Hi everyone.
While learning vMix, it became clear that users were at risk of making a few mistakes that would cause undesired PTZ camera movement while the camera was Actively going to the Output: here are a few examples:
List of sample inputs:
Input1 = Camera 1 = PTZ camera with no PTZ movement programmed
Input2 = Camera 2 = 2nd PTZ camera with no PTZ movement programmed.
Input3-10 are saved PTZ positions for Camera 1.
Input11-20 are saved PTZ positions for Camera 2.
1. Preprogrammed PTZ setting overwrites adjustments made in preview window.
Camera 2 is up on the active output.
Operator calls up Input 3 in preview, and using the game pad adjusts the PTZ position because the talent is taller than most of the talent and the shot needs ore headroom... so the shot needs adjusting.
Operator then cuts Camera 2 to output, but the PTZ is 'corrected' back to the saved position live... OOOps... looks bad seeing the PTZ movement live, and the guy's head is partially cut off.
2. Accidentally moving active Camera.
The operator/director, etc. has Camera 1 up on the active output.
The operator, forgetting that inputs 3-10 are variations on Camera 1, proceeds to put Input 3 up on preview. Input 3 then shows up on the preview screen and moves the camera. Except since the camera is active, viewers see this camera move to this new saved position live. OOps...
The fix:
With the script in place on shortcuts for each PTZ input, now when the user presses one of the saved PTZ shortcut buttons, instead of just calling up that input, a vbs script is called that does the following:
1. If the camera for the PTZ shot being called is NOT up on the active screen: Put the called input/PTZ shot up on preview and moves the camera to this position, then sleeps for half a second and then changes the input to the default camera shot on input 1 or input 2 (depending in which saved PTZ is called). Now when the operator cuts to the shot after making minor PTZ adjustments in preview, the camera does not move when it is put on the active output
2. If the camera for the PTZ shot being called IS up on the active screen: A big 'X' graphic with a message saying 'Can't auto PTZ - camera active' shows up for 1 second on the preview windows. After one second, the camera that was being asked to move will be put up in preview with no auto PTZ movement while it is still up and active. The user can make adjustments manually using the game pad.
This helped us quite a bit. I have attached of my code with comments in it. You can paste that into a script in the scripting section of vMix and then assign a short cut to call it. Note that because vMix does not currently support command line arguments being fed to the script via shortcuts, you will have to edit the start of the script showing the PTZ movement saved input, the default camera name (the one with no movement programmed), and the input where the user will find the error graphic that goes up on preview... and do this for each saved PTZ shot. If you do wish to call the actual PTZ shot movement and all live, you just select it via the program bus shortcut for that PTZ.
Hope you find this useful. You can probably shrink the code somewhat, but since I don't do a lot of visual basic programming, it was a bit of trial and error.
Jeff
File Attachment(s):
InputXGo-vbs.txt
(4kb) downloaded 140 time(s).jeregan attached the following image(s):
xerr.png
(8kb) downloaded 66 time(s).You cannot view/download attachments. Try to login or register.