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Tutorials
Contents
Application Basics
- Installation, Content Packages
- Overview Of Applications
- Editor Panels - 01 - The Docking System
- Editor Panels - 02 - Overview Of The Panels
For Studio Operators
- Setting Up Virtual Sets with VR Cameras
- Setting Up Virtual Sets with Tracked Cameras
- Basic Lens Calibration (without lens distortion)
- Setting Up a Multi-Machine Configuration
- Using the Advanced B Keyer
- All-In-One Studio, Recording, Audio
- Camera Mover Mouse Control
- Keyboard Shortcuts
- Command Line Switches
- Studio Diagram: Virtual, 3 camera, 1 PC
- Studio Diagram: Tracked, 3 camera, 1 PC
- Studio Diagram: Tacked, 3 camera, 3 PC
- Studio Diagram: Tracked, 3 camera, 3 PC, external keyer
For Aximmetry DE Users
- Getting started with the Unreal Engine based DE edition
(CC: Spanish, Portuguese)
- How to install and work with the Unreal Engine based DE edition
- How to Install Third-Party Code Plugins From the Unreal Engine Marketplace
- Using Tracked Cameras with an Unreal Scene
- Setting Up a Virtual Screen in the Unreal Scene
(CC: Spanish, Portuguese)
- Passing Trigger from the Unreal Scene
- Passing Transformation from the Unreal Scene
- Experimenting with HTC Vive camera tracking using Unreal scene
For VJs / Visual Artists
- (soon...) Performer: Getting Started
- (soon...) Performer: External Controllers
- (soon...) Performer: Parameter Animation, Pulse
- (soon...) Performer: Creating Compound Patches
- (soon...) Performer: Panorama, Mapping, Masking
- (soon...) Performer: Recording
- (soon...) Performer: Watchdog
Performer: Extras
For Content Creators
- Getting Started - 01 - Basics
- Getting Started - 02 - 3D
- Getting Started - 03 - Animation
- Project System, File Browser, File Operations
- Outputs and Channels, Multi-GPU
- Pin Data Types (Compound and Shader)
- Pin Data Types - 01 - Numeric Types
- Pin Data Types - 02 - Logical, Trigger
- Pin Data Types - 03 - Color, Text
- Pin Data Types - 04 - Transformation, Collection
- Pin Data Types - 05 - Video, Audio
- Inputs and Controllers, Device Mapper
- Using DMX Artnet to control a scene
- Control lighting equipment via DMX ArtNet
- Using the OSC protocol
- Using an Image Sequence As a Video
- Shader Categories and Naming Convention
- Creating New Shaders
- Format Strings
A Complete Studio Scene
- Complete Studio Scene - 01 - Introduction
- Complete Studio Scene - 02 - Importing The Model
- Complete Studio Scene - 03 - Baking The Lights
- Complete Studio Scene - 04 - Optimizing Textures (optional)
- Complete Studio Scene - 05 - Specular, AO
- Complete Studio Scene - 06 - Reflections
- Complete Studio Scene - 07 - Glow
- Complete Studio Scene - 08 - Controllable Lighting
- Complete Studio Scene - 09 - Testing with Green
- Complete Studio Scene - 10 - Virtual Screen
Useful Additional Info
Control Devices