Connecting the Fast Forward w/Lance controller to the 3K/4K


The Lance controller connects to the switcher via the P-Bus. If you are running the DVE with CPL then physical connection is as simple as plugging the controller into the switcher P-Bus. If you are using P-Bus to handle the DVE as well, your EIC will either need to "Y" the P-Bus to both devices or loop one off the other.

If you are using CPL then you will need to select another device (DPM 4 for example) for P-Bus control using the Config->Ext I/F->DPM I/F menu. If you are already using P-Bus for the DVE realize that it will also handle the Lance seamlessly once hardware connection is made (note that serial protocols between all connected devices have to match).

In the Config->Ext I/F->Periph I/F menu you will need to set up the triggers for the Fast Forward. For this example we'll assume that the Lance is device #2 on the P-Bus but you'll have to establish this. You can use any available triggers but I'll start at "B" in this example. Although you'll probably need only function 0 and perhaps 1 and 4, here is the whole list as you might set it up for full capabilities:

Trigger Device Function Description
B 2 0 Play
C 2 1 Recue
D 2 2 Play (Variable)
E 2 3 Play (Reverse)
F 2 4 Stop
G 2 5 Play (Loop mode)


These triggers will be used in the E-Mem->GPI & P-Bus Triggers menu to perform the above functions. In this example, modifying a keyframe in a timeline to have DPM 4 attached to Trigger "B" will roll both channels of the Fast Forward simultaneously (be sure that both the "A" and "B" channels are delegated). Once you set up these triggers, try firing them manually to be sure that you have communication with the Lance. If these triggers do not work, check the device number, serial protocol and the P-Bus enables on both the switcher splash panel and the Lance controller.


Operating the Lance controller

The Fast Forward is a two channel device which will allow for delivery of both key and fill signals. Traditionally the "A" channel will provide the fill video and the "B" channel will provide the corresponding keys. The Lance controller will easily handle either or both of the channels (simultaneously) depending on delegation in the "Device Enable" section. You will want to highlight both channels for synchronized operation but in the course of adjusting in and out points it might be necessary to operate on one channel manually. Typically the Fast Forward will arrive on a show pre-loaded with all video clips that will be used. If not, you could be in for a long day! Clips are recalled through registers on the controller, similar to the way registers are recalled on a DVE. Each register can be programmed with "in" and "out" points and hopefully your controller will arrive with registers already programmed. If not, programming is very simple:

  1. On the controller press "Register" and then type in a 3 digit number to identify the register that you will program.
  2. Enter the timecode of the desired clip and press "Set" then "Cue". This will cue the Fast Forward to the beginning of the clip (alternatively you could shuttle there manually).
  3. Press "Mark In" to set the in point for this register.
  4. You should also set an out point for each register to halt play so that you don't accidentally run into the next clip. Do this by entering an out point timecode (as in step 2) and then pressing "Mark Out".

Ideally you will have performed these steps with both the "A" and "B" devices delegated but if the Key/Fill coordination does not match correctly between the two channels then you will have to match them independently. The easy way is to roll one channel to a distinctive spot in the clip and then roll the other one in to match. Then highlight both channels and shuttle back to a good cue point and set the in point. You should then "Play" to the end and set an out point.


Recalling Lance registers from the switcher

The Lance controller is very easy to use but somewhat stupid as far as P-Bus devices go. Unlike a DVE which will recall the "currently loaded" effect after an E-mem "Learn", the Lance will only recall the same register number as the E-mem that is being recalled. This could pre-define how you will lay out your master E-mems unless you decide to re-program the Lance registers (which may irritate those who are traveling the device).

To program an E-mem to recall its corresponding Lance register (and its programmed Fast Forward Effect) simply enable peripheral learning and save the E-mem. On a 3K or 4K you would do it as follows:

  1. Delegate the DPM on the master E-mem panel that controls the P-Bus.
  2. Under the E-mem menu select "Periph Devices" and then dial up the device number of the Lance and change its state to "on".
  3. Under the E-mem menu select "P-Bus & GPI Triggers" and be sure that no triggers are attached to the Lance device (unless you want to have instant recall and roll).
  4. After setting any other desired delegations and parameters (for DVE or M/E E-mem recall) "Learn" the master E-mem that corresponds to the Lance register that you wish to recall.


Tricks & tips

If you need to save a downstream keyer, you could feed both channels of the Fast Forward into the DVE and set it to key. You will have to use "unshaped" keying in the DVE to avoid some problems with clips that fade. Be careful that you will not be in a situation where you'll have to fly a traditional DVE effect over keyed Fast Forward clip since both activities require the DVE. A custom effect might solve this problem.

It *is* possible in many cases to build a Fast Forward based show without timelines at all (hint: it requires a few carefully timed DVE effects to replace the need for "cut unders" and one or two E-memed "run" buttons). I prefer, however, to spend the extra time using timelines to avoid possible pitfalls if I'm unfamiliar with the show I'm setting up.


Sample Timeline

Assumtions: M/E 3 is your "game" M/E, replays are cut on M/E 2. Fast Forward animation is 24 frames long with about 5 frames at "full frame" in the middle of the effect. Same animation is used going in and out of replays. Fast Forward is keyed on a DSK. DPM 4 controls the P-Bus. DPM 4 and PGM are delegated on the Master E-mem.

Keyframe Frames Parameters Comments
1 .5 PGM = M/E 3, PST = M/E 2, FF not keyed, no triggers attached, BKG transition delegated Prepares for transition to "replay" M/E from "game" M/E. Assures that recall of replay animation will be clean regardless of current timecode on Fast Forward.
2 12 FF is keyed, trigger "B" is attached to DPM 4 With key in, Effect begins running. Keyframe length is set to coincide with the midpoint of the animation's "full frame" status.
3 .5 Transition to M/E 2 Begin a PGM/PST cut to the "replay" M/E under the (full frame) animation. To create the next KF, pull the fader bar on PGM/PST and hit "Insert After" in the timeline edit panel.
4 15 No changes Finish the cut-under to the "replay" M/E. Excess length of this keyframe allows for animation to complete.
5 .5 FF not keyed, pause inserted Animation is clear by now. FF is un-keyed in case you forgot a Lance outpoint. Wait for "Run" button to be hit again. You *could* recue here (trigger C)
6 12 FF is keyed, trigger "B" is attached to DPM 4 With key in, Effect begins running. Length is set to coincide with the midpoint of the animation's "full screen" status.
7 .5 Transition to M/E 3 Start a cut-under to the game M/E. To create the next KF, pull the fader bar on PGM/PST and hit "Insert After" in the timeline edit panel.
8 15 No changes Finish the cut-under back to the "game" M/E.
9 .5 FF not keyed Effect ends here. FF is un-keyed in case you forgot a Lance outpoint.



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