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Reality 5.3 SP1
Reality 5.3 SP1
  • Reality 5.3 SP1
    • What's New
    • User Guide
      • What is Reality Editor?
      • What is Reality Engine?
      • What is Reality Hub?
        • System Overview
      • Reality Workflow
      • Launcher
        • Launcher Interface
        • Engine Status Colors
        • Engine Display Window
        • New Launch Configuration
      • Nodegraph/Actions
        • Nodegraph
          • Node Structure
          • Node Details Panel
            • Property
            • Function
            • Function Property
            • Advanced Property
            • Node Details Info Display
            • Node Property Toolset
          • Node Context Menu
          • Nodegraph Menu
            • Graphs
          • Portal Pin
          • Sink Pin
          • Reroute
          • Node Comment
          • Asset Browser
          • Advanced Preview Monitor
          • Operating Nodegraph
            • Navigating Inside Nodegraph
            • Creating Node
            • Multiple Node Operations
            • Node Connections
            • Incrementing and Changing Decimals
            • GamePad
            • Node Info Display
            • Simplifying Node Network
        • Actions
          • Action Timeline Interface
          • Keyframe Types
          • Interpolations
          • Operating Actions
          • Animating Property
          • Triggering Multiple Actions via Single Button
          • Utilizing Initial Keyframe
          • Animation Workflow Tips
        • Form Builder
          • Form Builder Interface
          • Form Builder Components
          • Customizing Component Appearance
          • Operating Form Builder
          • Data Integration
        • Gang Mode
          • Activating Gang Mode
          • Operating Gang Mode
      • Playout
        • Operating Playout
      • Newsroom
      • Cook Manager
      • User Management
        • Advanced User Management
          • User Management UI
          • Role of the Admin and Administrators
          • Example Configuration
          • License Reservation
        • Basic User Management
      • Controlling Unreal Engine 5.3
        • Introduction
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine 5.2
        • Configuration
          • Unreal Engine 5.1 Configuration
          • RealityHub Configuration for Unreal Engine 5.1
        • Example Pipeline
          • Preparation
          • Exposing Actor Functions
          • Exposing Actor Parameters
          • Grouping Exposed Items
          • Creating Logic
          • Viewport Navigation
          • Unreal Project inside RealityHub
          • Utilizing Media Framework Tools
          • Operating
    • Installations
      • System Requirements
      • Downloading Distributions
      • Installations
        • Installing Reality 5.3
        • Installing Reality Hub
          • Upgrading and Downgrading
          • Database Backup and Restore
          • Database Recovery
          • Installation Recap
      • Licensing Reality
        • Licensing Reality 5.3
        • Licensing Reality Hub
    • Configurations
      • Configuring Peripheral Devices
        • NVidia Configuration
        • AJA Configuration
      • Configuring Reality Hub
        • General Configuration
        • Reality Loader
          • RealityEngine AMPERE Led Display
        • Engine Module Configuration
          • Adding Host
          • Adding Groups
          • Channel Assignments
          • General Engine Configuration
        • Project Configuration
        • Project Scanning
        • Cache Management
        • SSL Configuration
    • Integrations
      • Octopus Integration
        • Reality Hub MOS Configuration for Octopus
        • Octopus Configuration
        • Utilizing ZD MOS Plugin
      • iNEWS Integration
        • Reality Hub MOS Configuration for iNEWS
        • iNEWS Configuration
      • CII Module Configuration
    • Tutorials
      • Reality Actor Spawning
      • Using Plugins
      • Tracked Billboard
      • Green Screen Virtual Studio
      • Shadow and Ambient Occlusion in Augmented Reality
    • Developers Guide
      • Reality Hub Open-Source SDK
      • REST API
    • FAQ
      • Frequently Asked Questions
      • Glossary
      • How to Read this Documentation
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On this page
  • Preparation
  • Creating Animations
  • Preparing Template Form
  • Playout Operations
  1. Reality 5.3 SP1
  2. User Guide
  3. Playout

Operating Playout

This page was written for a previous version of RealityHub and Reality Engine and has not been updated for the current releases.

PreviousPlayoutNextNewsroom

This section uses the MainLevel map of the RealityExamples template, compatible with Reality Engine version 4.27. It is the default project that comes with a fresh installation. After launching the Reality Editor, you can create the same project through the Virtual Studio template. For more details, visit

As the brief sketch above shows, the main idea in this section is to change the transform values of a virtual camera by two different animations with reversing possibility and control the animations in real-time via Rundown items inside the Playout module.

Accomplishing the abovementioned task requires you to create four (4) different virtual camera animation scenarios via the module:

  • From View A to View B

  • From View B to View A (reverse)

  • From View B to View C

  • From View C to View B (reverse)

Preparation

Creating Animations

  • The above three images show the camera animation transform values.

  • Create and save the following animations as shown in the image above:

    • From View A to View B

    • From View B to View A (reverse)

    • From View B to View C

    • From View C to View B (reverse)

Preparing Template Form

  • Click on the Field Settings of each button and activate the Show in Rundown

  • Select the UserTrack node, drag and drop the UserTransform property directly to the Form Builder Area.

In RealityHub terminology, dragging & dropping a property/function directly to the Form Builder Area is called Property Binding.

  • Click on the RT (Realtime Updates On) button

  • Save the template Form

  • Activate the Playout module

Playout Operations

Assigning Shortcut

  • Select the template Form located inside the Playout Template Form Area, drag & drop it to the Rundown Area

  • Click on the Edit Keyboard Shortcuts button, select a Rundown Item

  • Click on a three-button combination on your keyboard that contains two of the CTRL, ALT, and SHIFT buttons and other characters (Example CTRL + ALT + X)

Various special characters and keyboard shortcuts may not work in your case. To set an example, if you try to assign CTRL + SHIFT + N button combination will fail because the keyboard combination is already assigned to the New Incognito Window shortcut of the browser.

  • Select the second button, assign another unique keyboard shortcut combination

  • Repeat your action for the third and the fourth buttons

  • Click on the Edit Keyboard Shortcut button again

Creating a New Rundown by Changing Bounded Property

In the Preparing Template Form section of this article, UserTransform property of the UserTrack node was bounded as shown in the image above. The bounded UserTransform values are the same as in View B.

Let's assume that you want to create different versions of your animations and trigger/play them via Rundown. In such a scenario you can create new Rundown Items. You can apply the same logic to template forms fed with data.

To utilize the abovementioned approach:

  • Click on the From A to B button to have the same camera transform values as View B

  • Change the Y value from 800 to 100

As soon as you change a property value inside the Playout Template Form Area, various changes occur as shown above:

  1. Playout Template Form buttons get activated.

  2. Undo button inside the property group gets activated.

Now:

  • Click on the Save As button.

  • Give a name to the new Rundown Item, and click OK

The second step in the workflow we aim for is to create a template Form through the module.

Launch the Reality Starter project through the module

Create the same node tree as shown above and activate the on the Camera Output pin

Select the UserTrack node and activate the feature

​Transform Values of the View A​
Transform Values of the View B​
Transform Values of the View C

Create a template form with your animations by dragging and dropping each Play button to the

For the functionality of the Playout Template Form buttons, please visit the section.

Form Builder
Launcher
Advanced Preview Monitor (APM)
Form Builder Area
Reality Examples Project
Actions
GamePad
Playout Template Form
Playout Interface