What is LiveCore
LiveCore is the entire range of switchers offered by Analog Way that utilize the Web RCS for control. These units include the Nextage, Smart Matrix Ultra (discontinued), and Ascender. The LiveCore family also includes the control devices Vertige, Shotbox, and Controlbox.
All of the switchers in the LiveCore family are high-end, seamless, screen management devices that can be used in many environments.
LiveCore is the entire range of switchers offered by Analog Way that utilize the Web RCS for control. These units include the Nextage, Smart Matrix Ultra (discontinued), and Ascender. The LiveCore family also includes the control devices Vertige, Shotbox, and Controlbox.
All of the switchers in the LiveCore family are high-end, seamless, screen management devices that can be used in many environments.
Switchers
NeXtage
As the smaller venue workhorse this 2 RU box offers 8 inputs and 2 outputs.
NeXtage
As the smaller venue workhorse this 2 RU box offers 8 inputs and 2 outputs.
SmartMatrix Ultra
The SmartMatrix Ultra has 12 inputs and 4 outputs. Unlike the Ascender 16, this unit does not support overlap across the outputs. This unit has been discontinued and is no longer being trained on or sold.
SmartMatrix Ultra
The SmartMatrix Ultra has 12 inputs and 4 outputs. Unlike the Ascender 16, this unit does not support overlap across the outputs. This unit has been discontinued and is no longer being trained on or sold.
Ascender
By far the most popular of the LiveCore switchers the Ascender is a 4 RU box with 12 inputs and 4 outputs that can do it all.
Ascender
By far the most popular of the LiveCore switchers the Ascender is a 4 RU box with 12 inputs and 4 outputs that can do it all.
How many layers per screen?
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Ascender 162
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Ascender 486
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Nextage4
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Ascender 324
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Smart Matrix2
Controllers
Vertige
The Vertige is a powerful controller capable of controlling multiple LiveCore units, routers, and third party devices. The vertige connects via ethernet and has redundant ethernet ports and power supplies.
Vertige
The Vertige is a powerful controller capable of controlling multiple LiveCore units, routers, and third party devices. The vertige connects via ethernet and has redundant ethernet ports and power supplies.
ControlBox
A hybrid controller, the ControlBox is meant to give more functionality than a ShotBox while remaining easy to learn and use.
ControlBox
A hybrid controller, the ControlBox is meant to give more functionality than a ShotBox while remaining easy to learn and use.
Shotbox
The Shotbox is a great controller to give our GUI physical buttons to recall and take presets. It connects via USB through a control laptop and does need a software package installed.
Shotbox
The Shotbox is a great controller to give our GUI physical buttons to recall and take presets. It connects via USB through a control laptop and does need a software package installed.
The Ins and Outs
Knowing your Ins and outs
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Dual Link Inputs2, 4, 6, 8, 10, 12
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4k Inputs2, 6, 10
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3G InputsAll of them.
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Which outputs are 4K capable?2, 4
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Composite InputsUsing a break-In on VGA
Tabs
The WebRCS is comprised of three tabs; setup, edit, and live. Due to historical significance the Edit and Live tabs are essentially exactly the same with the caveat being you may only see one screen at a time while in edit, yet have all screens showing while in live. Setup is divided into many tabs that should be gone through in order from left to right, top to bottom while setting up the machine.
The WebRCS is comprised of three tabs; setup, edit, and live. Due to historical significance the Edit and Live tabs are essentially exactly the same with the caveat being you may only see one screen at a time while in edit, yet have all screens showing while in live. Setup is divided into many tabs that should be gone through in order from left to right, top to bottom while setting up the machine.
Under the setup tab you will see sub-tabs, one of these is the pre-config tab which has its own sub-tabs. If you always work top to bottom-left to right all options will be explored.
Under the setup tab you will see sub-tabs, one of these is the pre-config tab which has its own sub-tabs. If you always work top to bottom-left to right all options will be explored.
A note on inputs: An input may have many plugs in use but only 1 can be active at a time. The plugs can be toggled while a source is live but will achieve a "cut" like effect (cutting to black for frame before toggling).
Cropping or setting the aspect ratio of an input can only be changed manually and is not affected by a preset. The same changes can be made utilizing layers which are part of the preset.
A note on inputs: An input may have many plugs in use but only 1 can be active at a time. The plugs can be toggled while a source is live but will achieve a "cut" like effect (cutting to black for frame before toggling).
Cropping or setting the aspect ratio of an input can only be changed manually and is not affected by a preset. The same changes can be made utilizing layers which are part of the preset.
In which section do you change the resolution and test pattern for an input?
- PreConfig-Inputs
- Setup-Inputs
WebRCS
What is WebRCS?
WebRCS is a Flash based program hosted inside of a LiveCore unit. This allows any computer with a browser to connect and control LiveCore machines without the need of other software. WebRCS never has to be updated as it is updated with the firmware of the machine it is hosted on.
What is WebRCS?
WebRCS is a Flash based program hosted inside of a LiveCore unit. This allows any computer with a browser to connect and control LiveCore machines without the need of other software. WebRCS never has to be updated as it is updated with the firmware of the machine it is hosted on.
Connecting to WebRCS
The prefered method for connecting to your LiveCore machine is via ethernet with static IP. This could be either a direct connection or through a router, no cross-over cable is necessary as the unit will auto detect. Static IP is preferred because the router assigned dhcp addresses could renew and be assigned in a different order resulting in a loss of connection. Static IP configurations also ensure that you know the organization and route of your system.
Up to 5 instances of Web RCS can be running simultaneously from up to 5 control computers. You can also have multiple tabs in a browser connecting to multiple LiveCore units or the same unit.
If using DHCP, connect to a router and the IP on the front display will change to what is assigned to it. Plug your laptop into the router as well and you should be able to connect.
It is important to know how to change the IP from the front panel. Below is a video with a quick demonstration.
Connecting to WebRCS
The prefered method for connecting to your LiveCore machine is via ethernet with static IP. This could be either a direct connection or through a router, no cross-over cable is necessary as the unit will auto detect. Static IP is preferred because the router assigned dhcp addresses could renew and be assigned in a different order resulting in a loss of connection. Static IP configurations also ensure that you know the organization and route of your system.
Up to 5 instances of Web RCS can be running simultaneously from up to 5 control computers. You can also have multiple tabs in a browser connecting to multiple LiveCore units or the same unit.
If using DHCP, connect to a router and the IP on the front display will change to what is assigned to it. Plug your laptop into the router as well and you should be able to connect.
It is important to know how to change the IP from the front panel. Below is a video with a quick demonstration.
Static IP
Static IP
Main GUI
The main GUI is divided into many different sections that can all be resized to better fit the screen or style of use. The management icons on the bottom are especially important as they make short work of many tedious tasks such as aligning layers, setting ratios, or hiding unused layers.
Several sections share pixel space, such as inputs\logos, screen\monitoring, and memories\properties. How these are set remain with their respective tabs, so you can have the layer properties tab visible in Edit and have memories visible in Live.
Use the visual setting option in the GUI shortcuts to save how you prefer your screen to look.
The main GUI is divided into many different sections that can all be resized to better fit the screen or style of use. The management icons on the bottom are especially important as they make short work of many tedious tasks such as aligning layers, setting ratios, or hiding unused layers.
Several sections share pixel space, such as inputs\logos, screen\monitoring, and memories\properties. How these are set remain with their respective tabs, so you can have the layer properties tab visible in Edit and have memories visible in Live.
Use the visual setting option in the GUI shortcuts to save how you prefer your screen to look.
A note on the GUI. While it has a very slow refresh rate it does provide a live preview of your inputs and PVW/PGM windows. The thing to remember is that no effects, cropping, transitions, timings, or transparency are shown in the GUI. You MUST reference the multiviewer to see these.
A note on the GUI. While it has a very slow refresh rate it does provide a live preview of your inputs and PVW/PGM windows. The thing to remember is that no effects, cropping, transitions, timings, or transparency are shown in the GUI. You MUST reference the multiviewer to see these.
Layers
Layers
LiveCore layers consist of two scalers (one for pvw and one for pgm) locked together to create truly seamless layers that can be adjusted manually and have sources dropped into them. As a layer is adjusted you can see the corresponding change in the properties pane. For example moving a layer around with the mouse changes the pixel values under position\size. Multiple layers can be selected while holding shift and clicking a layer.
Layers
LiveCore layers consist of two scalers (one for pvw and one for pgm) locked together to create truly seamless layers that can be adjusted manually and have sources dropped into them. As a layer is adjusted you can see the corresponding change in the properties pane. For example moving a layer around with the mouse changes the pixel values under position\size. Multiple layers can be selected while holding shift and clicking a layer.
Cropping Layers
Layers can be cropped like the inputs but there is an advantage in that the layer changes can be saved into different memories and used in presets. The layer cropping works more like a Zoom then a crop. Zoom into a smaller window and move it around until only the portion of the source you want is showing. If manually cropping a layer, start with the size H and V to zoom in then use position to adjust.
Cropping Layers
The aspect icons work just like they do at the input and can be a quick way to crop. You cannot see the cropping in the thumbnails and must use the multiviewer to see the changes.
Sources are defaulted to "center" in a layer, So as you resize and reshape a layer the source will maintain aspect ratio and may never crop. You need to decide whether to FILL or CROP when the time comes.
Cropping Layers
Layers can be cropped like the inputs but there is an advantage in that the layer changes can be saved into different memories and used in presets. The layer cropping works more like a Zoom then a crop. Zoom into a smaller window and move it around until only the portion of the source you want is showing. If manually cropping a layer, start with the size H and V to zoom in then use position to adjust.
Cropping Layers
The aspect icons work just like they do at the input and can be a quick way to crop. You cannot see the cropping in the thumbnails and must use the multiviewer to see the changes.
Sources are defaulted to "center" in a layer, So as you resize and reshape a layer the source will maintain aspect ratio and may never crop. You need to decide whether to FILL or CROP when the time comes.
Effects
Most of the effects are self explanatory. Smooth Move turns off the subtle acceleration and deceleration pips have when moving. Force cross-transition forces the layer to apply transitions without moving(rarely used). Force transition on the other hand is vastly important as it forces the layer to utilize the chosen transition.
Transitions
The default transition is always a fade. There are opening and closing transitions that can be set to a cut, slide, wipe, circle, or stretch. However, the transition is over-ridden by the dynamic move of the system unless force transition is on.
Effects
Most of the effects are self explanatory. Smooth Move turns off the subtle acceleration and deceleration pips have when moving. Force cross-transition forces the layer to apply transitions without moving(rarely used). Force transition on the other hand is vastly important as it forces the layer to utilize the chosen transition.
Transitions
The default transition is always a fade. There are opening and closing transitions that can be set to a cut, slide, wipe, circle, or stretch. However, the transition is over-ridden by the dynamic move of the system unless force transition is on.
If a layer is entering(opening) to the PGM bus or leaving(closing) it the layer will utilize the chosen transition; such as a fade, slide, or wipe. If the layer is already in the PGM bus and is in a different position in PVW then when Take is pressed instead of using the transition the layer will dynamically move from the PGM position the the PVW position. Force Transition effect ENSURES that the Transition is always used regardless of layer bus position.
If a layer is entering(opening) to the PGM bus or leaving(closing) it the layer will utilize the chosen transition; such as a fade, slide, or wipe. If the layer is already in the PGM bus and is in a different position in PVW then when Take is pressed instead of using the transition the layer will dynamically move from the PGM position the the PVW position. Force Transition effect ENSURES that the Transition is always used regardless of layer bus position.
Dynamic Moves\Flying Curve
If force transition is off (default) and the layer is not leaving PGM then the system will perform a move from the PGM location to the PVW location. Under the Flying curve property a layer can be told to move straight, in an arch, or (as long as the source is the same) to follow a curve that you can control. To see the curve click the "show flying curve" tool panel icon.
The speed of the move is dictated by the transition time. To slow down a move increase the transition time under the TAKE button.
Dynamic Moves\Flying Curve
If force transition is off (default) and the layer is not leaving PGM then the system will perform a move from the PGM location to the PVW location. Under the Flying curve property a layer can be told to move straight, in an arch, or (as long as the source is the same) to follow a curve that you can control. To see the curve click the "show flying curve" tool panel icon.
The speed of the move is dictated by the transition time. To slow down a move increase the transition time under the TAKE button.
Good layer management can mean the difference between a good show and a bad one. The icons below are fundamental to operating WebRCS efficiently and properly.
Good layer management can mean the difference between a good show and a bad one. The icons below are fundamental to operating WebRCS efficiently and properly.
Layer order can be re-arranged?
- True
- False
How many layers does a Dual Link or Dual Head source require?
- 1
- 2
- 4
- 0
Memories
Memories
Memories are what saves all the screen and layer properties into the unit and each memory represents a single screen worth of information.
Memories can be saved from any screen (pvw or pgm) and recalled to any other screen (pvw or pgm). Saving and recalling to different aspect ratio or sized screen can cause some issues, but there is an auto scale button in the memories pane that cleans much of this up.
Master Memories
Master Memories serve as a macro system where each Master Memory will recall a defined set of memories to corresponding screens.
Master Memories store only memory destinations and don't have any of the actual screen or layer properties.
There are two ways to store and manage Master Memories, from already created Memories or from the pgm/pvw screen.
Memories
Memories are what saves all the screen and layer properties into the unit and each memory represents a single screen worth of information.
Memories can be saved from any screen (pvw or pgm) and recalled to any other screen (pvw or pgm). Saving and recalling to different aspect ratio or sized screen can cause some issues, but there is an auto scale button in the memories pane that cleans much of this up.
Master Memories
Master Memories serve as a macro system where each Master Memory will recall a defined set of memories to corresponding screens.
Master Memories store only memory destinations and don't have any of the actual screen or layer properties.
There are two ways to store and manage Master Memories, from already created Memories or from the pgm/pvw screen.
From Saved Preset Memories
Saving memories in this format relies on you having already created the memories before hand. This is a very building blocks style of working. Load the memory to the proper screen and confirm.
The main benefit of this style is that the Master Memories can use the same memories multiple times. Thus when a correction to a screen needs to be made, fixing the "building block" fixes all the Master Memories that use that memory.
From Saved Preset Memories
Saving memories in this format relies on you having already created the memories before hand. This is a very building blocks style of working. Load the memory to the proper screen and confirm.
The main benefit of this style is that the Master Memories can use the same memories multiple times. Thus when a correction to a screen needs to be made, fixing the "building block" fixes all the Master Memories that use that memory.
From Program or Preview
This is a more straightforward style where you can build the look across your PVW or PGM screens then save each screen created this way into a memory slot while creating the Master Memory. Be sure not to over-write any memories already used when doing it this way.
This format can be fast up front but can bog down on a big show when changes are necessary. Also if you create a memory for each screen for every Master Memory then the total number of memories could be exceeded.
From Program or Preview
This is a more straightforward style where you can build the look across your PVW or PGM screens then save each screen created this way into a memory slot while creating the Master Memory. Be sure not to over-write any memories already used when doing it this way.
This format can be fast up front but can bog down on a big show when changes are necessary. Also if you create a memory for each screen for every Master Memory then the total number of memories could be exceeded.
Hovering over and Shift clicking a memory will show you the memories overview, a visual representation of what layers and layouts the memory has. From here the memory can also be labeled and deleted. This is true for all memories.
There are 144 available Memories and 144 available Master Memories.
Hovering over and Shift clicking a memory will show you the memories overview, a visual representation of what layers and layouts the memory has. From here the memory can also be labeled and deleted. This is true for all memories.
There are 144 available Memories and 144 available Master Memories.
Master Memories store all the information needed in a preset.
- True
- False
Multiview
Muliviewer
The multiviewer shares the same pixel space as the screens gui. The Multiviewer is fully customizable using 8 or 12 widgets and having its own 8 memories which help mimic having more then one multiviewer.
Any widescreens will use a widget for each output and any dual head, dual link, or 4k inputs will use 2 widgets.
Muliviewer
The multiviewer shares the same pixel space as the screens gui. The Multiviewer is fully customizable using 8 or 12 widgets and having its own 8 memories which help mimic having more then one multiviewer.
Any widescreens will use a widget for each output and any dual head, dual link, or 4k inputs will use 2 widgets.
Use a template that is close to the needed look and adjust from there. This will help save a good amount of time. Also the ability to save the preview or program as a full screen multiview memory helps while building delicate transitions.
The shortcut for the multiview memories are SHFIT+(number). Toggle between inputs, outputs, fullscreen, mosaic, producer monitor, and the other multiviewers that you can save.
Use a template that is close to the needed look and adjust from there. This will help save a good amount of time. Also the ability to save the preview or program as a full screen multiview memory helps while building delicate transitions.
The shortcut for the multiview memories are SHFIT+(number). Toggle between inputs, outputs, fullscreen, mosaic, producer monitor, and the other multiviewers that you can save.
Confidence\Aux
Confidence Screens
Confidence screens use the same pixel space as the multiviewer and are more like Aux'es then confidence monitors. A confidence screen is limited to a set amount of layouts and only has 4 layers available despite the machine you are on.
The margin lets you change the space between the windows while the background color defines the color that fills that space.
Confidence Screens
Confidence screens use the same pixel space as the multiviewer and are more like Aux'es then confidence monitors. A confidence screen is limited to a set amount of layouts and only has 4 layers available despite the machine you are on.
The margin lets you change the space between the windows while the background color defines the color that fills that space.
One of the main uses for a confidence screen is being able to send the PVW or PGM screen to an output. A full 3 screen blend can be sent out of 1 output using this feature.
There are 16 confidence memories available, these work just like screen memories and can be recalled using a master memory.
One of the main uses for a confidence screen is being able to send the PVW or PGM screen to an output. A full 3 screen blend can be sent out of 1 output using this feature.
There are 16 confidence memories available, these work just like screen memories and can be recalled using a master memory.
Cheeseburger or Burrito?
- Cheeseburger
- Burrito
Native Backgrounds
Native Backgrounds
The Native Layer is an un-scaled layer that can display any source or frame as long as it is the same resolution as the output. The reason for this is that a source that is being used in a Native Layer by-passes the normal processing channels and gets applied directly to the Native Layer. Since there is no processing, there is no chance for the source to get scaled to fit the output canvas.
Native Backgrounds
The Native Layer is an un-scaled layer that can display any source or frame as long as it is the same resolution as the output. The reason for this is that a source that is being used in a Native Layer by-passes the normal processing channels and gets applied directly to the Native Layer. Since there is no processing, there is no chance for the source to get scaled to fit the output canvas.
The diagram to the left shows how an input is essentially duplicated and sent through different channels. On Live Core units an input can be used in a Native Layer while simultaneously being scaled in a normal layer. This allows a source to be the background for one output yet still be a pip in another.
The diagram to the left shows how an input is essentially duplicated and sent through different channels. On Live Core units an input can be used in a Native Layer while simultaneously being scaled in a normal layer. This allows a source to be the background for one output yet still be a pip in another.
Here is an example of three different input resolutions and how they will appear if used as a Native background. It will still work, but any source that is smaller will not fill and any source that is larger will get chopped off.
Here is an example of three different input resolutions and how they will appear if used as a Native background. It will still work, but any source that is smaller will not fill and any source that is larger will get chopped off.
When doing widescreen backgrounds a source needs to be set for each output as there is no scaling to stitch or scale.
The LiveCore processes the entire canvas and doubles the data in the overlap region for you. This is not true for the Native layer however, so it gets overlapped but no data doubling is applied.
When doing widescreen backgrounds a source needs to be set for each output as there is no scaling to stitch or scale.
The LiveCore processes the entire canvas and doubles the data in the overlap region for you. This is not true for the Native layer however, so it gets overlapped but no data doubling is applied.
The sources or frames that are being used must have either the data doubling already applied or a gap in the middle the same size as the overlap. The green areas in the image to the right needs to be the same information in your wide screen native background inputs.
The sources or frames that are being used must have either the data doubling already applied or a gap in the middle the same size as the overlap. The green areas in the image to the right needs to be the same information in your wide screen native background inputs.