments apply to the alpha channel

Master, Highlights, Midtones, Shadows
RGB
Alpha
Master, Highlights, Midtones, Shadows
Use these tabs to adjust the values of the master image and the highlights,
midtones, and shadows ranges of the image.

Option

Description

Luma

These controls only adjust the luminance values of the image.
Luminance is the portion of a video signal that contains the
brightness (black and white) information.

Gamma

Adjusts the midtones relative to the highlights and shadows of
the image. Values: 0 to 10; 1 is the default value. Lowering the
value darkens the midtones and bringing the image closer to
black. Raising the value brightens the midtones and bringing
the image closer to white.

Brightness

Adjusts the brightness or luminance of the image by shifting
the luminance value of every pixel. It is useful for setting the
black point of an image. Values: -100 to 100; 100 is the default
value. -100 subtracts 100 from the 8-bit luminance value of
every pixel, and 100 adds 100 to the 8-bit luminance value of
every pixel.

Contrast

Increases or decreases the amount of Luma contrast in the
image. Values: -100 to 100; 0 is the default value. -100
represents no contrast and 100 represents maximum contrast.

n

You can lock the Luma and Chroma contrast sliders so
their values are identical

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Option

Gain

Description

Adjusts the gain of the luma. It is useful for setting the white
point of an image. Values: 0 to 200; 100 is the default value and
makes no change in the image.
The difference between Brightness and Gain is that Brightness
adjusts by adding to the 8-bit luminance value of every pixel.
Gain, on the other hand, is a multiplication factor and makes an
adjustment based on the percentage of the original luminance.

n
Setup

You can lock the Luma Gain and Chroma Saturation
sliders so their values are identical.

Adjusts the black point for the image. Values: –255 to 255; 0 is
the default value and makes no change in the image.
The effect of the Setup control is very similar to that of the
Brightness control. However, it interacts with the Gain and
Gamma controls, while the Brightness interacts with Contrast
controls. If you have made an adjustment using the Gain or
Gamma controls, adjust luminance further using the Setup
control. If you have made a Contrast adjustment, you should
adjust luminance further using the Brightness control.

Enable Luma
Clipping

Turns on or off the Luma Clipping low and high controls.
Low: Sets the Low clip for the image. All pixels with the Low
clip value or less are clipped to black. Value: 0 to 100; The
default value is 0 and makes no change in the image.
High: Sets the High clip for the image. All pixels with the High
clip value or more are clipped to white. The default value is 100
and makes no change in the image.

n
Invert

RGB Gamma

Only available in the Master tab

Reverses the brightness level of every pixel in the image. Dark
areas become light and light areas become dark.

n

Only available in the Master tab

Adjusts the midtones of the RGB values of the image. Values: 0
to 10; 1 is the default value.
Lowering the value darkens the midtones and bringing the
image closer to black. Raising the value brightens the midtones
and bringing the image closer to white.

n
2394

Adjusting this control, automatically changes the RGB
Gamma control on the RGB tab.

HSL Property Page

Option

Description

Chroma

These controls only adjust the chrominance values of the
image. Chroma refers to the intensity of color in the video
signal

Contrast

Increases or decreases the amount of chroma contrast in the
image. Values: -100 to 100; 0 is the default value. -100
represents no contrast and 100 represents maximum contrast.

n
Saturation

You can lock the Luma and Chroma Contrast sliders so
their values are identical.

Adjusts the saturation or intensity of color in the image. Values:
0 to 200; 100 is the default value. 0 represents complete
desaturation (monochrome image) and 200 represents
maximum saturation.

n

You can lock the Luma Gain and Chroma Saturation
sliders so their values are identical.

Hue

Adjusts the hues in the image. Similar to the color wheel.
Values: -180 to 180; 0 is the default value and makes no change
in the image.

Enable Chroma
Clipping

Turns on or off the Chroma Clipping low and high controls.
Low: Sets the Low clip for the image. All pixels with the Low
clip value or less are clipped to black. Value: 0 to 100; The
default value is 0 and makes no change in the image.
High: Sets the High clip for the image. All pixels with the High
clip value or more are clipped to white. The default value is 100
and makes no change in the image.

Invert

Match Color Tool
Match Color
Chip

n

Only available in the Master tab

Replaces the color value of every pixel in the image with the
opposite color value on the color wheel. This is the equivalent
of setting the Hue control to 180 or –180.
Lets you make a color correction by selecting input and output
colors from your images.
The chip on the left and right represent the input and output
respectively. You can change the display of the units—see
Match Color Chip Display Mode Menu.

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Option

Description

Match Color

Determines the exact nature of the match the system makes.
The options in the pop-up menu reflect the way in which color
is handled in the property page in which you are working. For
example, if you select HSL, the match is based on the hue,
saturation, and luminance of the color selected in the output
color chip.

Match Color
button

Color corrects using the settings you made.

Correction Mode

Sets the Correction Mode

n

Only available in the Master tab

Normal

Displays the correction in the viewer as expected

Preserve Luma

Displays the corrected image where the hue values of the image
are replaced with new output values without distorting the
luminance values.
Previously set RGB clipping values may be invalidated when
you are in this correction mode.

Natural
Correction

Displays the corrected image where the hue values of the image
are replaced with new output values without distorting the
luminance and saturation in the image.
Previously set RGB clipping values may be invalidated when
you are in this correction mode.

Related Topics

Color Correcting Tonal Ranges in Images
Setting Black and White Points of an Image
Setting Legal Luma, Chroma, and RGB Values
RGB
This tab lets you adjust the values of the Red, Green, and Blue channels of the
image.

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HSL Property Page

Option

Description

Gamma

Adjusts the midtones relative to the highlights and shadows of
the image. Values: 0 to 10; 1 is the default value. Lowering the
value darkens the midtones and bringing the image closer to
black. Raising the value brightens the midtones and bringing
the image closer to white.

Gain

Adjusts the gain of the luma. It is useful for setting the white
point of an image. Values: 0 to 200; 100 is the default value and
makes no change in the image.
The difference between Brightness and Gain is that Brightness
adjusts by adding to the 8-bit luminance value of every pixel.
Gain, on the other hand, is a multiplication factor and makes an
adjustment based on the percentage of the original luminance.

Setup

Adjusts the black point for the image. Values: –255 to 255; 0 is
the default value and makes no change in the image.
The effect of the Setup control is very similar to that of the
Brightness control. However, it interacts with the Gain and
Gamma controls, while the Brightness interacts with Contrast
controls. If you have made an adjustment using the Gain or
Gamma controls, adjust luminance further using the Setup
control. If you have made a Contrast adjustment, you should
adjust luminance further using the Brightness control.

Enable Clipping

Turns on or off the R/G/B Clipping low and high controls.
Low: Sets the Low clip for the image. All pixels with the Low
clip value or less are clipped to black. Value: 0 to 100; The
default value is 0 and makes no change in the image.
High: Sets the High clip for the image. All pixels with the High
clip value or more are clipped to white. The default value is 100
and makes no change in the image.

n
RGB Gamma

Only available in the Master tab

Adjusts the midtones of the RGB values of the image. Values: 0
to 10; 1 is the default value.
Lowering the value darkens the midtones and bringing the
image closer to black. Raising the value brightens the midtones
and bringing the image closer to white.

n

Adjusting this control, automatically changes the RGB
Gamma control on the RGB tab.
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Option

Description

Lock R/G/B
Clipping

Locks R/G/B clipping values while making further
adjustments.

Related Topics

Setting the Color Correction Mode
Alpha
This tab lets you adjust the values of the alpha channel of the image.

Option

Description

Gamma

Adjusts the midtones relative to the highlights and shadows of
the image. Values: 0 to 10; 1 is the default value. Lowering the
value darkens the midtones and bringing the image closer to
black. Raising the value brightens the midtones and bringing
the image closer to white.

Gain

Adjusts the gain of the luma. It is useful for setting the white
point of an image. Values: 0 to 200; 100 is the default value and
makes no change in the image.
The difference between Brightness and Gain is that Brightness
adjusts by adding to the 8-bit luminance value of every pixel.
Gain, on the other hand, is a multiplication factor and makes an
adjustment based on the percentage of the original luminance.

Setup

Adjusts the black point for the image. Values: –255 to 255; 0 is
the default value and makes no change in the image.
The effect of the Setup control is very similar to that of the
Brightness control. However, it interacts with the Gain and
Gamma controls, while the Brightness interacts with Contrast
controls. If you have made an adjustment using the Gain or
Gamma controls, adjust luminance further using the Setup
control. If you have made a Contrast adjustment, you should
adjust luminance further using the Brightness control.

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HSL Property Page

Hue Offset Tab
The Hue Offset tab lets you specify an offset for the hue and saturation of an
image using the color wheels. You can adjust the master, highlights, midtones,
and shadows of an image using the color wheels.

Option

Description

Hue

Adjusts the hues in the image. Values: 0 to 360 degrees.

Amount

Represents the distance from the centre. Values: 0 to 100.

Brightness

Adjusts the brightness or luminance of the image by shifting the
luminance value of every pixel. It is convenient if you want to
adjust the brightness or luminance of the image while adjusting the
hue and saturation of the same image. Values: -100 to 100.
Picks a color from the color wheel.
Click the Color Picker button and click anywhere in the respective
color wheel to select a color. The hue is displayed in the Color
Picker button.

Right-click the Color Picker button and select one or both of the following options:
3 x 3 Pixel
Average

Picks an average area of 3 x 3 pixels

Pick inverse
color

Picks the opposite color or hue

Match Color Tool

Lets you make a color correction by selecting input and output
colors from your images.

Match Color
Chip

The chip on the left and right represent the input and output
respectively. You can change the display of the units—see Match
Color Chip Display Mode Menu.

Match Color
Type

Determines the exact nature of the match the system makes. The
options in the pop-up menu reflect the way in which color is
handled in the property page in which you are working—see Hue
Offset Tab Match Color Type.

Match Color
button

Color corrects using the settings you made.

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Related Topics

Color Correcting Tonal Ranges in Images
Hue Offset Tab Match Color Type

Option

Description

Master

The system matches based on both the hue and the saturation
across the full tonal range.

Highlights

The system matches based on both the hue and the saturation
across the highlights portion of the tonal range as defined in the
Luma Ranges tab.

Midtones

The system matches based on both the hue and the saturation
across the midtones portion of the tonal range as defined in the
Luma Ranges tab.

Shadows

The system matches based on both the hue and the saturation
across the shadows portion of the tonal range as defined in the
Luma Ranges tab.

Luma Ranges Tab
The Luma Ranges tab lets you customize the luminance ranges for the
highlights, midtones, and shadows (adjusted in the Controls and Hue Offset
tabs) using the Luma Ranges graph. It is an advanced tool for making fine
adjustments.
<>
<>

2400

You can adjust the luminance ranges before making other HSL adjustments.
Alternatively, you might make HSL adjustments that affect the different
ranges and then use the Luma Ranges tab to fine-tune the luminance ranges to
which those adjustments apply. For example, you can make an adjustment that
you like in the Highlights wheel of the Hue Offsets tab and then fine-tune the
range of pixels to which that adjustment applies using the Luma Ranges tab.

HSL Property Page

Luminance Ranges. The curves
in the Luma Ranges graph
correspond to your selection

Shadows

Midtones

Highlights

Preview buttons

Luma Ranges graph

When you adjust a curve, you are either reducing or expanding a luminance
range. For example, when you lower the highlights of an image and increase
the midtones.
The Midtones curve is selected

The keyframe selected

The keyframe

<>

Option

Description

Range

Specifies the curve of the range that you want to display in the
Luma graph. You can enable all three curves at once.

Highlights

Displays the Highlights curve in the Luma graph.
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Chapter 8 Color Correction Reference

Option

Description

Midtones

Displays the Midtones curve in the Luma graph.

Shadows

Displays the Shadows curve in the Luma graph.

Function Curve

Each curve represents the range. Be sure to select the correct curve
first before making adjustments.

Preview

Lets you preview your image.

Input

Displays the uncorrected image in normal color.

3Tone

Displays the uncorrected image using white, gray, and black to
represent the highlights, midtones, and shadows luminance ranges
respectively.

Output

Displays the image in normal color with all active corrections
applied.

Related Topics

Working with the Animation Graph

Channels Property Page
The Channels property page lets you redefine each output color channel (red,
green, blue) by blending different input color components in various
proportions. You can also identify a color channel that is deficient in some
way, such as one lacking in contrast and repairing it by “borrowing” from
another color channel. For some kinds of images, borrowing is the only way to
improve the appearance of the image significantly.
There are two panels on this property page: Preview and Channel Blending.
Related Topics

Correcting Inaccurate or Deficient Color Channels

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Channels Property Page

Preview
Previews the individual color channels in monochrome. You can for example,
use the Preview panel to determine which input channels may require color
correcting. This is useful for checking the amount of contrast or noise in each
channel.

Option

Description

Input

Select the input type of the input image you want to preview.

Red

Displays the uncorrected red channel in monochrome

Green

Displays the uncorrected green channel in monochrome

Blue

Displays the uncorrected blue channel in monochrome

Master

Displays the complete uncorrected image in color

Output

Select the output type of the output image you want to preview

Red

Displays the red channel in monochrome with the Channel
Blending pane adjustments applied

Green

Displays the green channel in monochrome with the Channel
Blending pane adjustments applied

Blue

Displays the blue channel in monochrome with the Channel
Blending pane adjustments applied

Master

Displays the complete image in color with the Channel
Blending pane adjustments applied

Channel Blending
Option

Description

%Blended Red

Blend being added to the Channel

%Blended Green

Blend being added to the Channel

%Blended Blue

Blend being added to the Channel

R

The input red channel

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Option

Description

G

The input green channel

B

The input blue channel

Y

The input yellow channel

Cr

The red chroma channel in the component video signal

Cb

The blue chroma channel in the component video signal

Off

A constant value that adjusts all the other values in the formula

Invert

Select to subtract the component of the overall formula instead of
adding it.

Levels Property Page
The Levels property page is a more refined and specialized version of the
Gain, Gamma, and Setup controls in the HSL property page. It provides a
great deal of control over the amount of contrast and detail in a video image.
Its main use is to rebalance the color or luma range. You can use it to control
the relative brightness or darkness of an image by defining the white, gray, and
black points of video material. You can also adjust the white and black points
for the luminance range and for the composite signal to ensure your sequence
is within legal limits. Another important use for the Levels property page is
linearizing film-based media.
It consists of an input histogram, a curve graph, an output histogram, and
subdividing tabs that let you view and adjust levels for each color channel and
the master channel. For example, to adjust levels for the red color channel,
click the Red tab.
If you make adjustments in the master channel and in one or more of the other
channels, the final output is the cumulative result of all the adjustments. To
define the white, gray, and black points, use the histogram slider or the input
and output text boxes.

2404

Levels Property Page

Option

Description

Composite

Adjusts high and low points for the composite signal to ensure that
your image remains within legal composite limits—see Working
with the Composite and Luma Tabs

Luma

Adjusts levels based on luminance values only—see Working with
the Composite and Luma Tabs

Master

Adjusts levels for all three color channels only

Red

Adjusts levels for the red color channel only

Green

Adjusts levels for the green channel only

Blue

Adjusts levels for the blue channel only

Enable

Enables the level adjustments made for each channel

Units

Displays the units as one of the following:

Type

•

Normalized %: Percentage format with the black point at 0%
and the white point at 100% by default

•

8 bits graphics: 8 bit format with the black point at 0 and the
white point at 255 by default

•

8 bits video: 8 bit format with the black point at 0 and the white
point at 255 by default

•

10 bits graphics: 10 bit format with the black point at 0 and the
white point at 1023 by default

•

10 bits video: 8 bit format with the black point at 64 and the
white point at 940 by default

Select the type of conversion
•

Gamma: Displays the Gamma curve and lets you adjust the it
value by using the Gamma setting. This is the default.

•

Log > Lin: Converts the data from log to linear and lets you
adjust all RGB controls, film gamma, and softclipping settings
for the highlights.

•

Lin > Log: Converts the data from linear to log and lets you
adjust all RGB controls

•

File LUT: Lets you open a saved LUT file, which determines
the controls you can adjust

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Chapter 8 Color Correction Reference

Option

Description

Lock RGB

Locks RGB values while making further adjustments

Lock axis

Locks the XY axis while making further adjustments

Film Gamma

Adjusts the film gamma for your footage.

n
Gamma

The value should be entered only when you know the film
gamma for your footage.

Controls the Gamma value of the transformation curves on the page
and applies to either one of the color channels. Lowering the value
darkens or intensifies the selected color channel. Raising the value
lightens or subtracts the selected color channel.
For Gamma type: Values: 0 to 10; 1 is the default value
For lin and log type: Values: 0 to 10; 1.7 is the default value

Softclip

Softclips the values for the highlights. Any color information that is
beyond reference white (code value 685) is cut off. To soften the
hard cut-off, apply the softclip value especially when you know that
there’s valuable information beyond reference white. It also helps to
softclip to avoid problems later when you apply blending
operations or gain and gamma to the image. Values: 0 to 50; 0 is the
default value.

n

n

Only available for Log>Lin type.

Export LUT...

Exports the LUT. Set the values in the LUT dialog box and click
OK to save them.

Invert

Swaps between Lin to Log and Log to Lin

The controls in the Composite and Luma subdividing tabs work slightly
different from those in the other Levels tabs—see Working with the Composite
and Luma Tabs.
Related Topics

Color Correcting Tonal Ranges in Images
Analyzing Footage
Linearizing Film-Based Material

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Curves Property Page

Curves Property Page
The Curves property page lets you control by adding as many keyframes as
you want and adjusting them. You can therefore control color with great
precision since you can make detailed adjustments to many different
subdivisions of the brightness range.
<>
<>

Similar to the Levels property page, you can control the master channel or any
individual color channel. The curve shows the relationship between the input
values to output values
This property page contains function curves that let you remap RGB values
globally, or individually remap the values of the red, green, blue, luma, and
alpha channels. The default curve is linear.
The Hue Offset controls, also found in the Hue Offset tab of the HSL property
page, are conveniently part of the Curves property page. It also consists of the
Curve graph which you can add an infinite number of keyframes. Therefore,
you can control color with great precision since you can make detailed
adjustments to many different subdivisions of the brightness range.
You can also type numerical input and output values in text boxes or use the
Color Match control to automatically add control points to the curves, based
on selected input and output colors.

<>

Option

Description

Hue Offset

See “Hue Offset Tab”.

Channels

Select the channel(s) adjust the curves until you are satisfied
with the result.
Enable: Turns on and off the adjustment made to the specific
curve
Show: Shows the curve in the graph

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Chapter 8 Color Correction Reference

Option

Red

Description

Turns the Red function curve on. This function curve is
represented as a red curve in the graph.
When you make corrections using the Red curve, you affect the
red color over the entire image.

Green

Turns the Green function curve on. This function curve is
represented as a green curve in the graph.
When you make corrections using the Green curve, you affect
the green color over the entire image.

Blue

Turns the Blue function curve on. This function curve is
represented as a blue curve in the graph.
When you make corrections using the Blue curve, you affect the
blue color over the entire image.

Master

Turns the Master function curve on. This function curve is
represented as a black curve in the graph.
When you make corrections using the Master curve, the
brightness of the image is affected as adjustments are being
made to all colors equally.

Luma

Turns the Luma function curve on. This function curve is
represented as a black curve in the graph.
When you make corrections using the Luma curve, you affect
the luminance range over the entire image.

Alpha

2408

Turns the Alpha function curve on. This function curve is
represented as a black curve in the graph.

X Axis

Represents the input values or the values of the unchanged
image.

Y Axis

Represents the output values or the altered values.

Curves Property Page

Option

Description

Function Curve

Each curve represents the channel you have selected. Be sure to
select the correct curve first before making any adjustments.
The default curve (before any adjustments have been made) is
an ascending 45 straight line, since input and output values are
the same across the entire range. If you make an adjustment that
moves the curve below the 45 degree angle, you make the
output values for the part of the image lower than the input
values and therefore the image darkens, and vice versa.

Match Color Tool

n

The steeper the curve, the greater the contrast.

Lets you make a color correction by selecting input and output
colors from your images.

Match Color
Chip

The chip on the left and right represent the input and output
respectively. You can change the display of the units—see
Match Color Chip Display Mode Menu.

Match Color
Type

Determines the exact nature of the match the system makes. The
options in the pop-up menu reflect the way in which color is
handled in the property page in which you are working—see
“Curves Property Page Match Color Type”.

Match Color
button

Color corrects using the settings you made

Related Topics

Adjusting Curves to Color Correct
Color Correction by Matching Clips
The Natural Match Feature
Curves Property Page Match Color Type

Option

Description

RGB

The system matches based on the values of all three color
channels of the color selected in the output color chip

RG

The system matches based on the values of the Red and Green
color channels of the color selected in the output color chip

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Chapter 8 Color Correction Reference

Option

Description

RB

The system matches based on the values of the Red and Blue
color channels of the color selected in the output color chip

GB

The system matches based on the values of the Green and Blue
color channels of the color selected in the output color chip

R

The system matches based on only the value of the Red color
channel of the color selected in the output color chip

G

The system matches based on only the value of the Green color
channel of the color selected in the output color chip

B

The system matches based on only the value of the Blue color
channel of the color selected in the output color chip

Master

The system matches based on the luminance of the color
selected in the output color chip

Luma

The system matches based on the luminance of the color
selected in the output color chip

NaturalMatch

Turns NaturalMatch on or off.
When this command is selected, all the match types in the
Curves property page use NaturalMatch when making a color
correction.

Match Color Chip Display Mode Menu
This is also known as the Avid DS Nitris color display mode. It determines the
color space and units used to display color values in the Match Color Chip as
well as other utilities used to display color information, such as the Color
Editor.
To access the Match Color Chip display mode:

t

Right-click inside the color chip and select the type of display for the
ratios or units.

To access the Color Editor:

1. Double-click the Match Color Chip.
2. Click Edit.

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Curves Property Page

n

The range of values from reference black to reference white is in brackets
except for HSL and HSV where this range is not applicable.

Option

Description

RGB

Red, Green, Blue color space display mode

HSL

Hue, Saturation, Lightness color space display mode

HSV

Hue Saturation Value color space display mode

YCC 601

YCbCr 601 color space display mode

YCC 709

YCbCr 709 color space display mode

Alpha

Alpha channel

3X3 pixel averaging

Picks an average area of 3X3 pixels

No Display

Disables the Match Color Chip.

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Chapter 8 Color Correction Reference

2412

Chapter 9
Common Property Pages
Reference

This section contains information on the property pages that are shared by
many different effects.

Alpha Property Page
The Alpha property page lets you select the source (alpha, luma, red, green,
blue, fill, or clear) from which to map the output image’s (the image coming
from the Key Combiner) alpha channel.
As a clip or track effect, this effect is useful for inverting an image’s alpha
channel or filling the alpha channel so it’s opaque. Filling the alpha channel
reduces processing time and disk space.

Option

Description

From

Lets you select the source from which to map the output
image’s alpha channel
For example, you want to combine the RGB channels of
one input with a specific component(s) of a second
input—R, G, B, luma, or alpha. If the second input has a
mask in its alpha channel and you want to combine it
with the first input, then choose alpha. Otherwise, select
another source, such as luma, from which to combine
with the first input.
You can also fill or clear the alpha channel.

Chapter 9 Common Property Pages Reference

Option

Description

Alpha

Maps output image’s alpha to the second input image’s
alpha channel

Luma

Maps output image’s alpha to the second input image’s
luma

Red

Maps output image’s alpha to the second input image’s
red channel

Green

Maps output image’s alpha to the second input image’s
green channel

Blue

Maps output image’s alpha to the second input image’s
blue channel

Fill

Sets the output alpha channel to 100% value. For
example, if you map the alpha channel to fill, then the
value of 100% creates a white alpha channel (the second
input image is not used).

Clear

Sets the output image’s alpha channel to 0% value. For
example, if you map the alpha channel to clear, then the
value of 0% creates a black alpha channel (the second
input image is not used).

Invert

Inverts output alpha (the second input image is not used)

Output

Sets the premultipled state of the output without any
image modification

Premultiplied Premultiplies the input’s RGB channels with the alpha
channel.
This is the default ouptut setting for Key Combiner Luma.
Not
Does not premultiplies the input’s RGB channels with
Premultiplied the alpha channel.
This is the default output setting for Key Combiner Alpha.

2414

Border Property Page

Border Property Page
The Border property page lets you apply a border to an image. You can also
produce a soft, semitransparent edge along the image or its border.

Option

Description

Border Size

Controls size of border. Values: 0 (no border) to
100 (whole image).

Border Softness

Controls amount of softness applied between
edge of image and interior edge of border

Border Fall off Size

Controls amount of softness applied to edge of
image

Border Opacity

Controls transparency of the border. Values: 0
completely transparent) to 100 (completely
opaque).

Border Color

Click on the color chip to pick a border color.
Double-click the color chip to open the color
editor—see Mini Color Editor.

Apply Effect

Turns border effect on or off

Color Property Page
The Color property page lets you change the color of the cropped region. By
default, the cropped color is black.
You can pick colors from the image in the viewer or use the sliders to set Red,
Green, Blue, and alpha values.

Option

Description

Color Picker

Picks a color from image in viewer. Click the Color Picker
button , then move the pointer (an eyedropper icon)
around the viewer. The color swatch updates and the
current color values are displayed. Click to select a color.

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Chapter 9 Common Property Pages Reference

Option

Description

Color swatch

Displays selected or default background color. Click the
color swatch and select a color, or double-click to display
the Mini Color Editor.

Red

Specifies red color. The intensity of red is represented by a
number from 0 to 100. 0 represents no light (black) in the
red channel, and 100 represents maximum light intensity
(white) in the red channel.
For example, 50 represents a dark red, while 100
represents a bright red. To produce a shade of gray, set all
three RGB colors to the same level.

Green

Specifies green color. The intensity of green is represented
by a number from 0 to 100. 0 represents no light (black) in
the green channel, and 100 represents maximum light
intensity (white) in the green channel.
For example, 50 represents a dark green, while 100
represents a bright green. To produce a shade of gray, set
all three RGB colors to the same level.

Blue

Specifies blue color. The intensity of blue is represented
by a number from 0 to 100. 0 represents no light (black) in
the blue channel, and 100 represents maximum light
intensity (white) in the blue channel.
For example, 50 represents a dark blue, while 100
represents a bright blue. To produce a shade of gray, set all
three RGB colors to the same level.

Alpha

Specifies alpha color. The intensity of alpha is represented
by a number from 0 to 100. 0 represents no light (black) in
the alpha channel, and 100 represents maximum light
intensity (white) in the alpha channel.
For example, 50 represents a gray (semitransparent),
while 100 represents a white (opaque).

Color Property Page
The Color property page lets you pick colors from a palette or create new
colors for:
•
2416

Graphics: painting, adding fills, coloring titles, and applying effects or

Color Property Page

•

Drop shadows in the Drop Shadow effect.

•

Lets you pick colors from a palette or create new colors for a Picture-inPicture effect’s border.

To create new colors, you can pick them from the image in the viewer or
specify their RGB, YUV, or HSL color model values. The Spread option lets
you create a gradient of colors between two selected colors on the palette.
Alternate palettes are available in Avid DS Nitris, and you can also save new
palettes that contain your newly-created colors.

Color swatch
Color wheel
Color palette
Color views
Color models

Option

Description

Color swatch

Displays selected or default color.

Color palette

Displays current color palette.

Load

Lets you load a different palette. Click a palette icon
to load the palette.

Save

Lets you save current palette and create new folders in
which to store customized palettes.

Default

Restores default color palette

Slider

Represents what you’ve selected from the Color
Views menu. For example, if you selected HSV
Saturation, then the slider represents the saturation.

Color Views

Lets you choose the color view.

n
Color wheel

Tip: Press the Shift key to fine-tune color
selection.

Displays a color wheel for you to select a color

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Chapter 9 Common Property Pages Reference

Option

Description

Vectorscope

Displays an outline color wheel that resembles a
vectorscope. This is useful for assessing colors in
images without interference from other colored
onscreen elements.

Hue

The position of a color measured in degrees on the
color wheel (red, yellow, green, cyan, blue, or
magenta) and the various shades between them. For
example, red is 0.

Saturation

The purity of color or the amount of gray in the color.
Values: 0 (most saturated color) to 100 (least saturated
color).

Value

Displays a view of the value component of the HSV
color model

Color Model

RGBA

You can set color according to the following color
models: RGB (red, green, blue), HSL (hue,
luminance, saturation), or CMYK (cyan, magenta,
yellow, black).
Specifies colors using RGB (red, green, blue) additive
color model. The intensity of each color is represented
by a number from 0 to 100. A value of 0 represents no
light (black) in a channel, and 100 represents
maximum light intensity (white) in a channel.
For example, (0,0,50) represents a dark blue, while
(0,0,100) represents a bright blue. To produce a shade
of gray, set all three RGB colors to the same level.

2418

Colors Property Page

Option

HSLA

Description

Specifies colors using HSL (hue, saturation,
luminance) color model.
Hue refers to the position of a color measured in
degrees on the color wheel (red, yellow, green, cyan,
blue, or magenta) and the various shades between
them. For example, red=0, cyan=180, and
magenta=300.HSLA
Luminance refers to the relative lightness or darkness
of a color. A value of 0 gives the darkest result (black),
and 100 gives the lightest result (white).
Saturation refers to the purity of color or the amount
of gray in the color. Values range from 0 (mostsaturated color) to 100 (least-saturated color).

CMYA

Specifies colors using the CMY (cyan, magenta,
yellow) color model. This model simulates the fourcolor (CMYK) process used in printing.

Spread

Defines a range of color between two colors in the
palette. Click a color, Shift-click the second color, and
click Spread. All the colors between the two selected
colors change to the gradient of values between them.

Pick

Picks a color from the image in the viewer.
Click the Pick button, then move the pointer (now an
eyedropper icon) around the viewer.
The color swatch updates and the current color values
are displayed.
Click to select a color. You can also replace a newlychosen color in the palette by clicking an existing
palette color before you pick the new one.

Colors Property Page
The Colors property page lets you blend strips of colors that can have arbitrary
widths. You can create and edit intermediate colors to create a blend between
several colors.

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Chapter 9 Common Property Pages Reference

The color at the left end of the gradient “preview” bar is the color at the center
of the gradient, and the color at the right end is farthest from the center. As the
Stretch value is increased, this last stripe of color moves farther away from the
center. Up to 20 colors can be placed in the gradient. You can move their
relative positions left or right (toward or away from the gradient center) by
clicking the Marker Left (<<) button or Marker Right (>>) button.

n

As a brush effect, you can apply a gradient effect to strokes or you can reveal
the effect over specific image areas.

Option

Description

Add

Adds intermediate colors to the gradient. A new color marker is placed at the
mid-point, between the current color indicator and the next marker.

Delete

Removes selected color from color gradient

Edit Last

Moves current color indicator to previous color marker

Edit Next

Moves current color indicator to next color marker

Marker Left (<<)

Moves position of current color marker to the left

Color swatch

Displays selected or default background color. Click the color swatch and select
a color, or double-click to display the Mini Color Editor.

Marker Right (>>)

Moves position of current color marker to the right

Red

Lets you adjust the red channel

Green

Lets you adjust the green channel

Blue

Lets you adjust the blue channel

Alpha

Lets you adjust the alpha channel

Crop Property Page
The Crop property page lets you crop the matte in the alpha channel from the
top, bottom, left, or right edges. You can use the crop controls to crop out areas
for your matte in a similar fashion as when you create a garbage matte.

2420

DVE Property Page

Option

Description

Top

Crops top edge of image by number of pixels you specify

Left

Crops left edge of image by number of pixels you specify

Right

Crops right edge of image by number of pixels you specify

Bottom

Crops bottom edge of image by number of pixels you specify

Reset

Resets all parameters to the default values. This always resets to
the full image, even if you have previously entered other crop
values.

DVE Property Page
The DVE property page lets you apply transformations to an image. You can
transform images along the horizontal (X), vertical (Y), and depth (Z) axes.
Avid DS Nitris computes and redraws the image as it would appear in 3D
space. You can enter numerical values in the corresponding text boxes or
manipulate the image interactively in the viewer.
When you apply a DVE as a transition, an additional property page (Source) is
available on which you can adjust the source image’s opacity level, and the
direction in which the DVE transition will be applied.

Option

Description

Translate

Lets you control location of image along X, Y, and Z axes

X

Moves image in X direction. Enter a positive value to move the
image to the right and a negative value to move it to the left.
Range is -100,000 to 100,000.

Y

Moves image in Y direction. Enter a positive value to move the
image up and a negative value to move it down. Range is 100,000 to 100,000.

Z

Moves image in Z direction. Enter a positive number to move the
image closer, and a negative number to move it further away.

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Chapter 9 Common Property Pages Reference

Option

Description

Scale (%)

Lets you control the size properties of the image along the X and
Y axes.

X

Scales image in X direction. To scale proportionally, assign
identical values to X and Y.

Y

Scales image in Y direction

Lock XY

Links X and Y values, so that if you change one value, the other
value is the same. This option has no effect when you
interactively manipulate an image in the viewer.

Offset

Lets you specify how far the object’s center is displaced from its
original center. The center is the point around which the image
revolves. The X, Y, and Z default values are 0, 0, 0.

X

Specifies center offset along X axis. Range is -100,000 to
100,000.

Y

Specifies center offset along Y axis. Range is -100,000 to
100,000.

Z

Specifies center offset along Z axis

Affect

Specifies the plane(s) the offset will affect

Rotate

Lets you control the image’s angle of rotation along the X, Y, and
Z axes. These options are set relative to the image plane.

X

Rotates image along X axis

Y

Rotates image along Y axis

Z

Rotates image along Z axis. Enter a negative number to rotate
clockwise and a positive number to rotate counterclockwise.

Order

Specifies the XYZ order in which the rotations are applied (in a
counter-clockwise direction in a right-handed coordinate system)

Interpolation
FCurve

Specifies the algorithm to be used for interpolation of animated
rotations
Lets you do multiple revolutions of rotation, such as winding
motion.
Also allows you to edit the rotation curves in the animation editor.

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External Data Property Page

Option

Description

Linear Quaternion

Performs the calculation based on the shortest rotation path
between keyframes. Creates a more robotic movement.

Cubic Quaternion

Similar to Linear calculation but produces smoother movement

Opacity

Controls transparency of effect. Values: 0 completely transparent)
to 100 (completely opaque).

Perspective

Adjusts the field of view as you would see it through a camera
lens. This applies to any rotation or to translation along the Z
axis.
Picture-in-Picture effect: Changes perspective foreshortening
applied to the Picture-in-Picture effect when it has been translated
along the Z axis. The default angle is 45º.

Use Motion Path

Lets you switch between creating animation using motion paths
or the translation controls.

n

If f you turn this option off after creating a motion path, the
X, Y transforms are stored if you need to return to the
motion path at a later time.

Scale

Turns scale tool on or off

Rotate

Turns rotate tool on or off

Crop

Turns crop tool on or off

Reset

Resets parameters on this property page to default values

External Data Property Page
The External Data property page lets you specify the file name, frame range,
and resolution of the rendered .Zpic file.

n

The .pic and .Zpic files must have the same names. If they don’t, an error
message is displayed.

Option

Description

File Path

Specifies file name for rendered .Zpic files

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Chapter 9 Common Property Pages Reference

Option

Description

Browse

Lets you navigate to folder in which .Zpic file is located

Frame Range

Specifies range of frames for .Zpic file

Start

Specifies first frame for .Zpic file

End

Specifies last frame for .Zpic file

Resolution

The resolution that matches the current project

X

Represents X resolution of current project

Y

Represents Y resolution of current project

General Property Page
The General property page lets you apply filters that improve the quality of a
scaled or rotated image. When an image is scaled down or rotated, small
jagged lines can appear on the oblique edges of objects or sometimes within
the image. You can also specify the channels on which the DVE will be
applied, and the type of source material you are using.

Command

Description

Quality

Settings that control the quality of the results, which can affect the
processing speed.
When you scale or rotate an image, a resampling algorithm is
applied to enhance the image’s quality. The options are also
arranged according to speed, with Nearest Neighbor being the
fastest and Bicubic being the slowest.
If you scale down an image, enabling the Filtering option and
adjusting the filtering level will give better results.
If you scale up an image, the Bicubic option gives the highest
quality, and Nearest Neighbor gives the lowest quality.

Nearest
Neighbor

2424

Applies no filter to the image (this is the fastest mode). Pixels are
skipped when scaling down and duplicated when scaling up.

General Property Page

Command

Bilinear

Description

Applies bilinear interpolation when scaling up and some filtering
when scaling down.
It is useful when you scale an image up, which improves the
scaled image’s quality. This is the default setting.

Bicubic

Applies bicubic interpolation when scaling up and no filtering
when scaling down.
Produces a higher quality image than the Bilinear option when
you scale an image up.

Multi Tap

Applies a larger filter than the other options to provide good
interpolation and anti-aliasing quality.

Use Default
(Bilinear)

Uses the default quality setting, Bilinear

Apply filter

Adds an extra level of filtering when scaling down to the selected
mode

Filter Level

Determines the strength of the filter. Higher settings result in a
stronger filter and longer processing time.

Transform
Channels

Lets you specify the channels on which the DVE will be applied

Red

Applies the DVE to the red channel

Green

Applies the DVE to the green channel

Blue

Applies the DVE to the blue channel

Alpha

Applies the DVE to the alpha channel

Motion Blur

Lets you apply a motion blur to an animated DVE

Apply

Turns the Motion Blur effect on or off. This is useful for viewing
the effect with or without the motion blur.

Duration

Sets the duration of the motion blur between the current frame
and next frame. Values 0 to 100 percent. The default value is 50%.

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Chapter 9 Common Property Pages Reference

Command

Samples

Description

Lets you set the number of samples per frame, which can improve
the smoothness of the motion blur. Values range from 1 to 100. A
value of 1 applies no motion blur. A value higher than 1 increases
the number of samples.
For example, if you set the number of samples to 2, then two
images are superimposed on top of each other at the current
frame. If you set the number of samples to 4, then four images are
superimposed, and so on.
The default value of 8 usually provides a smooth motion blur. If
the animation has a large movement between frames, then you
should increase the number of samples to create a smoother
motion blur.

n
Background

The larger the number of samples, the longer the process
time.

By default, the background is automatically premultiplied

Color

Displays the selected or default color. Double-click color swatch
to display the Mini Color Editor.

Apply

Applies the color when there is no other input.

Opacity

Controls transparency of effect. Values: 0 completely transparent)
to 100 (completely opaque).

Force Premult

Lets you select to premultiply or unpremultiply the outgoing
image. This option is useful, for example, when you are touching
up a matte and want the outgoing image to be premultiplied.

Key Property Page
The Key property page lets you produce a basic matte. If your image contains
transparent areas, such as glass or smoke, you can get the best results by using
the Cleanup and Foreground Presence parameters.

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Key Property Page

Option

Description

Pick Key Color

Creates matte based on selected color.
Click the Pick Key Color button and move the
pointer (now an eyedropper icon) in the viewer.
Click a color to select it as the key color.

Color swatch

Displays selected or default background color.
Click the color swatch and select a color, or
double-click to display the Mini Color Editor.

Keep Original Alpha

Applies keyer only to non-transparent areas of
original alpha channel. When you have an
existing matte, such as a garbage matte, use this
option to ensure that the keyed matte is
generated only in the opaque areas of the original
matte.
When you don’t have an existing matte, this
option has no effect because the default alpha
channel is 100% opaque.

Tune

Cleanup

Foreground Presence

Lets you adjust threshold between what is
foreground and what is background, increase or
decrease semitransparent areas of a foreground
object, and increase the opacity of red or blue
areas in a foreground object.
Increases or decreases threshold between what is
foreground and what is background. Lower
values add more foreground and higher values
remove more foreground.
Increases or decreases semitransparent areas of
foreground object. Lower values decrease the
semitransparent areas of the foreground and
higher values increase the semitransparent areas.

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Option

Description

Red/Blue Presence

Increases opacity of red or blue areas in a
foreground object.
If your key color is blue and a foreground object
contains red, use the slider to increase the
opacity of the red areas.
If your key color is green and a foreground
object contains blue, use the slider to increase
the opacity of the blue areas.

Pre-blur

Applies blur before picking the key color,
removing noise from the color picked as the key
color.

Apply

Turns Pre-blur option on or off, letting you
compare the composite's appearance with or
without the pre-blur effect

Amount

Lets you control amount of pre-blur is applied to
the matte.
Values: 0 to 1000. Higher values decrease the
amount of noise in the matte.

Apply Key

Turns keyer on or off. When you select this
option, the keyer is applied to the image. When
deselected, you can bypass the keyer to display
the original image.

Output Matte

Switches keyer output to display either the RGB
channels or matte. When you select this option,
the matte is output as an RGB image.

Reset

Resets parameters on this property page to
default values

Key Property Page
The Key property page lets you produce a basic matte. You can adjust the
matte farther using controls on the Matte property page.

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Option

Description

Gain

Lets you add or remove opacity from areas that are
semitransparent. Values: 0 to 200.

Brightness

Lets you add brightness to all areas of the matte. Areas
that are fully transparent become semitransparent and
areas that are semitransparent become more opaque.
Values: -100 to 100.

Pre-blur

Applies blur before picking the key color, removing noise
from the color picked as the key color

Apply

Turns Pre-blur option on or off, letting you compare the
composite's appearance with or without the pre-blur effect

Amount

Lets you control amount of pre-blur applied to matte.
Values: 0 to 1000. Higher values decrease the amount of
noise in the matte.

Reverse FG/BG

Lets you invert matte as a pre-process before you pick
foreground and background areas of matte. Areas that
were foreground become background and vice versa.
For example, if you have a clip that contains text and you
want to display the background layer through the text,
select the Reverse FG/BG option to invert the matte.
If you want to reverse a matte, use this option before you
adjust parameters on any other property pages.

Apply Key

Turns keyer on or off. When you select this option, the
keyer is applied to the image. When you deselect this
option, you can bypass the keyer to display the original
image.

Keep Original Alpha

Applies keyer only to the non-transparent areas of the
original alpha channel. When you have an existing matte,
such as a garbage matte, use this option to ensure that the
keyed matte is generated only in the opaque areas of the
original matte.
When you do not have an existing matte, this option has
no effect because the default alpha channel is 100%
opaque.

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Option

Description

Output Matte

Switches the keyer output to display either the RGB
channels or the matte. When selected, the matte is output
as an RGB image.

Reset

Resets parameters on this property page to default values

Key Values Property Page
The Key Values property page lets you create a matte based on the luminance
values of an image. You can control the range of luminance within the image
that will create the matte.
When you adjust the Low Clip or High Clip values, the corresponding
Softness slider will also be adjusted when the Low Clip or High Clip values
become equal to the Softness values. For example, if you adjust the Low Soft
value until it is equal to or higher than the Low Clip value, both sliders will
move to the new value.

Option

Description

Low Soft

Creates a soft transition between transparent and opaque
areas keyed with Low Clip. Adjusting the Low Soft value
makes the opaque areas of the matte semitransparent.
Increasing the value causes more pixels to become
semitransparent.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection
(Ctrl+Shift-drag).

Low Clip

Lets you make semitransparent areas of alpha channel
transparent. Adjusting the Low Clip value to a value
above 0 makes all the semitransparent areas between the
new value and 0 transparent.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection (Ctrldrag) in the viewer to select a luminance range from the
image.

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Option

Description

High Clip

Lets you make semitransparent areas of alpha channel
opaque. Adjusting the High Clip value to a value below 1
makes all the semitransparent areas between the new
value and 1 opaque.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection
(Ctrl+drag) in the viewer to pick a luminance range from
the image.

High Soft

Creates soft transition between transparent and opaque
areas keyed with High Clip. Adjusting the High Soft
value lets you make the transparent areas of the matte
become semitransparent. Increasing the value causes
more pixels to become semitransparent.
You can set this value by adjusting the slider, entering a
value, or by making a pixel or rectangular selection
(Ctrl+Shift-drag).

Reset

Resets all the parameters to the default settings

Keep Original Alpha

Applies keyer only to non-transparent areas of original
alpha channel. When you have an existing matte, such as
a garbage matte, use this option to ensure that the keyed
matte is generated only in the opaque areas of the
original matte.
When you do not have an existing matte, this option has
no effect because the default alpha channel is 100%
opaque.

Invert Key

Inverts alpha channel pixel values to create the
“negative” of the matte

Activate

Lets you select which tool, such as a keyer or DVE is
active. Since several property editors can be open
simultaneously, use this button to select which one
should be active while you work interactively in the
viewer.

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Masking Property Page
The Masking property page lets you specify on which of the image’s RGBA
channels an effect will be applied, and whether or not to use a mask for the
effect. For example, if you select the red channel in the Process box, and the
alpha channel in the Mask box, then the effect will only be applied to the red
channel using the alpha channel of the input clip as a mask.
You can derive masks from the alpha of the input clip or an external matte
from another clip when using an Effects Tree.

n

Some options on the Masking property page are not available depending on
the type of effect, such as Dissolve effects.

Option

Description

Process

Lets you select the channel on which to apply the effect.

n

In some cases these options may appear dimmed,
reflecting the requirements of the effect. However,
you can still see which channels will be processed.

For example, when you use a keyer or Matte Composite
effect, these options appear dimmed because all four
channels must be processed.
Red

Applies effect to red component of image

Green

Applies effect to green component of image

Blue

Applies effect to blue component of image

Alpha

Applies effect to alpha component of image

Mask
None

2432

Lets you use a mask for the effect
Applies effect to entire image. Neither the alpha channel
nor matte input are used for masking.

Masking Property Page

Option

Alpha

Description

Applies effect using alpha channel of input clip as a
mask. For effects with more than one input, the alpha
channel of the first input is used.
If the alpha is set to 0 in a region, then the original image
from the first input is displayed instead of the image
resulting from the effect in that region. If the alpha is full,
only the result of the effect is displayed in that region.
For any other values of alpha, the original image is
blended with the result of the effect using the alpha value
as blend factor.

Mask Input

n

In some cases, these options may appear dimmed,
reflecting the requirements of the effect.

Lets you apply effect using matte from another image or
effect in an Effects Tree only. Amount of effect applied to
a region in an image depends on value of selected
component (alpha, luma, red, green, or blue) of the
external matte in that region.
For example, if component has a value of 25% in a
region, then 25% of the effect is used and 75% of the
original image in that region.
To use this option, make a connection to the Mask input
of the effect node in the Effects Tree.
Alpha

Applies effect using alpha component of external matte

Luma

Applies effect using luminance of external matte

Red

Applies effect using red component of external matte

Green

Applies effect using green component of external matte

Blue

Applies effect using blue component of external matte

Invert

Inverts the matte before the effect is applied

Mix

Lets you blend the result of the effect with the original
input or a color

Amount

Increases or decreases the percentage of the intensity of
the effect. Values: 0 to 100.
The default is 100 where the effect is fully applied. At 0,
the effect is disabled.

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Option

Description

Apply

Applies the mix or blend

Mix to Input

Mixes the effect to the input. At the default 100, the
effect is fully applied and at 0 the effect is disabled.

Mix to Color

Mixes the effect to the color that you have selected. At
the default 100, the effect is visible and at 0 only the
selected color is visible.
Click the color swatch and select a color, or double-click
to display the Mini Color Editor.

Matte Property Page
The Matte property page lets you apply post-process mapping to the matte
generated from the Key property page. It also contains controls that let you
blur, shrink, grow, or invert your matte.

Option

Description

Map

Lets you apply post-process mapping to the matte
generated in the Key property page. You can adjust areas
of the matte according to their degree of transparency,
making semitransparent areas fully opaque/transparent.

Pick BG

Lets you force semitransparent areas of the matte
generated by the key to become transparent. For
example, if the background is moved from 0 to 20, any
background matte that falls within this range will be
remapped to 0. Any background matte that falls between
20 and the Pick FG setting is remapped to fall between 0
and 100.

Pick FG

Lets you force semitransparent areas of the matte
generated by the key to become opaque. For example, if
the foreground is moved from 100 to 80, any foreground
matte that falls within this range will be remapped to 100.
Any foreground matte that falls between the Pick BG
setting and 80 is remapped to fall between 0 and 100.

Size

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Lets you increase or decrease the size of the matte and
choose the shrink/grow method.

Matte Property Page

Option

Description

Apply

Turns Size option on or off. This lets you compare the
composite’s appearance with and without the Size effect.

Fast

Applies a Faster shrink/grow method. However, the
quality may be affected. For example, when you
shrink/grow the matte using the Fast option, the edges
take on a more square appearance.

Shrink/Grow

Increases or decreases size of matte

Blur

Lets you control softness of the matte

Apply

Turns Blur option on or off, letting you compare the
composite’s appearance with and without the blur effect

Amount

Defines size of area around each pixel that contributes to
the new, averaged value. The greater the amount, the
softer the blur. Values: 0 to 1000.

Invert Key Matte

Inverts resulting alpha channel pixel values to create a
“negative” of the matte

Output Matte

Switches keyer output to display either the RGB channels
or the matte. When this option is selected, the matte is
output as an RGB image.

n

This option is not available in the HSL and
Luminance Keyer property editors.

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Option

Description

Force Premultiplied

Lets you control how mattes are adjusted or created on
incoming premultiplied or unpremultiplied images. This
option is useful when you are touching up a matte and
want to preserve the premultiplication setting, or when
you are creating a matte and want to change the
premultiplication setting.
When keying an image, the following conditions affect
the outgoing image’s premultiplication setting:

Reset

•

If Force Premultiplied is on, the output is
premultiplied. If the input is premultiplied, then the
image color (RGB) is adjusted by the effect wherever
it changes the matte.

•

If Force Premultiplied is off and Keep Original Alpha
is on (Key property page), the output
premultiplication setting is set to match the input
image’s premultiplication setting. This setting is
useful when you’re touching up an image.

•

If Force Premultiplied is off and Keep Original Alpha
is off (Key property page), the output
premultiplication setting is set to not-premultiplied.
This setting is useful when you are creating a matte.

•

If the keyer is applied to a clip on an video track and
performs an over operation, the output is always
premultiplied (Force Premultiplied is ignored).

•

If Output Matte is on, the output is always
premultiplied (Force Premultiplied is ignored).

Resets all parameters to the default values

Matte Property Page
The Matte property page lets you apply post-process mapping to the matte
generated from the Key property page. It also contains controls that let you
blur, shrink, grow, or invert your matte.

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Matte Property Page

Option

Description

Map

Lets you apply post-process mapping to the matte
generated in the Key property page. You can adjust areas
of the matte according to their degree of transparency,
making semitransparent areas fully opaque/transparent.

Pick BG

Lets you force semitransparent areas of the matte
generated by the key to become transparent. For
example, if the background is moved from 0 to 20, any
background matte that falls within this range will be
remapped to 0. Any background matte that falls between
20 and the Pick FG setting is remapped to fall between 0
and 100.

Pick FG

Lets you force semitransparent areas of the matte
generated by the key to become opaque. For example, if
the foreground is moved from 100 to 80, any foreground
matte that falls within this range will be remapped to 100.
Any foreground matte that falls between Pick BG setting
and 80 is remapped to fall between 0 and 100.

Size

Lets you increase or decrease the size of the matte and
choose the shrink/grow method.

Apply

Turns Size option on or off. This lets you compare the
composite’s appearance with and without the Size effect.

Fast

Applies a Faster shrink/grow method. However, the
quality may be affected. For example, when you
shrink/grow the matte using the Fast option, the edges
take on a more square appearance.

Shrink/Grow

Increases or decreases size of matte

Blur

Lets you control softness of the matte

Apply

Turns Blur option on or off, letting you compare the
composite’s appearance with and without the blur effect

Amount

Defines size of area around each pixel that contributes to
the new, averaged value. The greater the amount, the
softer the blur. Values: 0 to 1000.

Invert Key Matte

Inverts resulting alpha channel pixel values to create a
“negative” of the matte

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Option

Description

Output Matte

Switches keyer output to display either the RGB channels
or the matte. When this option is selected, the matte is
output as an RGB image.

n
Reset

This option is not available in the HSL and
Luminance Keyer property editors.

Resets all parameters to the default values

Options Property Page
The Options property page lets you specify precise processing options for the
selected effect.
These settings override those in the Sequence Preferences dialog box.

Option

Description

Type
Auto

If you select Auto, Avid DS Nitris will use the global
processing setting in the sequence preferences.

Frame Processing

Processing, including animation, is frame-based. Both
fields in each frame are processed together using the
same property values.

Field Processing

Processing, including animation, is field-based. Odd and
even fields are processed separately using different
property values based on the animation. This option is
better for animated effects, such as dissolves, fades, and
motion paths.

Source Material
Frame

Lets you specify if the source material is frame-based, or
is the same as the Type setting.
Lets you indicate that the image on which an effect is
applied is frame-based. If the image on which an effect is
applied is a frame-based image, then select this option.

n
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Still images are always frame-based.

Shapes Property Page

Option

Same As Processing

Description

Lets you specify that the source material is the same as
the Type setting. This is the default option.
If the image on which an effect is applied is field-based,
then select this option, and make sure that the Type
setting is set to Field Processing as well.

Precision

Choose the bit depth at which your effects will be
processed. Some effects are capable of 16 and 32-bit
float precision. The drop-down list shows the supported
bit depths for this effect.
If you select Auto, Avid DS Nitris will use the global
precision setting in the sequence preferences, unless a
different setting is propagated by a previous input effect.

n

For color correction effects, you may notice a
slight shift of color between processed and
unprocessed clips. To guarantee consistent output
results, use a precision of 16-bit or higher.

Use Same Precision
for Inputs

All effects that are input to this effect will use the above
Precision setting if their Precision is set to Auto.

Output Frame Size

Forces the effect to output pixels an image of the frame
size. If the image is larger, it will be cropped. If smaller,
it will be padded with black transparent pixels. For
example, if you have a PAL sequence that is 720×576
and you process an image larger than the PAL frame
(2000×2000), then only the pixels that fall within the
PAL frame will be output from this effect. The rest will
be cropped out.

Shapes Property Page
The Shapes property page lets you create a garbage matte for an image. Once
you create a shape using any of the shape creation tools, it is added to the
matte generated by the keyer.
You can apply the matte to the interior or exterior of the shape you create.

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n

If you invert the matte on another property page, the shapes you create are not
inverted. This is because the shapes are processed after all the other tools
inside the effect. If you want to invert the shape(s), change the fill (inside or
outside) value to 100 or 0 (depending on the original shape fill value).

Option

Description

Shape Creation

Lets you draw a matte using the Freehand, Polyline,
Elliptical, or Rectangle tools

Shape Transformation

Lets you transform shape created with the Shape
Creation tools. You can select a shape, then scale, rotate,
or skew it.

Edit Shapes

Lets you modify the shape you created. When you click
this button, the last shape you created becomes selected.
You can then modify the shape by moving control points,
or by adjusting any of the tangent handles.
To select multiple shapes, press the Shift key and select
each shape.

Shape Level

Lets you move shape(s) in front of or behind other
shapes.

n
Front

Moves selected shape in front of all other shapes (press
Shift+Page Up)

Raise

Moves selected shape up one level forward (press Page
Up)

Lower

Moves selected shape down one level backward (press
Page Down)

Back

Moves selected shape(s) behind all other shapes (press
Shift+Page Down)

Apply

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Tip: To view the order of each shape, ensure that
the Output Alpha option is selected, or choose the
alpha channel in the viewer. You can also
temporarily change the fill option of each shape to
help distinguish between them.

Applies the shapes to the matte generated by the keyer.
Select this option to activate all the shape tools.

Shapes Property Page

Option

Description

Edit

Displays wireframe outline of each shape you create in
the viewer. When selected, you can draw or transform
shapes.

Keep Original Alpha

Applies shapes only to non-transparent areas of original
alpha channel. When you have an existing matte, such as
a garbage matte, use this option to ensure that the keyed
matte is generated only in the opaque areas of the
original matte.
When you don’t have an existing matte, this option has
no effect because the default alpha channel is 100%
opaque.

Output Matte

Switches keyer output to display either the RGB channels
or matte. When selected, the matte is output as an RGB
image.

Composite Method

Lets you choose how shapes are composited

Replace

Replaces existing alpha with alpha of the overlapping
shape

Over

Combines original alpha with selected shape’s alpha

Xor

Combines original alpha with selected shape’s alpha but
excludes their common values

Min

Combines original alpha with selected shape’s alpha
based on minimum pixel value of pixels in both mattes

Max

Combines original alpha with selected shape’s alpha
based on the maximum value of pixels in both mattes

Add

Combines original alpha and shape’s alpha by adding
their mattes

Add No Clipping
(Screen)

Combines original alpha and shape’s alpha by adding
their alpha values in a way that legal value pixels will not
cause the image to look overexposed

Difference

Creates a matte by subtracting the alpha values of the
shape’s matte from the original matte

Multiply

Combines the original alpha and the shape’s alpha by
multiplying their alpha values

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Option

Description

Antialiasing

Lets you set antialiasing options

Apply

Turns antialiasing option on or off. Smooths the jagged
lines that can occur when drawing diagonal or curved
shapes.

Extra Filtering

Provides subpixel control of extra filtering applied to the
antialiasing. This property allows a tradeoff between
image sharpness and smoothness of the antialiasing.

Supersampling

Lets you choose the precision of the antialiasing; a value
of 8x8 provides higher precision than 4x4.

Blur

Lets you blur shapes

Apply

Blurs edges of selected shape(s). The higher the value,
the softer the blur. Values: 0 to 1000.

X

Applies blur in the horizontal (X) direction

Y

Applies blur in the vertical (Y) direction

Lock

Links the blur of the X and Y directions, so they are
identical

Fill Inside

Fills interior of selected shape(s)

Fill Outside

Fills exterior of selected shape(s)

Source Property Page
The Source property page contains settings to adjust the source image’s
opacity level and the direction in which the DVE transition will be applied. It
is only displayed when you apply a DVE or Picture-in-Picture effect as a
transition or in an Effects Tree.

2442

Option

Description

Opacity

Controls transparency of effect. Values: 0 completely
transparent) to 100 (completely opaque).

DVE Source

Lets you specify if DVE is applied to incoming or
outgoing clip

Spill Matte 2 Property Page

Option

Description

To

Applies DVE effect to incoming clip

From

Applies DVE effect to outgoing clip

Spill Matte 2 Property Page
The Spill Matte 2 property page lets you apply post-process mapping to the
matte generated for the spill matte.
It also contains controls that are useful if the keyer generated a matte that has
slight shades of opaque or transparent alphas in areas that you think should be
fully opaque or transparent.

Option

Description

Map

Lets you apply post-process mapping to the spill matte
generated in the Spill Matte 1 property page. You can
adjust areas of the spill matte according to their degree of
transparency making semitransparent areas fully
opaque/transparent. For example, if the min range is
moved from 0 to 20, then any values that fall within this
range will be remapped to 0. Any values that fall between
20 and 100 are remapped to fall between 0 and 100.

Apply

Turns Map effect on or off. When you select this option,
the effect is applied to the spill matte. When deselected,
you can bypass the effect to display the spill matte
without this effect. This lets you compare the matte with
and without the effect.

Min/Max

Lets you vary transparency range of alpha channel.
Values: 0 to 100.
Adjusting the Min value above 0 forces all
semitransparent areas between the new value and 0 to
become transparent. Adjusting the Max values below 100
forces all semitransparent areas between the new value
and 100 to become opaque

Size

Lets you increase or decrease the size of the matte and
choose the shrink/grow method.

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Option

Description

Apply

Turns Size option on or off. This lets you compare the
composite’s appearance with and without the Size effect.

Fast

Applies a Faster shrink/grow method. However, the
quality may be affected. For example, when you
shrink/grow the matte using the Fast option, the edges
take on a more square appearance.

Shrink/Grow

Increases or decreases size of matte

Blur

Lets you control softness of the matte

Apply

Turns Blur option on or off, letting you compare the
composite’s appearance with and without the blur effect

Amount

Defines size of area around each pixel that contributes to
the new, averaged value. The greater the amount, the
softer the blur. Values: 0 to 1000.

Apply

Turns Spill Matte 2 on or off, letting you compare the
composite’s appearance with or without the spill matte.

Output Spill Matte

Switches the keyer output to display either the RGB
channels or spill matte. When this option is selected, the
spill matte is output as an RGB image, letting you view
areas of the matte containing spill. Black areas represent
total spill, gray areas represent partial spill, and white
areas represent no spill.

Reset

Resets all parameters on this property page to the default
values

Spill Replace Property Page
The Spill Replace property page lets you adjust the amount and hue of spill
color in an image’s RGB channels.
When an image contains transparency, such as glass or smoke, the selected
key color is inherently displayed in the transparent image. In other cases, the
key color (blue or green) may reflect on foreground elements, thereby
“spilling” into the foreground. Spill correction can correct such flaws either by
reducing the amount of spill or by replacing the spill color with a more
desirable color.
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R1–R4 and L1–L4 Property Page

Option

Description

Pick Hue

Lets you select color whose hue will replace the current
spill hue by picking a color in the viewer

Output Spill Matte

Switches the keyer output to display either RGB channels
or the spill matte. When selected, the spill matte is output
as an RGB image, letting you view areas of the matte
containing spill. Black areas represent total spill, gray
areas represent partial spill, and white areas represent no
spill.

Apply

Turns Spill Replace effect on or off. This lets you
compare the composite’s appearance with or without the
corrected spill color.

Reset

Resets all parameters on this property page to the default
values

Hue

Lets you modify hue of replacement spill hue

Saturation

Lets you modify replacement spill color’s saturation

Luma Gain

Lets you multiply original luminance by value you select.
A value of 100 represents the original luminance.

Luma Brightness

Lets you add to original luminance by value you select. A
value of 0 represents the original luminance.

R1–R4 and L1–L4 Property Page
The R1 to R4 (Reference) and L1 to L4 (Layer) property pages let you specify
the parameters of the trackers that you are using to track the reference and/or
layer images. One to four tabs, displayed at the top of the Motion Tracker
property editor, give you access to the tracker properties. The tabs displayed
depend on the tracking mode and image that you specify. For example, if you
select 2-point tracking of the reference image, tabs R1 and R2 are
displayed.

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Option

Description

Target

The tracker uses the target area to search for a similar
region in subsequent frames. It always looks for the
highest level of similarity based on the color space values
you choose between the target area and the search region.

Center X

Positions tracker on X axis. The default value of 0 puts
the tracker at the left edge of the image area.

Center Y

Positions tracker on Y axis. The default value of 0 puts
the tracker at the bottom edge of the image area.

Offset X

Lets you position tracker on X axis. Press Shift+rightclick and drag to position tracker on X axis over a new
reference target.

n

Notice that the original tracker maintains its
position.

Offset Y

Lets you position tracker on Y axis. Press Shift+rightclick and drag to position tracker on Y axis over a new
reference target.

Translation Only

Increases tracking speed using a different algorithm

Color Space

Lets you choose color space in which tracking will be
performed: Luma, RGB, R, G, or B

Set Target

Sets current frame as new timecode target. If this option
is not selected, the timecode target is set to the frame
where tracking began. When you select this option, the
Update Always option becomes deselected and vice
versa.

Update Always

Makes the trackers compare the pixel pattern of the
current frame to that of the previous frame, rather than
the first frame at the tracking start point (or the set
target).
Use this option when the target area changes in
appearance as the clip is played. Note that this can cause
cumulative tracking errors. When you select this option,
the Set Target option becomes deselected and vice versa.

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R1–R4 and L1–L4 Property Page

Option

Description

Confidence

The tracker always looks for the highest level of
similarity between the target area and the search region.
The default value of 85 may cause the tracker to stop
unless it finds at least an 85% similarity between its
target area and the search region.

n

A low confidence value may cause the tracker to
“lose” its way by tracking a region whose pixel
pattern resembles that of the actual object.

Current

Shows default or confidence level currently being used
by tracker

Threshold

Defines acceptable level of match between target and
comparable area found in next frame. The option that you
select for If Below Threshold determines how the tracker
will proceed when the confidence value falls below the
threshold value.

If Below Threshold

If the confidence level falls below the set threshold value,
such as when the target becomes obscured, the following
options determine how the tracker will analyze the
motion path.

Update Target

The target is set to current area found, and continues to
update each time the target falls below the threshold. This
option is useful if you have a rotating object and are
tracking corner points. Since the corner points change,
updating the target will follow these changes—see
Starting the Tracking Process

Continue

Continues tracking even if the target falls below the
threshold. It’s based on the original target area and
generates a motion path regardless of the confidence
level. After the tracking is complete, you can use the
Remove Keys Below Threshold option to remove the
failed keyframes. This will draw a straight line between
the good keyframes and delete the bad keyframes.

n

If the object being tracked comes back to full view,
the tracker may find it again if it is within the
search region of the tracker.

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Chapter 9 Common Property Pages Reference

Option

Stop

Description

Stops tracking if target falls below threshold. This is the
default option.
Once the tracker stops, you can reposition the tracker and
then restart tracking forward or backwards until the
tracker is no longer below the threshold.

Predict

The motion vector created by the first two frames (based
on velocity, direction, and speed) is used to predict the
search area for subsequent frames. The tracker predicts
the motion path of the target until it comes back into
view.
This option also lets you reduce the size of the search
region, reducing processing time. It works best when
tracking objects that are travelling in a linear path.

Remove Keys Below This is especially useful when working with the Predict
Threshold
option. Select this option after the tracking is complete to
remove keys that were added by prediction. The tracker
interpolates between where the target disappeared from
view to where it appeared again to create a smoother,
more accurate motion path.

Tracker Property Page
The Tracker property page lets you track a moving object in a sequence and
apply the transformation to a shape or control point of a shape.
When using the tracker, you must define the region that will undergo tracking
using a drawing tool. The tracker will track for the duration of the effect.

2448

Option

Description

Tracking Mode

Lets you choose mode in which a shape will be tracked.
These options are unavailable if you choose control
points instead of a shape.

1-point

Lets you track one point in a shape; useful for performing
translation only.

Tracker Property Page

Option

2-point

Description

Lets you track two points in a shape; useful for
performing translation, rotation, and/or scaling.

Show

Displays the trackers on a selected shape or control point.
You must display the trackers before you can start
tracking.

Hide

Hides all trackers

Hide Selected

Hides selected trackers

Delete Selected

Deletes selected trackers

Delete All

Deletes all trackers

<>

Begins tracking (backward or forward) or resumes
tracking after a tracker error has occurred

Translation Only

On by default.
Increases tracking speed using a faster algorithm. It
tracks targets, which translate and may also vary in
contrast and brightness. When disabled, you can track
targets that are translating, rotating, and scaling.

Track in Fields

Sets the tracker to track in fields

Magnification

Sets magnification value for viewing tracker region

Color Space

Lets you choose color space in which tracking is
performed: Luma, RGB, R, G, or B

Tracker ID

Displays name of selected tracker

Confidence

The tracker always looks for the highest level of
similarity between the target area and the search area.
The default value of 70 causes the tracker to stop tracking
unless it finds at least a 70% similarity between its target
area and the search region. If the tracker cannot find a
match based on your confidence criteria, the tracking will
stop.

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Chapter 9 Common Property Pages Reference

Option

Minimum

Description

Specifies minimum percentage of similarity the tracker
will look for between pixel pattern in its target area and
search area before it creates a motion path between
frames.
Turn off this option by specifying a value of 0.

n
Current
Target

A low or nonexistent confidence value may cause
the tracker to “lose” its way by tracking a region
whose pixel pattern resembles that of the actual
object.

Shows confidence level currently being used by the
tracker
Lets you change original target position

Set

If tracker is moved to a new position while tracking, a
timecode is set to indicate the last position of the tracker.
By default, the timecode is set to the start frame on which
the tracking began.

Always Update

Makes trackers compare pixel pattern of current frame to
that of the previous frame, instead of the first frame at the
tracking start point (or the set target).
Use this option when the target area changes in
appearance as the clip is played. This option can cause a
cumulative tracking error.

Disable

Lets you turn off tracker results for scaling, translation,
and rotation. For example, if you’re tracking an object
that scales, moves, and rotates, you may not want the
tracker to rotate the object while tracking is performed.

n

2450

These options only apply to 2-point tracking.

Translation

Turns translation in X or Y on or off

Scaling

Turns scaling in X or Y on or off

Rotation

Turns rotation in X or Y on or off

Avid Glossary

This glossary contains terms used in Avid documentation. Some terms may
not apply to your particular system.
Numerics A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Glossary:Numerics
10Base-T and
100Base-T

Low-cost point-to-point 10Mb/sec and 100Mb/sec Ethernet using four
unshielded twisted pairs (UTP) of wire (only two pairs are actually used) with
RJ-45 connectors.

1394

See IEEE Standard 1394.

24p

24-fps progressive media. Twenty-four full frames per second digital video
progressively captured. In most cases, it refers to the HD picture format of
1920x1080, though it is also used with 1280x720 images.

25p

25-fps progressive media.

2:3 pulldown, 3:2
pulldown

See pulldown.

2D layer

A layer in which objects are stacked on top each other. Objects cannot
intersect in this type of layer.

2D textures

Images that are mapped to the object surface. An algorithm is used for
“wrapping” the texture around the object’s surface so that the pattern curves
and distorts realistically. The advantage of using textures is that the
complexity of appearance does not have to be modeled in the object geometry.
A common use of textures is to apply a label as a texture image on a threedimensional bottle. 2D textures can also be used as transparency, reflection,
and displacement maps.

Avid Glossary

3/4-inch U-matic

One of the first composite videocassette formats, in which the composite
signal is recorded onto 3/4-inch tape. Used for many years, particularly in field
recording, the U-matic format is slowly being replaced by more advanced and
lightweight systems.

3D layer

A layer in which objects are positioned based on their locations in threedimensional space. Objects can intersect in this type of layer.

3D manipulators

A set of 3D controls that allow you to manipulate primitives, properties, and
operators in a viewport. Manipulators provide “handles” that can be directly
moved in 3D space to modify specific parameter values associated with the
objects or operators being manipulated. They provide a direct and visual way
of editing properties and doing relatively complex manipulations that cannot
be done as easily by changing values in property editors. For example, you can
use 3D manipulators to transform geometric objects, cameras, lights, and
change the parameters of light cones and texture projections.

3D objects

Anything with a position and a representation in 3D space. Some objects have
a special role, such as cameras and lights, while others serve as controls for
other objects, such as waves and manipulators.

3D textures

Also called solid textures. A 3D texture is created by a computer procedure
with a set of parameters instead of a picture file. A 3D texture, when applied to
the surface of a three-dimensional object, gives the appearance of an object
that has been carved from a block of a substance, such as wood or marble. In
other words, the pattern follows logically inside the volume just as wood grain
carries through inside a wooden object. 3D textures avoid many of the
difficulties attributed to mapping a bitmap around the surface of an irregular
object. These textures have no edges and provide a continuous-looking
appearance.

4:2:2 digital video

A digital video system defined by the ITU-R 601 (CCIR-601) technical
documentation. 4:2:2 refers to the comparative ratio of sampling of the three
components of the video signal: luminance and two color channels.

Glossary: A
AAF

2452

Advanced Authoring Format. A cross-platform multimedia file format that
allows interchange of media and composition information between AAFcompliant applications.

Avid Glossary

A-roll

A method of conforming that requires the compositing of all multilayer effects
into a single layer (including standard dissolves and fades) before assembly.
Also called single-strand editing.

A/B-roll

1. A method of conforming that limits the amount of optical work by
managing most standard dissolves and fades using two strands of film. Also
called double-strand editing.
2. Alternating scenes, recorded on separate source tapes or film rolls, to
perform dissolves, wipes, or other types of transitions.

A/D converter

Analog-to-digital converter. A device that transforms a continuously variable
(analog) signal to discrete binary bits that represent digital samples of the
original signal.

absolute time

The time assigned to a clip when it was encoded.

account

A level of authorization assigned to individuals. This determines the types of
information users can access and the actions they can perform. Account types
include user, user manager, superuser, and system administrator.

activeness

The sections of a clip that will be used in the final output.

academy

Pertaining to specifications that meet the Academy of Motion Picture Arts and
Sciences standards, such as academy leader, academy format (for film stock),
academy countdown, and so forth.

add edit

An edit added between consecutive frames in a sequence segment within the
timeline. An add edit separates segment sections, so you can modify or add
effects to a subsection of the segment.

ADAT

Alesis Digital Audio Tape. A proprietary audio standard for a multichannel
optical digital interface, which is used in the family of Alesis ADAT digital
multitrack recorders. The standard ADAT data stream contains eight channels
of digital audio data.

AES

Audio Engineering Society. The primary international organization of users
and producers of professional audio. The AES maintains a standards
committee that supervises the work of several subcommittees and working
groups covering various fields of sound reinforcements.

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Avid Glossary

AES/EBU

Audio Engineering Society/European Broadcasting Union. A
standards-setting organization that defined a digital signal format for
professional audio input to the Avid video-based editing systems using the
SA 4 board. This signal format is typically used when you input sound directly
to Avid video-based editing systems with a digital audiotape (DAT) machine,
thereby bypassing the videotape recording or capturing process.

AFE

Advanced File Exchange. A file format based on Advanced Authoring Format
(AAF) technology. AFE files let you share project information among Avid
applications by transferring one or more bins, their contents, and information
about the contents, including master clips, subclips, titles, and sequences.

AIFF-C

Audio Interchange File Format-Condensed. A sampled-sound file format that
allows for the storage of audio data. This format is primarily used as data
interchange format but can be used as a storage format as well.
OMF Interchange includes AIFF-C as a common interchange format for
uncompressed audio data.

ALE

Avid Log Exchange. A file format specifically designed to hold information
about log files generated by the application. An ALE file contains information
about the source material. You cannot use it to import sequences, effects, or
other higher level information.

alias

A code of up to 12 alphanumeric characters. It substitutes individual user
names and automates the distribution of a mail story to a group of people.

alignment

The position of text within a column of a text object. Alignment can be leftaligned, centered (horizontally), right-aligned, justified (flush on both the left
and right sides, with equal space between words on the same line), or equally
spaced (same as justified, but with equal space between characters on the same
line).

alpha channel

One of the four channels (or components) of information that is contained in
each pixel of an image. This channel defines the transparency of each pixel,
allowing portions of the foreground image to reveal or block the background
image when two images are composited. You do not define the alpha channel
on a pixel-by-pixel basis but, rather, per object. Different parts of the object
would have different levels of transparency, depending on how much you
wanted the background to show through. The grayscale image represented by
the alpha channel is often referred to as the matte. See also mask, matte,
opacity, and transparency.

ambience

See scene ambience.

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Avid Glossary

ambient

A common material parameter that adds consistency to the color of an object’s
surface to simulate an ambient light that reaches all points in a scene. An
ambient value is determined for individual surfaces. Scene ambience is
multiplied with an object’s ambient color. If the scene ambience is set to black,
nothing alters the ambient color of an object except, of course, a light. The
careful balance of ambient and direct light sources is the key to convincing
lighting. See also diffuse and specular color.

A-mode

A linear method of assembling edited footage. In A-mode, the editing system
performs edits in the order in which they will appear on the master, stopping
whenever the edit decision list (EDL) calls for a tape that is not presently in
the deck. See also B-mode, C-mode, D-mode, E-mode, and source mode.

analog recording

The common form of magnetic recording where the recorded waveform signal
maintains the shape of the original waveform signal. All videotape source
footage is analog. When recorded or captured (via telecine transfer), footage is
converted from the analog format to a digital format.

ANAPA

American Newspapers Publishers Association.

anchor

1. The person presenting a newscast on-air to a television audience. Also
called a presenter.
2. The indicator that links a script to production information. Also called
grommet or marker.

anchor point

The location about which a rotation or scaling operation of an object occurs.

animation

The movement of elements through time and space. Also, the process of
creating and recording images that change over time. Everything in a scene is
represented by numeric values and, as such, animation is also the process of
changing these values—position, color, or any other property—over time.
See also keyframe.

annotation

A description of your material, including the author name, category, and other
information you may want to save. Annotations let you quickly locate files and
information about them.

answer print

A print made of the final cut for review before the final release print is created.
See also work print.

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Avid Glossary

antialiasing

A method of smoothing the jagged edges along the lines and curves of text or
graphics. This is done by a mathematical process that supersamples pixels.
Aliasing is caused by limited display resolution. Aliasing effects include
staircasing along diagonal lines, moiré effects in checkerboards, and temporal
aliasing (strobing) in animated scenes.

archive

To back up project files or move closed projects to an external medium.

artifacts

The undesired, visible effects in an image due to technical limitations. Some
artifacts are caused by inherent limits in the video electronics process and
some are the result of compression techniques.

ASCII

American Standard Code for Information Interchange. The standard that
governs the recording of characters by a sequence of binary digits. Most
computers use ASCII code to represent text, which makes it possible to
transfer data from one computer to another.

aspect ratio

The ratio of screen width to screen height. In video and television, the standard
aspect ratio is 4:3, which can be reduced to 1.33:1 or simply 1.33. HDTV
video format has an aspect ratio of 16:9. In film, some aspect ratios include:
1.33:1, 1.85:1, and 2.35:1.
Digital video has rectangular pixels, and computers and HDTV have square
pixels.

assemble edit

An edit where all existing signals on a tape (if any) are replaced with new
signals. Assemble editing sequentially adds new information to a tape and a
control track might be created during the edit. The edit is made linearly and is
added to the end of previously recorded material. See also overwrite.

ATR

Audiotape recorder. A device for recording and reproducing sound on
magnetic recording tape.

attenuation

See falloff.

Attic folder

See Avid Attic folder.

attribute clip

A mechanism that applications can use to store supplemental information in a
special track that is synchronized to the other tracks in a track group.

audio clip

A sound file that can be added to a scene.

audio scrub

See scrubbing.

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Avid Glossary

audio sweetening

The mixing of sound effects, music, and announcer audio tracks with the audio
track of the edited master tape, usually during the mixing stages of a
production. Also called audio postproduction for video.

audio timecode

Longitudinal timecode (LTC) recorded on an audio track.

AudioVision

A digital, nonlinear audio editing system (AudioVision) that locks digital
video in sync with audio for audio editing and sweetening.

auto backup

A feature that saves a backup copy of an open story to your local disk at
specified time intervals.

Autokey

A mode in which keyframes are set whenever you change the selected object's
properties.

auto-refresh

A feature that automatically redisplays the queue screen whenever changes are
made to the queue.

autosave

A feature that automatically saves your work to a specific location at
predetermined intervals.

autoscript

A mode in which the production cue area of a story is automatically displayed
if production cues are in the story. If there are no production cues added to a
story, the story is displayed unscripted.

AUX

Auxiliary track. In a video editing system, a channel reserved for connecting
an external audio device, a video device, or both.

AVI

Audio Video Interleaved. A file format used for synchronizing video and
audio without the use of hardware.

Avid AirSPACE

A multichannel broadcast video server (Avid AirSPACE) that features digital
video (DV) compression at 25 and 50 Mb/s or IMX compression at 50 Mb/s,
and offers compatibility with all DV-based acquisition devices.

Avid iNEWS

An integrated, digital news creation and production system (Avid iNEWS) for
broadcasting that provides up-to-date news data throughout a newsroom and
seamlessly links news-gathering, production processes and device control
tasks.

Avid Attic folder

The folder containing backups of your files or bins. Every time you save or the
system automatically saves your work, copies of your files or bins are placed
in the Avid Attic folder until the folder reaches the specified maximum.

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Avid Glossary

Avid MediaBrowse

A nonlinear video editing and browsing system (Avid MediaBrowse) for
journalists, allowing them to create simple cuts-only packages or shot lists in
low-resolution video, which can be conformed later to high-resolution for
broadcast.

Avid Projects
folder

The folder containing your projects.

Avid Unity
MediaManager

A media database that lets you search a large number of media objects (master
clips, sequences, effects and objects that reference digital media) in the Avid
Unity MediaNetwork shared environment.

Avid Unity
TransferManager

A web-browser-based transfer utility that lets you move projects,
compositions, or bins between Avid applications. You can use
TransferManager by itself, peer-to-peer (Windows systems only) transfer or in
an Avid Unity workgroup environment (Windows and Macintosh clients).

AVR

Avid Video Resolution. The compression level at which visual media is stored
by the Avid system. The system creates media in a particular AVR by using
proprietary conversion algorithms to convert analog video to digital form.

axis, axes

The reference for describing the origin and position of an object in space,
displayed by intersecting straight lines. By using two axes, a plane is
determined; for example, the XY plane is defined by placing the X and Y axes
so that they intersect at the global center (point of origin). Three dimensions
are determined by using three axes: X, Y, and Z.

Glossary: B
background

The material used for the background or fill area of objects or the back of a
DVE object. Using a background material is a simple way of having a material
appear behind text without using another object. See also edge surface,
extrude surface, main surface, and surface.

background image

In compositing, the background image is the one on top of which all other
images are placed. In 3D environments, this is an image, color, or environment
rendered behind all objects in a scene.

background track

A type of track whose contents appear below the contents of the tracks above
it. Background tracks can be used to create simple composites.

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Avid Glossary

backtiming

1. A method of calculating the IN point by subtracting the duration from a
known OUT point so that, for example, music and video or film end on the
same note.
2. The exact time when a story in a newscast must start in order for the show to
remain on schedule. Television newscasts typically use backtime to ensure that
the newscast ends precisely as scheduled. See also slip trimming.

backup

A duplicate copy of a file or disk in another location if the original file or disk
becomes corrupted. See also Avid Attic folder.

bandwidth

The difference between the upper and lower frequency limits of an audio
sample component.

bar code

A pattern of vertical stripes of varying width and spacing that encodes
information. Bar codes can be used to encode timecode on film.

batch capture

An automated process in which groups of clips, sequences, or both are
captured (recorded digitally) in one pass. Also called batch record.

baud

The number of electrical oscillations that occur each second. Baud was the
prevalent measure for bandwidth or data transmission capacity, but bps (bits
per second) is used most often now and is more accurate.

best light

A telecine transfer performed with optimum settings of the color grade
controls, but without precise scene-by-scene color correction.

Betacam,
Betacam SP

Two component videotape and video recording standards by Sony Electronics,
Inc. Sony Betacam was the first high-end cassette-based system, recording
video onto 1/2-inch magnetic tape. The SP version arrived 3 years after the
first Betacam, improving on signal-to-noise ratios, frequency responses, the
number of audio channels, and the amount of tape available on cassettes. SP is
now the only type sold.

Bézier

A type of curve that always passes through control points. A Bézier point on a
curve lets you control the smoothness or sharpness of the curve at the point.
See also Linear and spline.

bin

A database in which master clips, subclips, effects, and sequences are
organized for a project. Bins provide database functions to simplify the
organization and manipulation of material for recording, capturing, and
editing.

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Avid Glossary

bit depth

1. The number of bits used to represent the color of a pixel. Black and white
images use a bit depth of 1, 16-color images use a bit depth of 4, 256-color
images use 8, and so on.
2. The number of bits used to represent an audio sample. The more bits there
are, the more accurately you can represent the amplitude at that point in time.

bit rate

The transfer speed of data within a computer or between a computer and
a peripheral.

black and code

Video black, timecode, and control track that are prerecorded onto videotape
stock. Tapes with black and code are referred to as striped or blacked tapes.

black burst

A video signal that has no luminance or chrominance components (except
burst), but contains all the other elements of a video signal. Black burst is the
reference signal commonly used for timing audio and video samples.

black burst
generator

An electronic device that emits a signal that registers as pure black when
recorded on videotape.

blacked tapes

See black and code.

black edits

1. A video source with no image.
2. A special source you can fade into, out of, or use for other effects.

black level

See setup.

black point

The luminance value in a video image that is set to be equal to reference black
when making a color adjustment. See also white point.

blue screen

A special effects procedure in which a subject is photographed in front of a
uniformly lit blue or green background. A new background image can be
substituted for the blue or green during the shoot or in postproduction through
the use of chroma key. See also key.

B-mode

A “checkerboard” or nonsequential method of assembly. In B-mode, the edit
decision list (EDL) is arranged by source tape number. The edit system
performs all edits from the tapes currently assigned to decks, leaving gaps that
will be filled by material from subsequent reels. See also A-mode, C-mode, Dmode, E-mode, and source mode.

2460

Avid Glossary

Boolean

A system of logic that allows you to combine objects using logical operators,
such as And, Or, Xor, Min, and Max.

border

1. The outer edge of an object. See also construction lines.
2. A type of DVE object that has a colored frame with an optional soft outer
edge.

bounding box

The extent or rectangular enclosure of an object.

bounding box
handle

One of eight small boxes on the corners and sides of an object’s bounding box
that you use to scale the object.

bps

Bits per second. The standard measure of data transmission speeds.

B-roll

An exact copy of the A-roll original material, or new original material on a
separate reel, for use in A/B-roll editing.

branch

A subordinate segment of a directory.

brightness

See luminance.

browse clip

A low-resolution, recorded or digitalized, video segment.

browse server

For Media Browse, a low-resolution video server.

browser

A tool used to search (browse) through scene databases, project directories,
image libraries, and other repositories whose files are required to build a
project. Using the browser, you can load scene and project files, as well as
perform file management tasks such as moving, copying, renaming, and
deleting files.

bulletin

An incoming wire story coded as high-priority by a wire service.

bumping up

The transfer of a program recorded on a lower quality videotape to a higher
quality videotape (such as from 3/4-inch to 1-inch videotape, or from S-VHS
to MII).

burn-in

A visible timecode permanently superimposed (burned in) on footage, usually
in the form of white numbers in a black rectangle. Burned-in timecode is
normally used for tracking timecode during previews or offline editing. A
videotape with burn-in is also called a burn-in dub or a window dub.

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Avid Glossary

BVB

Black-Video-Black. A preview mode that displays black, newly inserted
video, and then black again.

B–Y

One of the color difference signals in the component color system of the
NTSC video standard. The signal formula is:
B–Y = 0.299R (red) – 0.587G (green) + 0.886B (blue)
See also R–Y, Y.

bypass

1. To mute an audio effect in order to listen to the original audio signal.
Bypassing an effect lets you compare your audio signal with and without the
effect. See also mute.
2. To mute a video effect in order to view the results without the effect(s) that
you bypassed.

Glossary: C
cache

A media file that stores information and is generated when you process an
effect, transition, composite, or container clip created in your sequence.
During playback, this cache file is used instead of the source media. Accessing
cashed files is quick and reduces network traffic. Computers cache at several
levels of operation, such as cache memory and a disk cache.
Caching may also be implemented for Internet content by distributing it to
multiple servers that are periodically refreshed. (Use of the term in the latter
context is similar to the concept of a distributed information base.) See also
interactive cache.

calibrate

To fine-tune video levels for maximum clarity during capture and output (from
videotape).

camera

The camera is analogous to a physical camera in the real world. It is an object
that has a position from which a scene can be viewed and rendered. Like most
objects, the camera has properties such as its rotation, depth of field, and field
of view.

camera views

Let you display your scene in a viewport from the point of view of a “real”
camera in your scene. All other views such as User, Top, Front, and Right are
points of view that are not associated to an actual camera.

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Avid Glossary

capture

1. To digitally transfer audio or video material from an external device, such as
a videotape recorder, to a shared storage location or the local disk storage on
your workstation.
2. To convert analog video and audio signals to digital signals.

Capture Mask
effect

An effect that converts the format of source data during playback. For
example, it could convert video frame data between PAL (25 fps) and NTSC
(29.97 fps) formats.

Capture Manager

A software tool used to coordinate the recording of low and high-resolution
video feeds to multiple devices.

capture resolution

The size and quality of the media file created when you capture source
material. See also resolution and working resolution.

Cartesian
coordinates

A mathematical representation of Euclidean space. Every point can be
described by three coordinates (X, Y, Z) representing the position along the
orthogonal X, Y, and Z axes. The point (0, 0, 0) is called the origin, which is
the global center of the 3D world.

CCIR

Comité Consultatif International des Radio Communications. A mainly
European organization similar to SMPTE (Society of Motion Picture and
Television Engineers) in the United States that includes user and vendor
representatives. Now called ITU (International Telecommunication Union).
See also ITU-R 601.

CCIR-601

See ITU-R 601.

center

The reference point for defining an object’s location, orientation, and size.
When you create an object, its local center is located inside the object, at its
geometric center. However, you can move this center to another location for
performing different transformation tasks.

channel

1. A physical audio input or output.
2. One of several color components that combine to define a color image. An
RGB image is made up of red, green, and blue color channels. In color
correction, you can redefine color channels by blending color components in
different proportions.
See also track.

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character

A letter, digit, or special symbol you type on a keyboard.

character
generator

An electronic device, or a computer device and software combination, that
creates letters and numbers that can be superimposed on video footage as
titles.

character spacing

See kerning.

character style

The visual enhancement, such as superscript or subscript, to the normal style
of a character.

chassis

The housing for removable disk modules. The chassis contains a power
supply, drives, and connectors for each module.

chroma

Video color. See chrominance.

chroma keying

The process of creating a matte based on a foreground image’s color. Using
this matte, you can composite the image over another image.

ChromaCurve

ChromaCurve graphs appear in the Color Correction tool and are used to
adjust the color values in a sequence. The graphs plot input values on the
horizontal axis and output values on the vertical axis. The background color in
the graph represents the color adjustment in the corrected sequence, and the
curve on the graph (created by the user) increases or decreases the amount of
that color in the corrected sequence.

chroma key

A method of combining images or parts of images from two different sources
by replacing a solid color in one source with a picture from the second source.

ChromaWheel

ChromaWheel controls appear in the Color Correction tool and are used to
adjust hue and saturation in a sequence. ChromaWheel controls provide an
adjustment method that is similar to the physical controllers on traditional
color correction equipment, with the addition of a color background that
graphically represents the hue and saturation values being adjusted.

chrominance

The saturation and hue characteristics of a composite video signal; the portion
of the video signal that contains color information. Adjust the chrominance
and other video levels before recording or capturing.

chunking

The transfer of media files in segments, so other workgroup users can access
and use the media before complete files have been sent.

circle take

A take from a film shoot that has been marked for use or printing by a circled
number on the camera report.

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client

A workstation on which the application is installed.

clip

1. A segment of source material recorded or captured into your system at
selected IN and OUT points and referenced in a project bin. The clip contains
pointers to the media files in which the actual digital video and audio data is
stored.
2. In a record in a log, which stands for one shot, the clip includes information
about the start and end timecode for the shot, the source tape name, and the
tracks selected for editing.
3. In OMFI, a general class of objects in the OMF Interchange class hierarchy
representing shared properties of source clips, filler clips, attribute clips, track
references, timecode clips, and edge code clips. A clip is a subclass of a
component.
See also master clip, media files, and subclip.

Clipboard

A portion of memory used to store temporary objects during copy and
paste operations.

clip effect

An effect that is attached to a clip and moves with it on the timeline. See also
track effect.

clock timecode

See drop-frame timecode.

cluster

A named group of polygons defined for the purpose of being manipulated or
having properties applied. The properties assigned to a cluster are shared by its
members. A cluster has no geometry of its own; rather, it refers to other
geometry. See also components.

C-mode

A nonsequential method of assembly in which the edit decision list (EDL) is
arranged by source tape number and ascending source timecode. See also Amode, B-mode, D-mode, E-mode, and source mode.

codec

Compressor/decompressor. Any technology for compressing and
decompressing data. Codecs can be implemented in both software and
hardware.

color balance

The adjustment of the relative levels of color signals to produce the best
quality image or effect.

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color bars

A standard color test signal, displayed as a video pattern of eight equal width
columns (that is, “bars”) of colors. SMPTE color bars are a common standard.
You adjust video levels against the color bars on your source videotape before
recording or capturing.

color correction

The process of adjusting the color characteristics of video material to achieve
an accurate representation of color and consistency of color from one clip in a
sequence to another. The term generally refers to adjustments made across all
the video in a program rather than to individual color changes made as part of
a single effect.

color frame

A sequence of video fields required to produce a complete pattern of both field
and frame synchronization and color subcarrier synchronization. The NTSC
system requires four fields; PAL requires eight.

color model

Any system used to specify colors. You can set color according to the
following color models: RGB (red, green, blue), HLS (hue, lightness,
saturation), or HSV (hue, saturation, value). See also RGB, HLS, and HSV.

color reference
burst

The color synchronizing signal included as part of the overall composite video
signal. When compared with the color subcarrier signal, the color reference
burst determines the hue of the video image.

color stop

A key color location on a gradient between which colors are blended.

color timing

The process of selecting color and density values for a film before film
printing.

color weight

A location on a gradient that marks the halfway point of a blend between the
colors at adjoining color stops.

color wheel

A circular graph that maps hue values around the circumference and saturation
values along the radius. Used in the Color Correction tool as a control for
making hue offset and secondary color correction adjustments.

column

A vertical container within a text object. The text is positioned within a
column based on the column’s text alignment. All text objects have at least one
column. See also alignment and gutter.

command line

A line typed in an MS-DOS Command Prompt window.

comparison buffer

A portion of the system memory in Avid DS Nitris that is used to store a
snapshot of a frame in the viewer.

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component video

The structuring of the video signal whereby color and luminance signals are
kept separate from one another using the color-subtraction method Y
(luminance), B–Y (blue minus luminance) and R–Y (red minus luminance),
with green derived from a combination. Two other component formats are
RGB and YUV.

components

The parts of a geometric object that can be manipulated or selected, such as
points or polygons. You can modify an object by selecting and moving,
adding, or deleting components. You can group polygons to create clusters on
one or more objects.

composite

Two or more layered images that create a single new image. Using mattes and
DVEs, you can define how the images are layered in the resulting composite
image.

composite print

A film print containing both picture and sound.

composite sound
track

A sound track containing all required sound elements—usually dialog, music,
and effects mixed in correct proportions.

composite video

A video signal in which the luminance and chrominance components have
been combined (encoded) as in standard PAL, NTSC, or SECAM formats.

compositing

The process of layering two or more images on top of one another. Examples
include titles, keys, and picture-in-pictures.

composition

The standard term used by OMF Interchange to refer to an edited sequence
made up of a number of clips. The OMF equivalent of a sequence in an Avid
system.

compound shape

A single shape consisting of separate curves.

compression

1. In audio, the process of reducing the dynamic range of the audio signal.
2. In video, a lack of detail in either the black or the white areas of the video
picture due to improper separation of the signal level.
3. A reduction of audio signal detail, video signal detail, or both to reduce
storage requirements during transformation from analog to Avid digital
format. In JPEG compression, for example, algorithms for variable frame
length analyze the information in each frame and perform reductions that
maximize the information retained. Compression does not remove any frames
from the original material.
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Avid Glossary

See also lossless compression and lossy compression.
confidence value

A measurement, expressed as a percentage, of the probability that the pattern
the system finds during a motion tracking operation is identical to the pattern
for which the system is searching. During a motion tracking operation, a
confidence value is calculated for each tracking data point it creates.

conform

To prepare a complete version of your project for viewing. The version
produced might be an intermediate working version or the final cut.

conformance

The creation of broadcast-quality (high-resolution) video from a sequence.

conforming a film
negative

The mathematical process that the editing system uses to ensure that the edits
made on a videotape version of a film project (30 fps) are frame accurate when
they are made to the final film version (24 fps).

connect

To call a service that is either local (such as an archive system) or remote.

consolidate

To make copies of media files or portions of media files, and then save them
on a drive. The Consolidate feature operates differently for master clips,
subclips, and sequences.

constraints

A way of animating one object by using the animation of another to which it is
constrained. There are predefined constraints to constrain objects by position,
direction, and path.

construction lines

The dashed lines that outline objects, such as the scene, text objects, and
decks.

container clip

A type of clip that combines multiple audio or video clips to create a
mixdown, composite, or special effect. When you close a container clip, it
appears as a single clip on the timeline. You can reopen a container clip at any
time to add, modify, or delete its components.

container mapping

A mapping that applies the texture image across the surface of an object. For
container objects, the surfaces of all subobjects are treated as a single
continuous surface. As the object moves, scales, or rotates, so does the texture
applied to the object. See also local map and region of interest.

container object

An object that contains other objects called subobjects. For example, a text
object is the container of its subobjects (characters). See also subobject.

contrast

The range of light-to-dark values present in a film or a video image.

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control point

A location on a Bézier curve that controls its direction. Each control point has
two direction handles that can extend from it. See also corner points, cusp
point, and smooth point.

control track

The portion of the video recording used to control longitudinal motion of the
tape during playback. Control track can be thought of as electronic sprocket
holes on the videotape.

controller

With remote processing, and media and project indexing services in
Avid DS Nitris, one workstation is designated as the controller where all these
services will run. If you have only one Avid DS Nitris workstation, then it is
the controller.

control objects

Objects that represent rigs, deformations, natural forces, and particles. The
control objects themselves do not render; instead, they exist to define the
properties of deformations and other effects.

control points

2D (UV) or 3D (XYZ) vertices that help define a curve or free-form surface.

corner pinning

A technique used to pin the four corners of one static image (usually) onto
another static image.

corner points

A type of Bézier control point whose tangent handles do not point in opposite
directions, producing an angle or corner at the control point. See also cusp
point and smooth point.

CPU

Central processing unit. The main computational section of a computer that
interprets and executes instructions.

crash edit

An edit that is electronically unstable, such as one made using the pause
control on a deck, or using a noncapstan served deck.

crash recording

See hard recording.

crawling text

Text that moves horizontally over time. Examples include stock and sports
score tickers that appear along the bottom of a television screen.

credit roll

Another name for a rolling credit, a list of job titles and names that scrolls
vertically at the end of television programs and feature films.

cropping

The redefining of image boundaries, usually by electronically removing the
top, bottom, left, or right sides of the image.

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crossfade

An audio transition between two clips over a specified number of frames. The
sound of the outgoing clip gradually becomes less audible as the sound of the
incoming clip increases to the desired volume. See also dissolve and fade.

crushing the
blacks

The reduction of detail in the black regions of a film or a video image by
compressing the lower end of the contrast range.

CU

Close-up. See also ECU.

cue

To shuttle a videotape to a predetermined location. See production cue.

cume (cumulative)
time

The amount of airtime required from the beginning of the show up to a certain
point in the show in order for it to remain on schedule. Used by producers
when building, ordering, or airing a newscast. Cume time is displayed with
each entry in a rundown queue.

cursor

Another name for the vertical bar that represents the insertion point in an
active text object.

curves

Curves are one-dimensional objects that have points but no thickness. They
are not renderable, but can be used to modify extruded and revolved objects,
create paths for objects to move along, and so on.

Curves graph

An X, Y graph that plots input color values on the horizontal axis and output
color values on the vertical axis. Used in the Color Correction tool as a control
for changing the relationship between input and output color values.

curve point

See keyframe marker.

cusp point

A type of Bézier control point whose tangent handles are of zero length,
producing an angle at the control point. A cusp point is a variation of a corner
point. See also corner points and smooth point.

cut

1. An instantaneous transition from one video source to another.
2. A section of source or record tape.

cut list

A series of output lists containing specifications used to conform the film
work print or negative. See also dupe list.

cycle

1. A series of frames which may be played over and over to create the illusion
of continuing, repeated action.

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2. To repeat a function curve for all or part of the duration of an animation. See
also function curve or fcurve.

Glossary: D
D1, D5

Two digital videotape recording formats that conform to the ITU-R 601
(CCIR-601) standard for uncompressed 4:2:2 digital component video. D5 is
very similar to D1 in that it is a component digital recorder. However, D1
records with 8-bit accuracy and D5 records with 10-bit accuracy. See also D2,
D3.

D2, D3

Two digital videotape recording formats for composite video. The main
difference between D2 and D3 is that D2 uses 3/4-inch digital videotape, and
D3 uses 1/2-inch digital videotape. See also D1, D5.

DAE,
Digidesign Audio
Engine

The application (DAE, or Digidesign Audio Engine) that manages the
AudioSuite plug-ins.

dailies

Film prints or video transfers of recently shot film material, prepared quickly
so that production personnel can view and evaluate the previous day’s
shooting before proceeding. Also called rushes, primarily in the United
Kingdom.

DAT

Digital audiotape. A digital audio recording format that uses 3.8mm-wide
magnetic tape.

data feed

Data received from a commercial news service, such as the Associated Press
(AP), Reuters, United Press International (UPI), and others. Typically these
wire services conform to one or more wire-service standards, such as ANPA
and are delivered as serial data. Sometimes called a wire feed.

dead queue

A queue containing stories that have been either deleted by users or purged
automatically by the system. These stories are recycled automatically as new
space is required.

decibel (dB)

A unit of measurement for audio volume level.

deck

1. a videotape recorder (VTR)
2. A container or sequence of pages. A deck defines the location and size of
the pages within it. See also page.

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deck controller

A tool that allows the user to control a deck using standard functions such as
shuttle, play, fast forward, rewind, stop, and eject.

decompose

To create new, shorter master clips based on only the material you have edited
and included in your sequence.

deformation

A way of changing the shape of objects by using another object (curve,
surface, lattice) as a deforming tool, using a deforming operator such as Twist,
Bend, or Push. The deformation depends on two factors: the shape of the
deforming tool and the transformation (scaling, rotation, or translation) of the
deformed object.

degauss

To demagnetize (erase) all recorded material on a magnetic videotape, an
audiotape, or the screen of a color monitor.

deinterlace

The process of separating the odd and even fields in a clip. When you
deinterlace a clip, each field becomes a frame and the clip’s duration
is doubled.

delay edit

See overlap edit.

depth shadow

A shadow that extends solidly from the edges of a title or shape to make it
appear three-dimensional. See also drop shadow.

destructive mode

See Raster mode.

Details

A mode in the Avid Explorer where all the details pertaining to a clip are
displayed, such as the date the clip was created.

device

Any peripheral computer equipment, connected locally or via a network
capable of receiving or sending data. Examples of devices are: printers,
monitor, character generators, and video servers.

diffuse

The essential color of an object. This is the color that the object reveals under
pure white light. It is perceived as the color of the object itself rather than a
reflection of the light. You can set the diffuse color separately from the
ambient and specular colors. Diffuse color is distinguished from the color of
specular reflection (highlights) off an object, which are generally the color of
the light source itself. See also ambient and specular color.

digital cut

The output of a sequence, which is usually recorded to tape.

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digital
intermediate

The state between the original source and the final distribution form, where it
can be digitally enhanced through the process of editing, adding visual effects,
color correcting the captured film (digital master).

digital master

The original source material scanned from film into digital format.

digital nonlinear
accelerator

Digital nonlinear accelerator (DNA) is a hardware subsystem designed to
operate in conjunction with Avid software to multiply host processing
performance.

digital recording

A method of recording in which the recorded signal is encoded on the tape in
pulses and then is decoded during playback.

digitally record

To convert analog video and audio signals to digital signals.

digitize

See capture.

dip

An adjustment to an audio track in which the volume gain level decreases or
“dips” to a lower level, rather than fading completely.

direct digital
interface

The interconnection of compatible pieces of digital audio or video equipment
without conversion of the signal to an analog form.

direction handle

A line extending from a control point that controls the direction of a Bézier
curve. Each control point has two direction handles. These two handles
together affect how the curve passes through the control point, with one handle
controlling how the curve appears before the control point, and the other
handle controlling how the curve appears after the control point.

directional light

A light source that is very far away, so that the light rays are essentially
parallel to each other, such as the sun. See also infinite light.

directory

Like a file drawer in a file cabinet, a directory is a storage space. Directories,
also known as folders, can contain other directories (known as subdirectories)
or queues. Directories do not contain stories.

disk

The medium used to store data in computer-readable form.

disk array

Multiple SCSI drives combined to deliver fast data transfer rates, great storage
capacity, and reliable data.

displacement map

A representation of a nonsmooth surface described by the alpha channel of an
image. Lighter shades produce bumps or convex regions, whereas darker
shades produce valleys or concave regions.
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display types

Ways of displaying objects in a viewport. Display types are available only for
geometry views. The available display types are Bounding Box, Wireframe,
Depth Cue, Hidden Line Removal, Constant, Shaded, Textured, Textured
Decal, and OpenGL. Display types do not affect what is shown in the render
region.

dissolve

A video or an audio transition in which an image from one source gradually
becomes less distinct as an image from a second source replaces it. An audio
dissolve is also called a segue. See also crossfade and fade.

Distributed Media
Services (DMS)

Services that may be distributed to lower cost, dedicated workstations in a
networked environment, freeing computer resources to perform other tasks.

dithering

The process of blending pixels of different colors to give the illusion of an
intermediate color that is not usually displayable due to color depth
limitations.

D-mode

An A-mode edit decision list (EDL) in which all effects (dissolves, wipes,
graphic overlays) are performed at the end. See also A-mode, B-mode, Cmode, E-mode, and source mode.

DMS

See Distributed Media Services (DMS).

DNA

See digital nonlinear accelerator.

dolly

To move the camera forward (dolly in) or backward (dolly out). A dolly
physically moves the camera closer to the point of interest without changing
the length of the lens; perspective distortions peculiar to the lens length may
result at the edges of the scene.

dongle

(Also known as the application key) A hardware device used as a key to
control the use of licensed software. The software can be installed on any
system, but will run only on the system that has a dongle installed.

double-perf film

Film stock with perforations along both edges of the film.

double-strand
editing

See A/B-roll.

double system

Any film system in which picture and sound are recorded on separate media.
A double system requires the resyncing of picture and sound during
postproduction.

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DPX

Digital Picture eXchange. A SMPTE 268M standard derived from Kodak’s
Cineon raster file format.

drop-frame
timecode

A type of SMPTE timecode designed to match clock time exactly. Two frames
of code are dropped every minute on the minute except the tenth minute, to
correct for the fact that color frames occur at a rate of 29.97 fps, rather than an
exact 30 fps. Drop-frame timecode is recorded with semicolons between the
digits; for example, 1;00;10;02. See also non-drop-frame timecode.

drop shadow

A shadow that appears in the same form, at the same size, and on a surface
parallel to the object creating it, but usually offset from the object. See also
depth shadow, projected shadow, and local shadow.

DSU

DS Unit. DSUs are the standard units used in Avid DS Nitris. They are
independent of the working resolution and express absolute position or
distance in a common way in all the effects.

DTV

Digital television. The technology that enables the terrestrial transmission of
television programs as data. See also HDTV.

dubbing

1. In videotape production, the process of copying video or audio from one
tape to another.
2. In film production, the process of replacing dialog on a sound track. See
also foley.

dubmaster

A second-generation copy of a program master used for making additional
preview or distribution copies, thereby protecting the master from overuse.

dupe

Duplicate. A section of film or video source footage that has been repeated
(duplicated) one or more times in an edited program.

dupe list

A sublist of duplicated clips of film requiring additional prints or copies of
negative for film finishing. See also cut list.

dupe reel

A reel designated for the recording and playback of dupes (duplicate shots)
during videotape editing.

duration

1. The length of time (in hours, minutes, and seconds or in feet and frames)
that a particular effect, title, or section of audio or video material lasts.
2. The length of a show or story calculated by using the elapsed time in a
broadcast when a story begins.

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DV

Digital video that is transferred through equipment conforming to IEEE
Standard 1394. This equipment is sometimes called FireWire or i.LINK.

DVE

Digital video effect. A type of effect used to transform the size, position, and
shape of images in three-dimensional space.

dynamic range

An audio term that refers to the range between the softest and loudest levels a
source can produce without distortion.

Glossary: E
easing (ease-in,
ease-out)

The reduction in the acceleration or deceleration of motion to present a
smoother, more continuous movement. The shape of a function curve can
reflect this when using a spline interpolation.

EBU

European Broadcasting Union. A standards-setting organization in which only
users (not vendors) have a voice. See also AES/EBU.

ECU

Extreme close-up.

edgecode

See edge numbers and key numbers.

edge filter

A filter that applies anti-aliasing to graphics created in the Title tool. See also
antialiasing.

edge numbers

Sequential numbers mechanically printed or optically exposed along the edge
of a strip of film to assist in matching negatives to work prints.

edge surface

The surface that appears as a border or edge around an object. Edges can be
shaped by a variety of Edge effects, such as Bevel and Tube. See also
background, extrude surface, main surface, and surface.

edit

1. To assemble film or video, audio, effects, titles, and graphics to create a
sequence.
2. A numbered event in an EDL. An edit consists of source entry/exit
timecodes, a transition type (cut, wipe dissolve), the edit mode (video/audio),
annotations, and record entry/exit timecodes.
3. A transition point (cut, wipe, or dissolve) between two video or audio
sequences.

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edit controller

An electronic device, often computer-based, that lets you precisely control,
play, and record to various videotape machines.

edit lock

A feature that prevents two people from working in a story simultaneously.

edit rate

In compositions, a measure of the number of editable units per second in a
piece of media data (for example, 30 fps for NTSC, 25 fps for PAL, and 24 fps
for film).

edit point

1. A moment in time at which a cut occurs or where a transition starts or ends.
2. An indicator of the in and out-points of clips and transitions that appear in
the clip’s activeness bar.

EDL

Edit decision list. A list of edits made during offline editing and used to direct
the online editing of the master. See also cut list.

effects

The manipulation of an audio or a video signal. Types of film or video effects
include special effects (F/X) such as morphing; simple effects such as
dissolves, fades, superimpositions, and wipes; complex effects such as keys
and DVEs; motion effects such as freeze frame and slow motion; and title and
character generation. Effects usually have to be rendered because most
systems cannot accommodate multiple video streams in real time. See also
rendering, clip effect, and track effect.

Effects Tree

A tool that lets you composite multiple clips and apply any number of effects.
An Effects Tree is made of nodes which represent the inputs, effects, and the
output, as well as node connectors.

EIA

Electronic Industries Association. The largest trade organization that covers
the television and audio fields. EIA publishes a catalog of standards; the most
important standards to the television and audio industries are the ones
developed by its Parts Division and its Consumer Electronics Group.

electronic editing

The assembly of a finished video program in which scenes are joined without
physically splicing the tape. Electronic editing requires at least two decks: one
for playback and the other for recording.

elements

Anything that can be visualized in 3D space or displayed. Elements can be
renderable or non-renderable. They include models, lights, cameras, geometric
objects, curves, nulls, and so on.

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E-mode

A C-mode edit decision list (EDL) in which all effects (dissolves, wipes, and
graphic overlays) are performed at the end. See also A-mode, B-mode, Cmode, D-mode, and source mode.

emissive color

The color of a surface when light is not shining on the surface. See also
shininess and specular color.

encode

1. To add data such as timecode, cues, or closed-captioned information to a
video recording.
2. The conversion of RGB S-Video to composite video.
3. The process of converting analog video to a digital form.

ending point

The moment in time that an object no longer exists. See also starting point.

energy plot

The display of audio waveforms as a graph of the relative loudness of an audio
signal.

environment map

A texture that is reflected from an existing surface material. The surface has its
own material (solid color, gradient, or another texture) that reflects the texture.
See also local map and region of interest.

equalization

The balancing of various frequencies to create a pleasing sound by attenuating
or boosting specific frequencies within the sound.

Ethernet

A standard for connecting computers to a local area network (LAN).

event

A number assigned by the editing system to each performed edit. In most
computer editing systems, an event defines an action or a sequence of actions
performed by the computer in a single pass of the record tape.

export

1. To create an EDL from a sequence.
2. To conform a sequence.

external matte

A matte taken from another clip. See also matte.

extract

To remove a selected area from an edited sequence and to close the resulting
gap in the sequence.

extrude

To make a three-dimensional surface by giving a two-dimensional object
depth in space. For example, a circle becomes a cylinder, or a square becomes
a cube or block.

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extrude surface

The surface that connects the front and back faces of an object that has been
extruded into three dimensions by extending the edges of the object along its Z
axis. See also background, edge surface, main surface, and surface.

eyedropper

A tool for taking a color from a screen image and using that color for text or
graphics.

Glossary: F
face

1. For fonts, a variation in a font family. For example, Helvetica Bold is a face
of the Helvetica font family.
2. For objects, an abbreviated name for surface. For example, the front or back
face (surface) of an object.

fade

A dissolve from full video to black video or from full audio to no audio, or
vice versa.

falloff

The diminishing of a light’s intensity over distance, also called attenuation.
Falloff options mimic the way light behaves naturally and are available for
point and spotlights.

FAT

File Allocation Table. A file system used on MS-DOS and Windows
computers.

favorite

A shortcut used for focusing the Avid Explorer tree on a specific set of files
and folders.

FCC

Federal Communications Commission. The United States governing body for
radio and television broadcasting.

feedback

A loud squeal or howl caused when the sound from a loudspeaker is picked up
by a nearby microphone and reamplified. Also caused when the output of a
tape recorder is fed back into the record circuit.

field

One-half of the scan lines in an interlaced video frame. In most systems, the
odd-numbered lines form one field, and the even-numbered lines form the
second. NTSC video contains approximately 60 fields (30 frames) per second,
and PAL video contains 50 fields (25 frames) per second. See also frame.

field dominance

The order in which odd and even fields occur in time.

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field of view (fov)

The amount of the scene visible to the camera, which is defined as the
camera’s aperture divided by its focal length, or the total area (in degrees) to
the left and right of the line of sight to an object in the scene. Wide-angle
lenses have a large field of view, while telephoto has a small field of view.

file system

A way of organizing directories and files on a disk drive, such as FAT or NTFS
for Windows computers.

filler clip

A segment of a sequence that contains no audio or video information. Filler
can be added to the Source monitor (or pop-up monitor) and edited into a
sequence. See also filler proxy.

filler proxy

The result of a composition specifying media to be played for the filler clips in
each track.

film timecode

Timecode added to the film negative during the film shoot via a film timecode
generator. Film timecode numbers are synced to the film key numbers on the
dailies during the telecine transfer process. A special key link reader is
required for viewing the film timecode.

filters

Tools for defining the information displayed or manipulated in different types
of views, thereby avoiding cluttering these views with unnecessary data.

flash frame

After a long, complex piece is edited, small bits of video might be accidentally
left in a sequence. When the Timeline is zoomed to 100 percent, these small,
unwanted pieces might not be visible. An editor can use the Find Flash Frame
command to find these bits.

flipbook

A way of displaying animation in real time in a floating window. Flipbooks
can be exported in a variety of standard formats, such as AVI, MPEG, and
QuickTime. Also used for displaying and converting still images.

float

To temporarily suspend a story. The story’s time is removed from the show
timing. Float time is also ignored by the teleprompter and machine control.
Floating is used when you are not sure whether or where to put a story in a
rundown.

flow

A sequence of paragraphs that makes up the content of a text object.

focal length

The distance from a camera lens to its focal point.

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folder

A directory in which you organize clips, sequences, and presets into smaller
more manageable groups. A folder points to the location of your media files. It
can be an area on a media disk, a network drive, or a hard drive on your
workstation. When you select a folder, the Avid Explorer tree updates to show
your project folders, sequences, clips, or media.

foley

The background sounds added during audio sweetening to increase realism.

font

A specific typeface.

form

A preformatted layout (template) containing the fields and the field positions
(such as presenter and writer) required for a story. The form serves as a copy
master when creating a new story.

formatting

The transfer and editing of material to form a complete program, including
any of the following: countdown, test patterns, bars and tone, titles, credits,
logos, space for commercial, and so forth.

fps

Frames per second. A measure of the film or video display rates
(NTSC = 30 fps; PAL = 25 fps; SECAM = 25 fps; film = 24 fps).

frame

One complete video picture. A frame contains two video fields, scanned at the
NTSC rate of approximately 30 fps or the PAL rate of 25 fps. A frame is a
combination of interleaved even and odd fields. Different video formats
display frames at different rates. See also field.

frame offset

A way of indicating a particular frame within the group of frames identified by
the edge number on a piece of film. For example, a frame offset of +12
indicates the twelfth frame from the frame marked by the edgecode.

frame pulse

A pulse superimposed on the control track signal. Frame pulses are used to
identify video track locations containing vertical sync pulses.

frame size

The dimensions of a digital image in Avid DS Nitris. These measurements are
based on DSUs (Avid DS Nitris units) so that they provide a common unit of
measure between video images and computer-generated graphics.

frame
synchronizer

A device that allows a nonsynchronous video source, such as a satellite or
microwave feed, to be used in a timed-video environment by capturing entire
frames.

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freeze frame

A video effect that appears to stop the action. Freeze frames can be created
during recording, capturing, or during an editing session. Compositions can
create this effect by using a track repeat object that can specify the display of a
single frame for a period of time.

front porch

The portion of the composite video signal that starts at the trailing of the
picture information and ends at the leading edge of the horizontal sync.

function curve or
fcurve

A graphic representation of the relationship between time and property values
(animation). Function curves are represented as a curve with points in an XY
grid, where time is on the X, or horizontal, axis and values are on the Y, or
vertical, axis. You can edit the function curves that represent your animation in
the animation editor.

Glossary: G
gain

1. A measurement of the amount of luminance in a video image.
2. In audio, gain is a measurement of the change between two audio levels.
See also waveform and white point.

gamma

A measurement of the midpoint in the luminance range of an image. Used in
color adjustments to control the proportions of brighter and darker areas in an
image. Also called the gray point.

gang

Any combination of multiple tracks that are grouped. An edit that is performed
on one track is also performed on tracks that are ganged together.

garbage matte

A matte that you create in an image’s alpha channel to remove unwanted
objects.

generation

The number of times material has been rerecorded. The original videotaped
material is the first generation. A copy of the original is a second-generation
tape, and so on. Each generation shows a gradual loss of image quality. With
digital copies, there is little or no loss in quality.

genlock

In Broadcast, a system whereby the internal sync generator in a device (such
as a camera) locks onto and synchronizes itself with an incoming signal.

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geometry

The control points of an object. These control points are usually seen with
objects that can be rendered. For example, a cube’s geometry is composed of
eight control points. By this definition, a curve has geometry since it is also
composed of one or more control points, whereas nulls have no geometry.

gigabyte (GB)

Approximately one billion bytes (1,073,741,824 bytes) of information.

global coordinates

A coordinate system that is used to locate an object in relation to a world
origin. See also Cartesian coordinates.

gradient

A smooth ramp between multiple colors. See also color stop.

graphics object

Any object that you create in the Graphics layout or floating Graphics combo
view, such as strokes or titles.

graphics session

The time span over which graphics objects appear. You can create a graphics
session by applying the Graphics effect to a clip or track, or by applying
graphics on a layer inside a composite container clip.

GPI

General-purpose interface. In computerized editing systems, GPIs allow the
computer to control various remote components.

gray point

See gamma.

green screen

See blue screen.

grid

A visual representation of equally spaced horizontal and vertical intervals,
along which objects can be aligned. A grid appears as dots at these intervals.

grommet

The indicator that links a script to production information. Also called anchor
or marker.

GUID

Globally Unique Identifier. A unique value that is created by running a
software utility.

gutter

The space between columns of text.

Glossary: H
handle

1. Material outside the IN and OUT points of a clip in a sequence. The handles
are used for dissolves and trims with the new, shorter master clips.

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2. A direction handle on a Bézier curve.
3. One of the eight handles on a selected object’s bounding box. See also
bounding box handle.
hard disk

A magnetic data recording disk that is permanently mounted within a disk
drive.

hard recording

The immediate recording of all audio, video, timecode, and control tracks on a
magnetic recorder. Because hard recording creates breaks in any existing
timecode or control track on the tape, this procedure is often performed on
blank tape when an edit is not required or in emergency circumstances. Also
called crash recording.

hard out

A story in a newscast that has a fixed start time, usually at the end of a segment
or show.

HDTV

High-definition television. A digital video image having at least two times the
resolution of standard NTSC or PAL video. The HDTV aspect ratio is 16:9.
(Analog TV has a ratio of 4:3.)

head frame

1. The first frame in a clip or in a segment of video.
2. The starting point or time of an object. See also tail frame.

headroom

1. In video, the room that should be left between the top of a person’s head and
the top of the frame when composing a clip.
2. In audio, the amount of available gain boost remaining before distortion is
encountered.

heads out

Film or tape wound on a reel with the tail on the inside next to the hub and the
head end on the outside.

hertz (Hz)

The SI unit of frequency equal to one cycle per second. See also kilohertz
(kHz) and megahertz (MHz).

Hi Con

A high-contrast image used for creating matte keys.

hidden

Any element that is not shown in the current rendering of the scene but still
exists.

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hierarchy

A way of defining objects in relationship to each other (using a parent-child or
tree analogy). This relationship means that transformations, deformations, and
any other property of the parent object affect all child objects. This allows
separately modeled objects to be used in a scene as a single functional unit.
The movement of a parent affects the movement of the child, but you can
move the child without affecting the parent.

high resolution

Digital video of a resolution suitable for broadcast.

HIIP

Host Image Independence Protocol. HIIP allows the Avid system to import
and export files in various standard formats. Also called Image Independence.

HIIP folder

The folder containing files that support the Host Image Independence
Protocol. See also HIIP.

histogram

In color correction, a graph that plots the distribution of pixels in an image
based on their brightness. Provides a visual guide to the makeup of a video
image in terms of relative luminance.

HLS

Hue, Lightness, Saturation: the three components of the HLS color model.
Hue refers to the position of the color in the spectrum, such as red, yellow, or
green. Lightness is the amount of white mixed in a color, such as the
difference between a pure red and pink. Saturation is the purity of the color,
such as the difference between a pure red and a dusty rose—low saturation
means that there is more gray in the color. See also hue, luminance, and
saturation.

H phase

Horizontal phase. The horizontal blanking interval used to synchronize the
timing of two or more video signals.

HSB

Hue, Saturation, Brightness. See HSV.

HSV

Hue, Saturation, Value: the three components of the HSV color model. This
color model defines the hue and saturation similar to the HLS model. Value is
similar to lightness, as in HLS; however, a value of 1 represents a pure color
when saturation is 1, while a lightness of 1 yields white no matter what the
saturation. In both systems, 0 is black. See also hue, saturation, and value.

hue

An attribute of color perception. Red, green, blue form the color model used,
in varying proportions, to produce all the colors displayed in video and on
computer screens. Also called a color phase.

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Hue is expressed as a degree from 0 to 360 on a standard color wheel. For
example, a value of 0 represents red, a value of 180 represents cyan, and a
value of 300 represents magenta. See also vectorscope, luminance, and
saturation.

Glossary: I
IEEE Standard
1394

The international hardware and software standard for transporting data at 100,
200, or 300 megabits per second (Mb/s).

image clip

A copy or instance of a source image. Each time you use a source image, an
image clip of it is created. You can have as many clips of the same source as
you need. You can then manipulate the clip without affecting the original
source image. See also source or source clip.

Image
Independence

A registered trademark of Avid Technology, Inc. See HIIP.

in-betweening

See keyframing.

iNEWS ControlAir

A machine control system for on-air operations (iNEWS ControlAir), which
can be integrated into the iNEWS newsroom computer system or operate as a
standalone environment. It is used to run a show's production devices, such as
character generators, still store machines, and video servers.

infinite light

A light source that is very far away, so that the light rays are essentially
parallel to each other, such as the sun. See also directional light, local light,
and spot light.

initializing

The setting of the computer edit program to proper operating conditions at the
start of the editing session.

ink numbers

The frame identification numbers used to conform a film work print.
Film Composer cut lists and change lists reference ink numbers.

IN point

1. The place where an edit, clip, or effect starts. Also called mark IN.
2. A point in the timeline, represented by a locator, where material is inserted.
See also mark IN/OUT and OUT point.

Input icon

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A graphical representation of the input to a node. You can make a connection
to this icon from the output icon of another node.

Avid Glossary

See also Output icon, node, and Effects Tree.
insert

Placing new material in an existing video sequence by moving the existing
material to accommodate the new or overwriting the existing material. See
also overwrite.

insertion point

The location in a body of text where new characters will be inserted. It is
indicated by a blinking vertical cursor.

interactive cache

A cache that is created each time you view an image with an effect applied to
it. Avid DS Nitris automatically processes the effects on the frame on which
the position indicator is currently positioned and saves it to disk, so that you
can improve your interaction time when viewing the results of effects on a
frame-by-frame basis.

interface

1. The computer software or hardware used to connect two functions or
devices.
2. The program access level at which a user makes selections and navigates a
given system.

interlace

To combine the odd and even fields in a clip. When you interlace a clip, each
frame becomes a field and the clip’s duration is halved.interpolation
The process used to estimate an unknown value between two or more known
values. In animation, interpolation is the process used to calculate values at
frames between two keyframes in a sequence. See also keyframing.

I/O device

See device.

IP address

Internet Protocol address. A 32-bit numeric identifier usually expressed as
four groups of 8-bit decimal numbers (0-256) separated by periods, such as:
192.168.0.1.

IPTC

International Press Telecommunications Council. A group established to
safeguard the telecommunications interests of the world press.

IRE

A unit of measurement of the video waveform scale for the measurement of
video levels, originally established by the Institute of Radio Engineers. The
scale is divided into 140 IRE units, 100 above the blanking reference line and
40 below it.

ISO

1. International Organization for Standardization.
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2. Isolation reel. In multicamera production, the source reel for the separate
(isolated) recording of a single camera, alongside simultaneous recordings of
the other cameras and a switched line feed.
ITU-R 601

The standard for standard-definition component digital video, published by
the International Telecommunication Union as ITU-R BT.601-5 (formerly
CCIR-601). This standard defines digital component video as it is derived
from NTSC and PAL. It forms the basis for HDTV formats as well.

ITU-R 709

The standard for high-definition television formats, published by the
International Telecommunication Union as ITU-R BT.709. ITU-R 601 and
ITU-R 709 share some information: for example, for 8-bit components, black
is mapped to 16 and white is mapped to 235. However, color values can
change when converting from SD to HD, and vice versa. Avid HD systems
automatically compensate for these differences.

Glossary: J
jaggies

The rough edges around computer-generated graphic objects and titles.

jam syncing

The process of synchronizing a secondary timecode generator with a selected
master timecode.

JBODS

Just a bunch of disks.

JFIF

JPEG File Interchange Format. A file format that contains JPEG-encoded
image data, which can be shared among various applications. JFIF resolutions
store data at a constant rate; for example, JFIF 300 uses 300 KB for each
frame it stores. JFIF resolutions comply with the ISO-JPEG interchange
format and the ITU-R 601 standard.

jogging

To move through a clip or sequence, frame by frame, forward and backward.
See stepping and scrubbing.

JPEG

Joint Photographic Experts Group. Also, a form of compression developed by
Avid Technology, Inc.

justified text

Text that is both left- and right-aligned in a column.

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Glossary: K
KEM roll

The roll of film used on a KEM flatbed editing system. A KEM roll combines
multiple takes onto a single roll (a work print, not a negative). The maximum
length of a KEM roll is 1000 feet (35mm).

kerning

The amount of spacing between text characters, such as titles. See also
leading.

key

1. To combine a selected image from one source with an image from another
source. See also chroma key.
2. A special alphanumeric code that a user assigns to a queue or story to lock
it. To open, or unlock, a queue or story, a user must have the key. See also lock.

keyboard
shortcuts

The keys or key combinations that, when pressed or held down, provide quick
access to frequently performed commands or operations. A keyboard shortcut
is the keyboard equivalent of a command, tool, or operation that is also
available elsewhere in the application. In some cases, an object, such as a clip
on the timeline, must be selected first.

key color

The color used in the keying process. See also keying.

keyframe

The value of an animated parameter that you set at a given point in time.
Parameter values between keyframes are obtained by interpolating between
keyframe values.

keyframing

The process for animating values over time. Each keyframe is a frame that
explicitly defines one or more parameter values. Values for frames between
two keyframes are computed by interpolating (averaging) the values at the
keyframes.

keyframe marker

The visual representation of a keyframe.

keying

The process of creating a matte from a foreground clip to composite it over a
background clip. You can create a key based on HLS, YUV, or RGB color
values. See also matte.

Keykode

A trademark of Eastman Kodak Company. A film-marking system that applies
optical information identifying the film stock and footage at the edge of the
film during manufacture.

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key numbers

The original frame identification numbers applied by the film manufacturers
to the film stock. Key numbers are used by the negative cutter to conform the
film negative. Film Composer cut lists and change lists reference key numbers.

kill

To delete a story.

kilobyte (KB)

Approximately one thousand bytes (1024 bytes) of information.

kilohertz (kHz)

One thousand cycles per second. See also hertz (Hz) and megahertz (MHz).

kissing

A method in which you can connect nodes in an Effects Tree. You can drag a
node’s input icon over the output icon of another node, so that it “kisses” the
edge of the second node. A connector joins the two nodes. See also ripping,
sticky connections, and twanging.

Glossary: L
lattice

A box made up of points that surrounds an object for the purpose of deforming
it. Every point on a lattice is associated with a number of points on the object:
when a point on the lattice is moved, the points on the object are also moved
which changes the object’s shape.

layback

The process of transferring a finished audio track back to the master
videotape. See also audio sweetening.

layer

1. An object in the Layers view that you can composite over another layer
using a matte.
2. An object that defines how its contents are drawn. Layers are the size of and
the same duration as the scene.
3. An object in the Effects Tree that you can composite over another input
using a matte.
4. The clip that follows the motion path extracted from the reference clip in a
Tracker effect. See also 2D layer and 3D layer.

layered tracks

The elements of an effect created by combining two or more tracks in a
specified way, such as nesting one track as a layer within another.

L-cut

See overlap edit.

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Avid Glossary

leader

A length of film, tape, or a digital clip placed at the beginning of a roll, reel, or
sequence to facilitate the cueing and syncing of material.

leading

The vertical distance between lines of word-wrapped text in a single
paragraph. See also paragraph spacing.

level

A quantitative measure of a video or an audio signal. A low level indicates the
darker portions in video and the soft or quieter portions in audio; conversely, a
high level indicates a brighter video image or a louder audio signal. The level
of audio signal correlates directly with the volume of reproduced sound.

library

1. A storage area that contains library elements.
2. A collection of pictures, materials, textures, tools, shaders, and so on from
which you can select.

library element

A piece of information stored in a library that you can use to simplify or
automate the creation of titles. A library element might be a collection of
property values used as a style or material, a graphics or animation file used as
a texture, a collection of title objects and their behaviors used as a template, or
a script.

lift

To remove selected frames from a sequence and to leave black or silence in the
place of the frames.

light source

lluminates the objects in a scene. A light source can be an infinite light, point
light, or spotlight. Lights affect the way all objects’ surfaces appear, including
their color. Lights can also be set to cast shadows. See also infinite light, local
light, and spot light.

Linear

A type of curve that consists of straight line segments between control points.
See also Bézier and spline.

linear editing

A type of tape editing in which you assemble the program from beginning to
end. If you require changes, you must rerecord everything downstream of the
change. The physical nature of the medium (for example, analog videotape)
dictates how you place material on the medium. See also nonlinear editing.

line feed

A recording or live feed of a program that switches between multiple cameras
and image sources. Also known in sitcom production as the director’s cut.

line of sight

The path from the viewer to an object in the scene. See also field of view (fov).

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line spacing

See leading.

lineup

See rundown.

linked clip

A representation of a media file located outside your disk array. As the media
associated with a linked clip does not reside within the current project, you
must process it before you can play it back in real time.

lit material

A material whose appearance is affected by light sources. See also emissive
color, shininess, specular color, and tinted material.

load

1. A roll of film stock ready to be placed in the camera for photography. A
1000-foot load is a common standard.
2. A group of multicamera reels shot at the same time, sharing the same
timecode, and numbered accordingly.
3. To open a clip in preparation for viewing or editing.

local coordinates

An object’s coordinate system with its own center as the reference point
(origin) as compared to global coordinates, which includes an origin for all
objects in the world space. For example, if you animate a child object in a
hierarchy using local coordinates, the animation is relative to its parent, not the
global origin.

local light

A light source whose light rays extend from a single point evenly in all
directions, such as a candle. See also infinite light and spot light.

local map

A texture image that is applied across the surface of an object. For container
objects, the surface of each subobject is treated as a separate surface. As the
object is moved, scaled, or rotated, so is the texture. See also reflection map.

local shadow

A shadow that is attached to a side of an object, and moves in relation to the
object. See also drop shadow and projected shadow.

locator

A mark added to a selected frame to qualify a particular location within a
sequence. User-defined comments can be added to locators.
A mark that is used to set reference points or areas of interest on the clips or
the timeline.

lock

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To protect data, such as a queue or story, from access by unauthorized users.

Avid Glossary

log

To enter information about source material into bins at the beginning of the
editing process. Logging can be done automatically or manually, before
capturing, or at the same time as capturing. See shot log.

loop

1. The recording of multiple takes of dialog or sound effects.
2. To repeatedly play back a section of the timeline or a clip or an animation
sequence.

lossless
compression

A compression scheme in which no data is lost. In video compression, lossless
data files are usually very large.

lossy
compression

A compression scheme in which data is thrown away, resulting in loss of
image quality. The degree of loss depends on the specific compression
algorithm used.

lower third

A title that appears in the lower-third horizontal region of the video frame. An
example of a lower-third title is the name of a person who is speaking on the
background video. Lower-third titles are usually left-justified, centered, or
right-justified within the region.

low resolution

The digital video of a resolution suitable for edits or distribution over a
network, but not for broadcast.

LS

Long shot.

LTC

Longitudinal timecode. A type of SMPTE timecode that is recorded on the
audio track of a videotape. LTC can be easily read when the tape is moving
forwards or backwards but not at freeze frame. See also VITC and timecode.

luminance

The measure of the intensity of the combined color (white) portion of a video
signal. The relative lightness or darkness of a color. The values range from 0
(darkest/black result) to 1 (lightest/white result). See also hue and saturation.

Glossary: M
M & E track

The common designation for a single sound track containing music and sound
effects but not dialog.

main surface

The front and back faces of an object, or the front face of a DVE or 3D DVE
object. See also background, edge surface, extrude surface, and surface.

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magnetic track

A sound track recorded on magnetic sound recording film.

magnetism

An object’s ability to “snap” or align to other objects on the timeline when
they are in close proximity of each other. As you drag an object on the
timeline, it snaps to any of these elements: locators, clip in/out-points, cuts and
transitions, and the position indicator.

manipulators

See 3D manipulators.

marker

1. A mark added to a selected frame to qualify a particular location within a
video sequence. Also called locator.
2. An indicator that links a script to production information. Also called
grommet or anchor.

mark IN/OUT

1. To enter the start and end timecodes for a clip to be edited into a sequence.
2. To mark or log timecode numbers to define clips during a logging,
recording, or capturing session. See also IN point and OUT point.

mask

1. In film, a border placed over an image with a 3:4 aspect ratio to create the
look of an another aspect ratio, such as wide-screen.
2. An image, portion, or component of an image that defines which pixels,
paint strokes, and titling characters affect the image. See also alpha channel
and matte.

master

The tape resulting from editing. The finished program.

master clip

1. The media object that refers to the media files recorded or captured from
tape or other sources.
2. The first clip selected in a sync group. Clips selected or added subsequently
are slave clips. See also clip, subclip, and sync lock.

master shot

The shot that serves as the basic scene, and into which all cutaways and closeups will be inserted during editing. A master shot is often a wide shot showing
all characters and action in the scene.

master/slave

A video-editing process in which one or more decks (the slaves) are set to
imitate the actions of another deck (the master).

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A relationship between synchronized clips in which the position of the slave
clips is calculated relative to the master clip.
material

A collection of values that defines the appearance of a surface of an object.
These values generally control how the surface interacts with light in the scene
to create the object’s color, specularity (highlights), reflective qualities,
transparency, and, if the surface is at all transparent, refraction. Basically, they
are those qualities that suggest the material that an object is made of, whether
wood, plastic, or metal. See also gradient and texture.

matchback

The process allowing you to generate a film cut list from a 30-fps video
project that uses film as the source material.

matchback
conversion

The conversion from film to video frame rates.

match-frame edit

An edit in which the last frame of the outgoing clip is in sync with the first
frame of the incoming clip, such that the incoming clip is an extension of the
outgoing clip.

material

The appearance of a surface of an object. A material can be a solid color, a
gradient, or a texture. In addition, gradients and textures can have an optional
tint.

matte

A grayscale image that defines the transparency of an image when it is
composited over another. A matte can be part of the image itself (alpha
channel) or derived from another image (external matte). See also external
matte.

matte key

A video effect comprised of three components: the background video, the
foreground video, and the matte or alpha channel (black and white or
grayscale silhouette) that allows one portion of the image to be superimposed
on the other.

media

1. The video, audio, graphics, and rendered effects that can be combined to
form a sequence or presentation.
2. The digitized form of source material after it has been captured and
imported from tape or file into the application.

media data

Data from a media source. Media data can be:
•

Analog data — film frames, Nagra tape audio, or videotape video and
audio
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•

Digital data — either data that was recorded or captured such as video
frame data and audio samples, or data created in digital form such as title
graphics, DAT recordings, or animation frames

media disk

The physical device where you store media, such as a disk array.

media files

Files containing the compressed digital audio and video data needed to play
Avid clips and sequences. See also clip and compression.

media sample data

See safe color limiting.

megahertz (MHz)

One million cycles per second. See also hertz (Hz) and kilohertz (kHz).

mental ray
rendering software

A high-quality, photorealistic raytracing renderer. The mental ray rendering
software provides an extensive set of built-in functions and can create
procedural textures (including bump and displacement maps), materials,
atmosphere, and other volume rendering effects, environments, camera lenses,
and light sources.

metadata

“Data about data” that describes the content, quality, condition, and other
characteristics of data.

MIDI

Musical Instrument Digital Interface. A standard protocol that allows a user to
control electronic music equipment from a PC.

MII

A component videotape format created by Panasonic in an effort to compete
with Sony Betacam. MII is an extension of the VHS consumer format as Sony
Betacam is an extension of the Betamax home video technology.

mirroring

A fault tolerance method that keeps identical copies of data on disk partitions
located on different physical hard disks and servers.

mix

1. A transition from one video source to another in a switcher.
2. The product of a recording session in which several separate sound tracks
are combined through a mixing console in mono or stereo.

mixdown audio

The process that allows the user to combine several tracks of audio onto a
single track.

models

A powerful way of organizing objects in your scenes and projects. Models
contain not just the geometry of hierarchies, but also the function curves,
shaders, and other properties that have been applied to it. They can also

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Avid Glossary

contain internal constraints; that is, those constraints that refer only to
elements within the model’s hierarchy. Models can be easily reused in other
scenes and projects.
This term also loosely refers to objects and characters.
monitor

1. In video, a picture tube and associated circuitry without tuner or audio
sections. The monitor includes the display of source media, clips, and
sequences. In Avid products, virtual monitors are displayed on the screen in
which source media, clips, and sequences can be edited.
2. In audio, to monitor specific audio tracks and channels, or another name for
the speakers through which sound is heard.

mono

A single channel of audio data.

morph

A technique that lets you transform one image or a sequence of images into
another over a sequence of frames. See also warp.

MOS

Media Object Server.
See also MOS device, MOS protocol.

MOS device

A product that stores media objects and supports the MOS protocol.
See also MOS protocol.

MOS protocol

An XML-based protocol for communication between a newsroom computer
system and a MOS device.
See also MOS device.

motion blur

The blurring of objects that move while the camera shutter is open, creating
the illusion of movement. Motion blur also prevents strobing caused by toorapid movement.

motion effect

An effect that speeds up or slows down the presentation of media in a track.

motion path

1. The path that is drawn when a tracker tracks the movement of an object in a
reference image. The path is comprised of a series of control points or
keyframes, representing the position of a tracker on each frame. This path is
then used to move the image of another layer.

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Avid Glossary

2. The path that is drawn when a DVE is translated and animated. See also
DVE.
motion tracking

The process of generating position information that describes motion in a clip,
for example, the changing position of a moving vehicle. You use motion
tracking data to control the movement of effects. Motion tracking also lets you
stabilize an image by compensating for unwanted camera movement. See also
stabilization.

MU/FX or MUFX

See M & E track.

multicamera

A production or scene that is shot and recorded from more than one camera
simultaneously.

muticamera
editing

Creating a video sequence of a single scene using material recorded with
multiple cameras.

multiple B-roll

A duplicate of the original source tape, created so that overlays can be merged
onto one source tape.

multitrack

A magnetic tape or film recorder capable of recording more than one track at a
time. Placing clips on different tracks and creating cuts between them.

mute

1. To turn off the sound on an audio track or the visibility of a layer when
compositing. See also bypass.
2. Temporarily turning off an operator which prevents it from affecting the
objects on which it is applied. All operators can be muted. This can be useful
for improving the speed of interaction in large scenes, or to make other
selections and adjustments.
3. Mute also means to temporarily disable a viewport by middle-clicking its
letter identifier in the upper-left corner. Middle-click it again to reactivate the
viewport.

Glossary: N
namespace

2498

A unique identifier for models; each model maintains its own namespace.
Each 3D object in a model’s hierarchy must have a unique name, but 3D
objects in different models can have the same name. For example, two
characters in the same scene can both have chains named “left_arm,”
“right_arm,” and so on.

Avid Glossary

NAB

National Association of Broadcasters.

Nagra

A brand of audiotape recorder widely used in the film production and
postproduction industries.

negative

1. A film element in which the light and dark areas are reversed compared to
the original scene; the opposite of a positive.
2. A film stock designed to capture an image in the form of a negative.

neighborhood
effect

See spatial filtering effect.

network address

A network number that uniquely identifies a network cable segment. It is also
referred to as the IPX external network number.

NewsML

NewsML is a compact, extensible and flexible structural framework for news,
based on XML and other appropriate standards and specifications. It supports
the representation of electronic news items, collections of such items, the
relationships between them, and their associated metadata. It allows for the
provision of multiple representations of the same information, and handles
arbitrary mixtures of media types, formats, languages and encodings. It
supports all stages of the news life cycle and allows the evolution of news
items over time. Though media-independent, NewsML provides specific
mechanisms for handling text. It allows the provenance of both metadata and
news content to be asserted.

News Story
Markup Language

The XML-compliant data structure of stories in the iNEWS NRCS newsroom
system.

node

1. Any type of data that is represented in an explorer or a tree view.
2. The graphical representation of the inputs, effects, and output in an Effects
Tree. Each node in the tree is identified by an icon and a name. See also
Effects Tree.

noise

1. In video, an aberration that appears as very fine white specks (snow) and
that increases over multiple generations.
2. In audio, a sound that is usually heard as a hiss.

nondestructive
editing

A method of editing whereby the captured source material is always left
unchanged.
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Avid Glossary

noncomposite
video

A video signal that does not contain horizontal and vertical sync pulses.

non-drop-frame
timecode

An SMPTE timecode format that continuously tracks NTSC video at a rate of
30 fps without dropping frames to compensate for the actual 29.97-fps rate of
NTSC video. As a result, non-drop-frame timecode does not coincide with
real time. Non-drop-frame timecode is recorded with colons between the
digits; for example, 1:00:10:02. See also drop-frame timecode.

nonlinear

Pertaining to instantaneous random access and manipulation of any frame of
material on any track and on any layer of an edit sequence.

nonlinear editing

A type of editing in which you do not need to assemble the program from
beginning to end. The nature of the medium and the technical process of
manipulating that medium do not dictate how the material must be physically
ordered. You can use nonlinear editing for traditional film cutting and splicing,
and for recorded or captured video images. You can make changes at the
beginning, middle, or end of the sequence. See also linear editing.

NRCS

Newsroom Computer System. Used to generically describe the newsroom
database system.

NTFS

New Technology File System. A file system used on Windows computers.

NTSC

National Television Standards Committee. The organization that defined the
color broadcasting standard used in North America, Japan, and parts of South
America. It is now used in reference to a video signal that conforms to the
NTSC guidelines. The NTSC signal uses 525 horizontal lines per frame with
two fields per frame of 262.5 lines. Each field refreshes at 59.94 Hz. See also
PAL and SECAM.

nulls

Points in space. Although simple, they have many uses, such as setting
constraints, organizing objects in hierarchies, and so on. A null is displayed in
the viewports as three intersecting lines, and is not visible in a rendered scene.

Glossary: O
object

A distinct item within a title created by using the Text, Rectangle, Ellipse, or
Shape tool. A container object can contain subobjects. See also 3D objects.

offline

Pertaining to items that are unavailable to the computer, such as offline disks
or media files.

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Avid Glossary

offline edit

The preliminary or rough-cut editing that produces an EDL (edit decision list).
A rough cut or preliminary edit usually performed using low-cost equipment,
which can then be conformed on a high quality online system.

offscreen
rendering

A method of rendering the scene in the background so that you can work on
other tasks during rendering.

OMF

Open Media Framework.

OMFI

Open Media Framework Interchange. A standard format for the interchange of
digital media data among heterogeneous platforms. The format is designed to
encapsulate all the information required to interchange a variety of digital
media, such as audio, video, graphics, and still images as well as the rules for
combining and presenting the media. The format includes rules for identifying
the original sources of the digital media, and it can encapsulate both
compressed and uncompressed digital media data. An advanced form of an
edit decision list. In addition to the instructions for transitions and timewarps,
it also preserves layering information in a sequence.

omni-directional
light

See local light.

one light

A telecine transfer or film print produced with a single setting of color
correction values. One light is the simplest, fastest, and least costly type of
transfer.

one-sided
transition

A transition or other effect applied to a clip’s in point or out point. See also
transition.

onion skinning

Blending the current frame with preceding and/or successive frames at a
specified percentage.

online edit

The final edit using the master tapes and an edit decision list (EDL) to produce
a finished program ready for distribution; usually associated with high-quality
computer editing and digital effects.

opacity

A property of an image or object that controls how much objects behind them
are obscured. For images, it can be controlled by the alpha channel or by an
external opacity control. See also transparency.

OpenGL

Open Graphics Library. An interface to graphics hardware that allows for the
creation of high-quality images, especially three-dimensional representations
of objects.

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operator

A node that processes inputs to produce an output. An operator modifies an
object, geometry, cluster, or property.

opticals

The effects created in a film lab through a process called A-roll and B-roll
printing. This process involves a specified manipulation of the film negative to
create a new negative containing an effect. The most common opticals used in
film editing are fades, dissolves, and superimpositions.

order lock

A temporary lock placed on a queue when a user changes a sequence of stories
in that queue. Order locking does not prevent other users from accessing the
queue, but does prevent them from ordering the queues simultaneously.

orientation grid

The visual representation of the frame size, location, and orientation in threedimensional space. The orientation grid appears as equally spaced horizontal
and vertical lines, with X, Y, and Z axis arrows extending from the center of
the frame.

origin

A reference point for measuring sections of recorded or captured sample data.
A file mob value for the start position in the media is expressed in relation to
the origin. Although the same sample data can be rerecorded or recaptured,
and more sample data might be added, the origin remains the same, so that
composition source clips referencing it remain valid.

original negative

The actual film stock used in the camera to photograph a scene.

orphan file

See unreferenced media files.

orthographic
projection

A type of projection whereby objects are not distorted to make depth more
realistic. With orthographic projection, it is as if the object is very far away
from the viewer, and distortion is not apparent. Although this type of
projection is not realistic, it is sometimes useful to have an undistorted texture
on an object rotating around the X or Y axis. See also perspective.

OUT point

The end point of an edit, or a mark on a clip indicating a transition point. Also
called mark OUT. See also IN point.

output

1. The result of inputs and effects in the Effects Tree.
2. The result of all layers and effects applied to each layer in a composite.

Output icon

2502

A graphical representation of the output of a node in an Effects Tree. You can
make a connection to this icon from multiple input icons of other nodes. See
also Input icon, node, and Effects Tree.

Avid Glossary

output pixel
aspect

The title’s pixel aspect, which describes the aspect ratio of the final display,
such as a video monitor. See also square pixels.

outtake

A take that is not selected for inclusion in the finished product.

out time

The total length of time for a show (shown in hours, minutes, and seconds) or
the actual time by which the show must end (shown in 12-hour clock time).
See also backtiming.

overlap edit

An edit in which the audio and video signals are given separate IN points or
OUT points, so the edit takes place with one signal preceding the other. This
does not affect the audio and video synchronization. Also called L-cut, delay
edit, or split edit.

overwrite

An edit in which existing video, audio, or both is replaced by new material.
See also splice.

oxide

A metallic coating on videotape or magnetic film that is magnetized during the
recording process.

Glossary: P
page

An object that exists within a deck object for a specific part of the deck
object’s duration. A page object is a container for other objects, even other
decks. You create transitions between pages. See also deck.

page curl

A type of DVE that bends the edge or corner of the surface and pulls it across
the surface, similar to turning a page of a book.

PAL

Phase Alternate Line. The video signal standard used in Western Europe, the
United Kingdom, China, Australia, New Zealand, the Middle East, and parts
of Africa. Video products destined for these areas must be compatible with
this standard as opposed to NTSC standards.
PAL is based on the 50 Hz power system and displays 625 scan lines
interlaced at 50 fields per second (25 frames per second), with two fields per
frame of 312.5 lines each. Conversion between PAL and NTSC is possible but
the standards are incompatible. See also NTSC and SECAM.

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palette

A central location for user-selectable buttons, which you can map to various
functions for ease of use. The Command palette houses all the user-selectable
buttons that allow you to perform a wide range of commands with a single
click of the mouse.

pan

A camera technique in which the focal point is adjusted by pivoting the
camera direction, usually slowly across a scene.

paragraph spacing

The vertical distance between paragraphs in a text object. See also leading.

parent timeline

Any level of the timeline containing subordinate levels. For example,
container clips are placed on the parent timelines of their contents.
See also top timeline.

parallel projection

See orthographic projection.

parameters

Also known generally as properties, parameters are the “atomic” elements of a
property set whose values determine the behavior of something. You can set
parameters in property editors. See also property.

particles

A point-based particle generation system that simulates types of natural
phenomena that contain many particles. The particles system simulates
particle dynamics by applying forces and recreating events, such as decay
(disintegration) and obstacles, that affect natural particles. This allows you to
animate particle streams, such as sparks rising from a campfire, fireworks, or
the tail of a comet trailing off into space.

partition

A method of assigning disk space that creates two or more virtual disks from a
single physical disk (similar to creating a directory/folder).

patching

The routing of audio or video from one channel or track in the sequence to
another.

path

1. A user-defined curve along which you can fit text, scroll text, or animate
objects. Paths can be linear or nonlinear.
2. The path to a certain file in the operating system’s folder structure. Path
names always start from the root folder. Each operating system has its own
rules for specifying paths. On Windows systems, the root folder is named
backslash (\) and each subfolder is separated by an additional backslash.

path name

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The hierarchical name of the directory and sub-directories in which a file is
located.

Avid Glossary

path text

Text that fits on or moves along a user-defined path.

pedestal

See setup.

perspective

A traditional art method of creating the illusion of three-dimensional form and
distance on a two-dimensional surface. Perspective provides a threedimensional view of the scene that indicates depth. In a perspective view,
objects appear to converge toward a central vanishing point, and objects closer
to the camera appear larger than those farther away. A perspective view is in
contrast to an orthogonal view. See also orthographic projection.

picking

A way of selecting an object when in a certain mode of action.

pinning

To mark the function curves of different objects, so that they can all be viewed
simultaneously in the animation editor.

player controls

The electronic equivalent of tape deck controls. Also called transport controls.

pointer

The onscreen pointer that is controlled by mouse movements.

point light

See local light.

point(s)

1. The mark IN and mark OUT entered in the timeline.
2. A fundamental building element of an object in 3D space with an XYZ
location. Point coordinates are the minimum information from which the
geometry of an object can be calculated.

PortServer

A high performance communications server that allows the connection of
clusters of high-speed serial ports to any TCP/IP Ethernet network.

pop-up monitor

An ancillary monitor used to view and mark clips and sequences.

position bar

The horizontal rectangular area beneath the Source monitor, Record monitor,
Playback monitor, Composer monitor, and Source pop-up monitor that
contains the position indicator.
The horizontal rectangular area below the viewers/monitors that lets you view
the location of the position indicator, locators, animation keys, and timecode
as well as set an in point and an out point.

position indicator

A vertical colored line that moves in the position bar and in the timeline to
indicate the location of the frame displayed in the monitor.

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Avid Glossary

postroll

A preset period of time during a preview when a clip will continue to play past
the OUT point before stopping or rewinding.

polygon

A geometric primitive consisting of a closed non-intersecting set of
contiguous line segments joining points.

polygon mesh

A 3D object comprising a “quilt” of polygons joined at their edges and
vertices.

precomputed
media

A computed effect stored in a file and referenced by a composition or
sequence. Applications can precompute effects that they cannot create during
playback.

preference set

A file containing customized layouts, toolbars, command maps and script
commands. You can create new preference sets, as well as importing and
exporting existing ones.

prelay

The phase of audio postproduction during which music, sound effects, dialog
replacement, and announce tracks are added to the master multitrack before
the final mix.

premultiplied
image

An image in which the RGB values of pixels have been multiplied by their
corresponding alpha channel values. Only the color information is required to
composite the image onto a different image; the alpha channel information is
not required because it has already been incorporated into the color
information. See also straight alpha.

preroll

The process of rewinding videotapes to a predetermined cue point (for
example, 6 seconds) so the tapes are stabilized and up to speed when they
reach the selected edit point (during recording or capturing of source material
from a video deck).

presenter

The person presenting a newscast on-air to a television audience. Also called
an anchor.

preset

A customized set of properties for an effect, Effects Tree, transition, graphics
tool, or attribute. Using the object’s property editor, you can modify any of
these properties, and save them as a new preset.

preview

To rehearse an edit or effect without actually performing (recording/exporting)
it.

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Avid Glossary

preview code

An additional reference numbering system, like key numbers, supported by
Film Composer for comparing digital sequences with evolving work print
versions using change lists.

primary color
correction

Color correction that applies to every part of a video image, or to every part of
a video image that falls within a defined luminance range. See also secondary
color correction.

primitive

Primitives are basic predefined 2D and 3D shapes, such as circles, spheres,
cubes, spirals, multi-sided figures, and so on. These primitives can be used “as
is” or modified. Typically, you select a primitive form and then transform it or
combine it with other modified pieces.
Primitives can be polygon mesh objects, surfaces, or curves.

print

A positive copy of the film negative produced in the laboratory. See also
answer print, release print, and work print.

priority queue

1. An area where copies of wire stories are placed.
2. A queue designated to be read first by a server program for new stories.

process

To create a final image or sequence of images. Most of the effects, transitions,
composites, or container clips in your sequence must be processed before they
can be viewed during playback. Avid DS Nitris can play some effects in real
time if you have the real-time, multi-stream workstation. The results are stored
in a new media file (cache), so that your source media remains unaltered.

process shot

A shot photographed specifically to be part of a special effects composite.

production cue

A prompt to start a story element, such as a video playback. It is typically on
the left of a scripted story, and provides information for other devices being
controlled in the rundown. Production cues are usually prefaced by an asterisk
(*). See also marker.

profile material

The material used for the profile surface of an object.

Program side

In color correction, the second of two available levels of color adjustment.
Corrections made on the Program side typically apply a final look to a finished
sequence, for example, by fine-tuning the color values to enhance the mood of
a dramatic program. See also Source side.

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Avid Glossary

progressive media

Media composed of single frames, each of which is vertically scanned as one
pass.

projected shadow

A shadow that is produced by a light source shining on the object and
projecting the obscured region onto a shadow plane. See also drop shadow and
local shadow.

projection

The method of representing three-dimensional objects on a two-dimensional
surface, such as a computer display. See also orthographic projection and
perspective.

property

A collection of parameters whose values can determine the appearance,
behavior, or simply provide information about an element in a scene or
sequence. Properties define the visual aspect of objects; some provide motion
information, such as time, and others are used internally to control the way
specific operations are performed. The parameters of most properties can be
edited and animated in property editors. Related parameters are usually
displayed as a property page within a property editor.

property curve

A curve that describes how a property’s value changes over time.

property editor

A tool similar to a dialog box that allows interactive editing of the properties
that define the objects and models in a scene. As you make changes, the scene
is updated to reflect these changes. A property editor contains tabs that
indicate property pages and keyframing icons for animating parameters.

Protection master

A copy (dub) of a master tape, usually made immediately after the master has
been recorded. It is used as a backup if the master is damaged.

PsF

Progressive segmented frames. A progressive format where the frames are
displayed one after the other, but are transported as two separate fields.

pulldown

A process in which extra fields are added or “pulled down” during the
conversion of 24-fps material to 30-fps NTSC or 25-fps PAL videotape. This
conversion can be a telecine film-to-tape transfer or a 24p high-definition
(HD) downconversion. Special procedures are required when recording or
capturing to eliminate the extra pulldown fields and to achieve true 24-fps
editing. (PAL video with pulldown is not currently supported in Avid editing
systems.)

pulldown phase

In a project based on an NTSC 24-fps to 30-fps transfer, the video frame at
which a master clip starts: A, B, X, C, or D. The pulldown phase represents the
pulldown-to-timecode relationship. Also called pullin frame.

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Avid Glossary

pullin

An Avid term that combines two words — pulldown and IN point. The pullin
is the column where the user logs the pulldown phase of the start timecode as
either A, B, X, C, or D. The user can modify this field before or after output or
capture.

pullout

An Avid term that combines two words — pulldown and OUT point. The
pullout is the column where the user logs the pulldown relationship at the sync
point of the OUT point (end timecode) as either A, B, C, or D. This field
cannot be modified by the user and is calculated by the system based on the
pullin and the duration of the clip.

purge

1. To delete source or cached media. Source media is associated with master
clips, while cached media is generated from processed effects, graphics and
composites in a sequence.
2. To remove stories from queues (based on age or specified interval). Purged
stories are recycled as needed as new space is required.

Python

The programming language used when writing Marquee scripts.

Glossary: Q
quadraphonic

A surround sound configuration that uses four channels of audio data.

queue

An area of the database that contains stories related to a general topic. Queues
are storage places within a system’s file structure that allow you to organize
information in detailed categories. See also directory.

quickstretch

An animated deformation that changes an object’s shape automatically, based
on its motion. It calculates deformations on the fly according to the object’s
speed and acceleration. Quickstretch uses four types of motion—linear
velocity, linear acceleration, rotational velocity, and rotational
acceleration—to calculate the deformation. For each type of motion, you can
deform by flexing, stretching, or yielding.

Glossary: R
radio frequency
(RF)

The high-frequency portion of the electromagnetic spectrum used for
transmitting television and radio signals. See also UHF and VHF.

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Avid Glossary

RAID

Redundant Array of Independent Disks. The storage device standards that
provide fault tolerance, which helps to recover a system if a drive
malfunctions. RAID is also used to enhance throughput of stored data.

RAM

Random-access memory. Computer memory that is volatile and
unsaved; information in RAM clears when the computer is turned off.

Raster mode

A mode that lets you perform tedious rotoscoping tasks quickly. Also called
destructive mode.

raytracing

A rendering method that plots a view of every pixel in a scene through a
virtual camera’s lens. The mental ray rendering software is a raytracing
renderer. Rays are cast from the camera, taking into account the location,
strength, and quality of all light sources, along with the surface characteristics
of each object in the scene including transparency, reflectivity, refraction, and
shadows. Shiny objects reflect other objects, and realistic shadows are cast.
Raytracing bounces the light through the model rather than terminating light
values when they first intersect an object. The color and direction of light is
changed by the object’s reflective and spectral properties.

read rate

The number of words per minute at which a presenter can read a news story.
The total running time of a newscast is based on the read rate of the presenter.

real time

During play back, events occur at actual clock time.

real-time effect

An effect that you can apply to your sequence and play without having to
process it first.

record

To convert analog video and audio signals to an Avid compressed digital
signal format.

reel

A spool with a center hub and flat sides on which magnetic tape is wound.
Generally, a spool of tape is referred to as a reel, and a spool of film is referred
to as a roll.

re-encode

To find and automatically convert high-resolution editing media to lowresolution browse media. The browse media is used for multiple purposes,
including content creation, re-purposing, archive browsing, and story review.
Also known as scavenge.

reference

The clip that is tracked to construct a motion path.

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Avid Glossary

See also search region, target area, and tracker.
reference
background

An image or animation file used to help position objects in a scene. The
reference background appears behind all objects.

reference clips

A clip that points to another sequence within the current project. Because
reference clips only point to a sequence, they consume less memory and load
faster than container clips. This improves performance on complex timelines.
Using a reference clip also allows you to work on that portion of your
sequence separately. Once updated, the changes are automatically reflected in
sequences that contain this reference clip.

reference object

The object that all other selected objects will be aligned to when you perform
an object alignment operation.

reflection

A surface characteristic used to determine the extent at which a material
reflects other objects in the scene like a mirror.

reflection mapping

A method of mapping an image onto an object in which the image is a
rendering of the object’s environment. The resulting mirror effect adds realism
and takes much less time to calculate than raytracing. See also local map,
container mapping, and environment map.

refraction

The bending of light as it passes through a transparent or translucent object.
See also refractive index.

refractive index

The degree to which light bends (refraction) when passing through a
transparent or translucent object. For example, the refractive index of air is 1
and water is 1.33.

refresh

To update information shown on the monitor.

region of interest

The part of an image that the user identifies as the target for a motion tracking
operation. Also called the search pattern.

rehearse

To play a sequence in the Timeline from the preroll through the postroll.

rehearse postroll

To play a sequence in the Timeline from the current position to the postroll.

rehearse preroll

To play a sequence in the Timeline from the preroll to the current position.

relative-to-mark
time

Time is displayed as though the start of the clip is at the locator mark.

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Avid Glossary

relative-to-start
time

Time is displayed as though the start of the clip is at 00:00:00:00.

release print

A film print ready for presentation to an audience. Release prints generally
include both picture and sound tracks. See also answer print, work print, and
YUV.

remote processing
station

A workstation that has only the Avid DS Nitris RP software installed on it. It
handles processing requests from the client workstation.

remote service

An archival system, bulletin board, or any information service that allows you
to establish a connection to another service.

rendering

The process of creating a final image or sequence of images from a scene
description. The process of taking a geometric model, a lighting model, a
camera view, and other image generation parameters, such as maps, and
computing an image. Rendering techniques such as shading, light source, or
depth cueing are sometimes used to make the image look realistic. See also
raytracing.

repeat effect

A type of effect for repeating a frame so that it appears to “freeze” or stop the
frame, or for repeating a series of frames, such as a series of animation frames.

replace edit

An edit in which a segment in the sequence is overwritten or replaced with
source material of matching duration.

resolution

The amount and degree of detail in the video image, measured along both the
horizontal and vertical axes. Usually, the number of available dots or lines
contained in the horizontal and vertical dimensions of a video image. Also, the
number of color or grayscale values that can be added, usually stated in bits,
such as 8-bit or 24-bit. Sometimes dots per inch (dpi) is referred to as the
resolution, although it is more properly called the screen density. See also
capture resolution and working resolution.

resolution
independence

The ability to capture, work with, and output the same material at various
predetermined resolutions. The working resolution, capture resolution, and
output resolution can be totally independent from one another in
Avid DS Nitris. See also working resolution and capture resolution.

revolution

A modeling term defining a surface made by rotating a curve around the axis
of another curve.

RF

See radio frequency (RF).

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Avid Glossary

RGB

Red, Green, and Blue. In computer systems, the additive primary colors used
to create all other colors on a computer monitor. See also YUV.

RIFF wave

See WAVE.

right-hand rule

A method of remembering the direction of positive rotation of objects around
the X, Y, and Z axes. Take your right hand and wrap it around the positive end
of one of the axes, with your thumb pointing away from the origin of the axis.
Your other fingers will point in the direction of positive rotation around the
axis.

ripple

1. The process in edit decision list management of adjusting the times of all
edits following a length-altered edit.
2. A type of DVE that produces parallel ridges or waves across the surface.

ripping

A method in which you can disconnect nodes in an Effects Tree. You can click
on a node and “shake” or “rip” it away from the other nodes. See also kissing,
twanging, and sticky connections.

ripple

A mode that propagates the changes that you make to the edit points of clips to
all successive clips. You can ripple clips on the entire timeline or just clips on
specific tracks.

RMAG

Removable magnetic disk. RMAGs are used in conjunction with chassis; each
chassis can hold two of these removable disk modules.

roll

To play a video. The digital equivalent of starting the tape deck.

rolling text

Text that moves vertically across an area over time. The most common
example of rolling text is credits at the end of feature films and television
programs.

root

1. The parent node of any hierarchy. Transformations affecting the root affect
the rest of the hierarchy. See also hierarchy and models.
2. A root is also the root directory in the operating system’s directory
structure. In Windows, the root directory is named backslash (\), and each
subdirectory is separated by an additional backslash.

rotation sphere

The control for a selected object that allows you to rotate an object around the
X, Y, or Z axis, as well as set the anchor point around which the object rotates.

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Avid Glossary

rotoscoping

Creating imagery or mattes on a frame-by-frame basis.

rough cut

A preliminary edit of a program, usually the result of an offline edit. See also
work print.

RS-170A

The Electronic Industries Association timing specification for NTSC
broadcast video equipment. RS-170A specifies the timing of scans and
blanking required to decode color signals.

RS-232C

The Electronic Industries Association standard interface for connecting serial
devices. Usually referred to by the original standard name of RS-232. The
standard supports two types of connectors: a 25-pin D-type connector and a 9pin D-type connector. The maximum permissible line length under the
specification is approximately 15 meters.

RS-422

The Electronic Industries Association standard interface for connecting serial
devices. The RS-422 is an enhancement of the RS-232C standard. It allows for
higher data rates and an extended line length to approximately 1200 meters.

rundown

A lineup or timed-out list of stories indicating the order in which they will be
aired during a news program.

rushes

See dailies.

R–Y

One of the color difference signals in the component color system of the
NTSC video standard. The signal formula is:
R–Y = 0.701R (red) – 0.587G (green) – 0.114B (blue)
See also B–Y, Y.

Glossary: S
S/PDIF

Sony/Phillips Digital Interface Format. A consumer variation of the AES/EBU
digital audio interconnection standard. The standard S/PDIF data stream
contains a stereo pair (two channels) of digital audio.

safe action area,
safe title area

The regions of the video image considered safe from cropping for either the
action or on-screen titles, taking into account variations in adjustments for
video monitors or television receivers. Safe action is 90 percent of the screen
measured from the center, and safe title is 80 percent.

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Avid Glossary

safe color limiting

The process of adjusting color values in a finished program so that they meet
broadcast standards for luminance, composite signal, or RGB gamut.

sample data

The media data created by recording or capturing from a physical source. A
sample is a unit of data that the recording or capturing device can measure.
Applications can play digital sample data from files on disk.

sample plot

The representation of audio as a sample waveform.

sample rate

The frequency at which an analog signal is captured during recording. The
higher the sampling rate, the more accurate the digital representation of the
signal becomes.

sample unit

A unit of measure used in recording or capturing media data from a physical
source, such as a videotape. Media data contains its own sample rate and the
size of each sample in bytes.

sampling

The process of measuring the value of an analog signal at regular intervals
during recording or capturing. These measurements (“samples”) are used to
construct a digital representation of the signal.

satellite mode

Recording using LTC timecode of live events, multicamera shows, and video
material coming in on routers. Allows you to record to the NewsCutter system
from multiple external sources at the same time they are recording to tape.

saturation

The purity of a color (hue) in the video signal. The saturation of a color is
diluted by gray (for example, pink is less saturated than red). A color that is
100 percent saturated contains no gray. See also HLS, HSV, hue, luminance,
and vectorscope.

scale bar

A control in the timeline window that allows you to expand and contract the
timeline area centered around the position indicator.

scaling

A transformation that changes the size of an object by moving all the points
outward from the object’s center (enlarging it), or shrinking it by drawing
them all in toward that center.

scavenge

See re-encode.

scavenge channel

A channel that allows the Media Browse user to see a low-resolution copy of
the media created in the high-resolution editor environment. Also known as reencode channel.

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Avid Glossary

scavenge path

The path used to specify a source that provides editorial browse material for
Media Browse. Also known as re-encode path.

scene

1. The area of a title that will be visible in the title’s finished form.
2. A file containing all the information necessary to identify and position all of
the models and their animation, lights, and cameras for rendering.

scene ambience

The lighting or illumination in a scene which is assumed to come from any
direction and is thus independent of the presence of objects, the viewer
position, or the actual light sources in the scene. Without ambient light,
objects in shadow would be completely black.

SC phase

Subcarrier phase. The method used to calibrate the colorburst portion of a
composite video signal.

SC/H phase

Subcarrier to horizontal phase. The phase relationship between the burst and
the horizontal blanking reference point for a video signal. Used to synchronize
the timing of two or more video signals.

scratch pad

A buffer in which text or notes are stored until the appropriate recovery
procedures are performed. Deleted text and notes are stored in the scratch pad.
It is separate from the Windows Clipboard and allows clippings to be
accumulated.

screening

A showing of a film program, a video program, or raw footage.

script

1. A block of code, written in the Python programming language. Scripts
contain instructions for performing tasks, such as animation and title creation
automatically.
2. A story that is read on the air. Typically, a script also contains production
cues and references to the related media annotations.

scroll bar

A rectangular bar located along the right side or the bottom of a window.
Clicking or dragging in the scroll bar allows the user to move or pan through
the file.

scrubbing

1. To shuttle through audio or video at various speeds. See also jogging.

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Avid Glossary

2. To enter information by gestural input. Click and drag the mouse pointer in
a circular motion over a text box that supports numeric values. To increase the
value, “scrub” in a clockwise direction; to decrease the value, scrub in a
counterclockwise direction.
SD

See standard definition (SD).

search pattern

See region of interest.

search region

The vicinity in which the tracker looks for its target. See also tracker and
target area.

SECAM

Séquential Couleur à Memoire. A color television standard developed in
France and used throughout Eastern Europe. The SECAM standard uses 625
lines per frame. See also NTSC and PAL.

secondary color
correction

Color correction that applies to specific parts of an image defined by hue and
saturation values. A secondary color correction can change the green parts of
an image to yellow without altering other colors in the image. See also
primary color correction.

SEG

Special effects generator. A section of a switcher that provides the capability
to perform wipes of various patterns.

segment

1. A section of a track or clip within a sequence in the Timeline that can be
edited.
2. A portion of a curve. Also, a component with one dimension, such as an
edge, knot curve, or boundary.

sequence

1. An arrangement of clips on the timeline that contains includes audio and
video clips, and information about edit decisions, applied graphics and effects,
animation settings, and working preferences.
2. A series of images or frames, usually in an animation.

serial timecode

See LTC.

session

The way in which an iNEWS Workspace is customized. Toolbars, workspace
layout, and preferences can be customized and saved with a session.

setup

A reference point in the video signal that is the blackest point in the visible
picture. Also called black level or pedestal.

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Avid Glossary

shadow

The projection of an object onto a surface. A shadow is created by the object
obscuring rays of light shining on it. See also drop shadow, local shadow,
projected shadow, and waveform.

shape

An object created by using a drawing tool.

shared volume
segmentation

See chunking.

shape tracking

A technique that lets you create shapes in a garbage matte for areas that are
difficult to key out, and then track them to match the moving image.

shelf

The effect produced by a shelving equalizer in which the response curve for a
certain range of the frequency spectrum (high or low frequency, for example)
flattens out or “shelves” at the limits of the audio spectrum. In audio
equalization, adjustments to the shelf affect all frequencies within the range of
the response curve.

shininess

The visual glossiness or dullness of a material. See also emissive color and
specular color.

shot log

A listing of information about a roll of film or a reel of videotape, usually in
chronological order.

shuttle

To view footage at speeds greater than real time.

SI

Système International d’Unites. The French version of the International
System of Units. SI is roughly equivalent to the metric system.

sifting

The displaying of clips that meet specific criteria in a bin.

signal-to-noise
ratio

The ratio of a wanted signal to an unwanted signal.

silence

Blank (black) space in the audio tracks in a Timeline that contains no audio
material.

single-perf film

Film stock that is perforated along one edge only.

single-strand
editing

See A-roll.

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Avid Glossary

slate

1. An identification board held briefly in front of the camera at the beginning
of a take that displays information about the take. A smart slate also includes a
timecode display that is fed from the sound recorder for synchronization
purposes.
2. A single page, usually containing no animated elements.

slewing

The synchronizing of decks in computerized editing systems.

slide trimming

The outgoing (A-side) and incoming (B-side) frames change because the clip
remains fixed while the footage before and after it is trimmed. To change a
clip’s location on the timeline, while retaining its duration and active frames.

slip trimming

The head and tail frames of the clip change because only the contents of the
clip are adjusted. The frames that precede and follow the clip are not affected.
To move the contents of a clip while its edit points remain fixed. Slipping a
clip does not change the position or duration of the active area of a clip.

smart slate

See slate.

smooth point

A type of control point whose tangent handles point in opposite directions,
producing a smooth curve through the control point. See also control point,
cusp point, and corner points.

SMPTE

Society of Motion Picture and Television Engineers. A frame numbering
system used for electronic editing and timing of video productions. Each
frame of video is assigned a number. Timecode denotes the hours: minutes:
seconds: frames (00:00:00:00) elapsed on videotape. There are two types of
timecode: drop frame and non-drop frame. See also SMPTE timecode,
timecode, and time-of-day timecode.

SMPTE timecode

A frame-numbering system developed by the Society of Motion Picture and
Television Engineers that is used primarily for electronic editing and timing of
video programs. It assigns a number to each frame of video, telling the elapsed
number of hours, minutes, seconds, and frames; for example, 01:42:13:26. See
also time-of-day timecode.

snapshot curves

Temporary backup copies of function curves. Snapshot curves allow you to
edit a function curve and then revert to the snapshot function curve if you’re
not satisfied with the change.

soft wipe

A wipe effect from one image to another that has a soft, diffused edge.

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Avid Glossary

solo

1. To single out the sound on an audio strip.
2. To single out the visibility of a layer when compositing.
3. To single out the image on a video track. 4. A way of speeding up the
refresh rate of a single viewport by hiding (or muting) the contents of all other
viewports. See also mute.

sorting

The arranging of clips in a bin column in numerical or alphabetical order,
depending on the column the user selects.

sorted queue

A queue in which stories are sorted according to criteria specified by the
system administrator.

Sound Designer II

An audio file format (Sound Designer II) used for the import and export of
digital audio tracks.

source or source
clip

The original image, video, or audio file. See also clip, master clip, and subclip.

source mode

A method of assembly that determines the order in which the edit controller
reads the edit decision list (EDL) and assembles the final tape. There are five
different types of source mode: A-mode, B-mode, C-mode, D-mode, and Emode.

source queue

A queue from which stories are copied or moved.

Source side

In color correction, the first of two available levels of color adjustment.
Corrections made on the Source side typically seek to restore the original
color characteristics of a clip or to achieve basic clip-to-clip color consistency
among the clips in a sequence. See also Program side.

source generator

A type of effect that lets you create new clips based on the region or track
you’ve selected. You can specify an effect for the new clip, such as a solid
color or wood grain, and then use the clip as the background in your
compositing session.

source material

The original unaltered material in the form of videotapes, film reels, digital
recordings, etc. used for editing.

spatial filtering
effect

A type of effect that modifies every pixel in an image based on a calculation
that involves adjacent pixels.

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Avid Glossary

specular color

The color that appears at or near the area of a lit surface closest to a light
source. By default, the specular color is white. See also ambient, diffuse,
emissive color, and shininess.

speed

The point at which videotape playback reaches a stable speed, all servos are
locked, and there is enough preroll time for editing, recording, or capturing.

spill correction

A method of correcting a keyed image’s foreground color where the
background color has not been fully removed through the keying process.

splice

An edit in which the material already on the video or audio track is lengthened
by the addition of new material spliced in at any point in the sequence. See
also overwrite.

spline

A curve that is defined by control points, but does not pass through them. With
function curves, a spline indicates a fluctuating value between two points in
time. See also Linear and Bézier.

split edit

See overlap edit.

split-screen

The video special effect that displays two images separated by a horizontal or
vertical wipe line.

spot color
correction

A color adjustment made to a specific part of a video image that is identified
using drawing tools. See also secondary color correction.

spot falloff

The decrease in intensity for a spot light from the center of the light source to
the edges of the area defined by the spot size. See also spot light and spot size.

spot light

A light source whose light rays extend from a single point in a cone shape,
casting light on a specific oval or circular area of a scene. See also infinite
light, local light, spot falloff, and spot size.

spotlight view

Sets the point of view in the active viewport relative to the chosen spotlight.
The point of view is set according to the direction of the light cone defined for
the chosen spotlight.

spot size

The circular area, expressed as an angle, covered by a spot light. A small angle
produces a small, focused spot size. A large angle produces a large, wide spot
light, similar to a local light. See also spot falloff.

SRT

An abbreviation for the three types of coordinate transformations: scaling,
rotation, and translation.

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Avid Glossary

square pixels

A display using 1:1 pixel aspect. See also output pixel aspect.

stabilization

A form of motion tracking used to eliminate unwanted motion, such as camera
movement from a clip. Stabilization works by tracking an inherently
unmoving object in the clip and by repositioning each frame or field of video
to keep that object stationary. See also motion tracking.

stacking

The action of positioning object tracks in front of or behind other tracks.
Objects in higher tracks appear in front of objects in lower tracks.

standard definition
(SD)

An interlaced video format consisting of 480 active lines (NTSC) or 576 active
lines (PAL).

starting point

The moment in time when an object begins to exist. See also ending point.

startup disk

The disk that contains the operating system files. The computer needs
operating system information in order to run.

static text

Text that does not move across its text box over time. The most common
example of static text is a single line of text, such as a lower-third title.

stepping

The movement forward or backward one frame at a time. Also called jogging.

sticky connections

A method in which you can connect nodes in an Effects Tree. You can click on
an node’s output icon and release the mouse button. The connector becomes
“stuck” to the pointer. You can then move the pointer over another node’s
input icon and click on it to make the connection. See also kissing, twanging,
and ripping.

sticky mode

A mode for using supra keys where you do not need to hold the key down to
activate the tool. Tools can be activated by supra keys in one of two modes:
“sticky” and “temporary.” In temporary mode, you must hold down the key for
the tool to remain active. See also supra key and temporary mode.

story

1. A uniquely identified file that contains text.
2. The Avid term for an edited piece. A story is created by editing clips and
sequences together.

storyboard

2522

A series of pictures (traditionally sketches) designed to show how a
production will look. Comic books are essentially storyboards. Storyboards
and subsequent sequences can be created by manipulating images from the
recorded or captured footage in a bin.

Avid Glossary

straight alpha

Another name for nonpremultiplied alpha, it is the description of an image in
which each pixel’s color (RGB) values have not been multiplied by the pixel’s
alpha channel level. The color and alpha channel information are used to
composite the image onto a different image. See also premultiplied image.

streaming

A technology that allows users to watch a video clip or movie over the Internet
while the video is being copied to their computers. See also video stream.

striped stock

Film stock to which a narrow stripe of magnetic recording material has been
applied for the recording of a sound track. See black and code.

stroke

A single drawing gesture made in the viewer to create a graphics object, such
as titles, freehand strokes, and geometric shapes.

style

A collection of object properties that you can apply to any number of objects.

subcarrier (SC)

The sine wave used as a color reference signal.

subclip

1. An edited part of a clip. In a sequence, a subclip can be bound by any
variation of clip beginnings, endings, and mark points.
2. A subclip created by marking IN and OUT points in a clip and by saving the
frames between the points. The subclip does not contain pointers to media
files. The subclip references the master clip, which alone contains pointers to
the media files.

subobject

An object within a container object. For example, a character is a subobject of
a text object, the character’s container. See also container object.

surface

1. An area of an object onto which you can apply a material.
2. A 2D parametric shape that defines the boundary or “skin” of an object in
three dimensions. See also face.

Super 16

The 16mm film stock produced for a special format with an enlarged picture
area. Super 16 is designed to be printed to 35mm film for release.

supra key

A shortcut key activated in supra mode. See also keyboard shortcuts, sticky
mode and temporary mode.

swatch

A small visual sample of a color or texture.

sweetening

See audio sweetening.

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Avid Glossary

sync
(synchronization)

1. The pulses contained within a composite video signal to provide a
synchronization reference for signal sampling. Also, a separate signal that can
be fed to various pieces of equipment.
2. The sound recorded on a separate audiotape but synchronized with
videotape or film shot simultaneously.

sync group

Two or more clips sync-locked together.

sync lock

To lock two or more clips together after they have been synchronized, so that
when one clip is moved, all connected clips move with it.

sync master

The first clip selected when creating a sync group.

sync offset

The number of frames difference between the original position of a slave clip
relative to the master clip, and its new position once you move it
independently of its sync peers.

sync peer

Any clip in the same sync-group as another clip.

sync slave

Clips selected after the master clip when creating a sync group, or added to an
existing sync group.

sync word

The portion of SMPTE timecode that indicates the end of each frame and the
direction of tape travel. See also timecode and time-of-day timecode.

Glossary: T
tail frame

The last frame in a clip of film or a segment of video.

tail slate

The slate information recorded at the end of the take instead of at the
beginning; usually recorded upside down.

tails out

Film or videotape wound on a reel with the head next to the hub and the tail on
the outside of the reel.

tangent

A line that extends from a control point that determines the slope of a curve or
surface at a given point. Tangent handles also control key points on function
curves when the curve point’s type is set to Bézier.

target area

The pixel pattern that the tracker looks for in each frame. See also tracker and
search region.

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Avid Glossary

TBC

Time-base corrector. An electronic device that improves video signal stability
by correcting time-base errors inherent in mechanical videotape recorders.

TCP/IP

Transmission Control Protocol/Internet Protocol. A platform-independent
protocol for inter-computer communication.

text body

A group of words, lines, and paragraphs that together constitute a single
graphics object. You can select, edit, and add text within a text body.

telecine

A device that transfers motion picture film images onto videotape.

telnet

Telnet is a way access someone else's computer, assuming they have given you
permission. (Such a computer is frequently called a host computer.) More
technically, telnet is a user command and an underlying TCP/IP protocol for
accessing remote computers. With telnet, you log on as a regular user with
whatever privileges you may have been granted to the specific application and
data on that computer.

template

A collection of information that represents one or more title objects, together
with their properties and behaviors. When you apply a template to an existing
title, you add the title objects from the template to the title.

temporary mode

A mode for using supra keys where you need to hold down the key to keep the
tool active. Tools can be activated by supra keys in one of two modes: “sticky”
and “temporary.” In sticky mode, you don’t need to hold down the key for the
tool to remain active.
You can activate a tool in temporary mode by holding down its key for longer
than half a second. The tool is deactivated after you release the key. See also
sticky mode and supra key.

tessellation

The way that the surface of an object is divided into triangles for the purpose
of rendering. More complex regions require more triangles. The number of
triangles is determined by the surface approximation properties of an object.
See also undertessellation.

text body

A group of words, lines, and paragraphs that together constitute a single
graphics object. You can select, edit, and add text within a text body.

text file

See ASCII.

texture

An image that you can apply on an object to change its appearance. See also
2D textures and 3D textures.

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Avid Glossary

texture mapping

The way a picture file is mapped onto an object to be used as a 2D texture.
When a picture is mapped onto an object, the correspondence between the
picture’s pixels and points on the object’s surface is calculated. You can map a
picture file to the object’s XY, YX, or YZ coordinates. You can also map
cylindrically, spherically, or by an object’s UV coordinates.

three-button play

To use the J-K-L keys on the keyboard to play, step, and shuttle through
footage at varying speeds. This feature, also referred to as variable-speed play,
lets you use three fingers to manipulate the speed of playback for greater
control.

three-perf film

Film stock generated via a modified camera gate that creates a frame size three
perforations in height rather than the standard four perforations. Therefore, the
same roll of film lasts 25 percent longer. Three-perf format is popular with
multicamera film-based shows because the extra 25 percent of negative stock
is similar to having a free camera.

three-point editing

The basic principle that an edit event requires only three marks between the
source and record sides to automatically calculate the fourth mark and
complete the edit.

three-stripe

Magnetic film stock containing three rows of magnetic oxide coating.

TIFF

Tag Image File Format. A format used for storing and interchanging raster
images.

time bar

A graphical representation of the duration of a clip, including an indication of
the current position and the In and Out marks.

time-base error

A variation in the stable relation of picture information, color information, and
video sync pulse during VTR playback. See also sync (synchronization).

timecode

An electronic indexing method used for editing and timing video programs.
Timecode denotes hours, minutes, seconds, and frames (00:00:00:00) elapsed
on a videotape. Address track timecode is recorded simultaneously with the
video picture. Longitudinal timecode (LTC) is recorded on an audio track.
Vertical interval timecode (VITC) is recorded in the vertical blanking interval
of the video track. SMPTE timecode is the prevalent standard.
Other timecodes exist that include film timecode and audio timecode used
during film projects. During editing, the Avid system can display and track
several types of timecode. See also SMPTE timecode and time-of-day
timecode.

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Avid Glossary

timecode window

See burn-in.

timeline

The graphical representation of every macroscopic and microscopic edit made
to a sequence or animation. This includes nested effects and layered tracks in
sequences.
Displays the current frame of the animation and lets you manually move
between different frames. The current frame is indicated by the position of the
playback cursor in the timeline display box. The current position of the
animation can also be controlled using the playback controls.

timeline effect
track

A type of track that is used to apply effects on top of all other effects on the
video and background tracks.

time-of-day
timecode

The timecode that approximately matches the actual time of day (clock time).
See also SMPTE timecode.

timewarp

An effect that is used to change the duration of a clip. The action in the clip is
speeded up or slowed down by decreasing or increasing the number of frames.

tinted material

A material that is enhanced or tinged by color. See also lit material.

title bar

The name given to a project or bin, located at the top of a window.

tone

A constant audio frequency signal recorded at the start of a tape at 0 VU
(volume units) to provide a reference for later use. Usually recorded in
conjunction with color bars.

top timeline

The topmost level of the timeline; this is where you can see all the clips that
comprise your sequence. See also parent timeline.

track

1. The section of tape on which a signal is recorded. Also called a channel.
2. The sound portion of a video program.
3. A region of a clip or sequence on which audio or video is placed.
4. A playback channel represented in a sequence as either a video track or an
audio track. Tracks are composed of one or more segments connected by
transitions.

2527

Avid Glossary

tracker

In motion tracking, a structure associated with a specific region of interest and
containing one set of data points. You can use multiple trackers on the same
clip to define complex motion.

tracking

1. The positioning of video heads during playback of a tape so that the heads
reproduce the strongest possible signal. Tracking is adjusted on the deck
before recording or capturing.
2. To pan the camera to follow the movement of an object.

tracking edit

A zero duration edit used as a reference during transition edits (dissolves,
wipes, and so forth) on computerized editing systems.

track effect

An effect that is attached to a track. See also clip effect.

track reference

A way of making one track play another track’s data. The referencing track
points to the source clip in the referenced track. See also layered tracks.

track selector

A method of selecting one of the tracks from a track group; only the selected
track is to be played. For example, a track selector can indicate which of four
alternate views of the same scene is to be played.

TransferManager

An Avid application that allows you to transfer media from one workgroup to
another. A Fibre Channel network connects the Avid systems and the
TransferManager to the Avid Unity MediaNetwork environment.

transformation

The movement of points by changing their coordinates. The transformation of
coordinates permits you to perform translation (change the location), rotation
(change the orientation), and scaling (change the size) of objects.
Transformations can be applied on a single clip, or used to create an effect
between two clips, such as a push-wipe or a picture-in-picture.

transition

A change from one clip to the next. The simplest transition is a cut, which
occurs in video when the first frame of the starting segment directly follows
the last frame of the segment that is ending. A transition can also be a dissolve,
wipe, fade, or DVE.

transition effect

A wipe, dissolve, or digital video effect (DVE) applied to an edit transition.
See also effects.

transition play
loop

The loop that plays in Trim mode.

2528

Avid Glossary

translation

A transformation in which the position of an object is changed (moved)
without changing its shape, size, or orientation.

transparency

A property of an image or object that controls how much objects behind them
are displayed. For images, it can be controlled by the alpha channel or by an
external opacity control.
The amount of light that travels through a surface. Complete transparency
allows all light through; no transparency makes the surface completely
opaque. See also opacity.

TraceLog

A text-based file list of actions that have occurred.

tree

A hierarchy of nodes starting from a root.

tree effect

An effect that is applied in an Effects Tree.

trim

The process of adjusting transitions in a sequence.

TrueType

A typeface format designed by Microsoft Corporation and Apple Computer,
Inc.

turnover point

In audio equalization, the point at which the parametric curve for a particular
shelf starts to return to zero.

twanging

A method in which you can connect nodes in an Effects Tree. You can drag a
node over an existing connector and the connector snaps or “twangs” to the
input and output icons of the node. See also kissing, ripping, and sticky
connections.

Type 1

A typeface format designed by Adobe Systems Incorporated, Type 1 is an
international standard for digital type. Type 1 fonts are also commonly
referred to as PostScript fonts.

typeface

The style or design of a font within a type family of correlated designs.
Examples include bold and italic versions of a font, such as Times Bold and
Times Italic.

2529

Avid Glossary

Glossary: U
UHF

Ultrahigh frequency. One of the television signals for broadcasting in the
United States per FCC standards. UHF is the frequency between very high
frequency (VHF) and super high frequency (SHF).

U-matic

See 3/4-inch U-matic.

uncompressed
video

A recorded or captured video stream that is not processed by a data
compression scheme. The video signal remains uncompressed at all stages of
the process: input, storage, and output. Uncompressed video conforms to the
ITU-R 601 standard. A video stream whose data content has not been
modified by a data compression scheme. The video signal remains
uncompressed during input, storage, and output. Uncompressed video
conforms to the ITU-R 601 standard.

undertessellation

The appearance of triangular patterns on lit materials, which occurs when the
polygons that form an object cannot be adequately subdivided to accurately
sample the light source.

unreferenced
media files

Media files on the media disk that are not referenced by any clip or sequence.

Undo/Redo

The process that allows a return to the state of the edit immediately preceding
the last edit or a repeat of an “undo” edit.

up cut

In editing, to cut the end of the previous scene, often by mistake. In general, to
cut short.

user bits

The portion of the timecode data available for encoding data chosen by the
user; for example, footage count or Keykode numbers.

user ID

Individual who has a valid user account in the computer system.

user manager

A user account given the authority to add, modify, delete, and search for
information about user accounts. User manager status can be assigned by a
system administrator only.

user profile

A file which contains your user preferences, such as screen layout, save, user,
and backup preferences. Each user has a separate profile that is associated
with their user name and recalled each time you log on to the system.

2530

Avid Glossary

user name

A word established to identify the individual user. Enter your user name and
your password to log in. User names are alphanumeric and are up to 20characters long.

user view

A user-defined viewpoint that shows objects in a scene from a virtual camera’s
point of view. This view can be either perspective or orthographic. The User
point of view can be placed at any position and at any angle within the global
3D coordinate system. You can orbit, dolly, zoom, and pan in this view.

U-type VTR

A recorder format that uses 3/4-inch videotape.

UV coordinates

Two-dimensional coordinates that describe the position of any point on
surfaces in terms of direction (U and V). UV coordinates are useful for
mapping two-dimensional textures onto objects.

Glossary: V
value

1. Lightness or darkness of a color.
2. A component of the HSV (Hue, Saturation, Value) color model. See also
hue and saturation.

variable-speed
play

A process, or an editing-system feature that enables the process, of shifting
easily between the playing, stepping (jogging), and shuttling of footage.

VBV

Video-Black-Video. A preview mode that shows a previously recorded scene,
a black segment, and then the previously recorded scene again.

VCR

Videocassette recorder. A video recorder that uses consumer-grade videotape
formats such as VHS, Betamax, and Hi8.

vector

In color correction, a subdivision of the full color spectrum defined by hue and
saturation values. Secondary color correction uses vectors to define specific
areas of an image to receive color adjustments.

vectorscope

A visual display that shows the electronic pattern of the color portion of the
video signal. It is used to adjust the color saturation and hue by using a stable
color reference such as color bars. The Avid Vectorscope monitor uses a
single-line display. See also waveform.

vertex, vertices

See point(s).

2531

Avid Glossary

vertical blanking
interval

The period during which the television picture goes blank as the electron beam
returns (retraces) from scanning one field of video to begin scanning the next.
The vertical blanking interval is sometimes used for inserting timecode, for
automatic color tuning, or for captioning information into the video signal.

vertical sync

Sync pulses that control the vertical field-by-field scanning of the video
picture by the electron beam.

VHF

Very high frequency. One of the television signals for broadcasting in the
United States per FCC standards. VHF is the frequency between high
frequency (HF) and ultrahigh frequency (UHF).

VHS

Video Home System. The 1/2-inch videocassette format developed by JVC for
consumer and industrial use.

video

1. A recording produced with a device that captures full motion.
2. Refers to recording, manipulating, and displaying moving images,
especially in a format that can be presented on a television.
3. The visual portion of a program or sequence.

video clip

See clip.

videocassette

A plastic shell containing two reels and a length of videotape.

video-safe color

Colors that are not too saturated for video broadcasts. A video-safe color does
not exceed the maximum composite video signal allowed by the broadcast
standard.

Video Slave Driver

A hardware component (Video Slave Driver) that synchronizes signal inputs,
outputs, and conversions; selects audio frame rates; and selects pulldown of
video frames.

video stream

1. In analog editing systems, also called a video playback source.
2. In digital editing systems, a stream of data making up a digital video image.

videotape

Oxide-coated, plastic-based magnetic tape used for recording video and audio
signals.

viewer

Part of the Avid DS Nitris interface that displays the output of your sequence
at the location of the position indicator.

2532

Avid Glossary

viewpoints

Allows you to see a scene in a viewport in a specific way, but is not a camera.
You can choose from four default viewpoints in the viewport: User, Front,
Top, and Right. In many ways, cameras and viewpoints are similar except that
viewpoints, unlike cameras, are not actual objects: they are only tools for
viewing your scene. You cannot animate a viewpoint, nor can you render from
a viewpoint as you can from a camera. See also views.

viewportnavigation
controls

A set of basic “camera” controls that allow you to view a scene in different
ways in a geometry view in the viewport. You can orbit, zoom, dolly, pan, tilt,
roll, frame all, and frame selection with the camera.

views

The means by which you view a scene in a viewport. Views can be geometry
views, camera views, or spotlight views. Geometry views are Front, Top,
Right (all orthographic) and User (perspective or orthographic).

visibility

Properties that determine whether an object appears in the viewports and when
rendering.

VITC

Vertical interval timecode. The timecode inserted to the vertical blanking
interval of a TV signal. See also LTC and timecode.

V-LAN

An industry-standard software protocol for video device control. The V-LAN
network allows a computer application to control and synchronize all
connected VTRs, switchers, DATs, mixers, and DVEs.

VLXi

A series of controllers that control and synchronize professional video
equipment for animation, video editing, HDTV, and broadcast television
production.

VTR

Videotape recorder.

VU meter

Volume unit meter. An instrument used to measure audio levels.

VVV

Video-Video-Video. A preview mode that shows a previously recorded scene,
the new insert video, and then the previously recorded scene again.

Glossary: W
warp

A technique that lets you transform an image or part of an image from one
shape to another over time. See also morph.

2533

Avid Glossary

WAVE

RIFF Waveform Audio File Format. A widely used format for audio data.
OMF Interchange includes it as a common interchange format for audio data.

waveform

1. In video, a visual display that shows the electronic pattern of the video
signal. It is used to adjust the setup and gain by using a stable reference such
as color bars. The Avid waveform uses a single-line display. See also
vectorscope.
2. In audio, a visual representation of changing frequencies. See also energy
plot and sample plot.

waves

Animated deformations that travel in both time and space. You can create
shock waves, water waves, and other types of natural disturbances with wave
deformations.

whip

A horizontal picture disturbance at an edit point, usually caused by timing
misadjustments in the edit system.

white point

The luminance value in a video image that you set to be equal to reference
white when making a color adjustment. See also black point.

wild sound, wild
track

A recording of sound on either videotape or audiotape made without an
accompanying picture.

window dub

See burn-in.

Windows Explorer

An application that lets you view and manage the files and folders on your
workstation, and make network connections to shared resources.

wipe

A shaped transition between video sources in which a margin or border moves
across the screen, wiping out the image of one scene and replacing it with
another.

wire bulletin

See bulletin.

wire dump

A binary file containing the raw data of a wire service.

wire feed

See data feed.

wireframe

A mode in which an object appears to be made of wire. This lets you easily see
the outline of objects.

Wire Ingest

The process by which a wire feed is received by a system and conformed to
the data structure and requirements of the receiving system.

2534

Avid Glossary

word wrap

A property that allows a long line of text to continue on multiple lines of a text
object, instead of being truncated at the end of the visible width of the text
object.

working resolution

The resolution that defines the quality at which media is displayed in the
viewer and processed by Avid DS Nitris. See also resolution and capture
resolution.

work print

A film print made from the original negative that is used during the editing
process to produce a cut list or an edit decision list for final program assembly.
Work prints are typically low-cost, one-light prints that receive heavy wear
through repeated handling. See also answer print, print, and release print.

workspace

The area where users can create, view, add, edit, and delete information.

Glossary: X
X axis

The horizontal axis in a three-dimensional system. See also Y axis and Z axis.

XYZ axes

The three axes in the Cartesian coordinate system that represent threedimensional space: the X axis is horizontal space, the Y axis is vertical space,
and the Z axis is depth. The point at which these three axes intersect is called
the origin. All three axes have positive and negative values, depending on
which side of the origin they are.

XYZ coordinates

With the Cartesian coordinate system, you can locate any point in space using
three coordinates called X, Y, and Z. For example, a point with X = +6, Y =
–6, Z = +6 would be located at 6 units to the right of, 6 units below, and 6 units
in front of the origin.

XZ, XY, YZ planes

The perpendicular axes that extend as 2D planes. In the viewports, these
planes correspond to three of the parallel projection views: Top, Front, and
Right. Imagine that the XZ, XY, and YZ planes are folded together like the
top, front, and right side of a box.

Glossary: Y
Y

The luminance signal of the component color system in the NTSC video
standard. The signal is composed of the following proportions of red, green,
and blue:
2535

Avid Glossary

0.299R + 0.587G + 0.114B
See also B–Y, R–Y.
Y axis

The vertical axis in a three-dimensional system. See also X axis and Z axis.

Y, B–Y, R–Y

The luminance and color difference signals of the component color system in
the NTSC video standard. Also called YCrCb.

YCrCb

See Y, B–Y, R–Y, and YUV.

YUV

The letter designations for luminance, luminance minus red, and luminance
minus blue. YUV are the luminance and color difference signals of the
component video standard for PAL. Also called YCrCb.
A color standard that describes color space in Y (luminance) and UV
(chrominance) in which the luminance and chrominance are separate. The Y
component specifies the brightness of each pixel, while the U and V, or
chrominance, components specify the color of pixels. YUV is a commonly
accepted term for YCrCb, where Y represents luminance and Cr and Cb
represent chrominance. See also RGB.

Glossary: Z
Z axis

The axis that is perpendicular to the X and Y axes in a three-dimensional
system.

zero duration
dissolve

The method of editing two scenes end-to-end simultaneously. Also called a
cut.

zoom

Increases the length of the camera lens, magnifying an aspect of a scene. The
results of a zoom and a dolly are different. A dolly physically moves the
camera closer to the point of interest without changing the length of the lens;
perspective distortions peculiar to the lens length may result at the edges of the
scene. Zoom increases the size of the point of interest by increasing the lens
length; depth is not as well perceived as with a shorter lens.

2536

Keyboard Shortcuts

Global
Editing
Compositing and Effects
Graphics
3D DVE

Global
Layouts
Animation
Media Input/Output
Viewer
Scripting
Tool name

Shortcut

New Sequence

Ctrl+N

Open Sequence

Ctrl+O

Save Sequence

Ctrl+S

Maximize View

F12

Close Window

F3

Help

F1

Quit Avid|DS

Ctrl+Q

Copy

Ctrl+C

Keyboard Shortcuts

Tool name

Shortcut

Cut

Ctrl+X

Paste

Ctrl+V

Delete

Delete

Undo

Ctrl+Z

Redo

Ctrl+Y

Select All

Ctrl+A

Display Calculator

R+click

Enable Slider

C

Set Keyframe

Ctrl+Enter

Next Keyframe

Shift+Right Arrow

Previous Keyframe

Shift+Left Arrow

First Keyframe

Alt+Left Arrow

Last Keyframe

Alt+Right Arrow

Remove Animation

Ctrl+Alt+Enter

Remove Keyframe

Ctrl+Shift+Enter

Set Autokey Mode

Shift+Enter

Nudge 1 <<<

[ (open bracket)

Nudge 1 >>>

] (close bracket)

Nudge 10 <<<

Ctrl+[ (open bracket)

Nudge 10 >>>

Ctrl+] (close bracket)

Tool name

Shortcut

3D DVE

F7

Compositing

F6

Layouts

2538

Global

Tool name

Shortcut

Editing

F3

Effects

F4

Graphics

F5

Tool name

Shortcut

Autokey Mode

Shift+Enter

Add Key

A

Delete Key

D

Delete All Keys from Selected Curve

Backspace

Delete Selected Keys

Delete

Edit Key Tool

E

Frame

F

Grid

G

Pan Tool

X

Pan & Zoom Tool

S

Zoom

Z

Incremental Zoom

Alt+Z

Select & Move Tool

T

Select Region Tool

Q

Select Tool

W

Animation

Select Multiple Keys/Curves

Shift

Translate Keys Selected Horizontally Middle mouse button
Translate Keys Selected Vertically

Right mouse button

Priority to Tangents

H

2539

Keyboard Shortcuts

Tool name

Shortcut

Break Slope

B

Unify Slope

U

Media Input/Output
Tool name

Shortcut

Capture Tool

F8

Cycle Capture/Log

C

Output Tool

Shift + F8

Capture Settings

Ctrl + F8

Deck Configuration

Alt + F8

Tool name

Shortcut

Zoom

Z or Ctrl+F2

Zoom to Mouse

Alt+Z

Unzoom to Mouse

Alt+X

Quick Zoom

Alt+Q

Pan

X or Ctrl+F3

Reset Zoom & Pan

Z+X+click

Onion Skin

Alt+O

Scrub with Mouse

N

Recently Used Items

Alt+M

S/W Display

Ctrl+Shift+B

Maximize the viewer

Click the Viewer+F12

Viewer

2540

Global

Tool name

Shortcut

Maximize the viewer from anwhere on
the desktop

Ctrl+F12

Switch Viewer

Tab

Use Comp Buffer

Alt+1

Grab Comp Image

Alt+2

Reset Comp Crop

Alt+3

Reset Comp Pan

Alt+4

Viewer - Red

Shift+1

Viewer - Green

Shift+2

Viewer - Blue

Shift+3

Viewer - Alpha Full

Shift+4

Tool name

Shortcut

Clear Selection

Delete

Copy Selection

Ctrl+C

Cut Selection

Ctrl+X

Help

F1

New Script

Ctrl+N

Open Script

Ctrl+O

Paste Selection

Ctrl+V

Run Script

F5

Save Script

Crtl+S

Select All Script

Ctrl+A

Undo Modification

Ctrl+Z

Scripting

2541

Keyboard Shortcuts

Editing
Timeline
Transport Controls

Timeline
Tool name

Shortcut

Maximize the timeline

Click the timeline+F12

Modes
Selection Mode

Scroll Lock

Trim Mode

Y

Ripple

R

Global Audio Mute

Ctrl+Shift+M

Clips
Insert Clip

V

Overwrite Clip

B

Preview Clip

Enter

Activate clip

A

Deactivate clip

Ctrl+Shift+A

Cut To clip

C

Fill Activeness

Shift+A

Snap In

Page Up

Snap Out

Page Down

Backtime

E

Snapshot to Clip

Shift+V

Snapshot to File

Ctrl+Shift+V

Tracks

2542

Editing

Tool name

Shortcut

Create Video Track

Alt+Y

Create Audio Track

Alt+U

Go To
Next Locator

Ctrl+. (period)

Previous Locator

Ctrl+, (comma)

Next Edit

. (period)

Previous Edit

, (comma)

Nearest Edit

N

Go to Start of Selection

Shift+Home

Go to End of Selection

Shift+End

Go to Top Timeline

Ctrl+Shift+U

Go to Parent Timeline

Ctrl+U

Match Bin

Ctrl+\ (backslash)

Match Frame

\ (backslash)

Mark
Add Locator

M

Add Global Locator

Ctrl+M

Mark In/Out

/ (forward slash)

Add Edit

Ctrl+R

Set Ripple End

Shift+E

J-K-L Editing
Start Backward Playback

J

Stop playback (and move selected
objects there)

K

Start Forward Playback

L

Variable-speed Backward

J (press J again to increase the speed)

2543

Keyboard Shortcuts

Tool name

Shortcut

Variable-speed Forward

L (press L again to increase the speed)

Stop/Slow Play (and Move selected
objects there)

K

Audio Scrubbing

Ctrl+Shift+S

Select
Select Clip Forward

Ctrl+Tab

Select Clip Backward

Ctrl+Shift+Tab

Select Incoming Handle

F11

Select Outgoing Handle

F9

Select Edit Point

F10

Select Marked Region

Ctrl+/ (forward slash)

Link Edits

Ctrl+L

Change to Edit Points

Ctrl+E

View
Frame Clip in Overview

Ctrl+F

Constrain Drag

U

Zoom All (toggle)

Ctrl+Shift+Minus (pad)

Zoom In

Ctrl+Plus (pad)

Zoom Out

Ctrl+Minus (pad)

Zoom to Frame

Ctrl+Shift+Plus (pad)

Containers
Create Audio Container

Ctrl+9

Create Background Container

Ctrl+7

Create Composite Container

Ctrl+8

Add Effects
Add Clip Effect

2544

Editing

Tool name

Shortcut

Add Track Effect

; (semicolon)

Generate Clip

Ctrl+G

Dissolve/Crossfade

D

DVE (transition)

Ctrl+D

Wipe

Shift+D

Timewarp

T

Freeze Frame

Shift+F

Extend Timewarp

G

Change Timewarp In/Out

F

Process

P

Synchronize
Resync

Shift+R

Ignore Sync Peers

W

Select Sync Peers

Q

Sync Lock

S

Transport Controls
Tool name

Shortcut

Play
Play

Enter

Stop

Spacebar

Play Backward

Shift+Enter

Play Every Frame

Ctrl+Up Arrow

Play From In to Out

Shift+Up Arrow

Play Every Frame

From In to Out

Ctrl+Shift+Up Arrow

2545

Keyboard Shortcuts

Tool name

Shortcut

Play Preview

‘ (grave accent)

Degraded Preview

Shift+‘ (grave accent)

Go To

Go to In

Shift+I

Go to Out

Shift+O

Go to Start

Home

Go to End

End

Frame Backward

Left Arrow

Frame Forward

Right Arrow

10 Frames Backward

Ctrl+Left Arrow

10 Frames Forward

Ctrl+Right Arrow

Mark
Set In

I

Set Out

O

Clear In

Ctrl+Shift+I

Clear Out

Ctrl+Shift+O

Clear In and Out

Ctrl+Shift+B

Compositing and Effects
Layers
Effects Tree
DVE
Tracker
Shape Tools

2546

Compositing and Effects

Layers
Tool name

Shortcut

Bring to Front

Shift+Pg Up

Send to Back

Shift+Pg Dn

Lower

Pg Dn

Raise

Pg Up

Next Layer

Shift+Right Arrow

Previous Layer

Shift+Left Arrow

Tool name

Shortcut

Add Effect

‘ (apostrophe)

Rename Node

Alt + click the node

Add Cache node

C

Process Cache node

Ctrl + double-click Cache node

Bypass node

B

Add Transform

T

Select All

Ctrl + A

Inverse Selection

I

Frame Selected

F

Frame All

Shift + F

Organize All Nodes (Sparse)

Shift + [ (open bracket)

Organize All Nodes (Dense)

Shift + ] (close bracket)

Organize Nodes (Sparse)

[ (open bracket)

Organize Nodes (Dense)

] (close bracket)

Fold Minimal

9

Effects Tree

2547

Keyboard Shortcuts

2548

Tool name

Shortcut

Fold All

Shift + 9

Select Preceding Nodes

, (comma)

Select Subsequent Nodes

. (period)

Attract

- (minus)

Repel

= (equals)

Use Input Name

P

View

V

Reset All

Ctrl + Shift + D

Add Effect

‘ (apostrophe)

Rename Node

Alt + click the node

Add Cache node

C

Process Cache node

Ctrl + double-click Cache node

Add Transform

T

Select All

Ctrl + A

Inverse Selection

I

Frame Selected

F

Frame All

Shift + F

Organize All Nodes (Sparse)

Shift + [ (open bracket)

Organize All Nodes (Dense)

Shift + ] (close bracket)

Organize Nodes (Sparse)

[ (open bracket)

Organize Nodes (Dense)

] (close bracket)

Fold Minimal

9

Fold All

Shift + 9

Select Preceding Nodes

, (comma)

Select Subsequent Nodes

. (period)

Compositing and Effects

Tool name

Shortcut

Attract

- (minus)

Repel

= (equals)

Use Input Name

P

View

V

Reset All

Ctrl + Shift + D

DVE
Tool name

Shortcut

Crop

F

Rotate

D

Scale

S

Tool Properties

T

Translate in X or Y

P+drag

Translate/Rotate on Z Axis

/ (forward slash)

Convert to Bézier Segment

‘ (apostrophe)+click

Convert to Linear Segment

; (semicolon)+click

Lock Selected DVE for manipulation

Ctrl+L

Snap DVE to Clip Duration

Shift+D

Additional Shortcuts for Motion Path
Display Selection Rectangle
(Select Multiple Vertices)

Shift+R+drag

Add Control Point

A+click

Delete a Selection

Delete

Break Tangent

B+drag

Unify Tangents

U+drag

2549

Keyboard Shortcuts

Tool name

Shortcut

Keep Tangent Length Ratio

R+drag

Priority to Tangent Handle

H+drag

Move Control Point in Image Plane

I+drag

Move Control Point in Z

/ (slash)+drag

Move Control Point in X or Y

Shift+drag

Tracker
Tool name

Shortcut

Move both trackers

Drag

Offset Search Area

Shift+right-click+drag

Offset Target

Shift+left-click+drag

Shape Tools

2550

Tool name

Shortcut

Ellipse

E

Freehand

W

Polyline

Q

Rectangle

R

Select

Ctrl+A

Edit Shape

Shift+A

Join Shapes (Warp/Morph)

J

Next object

. (period)

Previous object

, (comma)

Raise

Page Up

Lower

Page Down

Graphics

Tool name

Shortcut

Bring to Front

Shift+Page Up

Send to Back

Shift+Page Down

Add Vertex

A

Edit Correspondence Points
(Warp/Morph)

C

Break Tangent

B

Keep Tangent Angle

N

Keep Tangent Length Ratio

Crtl+R

Priority to Handle Selection

H

Unify Tangents

U

Cut Stroke Piece

K

Rotate

D

Scale

S

Skew

F

Translate Selection Down 1 Unit

2 (pad)

Translate Selection Down 10 Units

Ctrl+2 (pad)

Translate Selection Left 1 Unit

4 (pad)

Translate Selection Left 10 Units

Ctrl+4 (pad)

Translate Selection Right 1 Unit

6 (pad)

Translate Selection Right 10 Units

Ctrl+6 (pad)

Translate Selection Up 1 Unit

8 (pad)

Translate Selection Up 10 Units

Ctrl+8 (pad)

Graphics
General
Selection and Deletion
2551

Keyboard Shortcuts

Transformation
Rectangle Tool
Edit Text
Edit Shape
Reshaper
Clusters
Properties

General
Tool name

Shortcut

Freehand

W

Resize Brush

Ctrl+drag

Close Stroke

C

Polyline
Close Polyline

Ctrl+click

Constrain to 45°

Alt

End Drawing

Esc

Rectangle

R

Ellipse

E

Magic Wand

Y

Confirm

2552

Q

Esc

Edit Shape

Shift+A or Enter

Reshaper

P

Text

T

Edit Text

Shift+P or Enter

Import Image

Ctrl+I

Import Clip

Ctrl+Shift+I

Graphics

Tool name

Shortcut

Stroke Preset

Shift+C

Text Preset

Shift+X

Select

A

Rotate

D

Scale

S

Scale Proportionally

Shift+drag

Skew

F

Interactive Update Move, Scale, Skew, Rotate

Ctrl+drag

Show/Hide Bounding Boxes

Ctrl+H

Copy Shape

Alt+C

Paste Shape in Place

Alt+V

Paste Shape at Origin

Ctrl+Alt+V

Express Tool #1

1 (hold down)

Express Tool #2

2 (hold down)

Express Tool #3

3 (hold down)

Express Tool #4

4 (hold down)

Express Tool #5

5 (hold down)

Pick Color

6

Snap to Duration

Shift+D

Use Fill

N

Use Brush

B

Increase Brush Size 1 Unit

] (close bracket)

Increase Brush Size 10 Units

Shift+] (close bracket)

Decrease Brush Size 1 Unit

[ (open bracket)

Decrease Brush Size 10 Units

Shift+[ (open bracket)

2553

Keyboard Shortcuts

Tool name

Shortcut

Duplicate

Ctrl+K

Wireframe Mode

Ctrl+W

Wireframe Preview

Ctrl+Shift+W

Refresh

V

Go to Start

Home

Go to End

End

Go to Next Edited Frame

Ctrl+. (period)

Go to Previous Edited Frame

Ctrl+, (comma)

Bring to Front

Shift+Pg Up

Send to Back

Shift+Pg Dn

Lower

Pg Dn

Raise

Pg Up

Burn Frame

Ctrl+F

Clone: Go Back

Ctrl+ L

Clone: Go to Source Frame

Shift+L

Clone: Pick

6

Selection and Deletion

2554

Tool name

Shortcut

Select

A

Select All

Ctrl+A

Select Next

. (period)

Select Previous

, (comma)

Multiselect - Next

Shift+. (period)

Multiselect - Previous

Shift+, (comma)

Graphics

Tool name

Shortcut

Deselect All - Frame

Ctrl+J

Deselect All - Session

Ctrl+Shift+J

Delete All - Frame

Ctrl+Del (pad)

Delete All - Session

Ctrl+Shift+Del (pad)

Tool name

Shortcut

Absolute Align Top

Alt+8 (pad)

Absolute Align Bottom

Alt+2 (pad)

Absolute Align Left

Alt+4 (pad)

Absolute Align Right

Alt+6 (pad)

Absolute Align Horizontal Center

Alt+5 (pad)

Absolute Align Vertical Center

Alt+9 (pad)

Relative Align Top

Ctrl+Alt+8 (pad)

Relative Align Bottom

Ctrl+Alt+2 (pad)

Relative Align Left

Ctrl+Alt+4 (pad)

Relative Align Right

Ctrl+Alt+6 (pad)

Relative Align Horizontal Center

Ctrl+Alt+5 (pad)

Relative Align Vertical Center

Ctrl+Alt+9 (pad)

Translate Up 1 Unit

8 (pad)

Translate Up 10 Units

Ctrl+8 (pad)

Translate Down 1 Unit

2 (pad)

Translate Down 10 Units

Ctrl+2 (pad)

Translate Left 1 Unit

4 (pad)

Translate Left 10 Units

Ctrl+4 (pad)

Transformation

2555

Keyboard Shortcuts

Tool name

Shortcut

Translate Right 1 Unit

6 (pad)

Translate Right 10 Units

Ctrl+6 (pad)

Tool name

Shortcut

Increase Corner Radius

]+drag

Decrease Corner Radius

[+drag

Tool name

Shortcut

Zoom

Alt+Ctrl+drag

Mouse Zoom

Alt+Z

Mouse Unzoom

Alt+X

Quick Zoom

Alt+Q

Pan

Alt+Shift+drag

Kern left

Alt+Left Arrow (normal)

Rectangle Tool

Edit Text

Alt+Shift+Left Arrow (minor)
Alt+Ctrl+Left Arrow (major)
Kern right

Alt+Right Arrow (normal)
Alt+Shift+Right Arrow (minor)
Alt+Ctrl+Right Arrow (major)

Increase font size

Alt+Up Arrow (normal)
Alt+Shift+Up Arrow (minor)
Alt+Ctrl+Up Arrow (major)

Decrease font size

2556

Alt+Dn Arrow (normal)

Graphics

Tool name

Shortcut

Alt+Shift+Dn Arrow (minor)
Alt+Ctrl+Dn Arrow (major)
Move Text Box

Alt+drag

Edit Text Body

Alt+click

Edit Next Text Body

Alt+ . (period)

Edit Prev Text Body

Alt+ , (comma)

Find

Ctrl+F

Exit Edit Text

Esc

Tool name

Shortcut

Edit Shape

Shift+A or Enter

Exit Edit Shape

Esc

Select/deselect shape

Alt+click

Add Vertex

A

Delete Vertex

Delete

Cut Stroke Piece

K

Break Tangent

B or Alt

Keep Tangent Angle

N

Keep Tangent Length Ratio

R

Constrain to 45 degrees

V

Priority to Handle Selection

H

Unify Tangents/Join Stroke Pieces

U

Set Keyframe

Ctrl+Enter

Delete Keyframe

Ctrl+Shift+Enter

Edit Shape

2557

Keyboard Shortcuts

Tool name

Shortcut

Delete All Keyframes

Ctrl+Alt+Enter

Next Keyframe

Shift+Right Arrow

Previous Keyframe

Shift+Left Arrow

First Keyframe

Alt+Left Arrow

Last Keyframe

Alt+Right Arrow

Select Next Tracker

. (period)

Select Previous Tracker

, (comma)

Translate Up 1 Unit

8 (pad)

Translate Up 10 Units

Ctrl+8 (pad)

Translate Down 1 Unit

2 (pad)

Translate Down 10 Units

Ctrl+2 (pad)

Translate Left 1 Unit

4 (pad)

Translate Left 10 Units

Ctrl+4 (pad)

Translate Right 1 Unit

6 (pad)

Translate Right 10 Units

Ctrl+6 (pad)

Tool name

Shortcut

Reshaper

P

Trace

Drag shape edge

Trace Straight Line

Alt+drag

Trace Without Moving Existing Control
Points

Shift+drag

Chop Control Points

C+drag

Move Shape

A

Reshaper

2558

Graphics

Tool name

Shortcut

Rotate Shape

D

Scale Shape

S

Scale Shape Proportionally

Shift+S

Skew Shape

F

Move Origin

S, D, or F+drag

Center Origin

S, D, or F+right-click shape

Position Stretch Limits

G+drag stretch limits

Stretch Shape

G+drag shape edge

Change Shape Opacity

O+drag

Exit Reshaper

Esc

Tool name

Shortcut

Build Cluster 1

Ctrl+7

Build Cluster 2

Ctrl+8

Build Cluster 3

Ctrl+9

Build Cluster 4

Ctrl+0

Build Cluster 5

Ctrl+– (minus)

Build Cluster 6

Ctrl+= (equals)

Select Cluster 1

7

Select Cluster 2

8

Select Cluster 3

9

Select Cluster 4

0

Select Cluster 5

– (minus)

Select Cluster 6

= (equals)

Clusters

2559

Keyboard Shortcuts

Tool name

Shortcut

Build Vertex Cluster 1

Ctrl+7

Build Vertex Cluster 2

Ctrl+8

Build Vertex Cluster 3

Ctrl+9

Build Vertex Cluster 4

Ctrl+0

Build Vertex Cluster 5

Ctrl+– (minus)

Build Vertex Cluster 6

Ctrl+= (equals)

Select Vertex Cluster 1

7

Select Vertex Cluster 2

8

Select Vertex Cluster 3

9

Select Vertex Cluster 4

0

Select Vertex Cluster 5

– (minus)

Select Vertex Cluster 6

= (equals)

Tool name

Shortcut

Brush Properties

Ctrl+B

Brush Fx Properties

Shift+B

Fill Fx Properties

Shift+N

Graphics Properties

Ctrl+G

Masks Properties

Shift+M

Paint Style Properties

Shift+Y

Time Span Properties

Shift+T

Transformations Properties

Shift+U

Properties

2560

3D DVE

3D DVE
General
Camera
Alignment
3D DVE Object View

General
Tool name

Shortcut

Add DVE Node

U

Direct View Mode

V

Edit

Q

Ellipse

E

Light

Y

Rectangle

R

Rotate

D

Shape

W

Text

T

Lock

Ctrl+L

Select All

A

Deselect All

Shift+A

Select Single Character

Alt+click

Add to Selection

Shift+click

Toggle Selection

Ctrl+Click

Multiselect Text in Text Box Container

Shift+Arrow Key

Resize Text Box Container

Alt+drag

Translate 1 Pixel

Ctrl+Arrow Key

2561

Keyboard Shortcuts

Tool name

Shortcut

Translate - Constrain to Axis

Shift+drag

Translate Rotated Object - Constrain to
Local Plane

Ctrl+Alt+drag

Translate Rotated Object - Constrain to
Local Axis

Ctrl+Alt+Shift+drag

Scale

Ctrl+drag

Relative to Anchor Point

Shift+Ctrl+drag

Constrain to Aspect Ratio

Shift+drag

Rotate in 15° Increments

Shift+drag

Insert Point

Alt

Delete Point

Delete

Multiselect Point

Shift+click

Bring to Front

Shift+Pg Up

Send to Back

Shift+Pg Dn

Lower

Pg Dn

Raise

Pg Up

Tool name

Shortcut

Dolly

P

Roll

L

Pan

I

Toggle Camera

Shift+X

Zoom

K

Reset Current Camera

J

Tumble

Shift+Z

Camera

2562

3D DVE

Tool name

Shortcut

View Front

Shift+D

View Left

Shift+F

View Right

Shift+S

View Top

Shift+R

Tool name

Shortcut

Align Bottom

Shift+B

Align Horizontal

Shift+Y

Align Left

Shift+G

Align Right

Shift+J

Align Top

Shift+U

Align Vertical

Shift+V

Position Bottom Center

Shift+. (period)

Position Bottom Left

Shift+, (comma)

Position Bottom Right

Shift + / (forward slash)

Position Middle Center

Shift+; (semicolon)

Position Middle Left

Shift+L

Position Middle Right

Shift+’ (apostrophe)

Position Top Center

Shift+[ (open bracket)

Position Top Left

Shift+P

Position Top Right

Shift+] (close bracket)

Alignment

2563

Keyboard Shortcuts

3D DVE Object View

2564

Tool name

Shortcut

Pan

X

Zoom

Z

Go to Next Edit

. (period)

Go to Previous Edit

, (comma)

Cancel

Esc

Hardware Setup for the Avid
Nitris System

This section includes information for setting up your Avid DS Nitris
system.
•

Using the Avid Nitris

•

Avid Nitris Dual Boot System Setup

•

Dual Boot Software Installation for Avid DS and Avid Symphony

2566

a
Using the Avid Nitris

Important Information

Avid® recommends that you read all the information in these installation instructions
thoroughly before connecting or using your new hardware and software.
This document explains how to use and to connect cables and devices to the Avid Nitris™
Digital Nonlinear Accelerator (DNA) and how to connect specific devices to an
Avid-supported system to which the Avid Nitris is connected. Avid-supported systems for
your Avid Nitris can change at any time.

n

Make sure to look at the ReadMe file that installs with the application. It contains important
information that is used in conjunction with the information presented in this document.

Contents
If You Need Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Symbols and Conventions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Site Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Environmental Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Electrical Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Rack Mounting the Avid Nitris Enclosure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Equipment Environmental and Safety Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Installing the Avid Nitris in a Rack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Avid Nitris Front Indicators and Rear Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Front Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Rear Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Workstation Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

HP Workstation xw8400 Slot Configuration and Connections. . . . . . . . . . . . . . . . . . . 20
HP Workstation xw9300 Slot Configuration and Connections. . . . . . . . . . . . . . . . . . . 21
HP Workstation xw8200 Slot Configuration and Connections. . . . . . . . . . . . . . . . . . . 23
Connecting the Dual-Link HD SDI Board. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Avid Nitris Base Board Connection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Connecting the Avid Nitris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Connecting the Keyboard and Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Connecting the Monitors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Connecting the Application Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Connecting the SCSI Local Storage Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Avid MediaDock Ultra320 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Formatting and Striping Media Drives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Connecting to Avid Unity Shared Storage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Reference Signal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Sync Topology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tri-level Sync . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Black Burst Sync . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Connecting Audio and Video Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Connecting Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Connecting Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Connecting a Client Monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Qualified VGA Outputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Connecting Serial and MIDI Port Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
USB and Serial Connections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Connecting the USB Hub. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Connecting the USB Devices to the USB Hub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Connecting JL Cooper Fader Controllers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Connecting the Yamaha 01V/96 Mixer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Installing and Removing the Avid Fan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Regulatory and Safety Notices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Warnings and Cautions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
FCC Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Canadian ICES-003. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
2

European Union Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Disposal of Waste Equipment by Users in the European Union . . . . . . . . . . . . . . . . . 57
Australia and New Zealand EMC Regulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Taiwan EMC Regulations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Technical Support Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

3

If You Need Help
If you are having trouble using Avid Nitris:
1. Retry the action, carefully following the instructions given for that task. It is especially
important to check each step of your workflow.
2. Check this ReadMe file for the latest information that might have become available after
the documentation was published.
3. Check the documentation that came with your Avid application or your hardware for
maintenance or hardware-related issues.
4. Visit Avid Online Support at www.avid.com/onlineSupport/. Online support is available
24 hours per day, 7 days per week. Search the Knowledge Base to find answers, to view
error messages, to access troubleshooting tips, to download updates, and to read/join
online message-board discussions.

Symbols and Conventions
These installation instructions use the following symbols and conventions:
Symbol or Convention

Meaning or Action

n

A note provides important related information, reminders,
recommendations, and strong suggestions.

c

A caution means that a specific action you take could cause harm to
your computer or cause you to lose data.

w

4

A warning describes an action that could cause you physical harm.
Follow the guidelines in this document or on the unit itself when
handling electrical equipment.

>

This symbol indicates menu commands (and subcommands) in the
order you select them. For example, File > Import means to open the
File menu and then select the Import command.

t

This symbol indicates a single-step procedure. Multiple arrows in a list
indicate that you perform one of the actions listed.

Italic font

Italic font is used to emphasize certain words and to indicate variables.

Courier Bold font

Courier Bold font identifies text that you type.

Ctrl+key or mouse action

Press and hold the first key while you press the last key or perform the
mouse action. For example, Ctrl+drag.

Overview

Overview
The Avid Nitris is designed to capture and output analog and serial digital media using
decks, cameras, and audiotapes.
The Avid Nitris is powered by an autosensing power supply connected by a standard power
cord to a wall plug or power strip.
The Avid Nitris accepts video and audio in different formats and resolutions, and changes
these formats and resolutions to Avid-specific data for transfer to the Avid editing system
over a Digital Interlink cable. The data transfer uses an Avid-specific protocol that describes
the format and resolution of the media being captured.
You then edit the media on the Avid editing system and send it back to the Avid Nitris. You
can change the format and resolution as needed for video and audio output.
The Avid Nitris consists of:
•

The Avid Nitris enclosure, backplane, power supply, and power cord

•

A standard-definition (SD) video I/O board

•

A high-definition (HD) video I/O board

•

A eight-channel audio I/O board

Three audio cables are provided with the Avid Nitris; analog in, analog out, and
AES/EBU I/O. The audio cables have a DB25 connector at one end that plugs into the
Avid Nitris and the other end of the cables have eight separate XLR connectors supporting
eight channels of audio. For more information, see “Connecting Audio” on page 42.
The Avid Nitris is shipped with the Using the Avid Nitris CD-ROM that includes this online
document. Refer to the Avid Customer Support Knowledge Base http://www.avid.com/ for
recent updates to this document.

5

Site Planning
When preparing your site, you must consider the environmental, electrical, and space
requirements for your Avid Nitris workstation, as well as any additional equipment. Before
setting up your system, see the ReadMe provided with the Avid editing application to make
sure that there are no changes to the information in this document. The required expansion
boards are installed and configured for Avid Nitris. Do not remove or modify these boards.
For instructions on setting up the computer hardware, see the setup documentation provided
with the HP Workstation. For a rackmount workstation, you must install the computer into a
standard rack before connecting the hardware.
To prevent equipment damage that may be caused by static electricity, do all of the following
before making any connections:
•

Turn off all devices.

•

Always use anti-static prevention.

•

Always connect devices to a properly grounded outlet.

•

Touch the metal casing of the device before handling any circuit boards.

Environmental Requirements
The site you choose for your Avid Nitris workstation should meet the following
environmental requirements:

6

•

Clean and dust free

•

Free from significant temperature or humidity changes

•

Sturdy, level, and not subject to vibration

•

Away from radio frequency emissions, high-traffic, or high-noise areas

•

Provides adequate space in front of and behind the workstation components, so that you
can connect cables and service your workstation. This also provides adequate airflow
for cooling.

•

A minimum clearance of 3 inches (7.6 cm) for the side and back panels of the deskside
base unit

•

A table (or other surface) that is at least 60 inches wide by 48 inches deep (150 cm ×
120 cm) for the editing workstation

Site Planning

Electrical Requirements
Your site should meet the following electrical requirements:

n

•

Adequate power for each workstation component, so that extension cords are not
needed.

•

At least two 15-amp circuits available: one for the workstation, Nitris, and accessories
and one for the Avid storage system.

•

Site is away from major electrical equipment, such as motors, air conditioners, or
elevators.

•

Site is not subject to static electrical buildup.

•

Uses an uninterruptible power supply (UPS) to protect your workstation from sudden
power surges or losses, and to save you from the resulting loss of work.

Plug only your Avid Nitris equipment into the power strip. Do not plug in coffee makers,
radios, lights, or other such devices.
The following table describes the electrical specifications for the Avid Nitris editing system.
Electrical Specifications

Component

Voltage

Frequency

HP Workstation

100 to 240 V ac auto-ranging

50 to 60 Hz

Avid Nitris

100 to 240 V ac

50 to 60 Hz

Monitors

100 to 250 V ac

50 to 60 Hz

Avid Nitris DNA

100 to 240 V ac

50 t0 60 Hz

Avid MediaDock LVD and
Avid MediaDock Ultra320 storage systems

90 to 264 V ac

50 to 60 Hz

Avid VideoRAID

90 to 230 V ac

50 to 60 Hz

The following table lists the dimensions of the major hardware components.

7

Hardware Component Dimensions
Dimensions
(Inches)

Dimensions
(Centimeters)

HP Workstation
Rackmount configuration — Rack Units: 5

Height: 17.9
Depth: 20.7
Width: 8.3

Height: 45.4
Depth: 52.5
Width: 21.0

Avid Nitris
Rackmount configuration — Rack Units: 3

Height: 5.3
Width: 17.6
Depth: 13

Height: 13.5
Width: 44.7
Depth: 33.02

Hardware component

Rack Mounting the Avid Nitris Enclosure
This section provides the information for mounting the Avid Nitris in a 19-inch (483-mm)
National Electrical Manufacturers Association (NEMA) or Electronics Industries
Association (EIA) rack. Avid recommends that you mount your Avid Nitris in a rack before
you connect any cables.

n

If you need to rack mount the HP workstation, a rack-mount kit is available from HP.
Installation instructions are included with the kit. The HP Workstation system requires 5
rack units.
See the following sections for more information:
•

Equipment Environmental and Safety Guidelines

•

Installing the Avid Nitris in a Rack

Equipment Environmental and Safety Guidelines
When you install the Avid Nitris in a rack, you must take the following precautions:

8

•

Elevated Operating Ambient Temperature — When the Avid Nitris is installed in a
closed or multiunit rack assembly, the operating ambient temperature of the rack
environment might be greater than the room ambient temperature. Therefore, consider
installing the equipment compatible with the manufacturer’s maximum ambient
temperature of 104°F (40°C).

•

Reduced Airflow — Do not compromise the amount of airflow required for safe
operation of the equipment.

•

Mechanical Loading — Avoid a hazardous condition due to an uneven mechanical
loading.

Rack Mounting the Avid Nitris Enclosure

•

Circuit Overloading — Consider connecting the equipment to the supply circuit and
the effect that overloading of circuits might have on overcurrent protection and supply
wiring. Use appropriate equipment nameplate ratings.

•

Reliable Earthing — Maintain reliable earthing of rack-mount equipment. Give
particular attention to supply connections other than direct connections to the branch
circuit (for example, the use of power strips).

Installing the Avid Nitris in a Rack
The Avid Nitris is designed for 19-inch (483-mm) rack enclosures and requires three EIA
rack units (3U), or 5 ¼ inches (133.4 mm) of rack space. The Avid Nitris is shipped with
rack-nut clips for those rack enclosures that do not have threaded holes. Rack-nut clips are
clipped in the holes of the rack that are used to secure the rack components in place.

w

To ensure the stability of the rack enclosure, start from the bottom when you install the
rack components in the rack enclosure.

Positioning the Avid Nitris in the Rack
The following procedure helps you decide where to install the Avid Nitris in the rack. If your
rack enclosure does not have threaded holes, install the rack-nut clips included with the
Avid Nitris where the Avid Nitris front panel secures to the rack enclosure. If your rack
enclosure has threaded holes, do not attach the rack-nut clips.
To position the Avid Nitris in the rack enclosure and attach the rack-nut clips:

1. Select the lowest position in the rack where you can mount the Avid Nitris. Position the
Avid Nitris so the bottom is at the baseline of a U-alignment position.
If your rack enclosure has threaded holes, continue with “Securing the Avid Nitris in a
Rack” on page 11.

9

Positioning the Avid Nitris
Rack mounting rail
5/8 in

Rack mounting rail
hole spacing

5/8 in
1/2 in
5/8 in

1 3/4 in

3U

5/8 in
1/2 in
5/8 in

1 3/4 in

2U

Avid Nitris

5/8 in
1/2 in

1 3/4 in

1U

5/8 in
5/8 in

EIA rack unit

1/2 in

Baseline of Avid Nitris is at
U-alignment position between
two 1/2-inch holes.

2. From the inside of the enclosure rail, slide the rack-nut clip over each hole you want to
use. Each front support rail needs 2 rack-nut clips for the front of the Avid Nitris.
Attaching Rack-Nut Clips onto the Rack Enclosure

Rack-nut clip slid
over hole

Rack enclosure
mounting rail

10

Rack Mounting the Avid Nitris Enclosure

Securing the Avid Nitris in a Rack
The Avid Nitris is secured in the front mounting rails of the rack with four rackmount
screws. If your rack has threaded holes, use the proper rack screws for your rack. If your
rack does not have threaded holes, attach the rack-nut clips included with the Avid Nitris as
previously described (see “Positioning the Avid Nitris in the Rack” on page 9).

c

You should have someone helping you to lift the Avid Nitris enclosure.
To secure the Avid Nitris into the rack.

1. From the front of the rack, position the Avid Nitris so that it is flush against the front
mounting rails.
Installing an Avid Nitris
Front mounting rail

a
16
15
14

0

13

-6

12
11

-18
-42

8

3

10

0

7
6
5
4

IN

9

-6
-18
-42

2
1
SD

I

AN

A

DIG
LL
PU
WN
DO
SD
F
HD RE
F

AN

LO

LTC

T
OU

CK

RE

A

SD
HD

EO

VID

ris

Nit

Screws

2. Align the holes in the Avid Nitris with the holes in the front mounting rail. From the
front of the rack enclosure, insert the screws through the Avid Nitris and front mounting
rail, and tighten.

11

Avid Nitris Front Indicators and Rear Connectors
The Avid Nitris provides the high definition and standard definition input and output for
your Avid editing system. The front panel of the Avid Nitris has several status LEDs, audio
meters, and a power button.

n

Turn on the Avid Nitris after you have turned on your computer.

Front Panel
The following figure shows the front panel of the Avid Nitris. The table following the figure
describes the Avid Nitris LEDs and power button.
Avid Nitris Front Panel
Status LEDs

Audio meters

a
0
-6

IN

Nitris

HD

SD

HD SD
ANA REF REF LOCK

PULL
DOWN

LTC

DIG SDI

-18

ANA

-42

1

2

3

4

5

6

7

8

9

10 11 12 13 14 15 16

VIDEO
0

OUT

-6
-18
-42

Power button

Power LEDs

LEDs

Avid Nitris LEDs
LED

Status When Lit

VIDEO
HD

The LED is illuminated in High Definition (HD) mode (as opposed to SD). Lit when the
application is set to capture HD source media and the signal is present from the source.

SD

The LED is illuminated in Standard Definition (SD) mode. Lit when the application is set to
capture SD source media and the signal is present from the source.

12

Avid Nitris Front Indicators and Rear Connectors

Avid Nitris LEDs (Continued)
LED

Status When Lit

ANA

Lit when the application is set to capture an analog video input and the signal is present. The
ANA and SD LEDs are always lit when the system is capturing analog SD video.

n

Avid Nitris does not capture analog HD so the ANA does not light during an HD
capture.

HD REF

Blinks when a High Definition Reference signal is connected and constantly on when the
Nitris is locked to the incoming Reference signal.

SD REF

Blinks when a Standard Definition Reference signal is connected and constantly on when the
Avid Nitris is locked to the incoming Reference signal.

Lock

Lit when a valid reference input signal is present and locked (for capture). Blinks if the sync
signal is not valid.

AUDIO
Pull Down

Lit when audio Pulldown is selected in the application during capture.

LTC

Lit when LTC IN is present on the input to the Avid Nitris.

DIG

Lit when a digital input is selected in the application.

SDI

Lit when a serial digital input is selected in the application.

ANA

Lit when an analog input is selected in the application.

Power LEDs

LEDs around the power button light when the Avid Nitris is on.
Yellow is displayed when no signal is detected from the Nitris Base board. Green is displayed
when the Nitris Base board signal is detected.

13

Rear Panel
The Avid Nitris rear panel contains the following video I/O and audio I/O boards:
•

HD Video I/O board — Provides HD SDI I/O with embedded audio support, HD
monitor, HD component, and HD tri-level sync connections for video equipment.

•

Eight-channel audio I/O board — Provides two microphone inputs, eight analog I/O
channels, two S/PDIF audio I/O channels, eight AES/EBU audio I/O channels, and eight
channels of optical ADAT.

•

SD Video I/O board — Provides analog and digital I/O connections for video
equipment, and connects the Avid Nitris to the system using the digital interlink cable.
Digital interlink cable transfers video signal data between the workstation’s Avid Nitris
Base board and the Avid Nitris. The SD Video I/O board provides a connection for
syncing equipment to the Avid Nitris, and supports embedded audio on the SD SDI input.

Avid Nitris Rear Panel
HD video I/O board

HD SDI IN

HD SDI OUT
OUT 1

Eight-channel audio I/O board

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 2

1

2

3

4

5

6

7

1

8

2

3

4

5

6

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT

ANALOG OUT
S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

IN

SD video I/O board

n

OUT

2

MONITOR OUT

ANALOG IN

PR

DIGITAL AUDIO
IN

MIC 1

PB

Power cord
connector

If you select a downconvert format, you can output HD playback and SD downconvert
simultaneous through the Avid Nitris. As a result, you can monitor SD output or create an
SD master at the same time you are outputting an HD master. Some HD media formats are
not compatible with SD resized outputs.
Each connector on the three Avid Nitris I/O boards is described in the following sections:
HD Video I/O Board Connectors
Eight-Channel Audio I/O Board Connectors
SD Video I/O Board Connectors

14

Avid Nitris Front Indicators and Rear Connectors

HD Video I/O Board Connectors
The following figure shows the connections on the HD video I/O board. The following table
describes the function of each connector. You select which inputs to use from the Capture
tool when inputting.

n

The HD Monitor and HD Component outputs cannot be used at the same time. Select one of
the two in the Output tool.
HD Video I/O Board Connectors
1

2

HD SDI IN

3

4

HD SDI OUT
OUT 1

OUT 2

5

HD MONITOR OUT

NITRIS HD

6

7

8

HD COMPONENT OUT
Y

PB

PR

HD TRILEVEL
SYNC

HD Video I/O Board Identifiers
Number

Label

Function

1

HD SDI IN

High-definition Serial Digital Interface input with embedded audio
support, BNC connector.

2

HD SDI OUT 1

High-definition Serial Digital Interface output number 1, BNC
connector.

3

HD SDI OUT 2

High-definition Serial Digital Interface output number 2, BNC
connector.

4

HD MONITOR OUT

High-definition component analog RGB video signal on a 15-pin
connector: compatible with multisync computer monitors.

n

5

HD COMPONENT OUT, Y

The HD MONITOR OUT connector on the HD Video I/O
Board provides an output signal to VGA monitors. PAL video
does not work because 50 Hertz (Hz) is not available in VGA
monitors although, some 48 Hz monitors might display 24p.
NTSC and HD video over 59 Hz usually works with a 60 Hz
refresh rate. Video with a refresh rate higher than 60 Hz
usually displays at one of the available monitor refresh rates.

HD analog component video output, Y color difference signal, BNC
connector; connects to analog video input of a monitor or waveform
/vectorscope.

15

HD Video I/O Board Identifiers (Continued)
Number Label

Function

6

HD COMPONENT OUT, PB

HD analog component video output, PB color difference signal,
BNC connector; connects to analog video input of a monitor or
waveform /vectorscope.

7

HD COMPONENT OUT, PR

HD analog component video output, PR color difference signal,
BNC connector; connects to analog video input of a monitor or
waveform /vectorscope.

8

HD TRILEVEL SYNC

High-definition video reference input for tri-level sync.

n

Additional audio support provided via the HD and SD SDI connectors. The number of
available audio channels is defined by the application.

Eight-Channel Audio I/O Board Connectors
The following figure shows the connections on the eight-channel audio I/O board. The
following table describes the function of each connector. You select which audio inputs to
use from the Capture tool when inputting.
Eight-Channel Audio I/O Board Connectors
Gain adjustments

ANALOG AUDIO IN

S/P DIF

ANALOG AUDIO OUT

DIGITAL AUDIO
IN

GAIN

MIC 1

MIC 2

1

1

2

2

3

4

5

3

GAIN
6

7

8

1

2

3

4

4

5

AES/EBU
IN/OUT

OUT
6

7

OPTICAL
IN
OUT

8

5

6

7

8

9

Eight-Channel Audio I/O Board Identifiers
Number

Label

Function

1

MIC 1

2

MIC 2

Microphone (MIC) inputs, two female XLR connectors. The
analog microphone connectors accept powered or 48 V phantom
power microphones. The audio input and microphone are
selected in the software.

3

ANALOG IN

16

Channels 1 - 8 Professional level audio input, 25-pin
DSUB connector; a color coded DB25 to XLR cable is provided.

Avid Nitris Front Indicators and Rear Connectors

Eight-Channel Audio I/O Board Identifiers (Continued)
Number

Label

Function

—

Gain

Gain controls for the 8 audio inputs.

4

ANALOG OUT

Channels 1 - 8 Professional level audio output, 25-pin
DSUB connector; a color coded DB25 to XLR cable is provided.

—

Gain

Gain controls for the 8 audio outputs.

5

S/PDIF IN

S/PDIF digital input, white phono (RCA) jack.

6

S/PDIF OUT

S/PDIF digital output, red phono (RCA) jack.

7

AES/EBU IN/OUT

Channels 1 - 8 AES/EBU digital input and output, 25-pin
DSUB-connector; a color coded DB25 to XLR cable is provided.

8

OPTICAL IN

8 optical channels input.

9

OPTICAL OUT

8 optical channels output.

SD Video I/O Board Connectors
The following figure shows the connections on the SD video I/O board. The following table
describes the function of each connector. You select which inputs to use from the Capture
tool when inputting.
SD Video I/O Board Connectors
10

SDI

ANALOG OUT
CV 1

SD SYNC

Y

PB

PR

CV S-VIDEO

Y

PB

PR

S-VIDEO

20

16
DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

1

2

3

4

5

6

7

8

9

11

12

13

IN

15

17

OUT

18

2

19

MONITOR OUT

ANALOG IN

14

21

All analog video outputs are available during capture and playback to be used as a client
monitor.

17

SD Video I/O Board Identifiers
Number

Label

Function

1

SD SYNC

Standard-definition video reference (REF) input for a black burst or
reference signal, BNC connector.

2

ANALOG IN, Y
(component)

SD analog component video input, Y luma, BNC connector; connects
to the Y video output of decks.

3

ANALOG IN, PB
(component)

SD analog component video input, PB color difference signal, BNC
connector; connects to the B-Y video output of decks.

4

ANALOG IN, PR
(component)

SD analog component video input, PR color difference signal, BNC
connector; connects to R-Y video output of decks.

5

ANALOG IN, CV
(composite)

Composite video input, BNC connector. Connects to analog video
output of decks.

6

ANALOG IN, S-VIDEO

S-Video input, 4-pin connector. Connects to analog video output of
decks.

7

ANALOG OUT, Y
(component)

SD analog component video output, Y luma, BNC connector;
connects to Y video input of decks. The component analog output
connectors can also be connected to a monitor or
waveform/vectorscope.

8

ANALOG OUT, PB
(component)

SD analog component video output, PB color difference signal, BNC
connector; connects to B-Y video input of decks. The component
analog output connectors can also be connected to a monitor or
waveform/vectorscope.

9

ANALOG OUT, PR
(component)

SD analog component video output, PR color difference signal, BNC
connector; connects to R-Y video input of decks. The component
analog output connectors can also be connected to a monitor or
waveform/vectorscope.

10

ANALOG OUT, CV 1
(composite)

Composite video output, BNC connector. Connects to analog video
input of decks or monitor.

11

ANALOG OUT, CV 2,
(composite)

Composite video output, BNC connector. Connects to analog video
input of decks or monitor.

12

ANALOG OUT, S-VIDEO

Super-video output, 4-pin connector. Connects to analog video input
of decks.

13

SDI IN

Serial Digital Interface input with embedded audio support, BNC
connector.

14

SDI OUT1

Serial Digital Interface output number 1, BNC connector.

18

Workstation Overview

SD Video I/O Board Identifiers (Continued)
Number

Label

Function

15

SDI OUT2

Serial Digital Interface output number 2, BNC connector.

16

DAE

Digital Audio Extraction (DAE) interface, 9-pin DSUB connector.
DAE is currently not supported in the Avid Nitris.

17

SYSTEM

Audio, video, and communication I/O connector from the Avid Nitris
system.

18

LTC IN

Longitudinal timecode input, female connector. Can be used in place
of 9-pin deck control when deck control is not required.

19

LTC OUT

Longitudinal timecode output, male connector. Master clock used to
stripe tapes and synchronize systems to the house master clock
(SMPTE for NTSC, and EBU for PAL).

20

Monitor OUT 1

21

Monitor OUT 2

1/4-inch audio tip/ring/sleeve (TRS) jacks that each output one
channel (left/right) of audio to speakers. The audio feeding this
connection is from the incoming or outgoing audio.
TRS jack provides balanced professional level audio to
c This
your speaker system. Do not use 1/4 mono cables in this
connector; your output levels might be too high.

Workstation Overview
The platform currently shipping with the Avid Nitris is the HP wx8400 workstation. The
following section describes and identifies the connections used on the rear of the
workstation.
Avid has also previously qualified the xw9300 andxw8200 systems to be used with the Avid
Nitris.
As more systems and third-party boards are tested and qualified, and as different
configurations are approved, they are posted on the Avid web site. For the latest information
concerning system availability, go to www.Avid.com. Click your product line (for example,
Broadcast or Video Editing) and then click your Avid application.

19

HP Workstation xw8400 Slot Configuration and Connections
Avid has qualified the xw8400 system with the NVIDIA® Quadro® FX 3500 graphics board
to be used with the Avid Nitris.
The back panel also contains ports for connecting the mouse, keyboard, monitors, and
application key (dongle).
The following table lists the Avid qualified slot configuration for the xw8400 system.
HP Workstation xw8400 Slot Assignments
Slot

Description

PCI slot 1 (32-bit, 33 MHz, 5 V)

Do not use.

PCI Express slot 2 (x16 Graphics bus)

Qualified OGL graphics board (NVIDIA Quadro FX 3500)

PCI Express slot 3 (x8 mechanically,
x4 electrically)

(Option) Fibre Channel for shared or local storage
Fibre Channel for Avid Unity MediaNetwork or Intel Pro 1000 PT for
Avid Unity ISIS

PCI Express slot 4 (x16 mechanically,
x4 electrically)

Dual-Link HD SDI Board for Avid DS; used for inputting audio and
video.
Not used for Avid Symphony

PCI-X slot 5 (64-bit, 133 MHz, 3.3 V)

Avid Nitris base board

PCI-X slot 6 (64-bit, 100 MHz, 3.3 V)

Avid Nitris Codec Board

PCI-X slot 7 (64-bit, 100 MHz, 3.3 V)

ATTO UL4D PCI-X U320 Dual-channel SCSI controller

20

Workstation Overview

The following figure identifies the slots and connections on the rear of the xw8400
workstation.
Rear View of xw8400 System

PS/2 ports
Parallel port
Serial port
USB ports
LAN connection
1394 6-pin connection
Microphone
Line OUT
Line IN
PCI Slots

Video graphics board
1
2
3
4
5
6
7

SCSI connector

HP Workstation xw9300 Slot Configuration and Connections
Avid has qualified the xw9300 workstation with the NVIDIA graphics board to be used with
the Avid Nitris. The following figure identifies the slots and connections on the rear of the
xw9300 workstation.
The back panel also contains ports for connecting the mouse, keyboard, monitors, and
application key (dongle).

21

Rear View of xw9300 System

USB ports

Port connections

SCSI Channel A
Monitors
PCI Express slot 1
PCI slot 2
PCI Express slot 3
Out
2/B

PCI-X slot 4

Out
1/A

In
2/B

In
1/A

SCSI Channel B

Codec

PCI-X slot 5
PCI-X slot 6

Base

The following table lists the Avid qualified slot configuration and function of each
expansion board installed in the xw9300 workstation. For details on the graphics board
specifications and system configuration, see the vendor documentation.
HP Workstation xw9300 Slot Configurations
Slot

Board Information

Description

PCI Express slot 1
(x16 Graphics bus)

NVIDIA graphics board

Processes input from the Avid Nitris Base board,
handles OpenGL® processing, and outputs video
signal to workstation monitor(s).

PCI slot 2 (32-bit,
33 MHz, 5 V)

Not used

Do not use. This bus segment is used by the
integrated 1394 and the integrated Ethernet.

n

22

An on-board Ultra 320 SCSI connector panel
occupies this location. The on-board SCSI is
on the same bus segment as slots 6 and 7.

Workstation Overview

HP Workstation xw9300 Slot Configurations
Slot

Board Information

Description

PCI Express slot 3
(x16 Graphics bus)

Dual-Link HD SDI Board for
Avid DS.

For Avid DS, used for inputting audio and video.

Not used for Avid Symphony

Do not use for Avid Symphony. This bus segment is
used by the integrated 1394 and the integrated
Ethernet.

PCI-X slot 4 (64-bit,
100 MHz, 3.3 V)

Avid Nitris Codec board

Performs the HD compression and 10-bit formats for
the Avid Nitris Base board.

PCI-X slot 5 (64-bit,
100 MHz, 3.3 V)

ATTO™ optical Fibre Channel
board when connected to
Avid Unity™ MediaNetwork

Processes input and output to the Fibre Channel
storage on the Avid Unity MediaNetwork.

Intel® PRO/1000 MT Dual Port
Server Adapter when connected
to Avid Unity ISIS™

Processes input and output to the Ethernet storage on
the Avid Unity ISIS.

Avid Nitris Base board

Processes video capture, playback I/O, and hardware
effects for the Avid Nitris and routes video to the
NVIDIA graphics board.

PCI-X slot 6 (64-bit,
133 MHz, 3.3 V)

Nitris Base board must run at
c The
100 MHz. Avid sets the jumper on PCI-X
slot to runs at 100 MHz, however, if you
have purchased you system directly from
HP, you will need to make sure that the
setting is changed from 133 MHz to 100
MHx. For instructions, see the Avid DS web
site http://www.softimage.com/avidds, and
select Download > System. Then choose the
9300 platform.

HP Workstation xw8200 Slot Configuration and Connections
Avid has qualified the xw8200 workstation with the NVIDIA graphics board to be used with
the Avid Nitris. The following figure identifies the slots and connections on the rear of the
xw8200 workstation.
The back panel also contains ports for connecting the mouse, keyboard, monitors, and
application key (dongle).

23

Rear View of xw8200 System

USB ports

Port connections

SCSI Channel A
Monitors
PCI slot 1
PCI Express slot 2
PCI slot 3
PCI Express slot 4
PCI-X slot 5
PCI-X slot 6
PCI-X slot 7

SCSI Channel B

The following table lists the Avid qualified slot configuration and function of each
expansion board installed in the xw8200 workstation. For details on the graphics board
specifications and system configuration, see the vendor documentation.
HP Workstation xw8200 Slot Configurations
Slot

a

PCI slot 1 (32-bit,
33 MHz, 5 V)

Board Information

Description

Not used

Do not use. This bus segment is used by the
integrated 1394 and the integrated Ethernet.

n

An on-board Ultra 320 SCSI connector panel
occupies this location. The on-board SCSI is
on the same bus segment as slots 6 and 7.

PCI Express slot 2
(x16 Graphics bus)

NVIDIA graphics board

Processes input from the Avid Nitris Base board,
handles OpenGL® processing, and outputs video
signal to workstation monitor(s).

PCI slot 3 (32-bit,
33 MHz, 5 V)

Not used

Do not use. This bus segment is used by the
integrated 1394 and the integrated Ethernet.

24

Workstation Overview

HP Workstation xw8200 Slot Configurations
Slot

a

Board Information

Description

PCI Express slot 4
(x8 mechanically,
x4 electrically)

Dual-Link HD SDI Board for
Avid DS.

For Avid DS, used for inputting audio and video.

Not used for Avid Symphony

Do not use for Avid Symphony. This bus segment is
used by the integrated 1394 and the integrated
Ethernet.

PCI-X slot 5 (64-bit,
133 MHz, 3.3 V)

Avid Nitris Base board

Processes video capture, playback I/O, and hardware
effects for the Avid Nitris and routes video to the
NVIDIA graphics board.
Nitris Base board must run at
c The
100 MHz. The board is installed into the
PCI-X 133 MHz bus slot but Avid sets this
PCI-X slot to run at 100 MHz in the BIOS.

PCI-X slot 6 (64-bit,
100 MHz, 3.3 V)

Avid Nitris Codec board

Performs the HD compression and 10-bit formats for
the Avid Nitris Base board.

PCI-X slot 7 (64-bit,
100 MHz, 3.3 V)

ATTO™ optical Fibre Channel
board when connected to
Avid Unity™ MediaNetwork

Processes input and output to the Fibre Channel
storage on the Avid Unity MediaNetwork.

Intel® PRO/1000 MT Dual Port
Server Adapter when connected
to Avid Unity ISIS™

Processes input and output to the Ethernet storage on
the Avid Unity ISIS.

a. On a rackmount workstation, PCI slot 1 is to the left, and the PCI slot 7 is to the right when viewing the back of the
workstation base unit.

25

Connecting the Dual-Link HD SDI Board
Standard with every Avid DS Nitris is new hardware that provides the necessary dual-link
HD-SDI input and output channels for HD-RGB sources like HDCAM SR delivering a
complete solution for capture, conform, finishing and mastering for HD-RGB workflows.

n

Existing customers can add the dual-link HD-SDI hardware a purchasable option.
The Dual-Link HD SDI board is used whenever you need to input or output using 4:4:4
format. When using this format you should not attempt to use connections on the Nitris
DNA box.
The dual-link HD SDI board is divided by use into two sections:

n

•

4:4:4 format video using 4 mini-BNC connectors.

•

AES Audio embedded with the video breakout cable — 15-Pin D connector for 8
channels of AES/EBU audio inputs and outputs. The connector attaches to a 8-XLR
breakout cable. It is 24 bit, 48Khz audio. Inputs support 32 bits at 96Khz.

The remaining sections of cable are not used. The above two functions are the only ones
supported at this time.
AES audio only

4:4:4 video in and out
In
1/A

In
2/B

Out
1/A

Out
2/B

Mini-BNCs
Dual-link board

To HD deck
or camera
Cable labeled
Reference Sync
AES audio to deck or other hardware

26

Video

Mini-BNCs

Workstation Overview

To connect the Dual-Link video and sync:

The dual-link board has 1 dual-link input (2 connectors), and 1 dual-link output (2
connectors). The inputs should normally be connected to a dual-link capable deck, and the
outputs can either go back to the deck, or feed a HDLink-type device for display on a
computer monitor. Sync on the board is always an input and should be feeded with the same
sync that is feeded to the deck connected to the AJA board. It's used to sync both the Audio
and Video when in playback mode.

Avid Nitris Base Board Connection
The following illustration shows the connection on the Avid Nitris Base board. For
information on connecting your video and audio equipment to the Avid Nitris, see
“Connecting Audio and Video Equipment” on page 35.
Avid Nitris Base Board Connection

ris
Nit e
s
Ba

Avid Nitris Base board label

Digital interlink cable connector

c

There is a similar connector on the Nitris Codec board which is currently not used.
Make sure you connect the digital interlink cable to the board labeled “Nitris Base.”
(The newer Codec board has venting holes instead of a connector.)

Connecting the Avid Nitris
To connect the Avid Nitris to the workstation:

1. Make sure that the power on the Avid Nitris is Off.
2. Attach the power cord to the power connector at the back of the Avid Nitris and plug it
into a power outlet.
3. Plug one end of the digital interlink cable into the SYSTEM connector at the back of the
Avid Nitris.

27

Connecting the Avid Nitris
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 2

1

2

3

4

5

6

7

1

2

3

4

5

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

S-VIDEO

Power
connector

OPTICAL
IN
OUT

8

SDI

ANALOG OUT
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT
6

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

IN

OUT

2

MONITOR OUT

ANALOG IN

8

PR

DIGITAL AUDIO
IN

MIC 1

PB

Avid Nitris
System connector

Avid Nitris
base board connector
Digital interlink cable

4. Plug the other end of the digital interlink cable into the digital interlink connector on the
Avid Nitris Base board.
5. Make sure both ends of the cable are secure.

n

Turn on the Avid Nitris after you have turned on your computer.

Connecting the Keyboard and Mouse
The keyboard and mouse come with attached cables for connecting them to the back panel
of your workstation. The following figure shows the keyboard and mouse connections on a
deskside workstation.

28

Workstation Overview

Connecting the Keyboard and Mouse
Keyboard

Mouse

To connect the keyboard and mouse:

1. In the base unit, connect the keyboard to the top-left or bottom mini-DIN port.
2. Connect the mouse to the top-right or top mini-DIN port in the base unit.

n

On a rackmount workstation, the keyboard port is on the bottom when viewing the back of
the workstation base unit and the mouse is to the top.

n

Avid does not recommend using extension cables more than 6-feet (1.83-meters) for your
keyboard and mouse.

Connecting the Monitors
Your workstation comes with two monitors for Avid Nitris. You can purchase either standard
high-resolution flat-panel monitors or VGA monitors. The monitors connect to the NVIDIA
graphics board (see the following figure). The NVIDIA graphics board is located in the PCI
Express slot 2.
NVIDIA Graphics Board in the xw8400 Workstation

Connector for
left monitor

Connector for
right monitor

29

n

On a rackmount workstation, the graphic boards are to the left when viewing the back of the
workstation base unit.
Each monitor comes with a video cable and a power cord. Depending upon the monitor, you
might receive a VGA-to-DVI adapter. Avid recommends that you use the DVI connectors on
the monitor if available. For more information regarding the graphic boards and monitors,
see the documentation provided by the manufacturer.
The driver for the graphic board should be installed on your system, but it is also located on
the Avid DS Drivers CD-ROM. Unique video property settings and system BIOS are used in
your Avid Nitris editing system. For more information consult, your Avid representative.
To connect the monitors:

1. Verify that the power is turned off on the monitor and the base unit, and then connect
these devices to a power source.
2. Attach one end of the cable to the monitor. Use adapter if needed.
3. Attach the other end of the cable to the appropriate DVI connector as shown in
“NVIDIA Graphics Board in the xw8400 Workstation” on page 29. Use adapter if
needed.

Connecting the Application Key
The application key, commonly referred to as a dongle, allows the Avid software to run on
your system. If you have not yet connected the application key, you should do so before you
run the Avid application. If your system has USB ports in the front and in the rear, Avid
recommends that you connect the application key to a USB port at the rear of the system.
Application Key

USB port

n

For Avid DS, you no longer need an application key (Dongle) to use your system.
Avid now provides a utility that generates a dongle ID number based on your hardware
components. The license file is supplied from this dongle ID. See the Avid DS Nitris
Installation and Administration Guide for instructions on how to generate the dongle ID and
license your system.

30

Connecting the SCSI Local Storage Systems

Connecting the SCSI Local Storage Systems
Avid Nitris editing systems support the Avid MediaDock Ultra320 and Avid VideoRAID as
a local SCSI storage system. Local storage connects to the two SCSI channels at the rear of
the workstation and must be striped to provide the needed throughput.

n

Avid typically supports newer drives as they become available. For the latest list of
supported drives, see your Avid sales representative.
SCSI Connections at the Rear of the System
SCSI channel A

SCSI channel B

n

The connections at the rear of the workstation are HD 68-pin connectors. If you are going to
use SCSI devices for standalone storage, you must order the cables separately when you
order your Avid editing system.
Also note that the xw8400 does not have onboard SCSI controllers. Instead, it uses an Atto
UL4D SCSI card with dual-SCSI connectors.
The maximum length of the external SCSI cables must not exceed 16-feet (5 meters). If
connecting two MediaDock Ultra320 enclosures (one enclosure on each SCSI channel) you
can use a 16-foot (5 meter) SCSI cable on each SCSI channel.

Avid MediaDock Ultra320
For installation procedures and instructions on switching between single-bus and dual-bus
modes, see the documentation that ships with the Avid MediaDock Ultra320.

Formatting and Striping Media Drives
Disk drives must be configured as Dynamic when you are striping drives.

31

To configure and stripe a drive:

1. Start your system, and log in to an account with administrative privileges.
2. Right-click the My Computer icon, and select Manage.
The Computer Management window opens.
3. Click the Disk Management folder.

n

For more information on the Computer Management window, click the Help icon in the
toolbar of the Computer Management window.
4. Make a drive Dynamic by right-clicking the disk ID section of the disk in the Computer
Management window and selecting Upgrade to Dynamic disk, or Create Dynamic disk,
depending upon the status of your disk.
When you select a disk in the Computer Management window, the white section of the
disk changes to stripes, showing that the section has been selected.
5. Repeat step 4 for each drive you want to stripe.
6. Right-click one of the Dynamic drives and select Action > Create Volume.
7. Follow the instructions in the Create Volume Wizard to finish striping the drives using
NTFS format.

Connecting to Avid Unity Shared Storage
Avid Unity media networks are shared storage and networking solutions for sharing media
between multiple workstations. Depending on which Avid Unity environment you have, a
specific media network board is installed in PCI slot 5 of your Avid Nitris workstation.
Avid Unity ISIS uses the optional Intel PRO/1000 MT Dual Port Server Adapter board. This
is supported for both Avid Symphony and Avid DS (32-bit and 64-bit).
Avid Unity MediaNetwork uses the optional ATTO 3300 Fibre Channel board. This is only
supported for 32-bit applications, therefore it cannot be used for the Avid DS 64-bit version.

32

Reference Signal

Avid Unity Media Network Board Slot Location

Ethernet connection
for Avid Unity ISIS

Avid Unity
connection

Fiber Channel
connection for Avid
Unity MediaNetwork

Setup and installation instructions for the Avid Unity components ship with the Avid Unity
hardware. For information on installing the Avid Unity network board driver, see the
Avid Unity documentation.

Reference Signal
Whenever you use more than one video or audio device in your video editing environment,
you must have a separate synchronization signal connected to each device. A sync generator
or reference signal provides a composite signal that locks all the devices (video and audio) to
the main video signal. If the devices are not in sync for example, a monitor might show
rolling, tearing, or incorrect colors in the picture whenever you send video between devices.

n
c

To make sure the configuration you are using is properly synced, read the documentation
that ships with each of your video devices.
Avid applications require that the VTR and the Avid Nitris hardware be genlocked to
the same timing source when capturing or outputting a digital cut.

Sync Topology
When you sync analog and digital video/audio devices, it is always preferable to feed every
component with a separate black-burst or tri-level sync signal in a star pattern. Avoid
looping the reference signal by terminating any unused loop out with a 75 ohm terminator.

33

Typical Sync Topology
Master reference
signal
NTSC/PAL
black-burst
generator
Video
Distr.
Amp

To analog
Reference In

Video
Distr.
Amp

To SD Sync

SD VTR

Tri-level sync
generator

To HD Tri-level
Sync
Avid Nitris

To HD
Reference In
HD VTR

You also need to verify the following to make sure your topology is correct:
•

Distance between distribution Amplifier (DA): If your DA feeds multiple devices that
are far apart, the stability and strength of the signal it sends is crucial.

•

Quality of the devices: A good DA in a star pattern topology is necessary to ensure that
every device is properly referenced. A tri-level sync signal could be distributed by an
analog video distribution amplifier.

•

Analog video routing switchers: The Avid Nitris has separate inputs for the SD and
HD sync. Consider using an analog routing switcher to select between the various
tri-level sync signals.

Tri-level Sync
Tri-level sync is typically used to synchronize your HD video devices. Tri-level sync could
be considered functionally the same as black-burst video in that it is simply the reference
synchronizing information from the facility’s master generator.
You must use a synchronization signal to synchronize your VTR and the Nitris video
subsystem for all the HD formats supported by Avid Nitris. Some HD formats can use a
black burst sync. For more information see “Selecting Sync for HD Formats” in the Help.

34

Connecting Audio and Video Equipment

Black Burst Sync
When using SD video, a black burst or reference signal must be connected to the SD SYNC
input of the Avid Nitris.

Connecting Audio and Video Equipment
There are several possible cabling configurations depending on your camera, video deck,
and client monitor. The audio and video output signals are available to each output connector
at the same time. Industry-standard video cables are not included with the Avid Nitris. The
following sections describe several possible connections:
•

Connecting Video

•

Connecting Audio

•

Connecting a Client Monitor

•

Qualified VGA Outputs

You can control this equipment remotely with the serial connection on the workstation, see
“Controlling a Video Deck” on page 41.

Connecting Video
You can connect HD VTRs and video monitors to your workstation. The following sections
describe several video connections:
•

Connecting a Video Deck — Component Signal

•

Connecting a Video Deck — Composite Signal

•

Connecting a Video Deck — Serial Digital Signal

•

Connecting a Video Deck — S-Video Signal

•

Controlling a Video Deck

The following procedure and illustration summarizes the video connections. For more
information, see the documentation that comes with your peripheral devices.
To connect video devices:

1. Connect the HD In on the Avid Nitris to the HD Out on the VTR.
2. Connect one of the HD Out, on the Avid Nitris to the HD In on the VTR.
3. Connect the other HD Out on the Avid Nitris to the HD In on the video monitor.
4. Set the VTR transport switch to Remote.
35

5. Plug the RS-232 end of your serial adapter cable into the serial port on your
workstation.
6. Plug the other end (RS-422) of the serial adapter cable into the REMOTE IN port on the
VTR.
7. Plug one end of a BNC sync cable into the Avid Nitris SD sync or HD tri-level input and
the other into the reference signal.
Connecting Video Devices

RS-232 cable serial port

RS-232 to
RS-422
adapter

RS-422 cable
to VTR

Digital interlink cable
Avid Nitris
HD SDI IN

HD SDI OUT
OUT 1

Digital VTR

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

S/P DIF

ANALOG AUDIO OUT

MIC 2

1

2

3

4

5

GAIN
6

7

1

8

2

3

4

5

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT
6

ANALOG OUT
S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

Reference
signal

IN

OUT

2

MONITOR OUT

ANALOG IN

PR

DIGITAL AUDIO
IN

GAIN

MIC 1

PB

Video
monitor

Connecting a Video Deck — Component Signal
A component video deck connection requires the following:

36

•

Two component video cables with three BNC connectors at both ends

•

A video deck with component inputs and outputs

Connecting Audio and Video Equipment

To connect a deck using component signals:

1. Locate one component video cable.
The cables used in the following example have three BNC connectors on each end of the
cable and are color coded (red, green, and blue).
2. Attach one end of the cable to the Avid Nitris inputs as follows:
a.

Connect the BNC attached to the green wire to the component input connector
labeled Y.

b.

Connect the BNC attached to the red wire to the component input connector labeled
PR.

c.

Connect the BNC attached to the blue wire to the component input connector
labeled PB.

Connecting a Video Deck — Component Signal
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 1

MIC 2

1

2

3

4

5

6

7

2

3

4

5

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI

ANALOG OUT
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT
6

S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

IN

OUT

2

MONITOR OUT

ANALOG IN

1

8

PR

DIGITAL AUDIO
IN

Component in

PB

Component out

To component out
on deck

To component in
on deck

3. Attach the other end of the component cable to the component outputs of your video
deck as follows:
a.

Connect the BNC attached to the green wire to the component output connector
labeled Y.

b.

Connect the BNC attached to the red wire to the component output connector
labeled R-Y.

c.

Connect the BNC attached to the blue wire to the component output connector
labeled B-Y.

4. Locate another component video cable and attach it to the Avid Nitris outputs as
follows:

37

a.

Connect the BNC attached to the green wire to the component output connector
labeled Y.

b.

Connect the BNC attached to the red wire to the component output connector
labeled PR.

c.

Connect the BNC attached to the blue wire to the component output connector
labeled PB.

5. Attach the other end of the component cable to Component input of your video deck as
follows:

n

a.

Connect the BNC attached to the green wire to the component input connector
labeled Y.

b.

Connect the BNC attached to the red wire to the component input connector labeled
R-Y.

c.

Connect the BNC attached to the blue wire to the component input connector
labeled B-Y.

Make sure you terminate the input signal if your video deck supports passthrough. See the
documentation that is provided with your video deck.

Connecting a Video Deck — Composite Signal
A composite video deck connection requires the following:
•

Two composite video cables with BNC connectors at both ends

•

A video deck with composite inputs and outputs

To connect a deck using composite signals:

1. Locate one composite video cable.
2. Attach one end of the cable to the Avid Nitris Composite output connector on the SD
video I/O board.

38

Connecting Audio and Video Equipment

Connecting a Video Deck — Composite Signal
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 2

1

2

3

4

5

6

7

8

1

2

3

4

5

6

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT

ANALOG OUT
S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

OUT

2

Composite out

Composite in

To composite out on
video deck

IN

MONITOR OUT

ANALOG IN

PR

DIGITAL AUDIO
IN

MIC 1

PB

To composite in
on video deck

3. Attach the other end of the composite cable to Composite input of your video deck.
4. Locate another composite video cable and attach it to the Avid Nitris Composite input
on the SD video I/O board.
5. Attach the other end of the composite cable to Composite output of your video deck.

n

Make sure you terminate the input signal if your video deck supports passthrough. See the
documentation that is provided with your video deck.

Connecting a Video Deck — Serial Digital Signal
A serial digital video deck connection requires the following:
•

Two serial digital cables with BNC connectors at both ends

•

A video deck with serial digital inputs and outputs

To connect a deck using serial digital signals:

1. Locate one serial digital cable.
2. Attach one end of the cable to the SDI IN on the Avid Nitris SD video I/O board or HD
SDI IN on the HD video I/O board.

39

Connecting a Video Deck — Digital Signal to the HD Video I/O Board
To serial digital input
on video deck

To serial digital output
on video deck

HD SDI OUT

HD SDI IN

HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 2

1

2

3

4

5

6

7

8

1

2

3

4

5

6

7

PR

Y

CV S-VIDEO

PB

PR

OPTICAL
IN
OUT

8

SDI
CV 1

PB

Y

SD SYNC

AES/EBU
IN/OUT

OUT

ANALOG OUT
S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

IN

OUT

2

MONITOR OUT

ANALOG IN

PR

DIGITAL AUDIO
IN

MIC 1

PB

Connecting a Video Deck — Digital Signal to the SD Video I/O Board
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 2

1

2

3

4

5

6

7

1

8

2

3

4

5

6

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT

ANALOG OUT
S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

SDI IN

To serial digital output
on video deck

IN

OUT

2

MONITOR OUT

ANALOG IN

PR

DIGITAL AUDIO
IN

MIC 1

PB

SDI OUT

To serial digital input
on video deck

3. Attach the other end of the serial digital cable to serial digital output on the video deck.
4. Locate another serial digital cable and attach it to the SDI OUT on the Avid Nitris SD
video I/O board or HD SDI OUT on the HD video I/O Board (see the previous figures).
You can use either SDI OUT connectors on the two boards.
5. Attach the other end of the serial digital cable to the serial digital input on the video
deck.

n

40

Make sure you terminate the input signal if your video deck supports passthrough. See the
documentation that is provided with your video deck.

Connecting Audio and Video Equipment

Connecting a Video Deck — S-Video Signal
There are two industry-standard S-Video connectors on the rear of the Avid Nitris. One
connector is for video input, and the other is for video output. A composite video deck
connection requires the following:
•

Two S-Video cables

•

A video deck with S-Video inputs and outputs

To connect a deck using S-Video signals:

1. Locate one S-Video cable.
2. Attach one end of the cable to the Avid Nitris S-Video IN connector on the SD video I/O
board.
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

ANALOG AUDIO OUT

GAIN

GAIN

S/P DIF

MIC 2

1

2

3

4

5

6

7

1

2

3

4

5

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI

ANALOG OUT
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT
6

S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

S-Video input

IN

OUT

2

MONITOR OUT

ANALOG IN

8

PR

DIGITAL AUDIO
IN

MIC 1

PB

S-Video output

3. Attach the other end of the S-Video cable to S-Video output on the video deck.
4. Locate another S-Video cable and attach it to the S-Video OUT connector on the Avid
Nitris SD video I/O board (see the previous figure).
5. Attach the other end of the S-Video cable to the S-Video input on the video deck.
Controlling a Video Deck
Avid editing systems provide video deck control through a serial control connector on most
decks. You can control a single deck by using an RS-232 to RS-422 serial adapter. The
adapter converts an RS-232 signal to an RS-422 signal to control a VTR from your Avid
editing workstation. An optional RS-232 to RS-422 serial adapter kit is available through
Avid.
The adapters include two diagnostic LEDs (power and data). The power LED glows steadily
when the adapter is receiving adequate power through the serial port. The data LED flashes
whenever data is being transmitted or received. This helps you confirm that the serial port is
active.
41

The optional serial adapter kit that contains the following:
•

An RS-232 to RS-422 serial adapter

•

Two serial cables with 9-pin male connectors at both ends

To connect a single deck to your system:

1. Locate the serial adapter kit.
2. Attach one end of a 9-pin cable to the end of the serial adapter labeled RS-232.
3. Attach the other end of the 9-pin cable to the serial port on the Avid editing system or to
the serial connector of the USB-to-serial adapter.

n

When you attach the cable to the serial port on the PC, note if you are using the COM1 or
COM2 serial port. You need to select the same port in the Avid editing application.
Video Deck Control Cabling
RS-422 connection

Serial Adapter

To video deck

RS-232 connection

To Avid editing
system

4. Attach one end of another 9-pin cable to the end of the serial adapter labeled RS-422.
5. Attach the other end of the 9-pin cable to the remote serial port of the video deck.

n

Place the deck in Remote mode before attempting to control the deck using the software. See
the documentation provided with your deck.

Connecting Audio
Avid provides three audio cable harnesses with the Avid Nitris. Each cable is color coded
and labeled for Avid Nitris connections. The cables are identified as follow:

n

•

Line In Balanced (blue, eight XLR female)

•

Line Out Balanced (red, eight XLR male)

•

AES/EBU I/O (yellow, four male dual-channel XLRs, four female dual-channel XLRs)

Pinouts for these three audio cable harnesses are provide on the Avid Support Center.
Each cable is similar in appearance, using a DB-25 connector on one end and eight
industry-standard XLR audio connectors on the other end.

42

Connecting Audio and Video Equipment

Audio Input and Output Cable
Avid audio I/O cables provided with the Avid Nitris

The connections between the Avid Nitris and VTR vary depending on the type of audio
equipment and VTR you have. The following figure identifies the connections for your
audio equipment. See “Eight-Channel Audio I/O Board Connectors” on page 16 for exact
connector locations.

n

Two microphone inputs are also provided on the eight-channel audio I/O board.
Audio Input and Output Connections
Microphone inputs

Line In Balance
cable connection

S/PDIF I/O
connections

Line Out Balance
cable connection

AES/EBU I/O
cable connection
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Avid Nitris

Y

NITRIS HD
GAIN

MIC 2

1

2

3

4

5

GAIN
6

7

2

3

4

5

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

S-VIDEO

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

To SD sync or
Reference
HD tri-level sync
signal
the input of the
Avid Nitris and VTR

Input
from VTR

Optical I/O
connections

OPTICAL
IN
OUT

8

SDI

ANALOG OUT
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT
6

HD TRILEVEL
SYNC

IN

OUT

2

MONITOR OUT

ANALOG IN

1

8

PR

DIGITAL AUDIO
IN

MIC 1

PB

S/P DIF

ANALOG AUDIO OUT

ANALOG AUDIO IN

Output
to VTR
VTR or audio device

To connect your audio equipment:

1. Make sure that the Avid Nitris power is off.
2. Connect the audio output ports on the Avid Nitris to the input ports on the VTR or audio
device.
3. Connect the audio input ports on the Avid Nitris to the output ports on the VTR or audio
device.

43

The Avid Nitris provides two balanced ¼-inch audio TRS jacks for monitoring your audio.
The Monitor Out jacks are on the SD Video I/O board. When you play a sequence, the audio
tracks are mixed down to stereo when heard through the monitor speakers.

c

These TRS jacks provide balanced professional level audio to your speaker system. Do
not use 1/4 mono cables in this connector or your output levels might be too high.
Audio Monitoring Connection
Avid Nitris
Speakers
HD SDI IN

HD SDI OUT
OUT 1

HD COMPONENT OUT

HD MONITOR OUT

OUT 2

Y

NITRIS HD
ANALOG AUDIO IN

S/P DIF

ANALOG AUDIO OUT

MIC 2

1

2

3

4

5

GAIN
6

7

2

3

4

5

7

Y

PB

PR

CV S-VIDEO

Y

PB

PR

OPTICAL
IN
OUT

8

SDI

ANALOG OUT
CV 1

SD SYNC

AES/EBU
IN/OUT

OUT
6

S-VIDEO

HD TRILEVEL
SYNC

DAE

OUT 1
IN

LTC
1

SYSTEM

CV 2
OUT 2

IN

OUT

2

MONITOR OUT

ANALOG IN

1

8

PR

DIGITAL AUDIO
IN

GAIN

MIC 1

PB

Output to monitoring
speakers

Connecting a Client Monitor
To view the video as it passes through the Avid Nitris, you might want to connect a Client
monitor. All analog video outputs are active when you play a sequence or when you capture
data. A Client monitor can be connected to any of the following video outputs on the SD
video I/O board (see “SD Video I/O Board Connectors” on page 17):
•

Component

•

Composite

•

SDI

•

S-Video

A Client monitor can be connected to of the following video outputs on the HD video I/O
board (see “HD Video I/O Board Connectors” on page 15):
•

HD Monitor Out

•

HD Component Out

Most video decks provide a video output connector. You can connect a monitor to the deck
to see the video sent to the Avid Nitris or the video the Avid Nitris sends to the deck. See the
documentation that came with your video deck for more information.

c
44

The video you see in the monitor connected to the deck might not indicate there is a
video signal going to the Avid Nitris.

Connecting Serial and MIDI Port Devices

Qualified VGA Outputs
When using an RGB analog signal with a VGA monitor use a 60 Hz vertical refresh rate.
You might need to adjust your horizontal and vertical display size on some monitors, and
with some format combinations to view the entire picture.
The following are supported HD formats for Avid Nitris using standard VGA monitors:

n

•

1080i/59.94

•

1080p/29.97 (transmitted as 1080PsF/29.97)

•

1080i/50 (marginal on some VGA monitors, see the following note)

A 50 Hz vertical rate is the lower limit on some monitors. Consult your VGA monitor
specification for compliance with 50 Hz vertical refresh.
•

1080p/23.976

•

1080p/24

•

1080p/25

•

720p/23.976

•

720p/59.94

(marginal - PsF)

You can also use the 15-pin D-sub VGA connector with a BNC adapter cable in Y, Pb, Pr
output mode for an extra analog color difference output in addition to the primary on board
Y, Pb, Pr BNC outputs.

Connecting Serial and MIDI Port Devices
This section only applies to Avid Symphony Nitris.
Avid systems support the connection of two different MIDI fader controllers and a Yamaha®
mixer. The fader controllers and the mixer connect to the MIDISPORT™ 2x2 USB-to-MIDI
converter attached to the USB ports. The two fader controllers are the JL Cooper
FaderMaster Pro™ and the JL Cooper MCS-3000X. Avid supports recording automation
gain using the MIDI features of the mixer.

USB and Serial Connections
Windows systems typically have 2 or more USB connections and one serial connection. If
you need more than one serial connection, Avid recommends using a USB-to-serial adapter.
See the documentation that comes with the device.
45

Connecting the USB Hub
The USB hub explained in this section converts one USB port into seven USB ports. The
USB hub kit (see the following figure) contains a USB hub, a power adapter, and a USB
cable.

n
n

The USB hub shown in the example might not be the actual USB hub you use. However, the
example shown provides enough information to allow you to properly connect whatever USB
hub you decide to use.
The USB hub is supported only when it is powered by an ac adapter.
The USB hub has the following connections:
•

USB ports 1 through 7

•

Device connection

•

On/Off switch

•

Power connection

USB Hub
DC connector

AC power adapter

USB hub

USB cable
USB ports
Device connection
On/Off switch
Power connection

Device connector

USB connector

To connect the USB hub:

1. Connect the power adapter to the USB hub:
a.

Plug the dc connector of the ac power adapter into the USB hub power connection.

b.

Plug the ac power adapter into a wall outlet or power strip.

2. Connect the USB hub to the system using the USB cable:

46

Connecting Serial and MIDI Port Devices

a.

Plug the device connector of the USB cable into the device connection at the rear of
the USB hub.

b.

Plug the USB connector of the USB cable into one of the USB ports at the rear of
the system.

3. Turn on the power.

Connecting the USB Devices to the USB Hub
Once the USB hub is connected to the system, you can connect the following USB devices
to the USB hub:
•

USB-to-serial adapter

•

USB-to-MIDI converter

Connecting the USB-to-Serial Adapter
The USB-to-serial adapter connects to a USB port on the USB hub.
USB-to-Serial Adapter

USB-to-serial
adapter cable

To connect the USB-to-serial adapter to the USB hub:

1. Plug the USB-to-serial adapter cable into a USB port on the USB hub (see “Connecting
the USB Hub” on page 46 for port locations).
2. Install the USB-to-serial adapter software, using the instructions that came with the
USB-to-serial adapter.
Connecting the USB-to-MIDI Converter
If you are using a JL Cooper controller or a Yamaha mixer, you must install a USB-to-MIDI
converter. The MIDISPORT 2x2 by M-AUDIO has been tested with the Avid Symphony
Nitris and Avid DS Nitris (32-bit) systems. You need a USB cable that connects to a USB
47

port on the system. Before you use the USB-to-MIDI converter, you must install the latest
revision of the driver. Go to www.midiman.net and install the latest revision for the
MIDISPORT 2x2.

n

To operate the JL Cooper with Avid DS 64-bit, you must use the EDIROL UM-1 interface
and 64-bit driver. For details, see the Avid DS Support Center web site.
Connecting the USB-to-MIDI Converter

USB-to-MIDI converter USB cable

Device connector

n

Device connector

USB connector

The ReadMe file and the Help in your application explains how to install the drivers and
configure the USB-to-MIDI converter.
To connect the USB-to-MIDI converter to a port on the USB hub:

1. Locate the MIDI converter USB cable.
2. Connect the device connector of the USB cable to the device connector on the
USB-to-MIDI converter.
3. Connect the other end of the USB cable to a USB port on the computer or USB hub (see
“USB Hub” on page 46 for a port location).
4. Press the USB/MIDI Thru button in, at the front of the USB-to-MIDI converter, to allow
the device to act as a USB-to-MIDI converter.
USB-to-MIDI Converter Front Panel

IN A

USB/
MIDI
Thru

IN B

Button (In position)
USB

IN A

OUT A

OUT B

Connecting JL Cooper Fader Controllers
Your Avid Symphony Nitris system supports the FaderMaster Pro and the MCS-3000X fader
controllers. Both of the fader controllers connect to a USB-to-MIDI converter that connects
to a USB port on the system. See your Avid editing application Help to initialize your JL
Cooper fader controllers.
48

Connecting Serial and MIDI Port Devices

n

The Avid DS Nitris system supports the JL Cooper MCS-3800 media command station. For
more details, see the Avid DS Support Center web.
Fader controller connections are shown for both the MCS-3000X and the FaderMaster Pro
(see “JL Cooper MCS-3000X Fader Controller Cabling” on page 50 and “JL Cooper
FaderMaster Pro Fader Controller Cabling” on page 50). There are two major differences
between the two fader controllers:
•

The MCS-3000X has a four-position switchpack that is not on the FaderMaster Pro.

•

The MIDI IN and MIDI OUT are in opposite positions in the MCS-3000X and the
FaderMaster Pro.

To connect the fader controllers:

1. Quit any open applications.
2. Shut down the Avid editing system.
3. Make sure your USB-to-MIDI converter is connected to the USB port as explained in
“Connecting the USB-to-MIDI Converter” on page 47.
4. If you are cabling the MCS-3000X, set switch 4 to the ON (down) position. The switch
is upside down on the MCS-3000X (see the following figure).
5. Locate two MIDI cables with 5-pin DIN connectors.

n

You can use the In A and Out A connector pair or the In B and Out B connector pair on the
rear of the USB-to-MIDI converter. Whichever pair you use, select the corresponding port
when you configure the device using the Controller Settings dialog box in the Avid editing
application. For information on configuring the device, see “Using the Fadermaster Pro and
MCS-3000X” in the Help.
6. Plug one end of the first MIDI cable into the In A connector of the USB-to-MIDI
converter (see “USB-to-MIDI Converter Front Panel” on page 50), and the other end of
the cable into the MIDI OUT connector of the fader controller.
7. Plug one end of the second MIDI cable into the Out A connector of the USB-to-MIDI
converter, and the other end of the cable into the MIDI IN connector of the fader
controller.
8. Make sure the button on the front of the USB-to-MIDI converter is pushed in (see
“USB-to-MIDI Converter Front Panel” on page 50).

49

JL Cooper MCS-3000X Fader Controller Cabling

ON

MIDI cable

CTS 206-4

1 2 3 4

Switch

SELECT

EXPANDER

USB-to-MIDI
converter (rear)

MIDI IN

MIDI OUT MIDI IN
ON

POWER

Out A

In B

Out B

Out A
MIDI OUT
MIDI cable to In A
(see “USB-to-MIDI
Converter Front
Panel” on page 50)

JL Cooper FaderMaster Pro Fader Controller Cabling
MIDI cable

MIDI IN
9VDC

Power

_

MIDI In

MIDI Out

Switch In

Switch Out

+

Out A

MIDI OUT

Out A

In B

Out B

USB-to-MIDI
converter (rear)

MIDI cable to In A (see “USB-to-MIDI
Converter Front Panel” on page 50)

USB-to-MIDI Converter Front Panel

IN A

In A

50

USB/
MIDI
Thru

IN B

Button (In position)
USB

IN A

OUT A

OUT B

Connecting Serial and MIDI Port Devices

Connecting the Yamaha 01V/96 Mixer
This section only applies to Avid Symphony Nitris.
You can connect a Yamaha 01V/96 mixer via MIDI using a USB connection for the mixer.
For information on configuring on connecting the Yamaha 01V/96, see “Setting Up the
Yamaha 01V/96 or Yamaha 01V” in the Help.
To connect the mixer:

1. Quit any open applications.
2. Shut down the Avid editing system.
3. Make sure your USB-to-MIDI converter is connected to the USB port as explained in
“Connecting the USB-to-MIDI Converter” on page 47.
4. Locate two MIDI cables with 5-pin DIN connectors.

n

You can use the In A and Out A connector pair or the In B and Out B connector pair on the
rear of the USB-to-MIDI converter. Whichever pair you use, select the corresponding port
when you configure the device using the Controller Settings dialog box in the Avid editing
application. For information on configuring the device, see “Setting Up the Yamaha 01V/96
or Yamaha 01V” in the Help.
5. Plug one end of the first MIDI cable into the In A connector of the USB-to-MIDI
converter (see “USB-to-MIDI Converter Front Panel” on page 50).
6. Plug the other end of the cable into the MIDI OUT connector of the mixer (see the
following figure).
7. Plug one end of the second MIDI cable into the Out A connector of the USB-to-MIDI
converter.
8. Plug the other end of the cable into the MIDI IN connector of the mixer (see the
following figure).

51

9. Make sure button on the front of the USB-to-MIDI converter is pushed in (see
“USB-to-MIDI Converter Front Panel” on page 50).
Yamaha Mixer Rear View

MIDI IN

MIDI OUT

R

L

SREREO OUT

OMNI OUT

MONITOR OUT

R
4

3

2

L

1

DIGITAL STEREO
COAXIAL
OUT

MIDI
THRU

IN

POWER
ON

OUT

TO HOST
IN

Out A

OPTION 1/0

n

In B

Out B

OFF

Out A

n

USB-to-MIDI
converter (rear)

MIDI cable to In A
(see “USB-to-MIDI
Converter Front Panel”
on page 50)

You must set up the mixer using its front panel. See your Avid editing application Help for
more setup instructions.
The Yamaha mixer can also be connected directly to a serial port. For information on
configuring the mixer when connected to a serial port, see “Setting Up the Yamaha 01V/96
or Yamaha 01V” in the Help.

Installing and Removing the Avid Fan
The documentation that ships with the HP Workstation explains how to install optional
equipment. However, Avid requires an extra fan in the HP Workstation for cooling the Avid
board set. The following procedure describes how to install the fan Avid has added to the HP
Workstation. Reverse the procedure for removing the fan.

n
c

If you are installing a dual-link board, you will also need to install an over-the-top fan. Refer
to the “Dual Boot System Setup for Avid DS and Avid Symphony” document that came with
your dual-boot kit.
Before you install or remove the fan, you must make sure the system was turned off in a
proper manner, the power cord is removed from the rear of the system, and you follow
the proper grounding techniques.
To install and remove the fan:

1. Lay the system on its right side.
2. Unlock the left side cover using the keys attached to the rear of the system.
52

Installing and Removing the Avid Fan

3. Remove the side cover by pulling out the latch to release the cover and removing it from
the system.
4. Place the fan into the two slots located at the rear of the system. Make sure that the
round SCSI cable is under the higher portion of the fan.
Placing the Fan Into the System

Slots
High portion of fan

Round SCSI cable

5. Lower the other end of the fan, pushing it down and towards the rear of the system until
you have a pressure fit, carefully watching for the cables on the side of the system.
Lowering Fan Into Place

Cables

6. Connect the power plug.

n

Avid uses one of the power plugs available for internal disks.

53

Connecting the Power Plug

Fan plug

7. Replace the side cover.

Regulatory and Safety Notices
Warnings and Cautions

w
w
w
c
c

Never install equipment if it appears damaged.
Disconnect the power cord before servicing unit.
Only perform the services explicitly described in this document. For services or
procedures not outlined in this document, speak with authorized Avid service
personnel.
Follow all warnings and cautions in the procedures.
Operate the device within its marked electrical ratings and product usage instructions.

FCC Notice
This device complies with Part 15 of the FCC Rules. Operation is subject to the following
two conditions:
1. This device may not cause harmful interference.
2. This device must accept any interference received, including interference that may cause
undesired operation.

54

Regulatory and Safety Notices

This equipment has been tested and found to comply with the limits for a Class A digital
device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide
reasonable protection against harmful interference when the equipment is operated in a
commercial environment. This equipment generates, uses, and can radiate radio frequency
energy and, if not installed in accordance with the instruction manual, may cause harmful
interference to radio communications. Operation of this equipment in a residential area is
likely to cause harmful interference in which case the user will be required to correct the
interference at his own expense.

Canadian ICES-003
This Class A digital apparatus meets all requirements of the Canadian Interference Causing
Equipment Regulations.
Cet appareil numérique de la classe A respecte toutes les exigences du Règlement sur le
matériel brouilleur du Canada.

European Union Notice

Declaration of Conformity
(According to ISO/IEC Guide 22 and EN 45014)
Application of Council
Directives:

73/23/EEC, 89/336/EEC.

EN60950:1999 Third Edition
Standards to which
Conformity is Declared: CISPR 22:1997 / EN55022:1994 + A1:1995 + A2:1997 Class A
EN55024:1998/EN61000 — 3-2, 4-2, 4-3, 4-4, 4-5, 4-6, 4-11
Manufacturer’s Name:

Avid Technology, Inc.
1925 Andover Street
Tewksbury, MA 01876, USA

European Contact:

Nearest Avid Sales and Service Office or
Avid Technology International B.V.
Sandyford Business Center
Unit 3,
Dublin 18, Ireland

Type of Equipment:

Information Technology Equipment
55

Product Name:

Products for the Windows NT, Windows 2000, Windows 2003, or
Windows XP Operating System: Avid Adrenaline DNA, Avid DS Nitris
DNA, Avid Equinox Break-Out-Box, Avid|DS, Avid Xpress, Avid Xpress
DV, Film Composer, Media Composer, MediaDock, MediaDock 2+,
MediaDrive, MediaRAID, MEDIArray, MEDIArray Drive, MEDIArray II,
MEDIArray II Drive, MEDIArray XT, Meridien I/O box, NewsCutter,
NewsCutter DV, NewsCutter XP, Pro Tools AVoption|V10, Symphony
Products for the Mac OS X Operating System: Avid Adrenaline DNA,
Avid Xpress, Avid Xpress DV, Film Composer, Media Composer,
MediaDock, MediaDock 2+, MediaDrive, MediaRAID, MEDIArray,
MEDIArray Drive, MEDIArray II, MEDIArray II Drive, Meridien I/O
box, Pro Tools AVoption|V10, Symphony, VideoRAID
Products for the UNIX Operating System: AirPlay, AirSPACE, AirSpeed,
DNxchange, VideoSPACE
Products for media networks and workgroups: Avid ProEncode,
Avid Unity ISIS, Avid Unity Media Engine, Avid Unity Media Engine, FC
Avid Unity MediaManager, Avid Unity MediaNetwork (includes File
Manager), Avid Unity TransferManager, LANserver, LANserver EX,
MEDIArray, MEDIArray Drive, MEDIArray II, MEDIArray II Drive,
MEDIArray XT, MEDIArray ZX, MEDIArray ZX Drive, Nearchive,
PortServer, Vixel switches (8100, 7100, 7200, 9100, 9200), Xdeck

Base Model Numbers:

None

Product Options:

All

Year of Manufacture:

2007

(1) Products for the Windows NT, Windows 2000, Windows 2003, or Windows XP Operating System:
products were tested in a typical Avid Adrenaline DNA, Avid DS Nitris DNA, Avid Equinox
Break-Out-Box, Avid|DS, Avid Xpress, Avid Xpress DV, Film Composer, Media Composer,
MediaDock, MediaDock 2+, MediaDrive, MediaRAID, MEDIArray, MEDIArray Drive,
MEDIArray II, MEDIArray II Drive, MEDIArray XT, Meridien I/O box, NewsCutter,
NewsCutter DV, NewsCutter XP, Pro Tools AVoption|V10, or Symphony configuration.
(2) Products for the Mac OS X Operating System: products were tested in a typical Avid Adrenaline
DNA, Avid Xpress, Avid Xpress DV, Film Composer, Media Composer, MediaDock, MediaDock 2+,
MediaDrive, MediaRAID, MEDIArray, MEDIArray Drive, MEDIArray II, MEDIArray II Drive,
Meridien I/O box, Pro Tools AVoption|V10, Symphony, or VideoRAID configuration.
(3) Products for the UNIX Operating System: products were tested in an AirPlay, AirSpeed,
DNxchange, or VideoSPACE configuration.

56

Regulatory and Safety Notices

(4) Products for media networks and workgroups: Avid ProEncode, Avid Unity ISIS, Avid Unity
Media Engine, Avid Unity Media Engine, FC Avid Unity MediaManager, Avid Unity MediaNetwork
(includes File Manager), Avid Unity TransferManager, LANserver, LANserver EX, MEDIArray,
MEDIArray Drive, MEDIArray II, MEDIArray II Drive, MEDIArray ZX, MEDIArray ZX Drive,
Nearchive, PortServer, or Xdeck configuration.

I, the undersigned, hereby declare that the equipment specified above conforms to the above
Directives and Standards.
Dave Perri, Director of Hardware Engineering

Disposal of Waste Equipment by Users in the European Union
This symbol on the product or its packaging indicates that this product must not be disposed
of with other waste. Instead, it is your responsibility to dispose of your waste equipment by
handing it over to a designated collection point for the recycling of waste electrical and
electronic equipment. The separate collection and recycling of your waste equipment at the
time of disposal will help conserve natural resources and ensure that it is recycled in a
manner that protects human health and the environment. For more information about where
you can drop off your waste equipment for recycling, please contact your local city recycling
office or the dealer from whom you purchased the product.

Australia and New Zealand EMC Regulations

Nigel Streatfiled General Manager
Avid Technology (Australia)
Unit B
5 Skyline Place
French Forest NSW 2086
Australia
Phone: 61-2-8977-4800

57

Taiwan EMC Regulations
Taiwan EMC Regulations BSMI Class A EMC Warning

Technical Support Information
Most products feature a number of coverage options. Avid Assurance service offerings are
designed to facilitate your use of Avid solutions. Service options include extended telephone
coverage, automatic software maintenance, extended hardware warranty, and preferred
pricing on replacement parts. Offerings and options may vary by product and are not
available for all products.
For more information regarding Avid’s service offerings, visit www.avid.com/support or call
Avid Sales at 800-949-AVID (800-949-2843).
Program availability and details might vary depending on geographic location and are
subject to change without notice. Contact your local Avid office or your local Avid Reseller
for complete program information and pricing. However, if you need help locating an Avid
office or Avid Reseller near you, please visit www.avid.com or call in North America
800-949-AVID (800-949-2843). International users call 978-275-2480.

58

Copyright and Disclaimer

Copyright and Disclaimer
Product specifications are subject to change without notice and do not represent a commitment on the part of Avid Technology,
Inc.
The software described in this document is furnished under a license agreement. You can obtain a copy of that license by
visiting Avid's Web site at www.avid.com. The terms of that license are also available in the product in the same directory as
the software. The software may not be reverse assembled and may be used or copied only in accordance with the terms of the
license agreement. It is against the law to copy the software on any medium except as specifically allowed in the license
agreement.
Avid products or portions thereof are protected by one or more of the following United States patents: 4,746,994; 4,970,663;
5,045,940; 5,267,351; 5,309,528; 5,355,450; 5,396,594; 5,440,348; 5,452,378; 5,467,288; 5,513,375; 5,528,310; 5,557,423;
5,568,275; 5,577,190; 5,583,496; 5,584,006; 5,627,765; 5,640,601; 5,644,364; 5,654,737; 5,715,018; 5,719,570; 5,724,605;
5,726,717; 5,729,673; 5,745,637; 5,752,029; 5,754,851; 5,799,150; 5,812,216; 5,828,678; 5,842,014; 5,852,435; 5,905,841;
5,929,836; 5,930,445; 5,946,445; 5,987,501; 5,999,406; 6,016,152; 6,018,337; 6,023,531; 6,038,573; 6,058,236; 6,061,758;
6,091,778; 6,105,083; 6,118,444; 6,128,001; 6,134,607; 6,137,919; 6,141,007; 6,141,691; 6,198,477; 6,201,531; 6,211,869;
6,223,211; 6,249,280; 6,269,195; 6,317,158; 6,317,515; 6,330,369; 6,351,557; 6,353,862; 6,357,047; 6,392,710; 6,404,435;
6,407,775; 6,417,891; 6,426,778; 6,477,271; 6,489,969; 6,512,522; 6,532,043; 6,546,190; 6,552,731; 6,553,142; 6,570,624;
6,571,255; 6,583,824; 6,596,031; 6,618,547; 6,636,869; 6,665,450; 6,678,461; 6,687,407; 6,704,445; 6,747,705; 6,763,134;
6,763,523; 6,766,063; 6,766,357; 6,791,556; 6,810,157; 6,813,622; 6,847,373; 6,871,003; 6,871,161; D352,278; D372,478;
D373,778; D392,267; D392,268; D392,269; D395,291; D396,853; D398,912. Other patents are pending.
No part of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying and recording, for any purpose without the express written permission of Avid Technology, Inc.
Copyright © 2007 Avid Technology, Inc. and its licensors. All rights reserved.

Attn. Government User(s). Restricted Rights Legend
U.S. GOVERNMENT RESTRICTED RIGHTS. This Software and its documentation are “commercial computer software” or
“commercial computer software documentation.” In the event that such Software or documentation is acquired by or on behalf
of a unit or agency of the U.S. Government, all rights with respect to this Software and documentation are subject to the terms
of the License Agreement, pursuant to FAR §12.212(a) and/or DFARS §227.7202-1(a), as applicable.

Trademarks
888 I/O, Adrenaline, AirPlay, AirSPACE, AirSPACE HD, AirSpeed, AniMatte, AudioSuite, AudioVision, AutoSync, Avid,
Avid DNA, Avid DNxcel, Avid DNxHD, AVIDdrive, AVIDdrive Towers, Avid Mojo, AvidNet, AvidNetwork, AVIDstripe, Avid Unity,
Avid Xpress, AVoption, AVX, CamCutter, ChromaCurve, ChromaWheel, DAE, D-Fi, D-fx, Digidesign, Digidesign Audio Engine,
Digidesign Intelligent Noise Reduction, DigiDrive, Digital Nonlinear Accelerator, DigiTranslator, DINR, DNxchange, D-Verb,
Equinox, ExpertRender, FieldPak, Film Composer, FilmScribe, FluidMotion, HIIP, HyperSPACE, HyperSPACE HDCAM,
IllusionFX, Image Independence, Intraframe, iS9, iS18, iS23, iS36, LaunchPad, Lo-Fi, Magic Mask,
make manage move | media, Marquee, Matador, Maxim, MCXpress, Media Composer, MediaDock, MediaDock Shuttle,
Media Fusion, Media Illusion, MediaLog, Media Reader, Media Recorder, MEDIArray, MediaShare, Meridien, MetaSync,
MissionControl, NaturalMatch, Nearchive, NetReview, NewsCutter, Nitris, OMF, OMF Interchange, OMM,
Open Media Framework, Open Media Management, ProEncode, Pro Tools, QuietDrive, Recti-Fi, RetroLoop, rS9, rS18, Sci-Fi,
Softimage, Sound Designer II, SPACE, SPACEShift, SpectraGraph, SpectraMatte, Symphony, Trilligent, UnityRAID, Vari-Fi,
Video Slave Driver, VideoSPACE, and Xdeck are either registered trademarks or trademarks of Avid Technology, Inc. in the
United States and/or other countries.
iNEWS, iNEWS ControlAir, and Media Browse are trademarks of iNews, LLC.
Alacritech is a registered trademark of Alacritech, Inc. Apple, PowerBook, FireWire, Macintosh, and Mac OS are trademarks of
Apple Computer, Inc., registered in the U.S. and other countries. ATTO is a trademark of ATTO Technology, Inc. FaderMaster
Pro is a trademark of JL Cooper, a division of Sound Technology. GeForce, NVIDIA, and Quadro are registered trademarks or
trademarks of NVIDIA Corporation in the United States and/or other countries. HP is a registered trademark of
Hewlett-Packard Company. PowerPC is a registered trademark of International Business Machines Corporation, used under
license therefrom. MIDISPORT is a trademark of M-AUDIO. RCA is a registered trademark of General Electric Company. VLXi
is a registered trademark of Videomedia, Inc. Windows is either a registered trademark or trademark of Microsoft Corporation
in the United States and/or other countries. Yamaha is a registered trademark of Yamaha Corporation of America. All other
trademarks contained herein are the property of their respective owners.

Using the Avid Nitris • Part 0130-07157-01 Rev. C • June 2007

59

60

a
Avid Nitris Dual Boot System Setup

The latest Avid Nitris systems can be upgraded to a dual-boot system to run both Avid DS
and Avid Symphony applications. A dual-boot configuration is required for Avid DS to run
on the Windows XP 64-bit edition, and Avid Symphony to run on the Windows XP 32-bit
edition.
When you order your Dual-Boot kit, you will receive the following:
•

SATA 250 GB disk drive

•

SATA drive cable connector

•

Dual-boot drive switchbox and label

•

Microsoft Windows XP 64-bit edition

If you have ordered the Dual-Link option, you will receive the following additional
components:
•

Dual-link HD SDI board

•

Fan assembly

Important: When requesting a new license, make sure that you provide the adequate
System ID (SID) to Avid Customer Support.
The new dual boot system retains it’s original System ID. i.e. Avid DS Nitris systems must
keep their original SID, and not adopt the new Symphony Nitris SID. Similarly, Avid
Symphony Nitris systems should keep their original SID. For more information on SIDs, go
to http://www.softimage.com/avidds, and click Licensing > Requesting the License.
t

On Avid DS, the SID can be found by running the Version Info Extractor utility.

t

On Avid Symphony, the SID can be found by running the Dongle Dumper utility.

Install the Second Hard Drive and Power Switch
Important: Once you have installed the necessary hardware as directed in this document,
make sure you continue the installation instructions as directed in the document called “Dual
Boot Software Installation for Avid DS and Avid Symphony”.

c

Take extra precautions when opening and installing hardware components into your
system. Avid is not responsible for any damages to the system or the board.
1. Put on an antistatic wrist strap and connect it to a metal ground point on your system.

c

To avoid static damage to your circuit boards, take the proper antistatic
precautions before handling the board.

2. Remove the front bezel by releasing the 3 tabs on the side and swinging the bezel
forward.

Fig. 1 - Bezel Tabs

3. Remove the second cover plate by pulling the two tabs inward and pushing the plate in.

2

m a k e m a n a g e m ove | m e d i a ™

Avid

®

Install the Second Hard Drive and Power Switch

Push tabs in and lift up

Fig. 2 - Back of HP Bezel

4. Remove the EMI shield from the middle opening on the PC.

Fig. 3 - Front of HP without bezel and middle EMI shield removed
3

Avid Nitris Dual Boot System Setup

5. Connect the three power harnesses to the drive switchbox. The short cable connects to
the main power.

Main
Power
Avid
Symphony
drive

Avid DS
drive

Short
cable

Fig. 4 - Switch Board Connectors

6. Reinstall the front bezel. Slide the drive switchbox into the opening below the DVD
drive. The switchbox should slide in and clip into place like a DVD drive. The
switchbox should be flush with the front bezel.

Fig. 5 - Avid Switchbox

7. Connect the second SATA cable on the motherboard. It connects underneath the first
one. The label should face up, but if no label is present the top is shown below. (It may
be necessary to remove the first cable to install the second.)

Fig. 6 - SATA Cable Connector for motherboard (Top view)

4

Install the Second Hard Drive and Power Switch

Fig. 7 - SATA Connector on HP Motherboard

8. Install the SATA drive that you just received into the second slot from the top of the
drive cage.
9. Connect the power harness adapter cables to both of the cables coming off the power
switch.
10. Connect the power harness for the Avid Symphony port of the drive switchbox, to the
original SATA drive at the bottom of the drive cage. This drive must be connected to the
SATA data cable connected to the top connector.
11. Connect the power harness for the Avid DS port of the drive switchbox, to the new
SATA drive you just installed. This drive must be connected to the SATA data cable
connected to the bottom connector.

5

Avid Nitris Dual Boot System Setup

64-Bit Avid DS Drive
Connect to the Avid
DS port on the
power switch and
the bottom
connector on the
motherboard.

32-Bit Avid
Symphony Drive
Connect to the Avid
Symphony port on
the power switch and
the top connector on
the motherboard.

Fig. 8 - HP Drive Cage

12. Connect the main power for the drive switchbox to an HP power harness that is not
connected to a fan.

w

6

Warning: If a SATA drive has two types of power connectors, you can only connect one
power cable per drive.

Install the Dual-link Board

Install the Dual-link Board
If you have purchased the dual-link option for Avid DS, then follow this procedure to install
the dual-link HD SDI board.
1. Remove the AGP Card Support Assembly by squeezing the two sides of the retainer to
release the locking mechanism from the chassis.
2. Rotate the retainer and lift it out of the system.
3. Open the PCI retainer by pressing down on the two green clips at the ends of the retainer
and rotating the retainer towards the back of the system. If it is difficult to disengage the
green clips, press the outside of the clips from the rear of the chassis while disengaging.
4. Install the dual-link board per the table below.
Slot

HP xw8200

Channel A SCSI Connector

HP xw9300

HP xw8400

SCSI Connector

Not applicable

1

Not used

NVIDIA graphics board

Not used

2

NVIDIA graphics board

Not used

NVIDIA graphics board

3

Not used

Dual-Link HD SDI Board for
Avid DS

Not used

Not used for Symphony
4

Dual-Link HD SDI Board for
Avid DS

Avid Nitris Codec board

Not used for Symphony
5

Avid Nitris Base board

Dual-Link HD SDI Board for
Avid DS
Not used for Symphony

ATTO™ optical Fibre Channel
board when connected to
Avid Unity™ MediaNetwork or
local storage (Symphony only)

Avid Nitris Base board

Ethernet Intel® PRO/1000 MT
Dual Port Server Adapter when
connected to Avid Unity ISIS™
6

Avid Nitris Codec board

Avid Nitris Base board

Avid Nitris Codec board

7

Avid Nitris Dual Boot System Setup

Slot

7

HP xw8200

HP xw9300

HP xw8400

ATTO™ optical Fibre Channel
board when connected to
Avid Unity™ MediaNetwork or
local storage

Not applicable

ATTO™ optical Fibre
Channel board when
connected to Avid Unity™
MediaNetwork or local
storage

Intel® PRO/1000 MT Dual Port
Server Adapter when connected
to Avid Unity ISIS™

5. Lower the PCI retaining bracket and snap into place.

8

Intel® PRO/1000 MT Dual
Port Server Adapter when
connected to Avid Unity
ISIS™

Install the Over-the-Top Fan Assembly

Install the Over-the-Top Fan Assembly
Follow this procedure only if you have installed a Dual-link board:

1. Place the two fan tabs, located at the rear of the fan bracket, into the slots at the back of
the chassis frame.
2. Compress the foam on the two tabs so that the other end of the fan assembly is pushed
against the blue card guide, not resting on top of it.

w

Make sure the cables on the side of the system are not caught or pinched by the fan
assembly.

Be careful not to
pinch the cables

Fig. 9 - Inside the CPU

3. Dress cables. Plug the power connector of the fan into the same power harness that the
front blower is using. i.e. wrap the power harnesses so that they are neat and do not
interfere with any fan operation.
4. Replace the side cover.

9

Avid Nitris Dual Boot System Setup

Copyright and Disclaimer
Product specifications are subject to change without notice and do not represent a commitment on the part of Avid Technology,
Inc.
The software described in this document is furnished under a license agreement. You can obtain a copy of that license by
visiting Avid's Web site at www.avid.com. The terms of that license are also available in the product in the same directory as
the software. The software may not be reverse assembled and may be used or copied only in accordance with the terms of the
license agreement. It is against the law to copy the software on any medium except as specifically allowed in the license
agreement.
This document is protected under copyright law. An authorized licensee of may reproduce this publication for the licensee’s
own use in learning how to use the software. This document may not be reproduced or distributed, in whole or in part, for
commercial purposes, such as selling copies of this document or providing support or educational services to others. This
document is supplied as a guide for . Reasonable care has been taken in preparing the information it contains. However, this
document may contain omissions, technical inaccuracies, or typographical errors. Avid Technology, Inc. does not accept
responsibility of any kind for customers’ losses due to the use of this document. Product specifications are subject to change
without notice.
The Avid DS Nitris application uses JScript and Visual Basic Scripting Edition from Microsoft Corporation.
Copyright © 2007 Avid Technology, Inc. and its licensors. All rights reserved. Printed in Canada.

Attn. Government User(s). Restricted Rights Legend
U.S. GOVERNMENT RESTRICTED RIGHTS. This Software and its documentation are “commercial computer software” or
“commercial computer software documentation.” In the event that such Software or documentation is acquired by or on behalf
of a unit or agency of the U.S. Government, all rights with respect to this Software and documentation are subject to the terms
of the License Agreement, pursuant to FAR §12.212(a) and/or DFARS §227.7202-1(a), as applicable.

Trademarks
888 I/O, Adrenaline, AirPlay, AirSPACE, AirSPACE HD, AirSpeed, AniMatte, AudioSuite, AudioVision, AutoSync, Avid,
Avid DNA, Avid DNxcel, Avid DNxHD, AVIDdrive, AVIDdrive Towers, Avid DS Assist Station, Avid ISIS,
Avid Learning Excellerator, Avid Liquid, Avid Mojo, AvidNet, AvidNetwork, Avid Remote Response, AVIDstripe, Avid Unity,
Avid Unity ISIS, Avid Xpress, AVoption, AVX, CamCutter, ChromaCurve, ChromaWheel, DAE, Dazzle, Deko, DekoCast, D-Fi,
D-fx, DigiDelivery, Digidesign, Digidesign Audio Engine, Digidesign Intelligent Noise Reduction, DigiDrive,
Digital Nonlinear Accelerator, DigiTranslator, DINR, DNxchange, do more, D-Verb, Equinox, ExpertRender, Face Robot,
FieldPak, Film Composer, FilmScribe, FluidMotion, HIIP, HyperSPACE, HyperSPACE HDCAM, IllusionFX,
Image Independence, iNEWS, iNEWS ControlAir, Instinct, Interplay, Intraframe, iS9, iS18, iS23, iS36, LaunchPad, Lightning,
Lo-Fi, Magic Mask, make manage move | media, Marquee, Matador, Maxim, MCXpress, Media Browse, Media Composer,
MediaDock, MediaDock Shuttle, Media Fusion, Media Illusion, MediaLog, Media Reader, Media Recorder, MEDIArray,
MediaShare, MediaStream, Meridien, MetaSync, MissionControl, NaturalMatch, Nearchive, NetReview, NewsCutter, Nitris,
OMF, OMF Interchange, OMM, Open Media Framework, Open Media Management, PCTV, Pinnacle MediaSuite,
Pinnacle Studio, Pinnacle Systems, ProEncode, Pro Tools, QuietDrive, Recti-Fi, RetroLoop, rS9, rS18, Sci-Fi, ScriptSync,
SecureProductionEnvironment, Show Center, Softimage, Sound Designer II, SPACE, SPACEShift, SpectraGraph,
SpectraMatte, SteadyGlide, Symphony, TARGA, Thunder, Trilligent, UnityRAID, Vari-Fi, Video RAID, Video Slave Driver,
VideoSPACE, and Xdeck are either registered trademarks or trademarks of Avid Technology, Inc. in the United States and/or
other countries.
Avid Nitris Dual Boot System Setup • 0130-07719-01 Rev. D • June 2007

10

a
Dual Boot Software Installation
for Avid DS and Avid Symphony
The latest Avid Nitris systems provide the possibility of running a 64-bit operating system
for Avid™ DS Nitris® (v8 and above) as well as a 32-bit operating system for Avid
Symphony™ Nitris (v1.5 and above).

n

If you have an existing HP xw8200 system, you may upgrade to a dual-boot system. Contact
your Avid representative for information on how to order this kit.
The information in this booklet is divided into three sections:
•

Booting the System

•

Installing the Software

•

Recovery Procedures

Booting the System
The capability to boot either Avid™ DS Nitris® or Avid Symphony™ Nitris from the same
system requires the following hardware:

n

•

Two drives inside the system, each with a different partition structure that allows the use
of either a 64-bit or 32-bit operating system.

•

An Avid switchbox that is used to enable the drive from which you boot (see following
illustration).

The drive that you are NOT rebooting must remain powered off. This alleviates the
possibility of mixing 64-bit and 32-bit functions within drives.

To boot from a specific drive:

1. Make sure the Nitris system is turned off.
2. Make sure the switchbox is turned off.
3. Place the key into the lock of the system drive that you want to boot from. This allows
power to be routed to the selected drive when you turn the power on.
4. Turn the switch to the appropriate drive.
5. Turn the power on.
The system boots to the operating system on the selected drive.

c

Do not change location of the key from one drive to the other while the system is
running. This can cause loss of data.

Installing the Software
The two different operating system and partitions are shown in the tables below.
Both partitions already have the Microsoft Operating System and any hardware drivers
preinstalled. You just need to install the software on the appropriate partitions.
64-bit Operating System (Avid DS Nitris)
Drive Label

C

Description

64-bit Operating A partition of the primary system disk
System

Contents

Size

Operating system
software

50 GB

D or F Projects/audio

Second partition of the drive

Video and audio
project-related files

200 GB

E

—

—

—

DVD-ROM

32-Bit Operating System (Avid Symphony Nitris)
Drive Label

C

2

Description

Contents

32-bit Operating The sole partition of the primary system Operating system
System
disk
software with user and
Project related files

Size

250 GB

m a k e m a n a g e m ove | m e d i a ™

Avid

®

Recovery Procedures

Drive Label

Description

Contents

Size

D

Local SCSI or local Fibre Channel
storage for SD or HD versions

Video files

Dependent on
system purchase

Avid Unity MediaNetwork

Workspaces

—

—

Video storage
and audio

G or F DVD-ROM

—

To install the Avid DS Nitris software:

w

If you are not already booted up in the Avid DS partition, make sure you first shut
down the Nitris system, and turn off the switchbox.
1. On the switchbox, make sure that the switch is set to Avid DS Nitris.
2. Refer to your Avid DS Nitris Installation and Administration Guide for instructions on
installing the software.
To install the Avid Symphony software:

w

If you are not already booted up in the Avid Symphony partition, make sure you first
shut down the Nitris system, and turn off the switchbox.
1. On the switchbox, make sure that the switch is set to Avid Symphony.
2. Install the Avid Symphony software according to the Avid Nitris Poster, the Avid
Symphony Nitris ReadMe, and the onscreen instructions.

Recovery Procedures
In the event of a complete system failure, the Avid DS Support Center web site provides
details on the recovery process for your particular system.
If you have an HP workstation, you can rebuild the C: partition of your Avid DS Nitris
workstation using the HP Recovery Manager. The recovery manager will rebuild your
workstation with the Windows XP operating system and drivers, as well as any project data
from the last recovery point that you made. It will not install the Nitris board drivers and
firmware.
The first user to log on to the HP workstation will be prompted to create the necessary
recovery CDs and a recovery point. Wait until after you have installed all the necessary
Avid DS components, and then follow this checklist:

3

Dual Boot Software Installation for Avid DS and Avid Symphony

;

Step

Refer to this section

†

Create an operating system CD.

Go to http://www.softimage.com/avidds and
select Documentation > Recovery Procedures

†

Create an HP Restore Plus CD.

†

Create an HP Supplementals CD.

†

Create a recovery point.
This step should be done at key intervals
during the year.

Rebuilding the Avid DS Partition
If you experience a system or hard disk failure, refer Avid DS Support Center web site to
recover your operating system and data.
To rebuild your Avid DS partition:

1. While the Nitris system and switchbox are off, set the switch on the switchbox to
Avid DS Nitris.
2. Turn off all external drives.
3. Follow the instructions on the Support Center web site.
When prompted for your Windows XP license, refer to the product ID sticker attached
to the right side of the Nitris machine. (On dual-boot systems, there are two stickers,
make sure you use the correct one.)

Rebuilding the Avid Symphony Partition
To rebuild the Avid Symphony partition, you will need to use the HP restore CD specifically
made for your Symphony system.
To rebuild your Avid Symphony partition:

1. Ensure that the Nitris system and switchbox are off.
2. Turn off all external drives.
3. Set the switch on the switchbox to Avid Symphony.
4. Insert the HP workstation restore CD into the drive, and power up the Nitris system.

n
4

When required, you will be prompted to insert the Windows XP operating system CD into the
drive.

Recovery Procedures

5. When prompted to install the additional HP software and drivers CD, click Skip, that
software is not need for your Avid editing system.
6. Restart the system.
The system boots from the Windows operating system CD.
7. Follow the instructions that appear onscreen.
8. When the operating system installation is complete, the system automatically restarts.
9. Remove the CD.
The Windows XP welcome screen displays,
10. Click Next.
11. Click Yes to accept the End User License Agreement and click Next.
12. Enter your Windows XP Product Key when you are prompted for your Microsoft
Product ID.
Refer to the product ID sticker attached to the right side of the Nitris machine. (On
dual-boot systems, there are two stickers, make sure you use the one for the 32-bit
Windows O/S.)
13. Install the operating system.
14. Do one of the following:
-

Enter the computer name and description and click Next.

-

Click Skip if you want name the computer at a later time.

15. Log in as Administrator. Avid recommends not using a password at this time. Click
Next to continue.
16. Follow the instructions on the screen and provide information to complete the
installation. Some windows can be skipped and the information can be entered at later
time.
17. If you are connected to a network, complete the Network Identification Wizard. You
need network administrative privileges to configure your system and users for a
network.
18. When the Thank You window displays, setup is complete, click Finish.
19. If the system does not automatically restart, shut it down and restart the system.

n

When the system restarts, click Cancel in any New Found Hardware Wizards that appear.

5

Dual Boot Software Installation for Avid DS and Avid Symphony

Installing Windows Updates
After you have reinstalled the Windows XP Professional operating system, apply all
windows updates including Service Pack 2 and check for additional Windows updates. Do
not turn on automatic updates. You should manually apply new updates to your Avid
Symphony Nitris system when it is convenient for you.

n

Multiple restarts might be required during the Windows update process; continue to click
Cancel in any New Found Hardware Wizards that appear.

w

Do not enable the Windows Firewall.

Installing the Avid Symphony Software
Install the Avid Symphony software according to the Avid Nitris Poster, the Avid Symphony
Nitris ReadMe, and the onscreen instructions.

6

Recovery Procedures

Copyright and Disclaimer
Product specifications are subject to change without notice and do not represent a commitment on the part of Avid Technology,
Inc.
The software described in this document is furnished under a license agreement. You can obtain a copy of that license by
visiting Avid's Web site at www.avid.com. The terms of that license are also available in the product in the same directory as
the software. The software may not be reverse assembled and may be used or copied only in accordance with the terms of the
license agreement. It is against the law to copy the software on any medium except as specifically allowed in the license
agreement.
This document is protected under copyright law. An authorized licensee of may reproduce this publication for the licensee’s
own use in learning how to use the software. This document may not be reproduced or distributed, in whole or in part, for
commercial purposes, such as selling copies of this document or providing support or educational services to others. This
document is supplied as a guide for . Reasonable care has been taken in preparing the information it contains. However, this
document may contain omissions, technical inaccuracies, or typographical errors. Avid Technology, Inc. does not accept
responsibility of any kind for customers’ losses due to the use of this document. Product specifications are subject to change
without notice.
The Avid DS Nitris application uses JScript and Visual Basic Scripting Edition from Microsoft Corporation.
Copyright © 2007 Avid Technology, Inc. and its licensors. All rights reserved. Printed in Canada.

Attn. Government User(s). Restricted Rights Legend
U.S. GOVERNMENT RESTRICTED RIGHTS. This Software and its documentation are “commercial computer software” or
“commercial computer software documentation.” In the event that such Software or documentation is acquired by or on behalf
of a unit or agency of the U.S. Government, all rights with respect to this Software and documentation are subject to the terms
of the License Agreement, pursuant to FAR §12.212(a) and/or DFARS §227.7202-1(a), as applicable.

Trademarks
888 I/O, Adrenaline, AirPlay, AirSPACE, AirSPACE HD, AirSpeed, AniMatte, AudioSuite, AudioVision, AutoSync, Avid,
Avid DNA, Avid DNxcel, Avid DNxHD, AVIDdrive, AVIDdrive Towers, Avid DS Assist Station, Avid ISIS,
Avid Learning Excellerator, Avid Liquid, Avid Mojo, AvidNet, AvidNetwork, Avid Remote Response, AVIDstripe, Avid Unity,
Avid Unity ISIS, Avid Xpress, AVoption, AVX, CamCutter, ChromaCurve, ChromaWheel, DAE, Dazzle, Deko, DekoCast, D-Fi,
D-fx, DigiDelivery, Digidesign, Digidesign Audio Engine, Digidesign Intelligent Noise Reduction, DigiDrive,
Digital Nonlinear Accelerator, DigiTranslator, DINR, DNxchange, do more, D-Verb, Equinox, ExpertRender, Face Robot,
FieldPak, Film Composer, FilmScribe, FluidMotion, HIIP, HyperSPACE, HyperSPACE HDCAM, IllusionFX,
Image Independence, iNEWS, iNEWS ControlAir, Instinct, Interplay, Intraframe, iS9, iS18, iS23, iS36, LaunchPad, Lightning,
Lo-Fi, Magic Mask, make manage move | media, Marquee, Matador, Maxim, MCXpress, Media Browse, Media Composer,
MediaDock, MediaDock Shuttle, Media Fusion, Media Illusion, MediaLog, Media Reader, Media Recorder, MEDIArray,
MediaShare, MediaStream, Meridien, MetaSync, MissionControl, NaturalMatch, Nearchive, NetReview, NewsCutter, Nitris,
OMF, OMF Interchange, OMM, Open Media Framework, Open Media Management, PCTV, Pinnacle MediaSuite,
Pinnacle Studio, Pinnacle Systems, ProEncode, Pro Tools, QuietDrive, Recti-Fi, RetroLoop, rS9, rS18, Sci-Fi, ScriptSync,
SecureProductionEnvironment, Show Center, Softimage, Sound Designer II, SPACE, SPACEShift, SpectraGraph,
SpectraMatte, SteadyGlide, Symphony, TARGA, Thunder, Trilligent, UnityRAID, Vari-Fi, Video RAID, Video Slave Driver,
VideoSPACE, and Xdeck are either registered trademarks or trademarks of Avid Technology, Inc. in the United States and/or
other countries.
Dual Boot Software Installation for Avid DS and Avid Symphony• 0130-07680-01 Rev. B • June 2007

7

Dual Boot Software Installation for Avid DS and Avid Symphony

8



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