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Transport Control Area


Transport Control Area
1

Timeline Asset Bar

1. Timeline Asset Bar
This graphicly represents the assets entire duration span. The area in solid blue refers to the portion that is played. Trimming either the in or out point reduces the solid area. Trimmed space is shown as a dimmed crosshatch.
 
Sometimes you may feel the default thumbnail image extracted from a video file is not satisfactory. If that’s the case, you can choose instead to replace it with another frame within the file.
 
To replace simply scrub to the frame you wish to use and then right click anywhere inside the asset bar and click this option.
 
 
NOTE: The captured image is stored in the “Thumbnails” folder located in the app’s root folder. (e.g., C:\IEW Solutions\Legion II\Thumbnails) and will remain there indefinitely. So, it is good practice to flush that folder after an event fully concludes or when these images are just no longer needed. Refer to Global Properties and see ‘Clear Captured Thumbnail Images’ to learn how.
2

In Trim Bar

2. In Trim Bar
Drag to a time point within the file where you want play to begin.
3

In Trim Time

3. In Trim Time
Displays the relative time that has been trimmed off the front of the file and the actual point in the file where play will begin.
4

Out Trim Bar

4. Out Trim Bar
Drag to a time point within the file where you to end play.
 
NOTE: Both the IN and OUT trim bars includes a right click menu that you can use to either snap the respective trim to the current play-head position or reset trim points back to either zero (IN) or native duration (OUT).  
5

Out Trim Time

5. Out Trim Time
Display the time point within the file’s overall duration that play will end.
6

Total Running Time

6. Total Running Time
Displays assets running time after both in and out trim amounts have been subtracted from files original length.
7

Playhead Position Pointer

7. Playhead Position Pointer
The control tracks left to right in step with the playhead position. Timecode displayed at the top reflects the exact position in time. Click and drag it to manually set the current playhead position. You can also move it more precisely one frame at a time by hovering your mouse over the pointer and using your mouse wheel.
8

Tabs

Tabs are used to mark significant cue points within the asset play. These cue points can aid in countdown callouts for stage direction. (Visualization is described below in “Position Timecode Display”.) They can also make it easy to navigate quickly to a specific timepoint with the Next & Previous Tag transport buttons.
Any number of tabs can be placed along the timeline. To add, simply point your mouse cursor over the timeline at approximately where you would like it to sit, then right click and a popup menu will appear.
 
Now select "Add Tag". Once added, you can fine tune their position by click and drag them left or right or by hovering you mouse over the pointer and using the mouse wheel.
Another way is to move the playhead to the exact position you want and then right click on the tag. This time select “Snap To Current Position”.  
 
A new feature is to use the tag as an automatic pause command.
          Now when the play head reaches this point, the asset will pause. To resume you can press the spacebar or click on the transport pause button.
 
          To ensure that the tab cannot be inadvertently moved or edited after it has been placed, check the Lock Tab option.
 
You can also add a brief description of the tags purpose by again calling up the menu and click “Edit Description”.
Simply type in what you need and click OK.
So now, if you need to remind yourself of what the tag represents, just right click on the tag and you will see your description.
 
9

Program Transport Controls

10

Position Timecode Display

10. Position Timecode Display
 
For most situations this displays both elapsed time on the left and a count down time on the right. Both reflect the current playhead position minus any in and out timings So even if you trim off 5 seconds from the start, the elapsed time will always begin at zero and countdown will show zero at the out trim point no matter how much is trimmed off the end.
 
The countdown time on the right will always remain red in color. The left-hand display will generally appear green. However, if you have added any tags to the timeline the display color will change to purple. Also, when there are tags on the timeline, displayed time will be individual countdowns to the next tag position. Once the playhead has move past a tag it will begin counting to the next tag, and so on. If no more tags remain it will simply countdown to the end.
   
In between the time displays is an icon that indicates the current transport state:
In the case where you are looping an individual asset or a linked group. This icon appears:
 
Inside is the number of iterations that has occurred since repeat play began. 
11

Temp Overrides

11. Temp Overrides
Use these to provide a onetime temporary hold at out point or continually repeat any video asset. The buttons remain disable until a video asset is finally taken to program. After the asset is playing you are free to engage either feature.
 
Temp Hold:
When pressed, the asset will continue but will pause and remain visible at its out trim point. The hold will remain until the stop button is pressed. Once stop is pressed, the asset will transition out and return to its starting point.
 
Temp Loop:
When pressed the asset will continue to its out trim point but upon reaching it, the playhead will instantly return to the start point and continuing to play. The asset will keep repeating until the stop button is pressed.
 
NOTE: During to loops all transition effect are canceled to keep the repeat as seamless as possible. However, when stopped the asset’s out transition effect will occur.
 
For both buttons, once the asset has been stopped, these buttons will become disabled again.
 
12

Auto Start

12. Auto Start
When checked, upon selecting an asset, instead of brining it preview, the asset will automatically be taken directly to program and begin playing.
13

Clear All Selections

13. Clear All Selections
This will clear out all asset selections for preview as well as stop and clear any assets currently running in program.
14

Master Gain

14. Master Gain
The master audio fader overrides the audio volume of all currently playing assets. This control cannot boost an individual asset’s level, it can only temporarily reduce it.
 
WARNING: Adjustments made here are not saved and should not be used when unifying levels between assets. Refer to Audio Output to learn how to properly save an asset's audio gain.
15

Mute Audio

15. Mute Audio
When engaged all audio sounds coming from any running assets will be muted. This includes overlays.