In this Chapter we will show you how to use transitions to create special effects when transitioning between resources or components or items in your presentation. Keep in mind that GPU is different than the CPU. GPU is the device that sits on the top of your video card. So while the CPU or the central processing unit is responsible for most of the computation of your device, the GPU is responsible for rendering. So having a good GPU is going to be vital for having super smooth transitions. For example if you are using a Windows PC you might get more performance than Android, it really depends on the device. So you need to build a presentation that doesn’t consume too many resources if your device is not powerful enough. In this Chapter we will show you how you can use transitions between A and B points. Meaning that if you have component A on the Timeline and you are moving to component B you can enable a transition and we can call these OUT and IN. We will also demonstrate how to enable transitions at different levels of the presentation such as Campaigns, Timelines and Channels and how each particular level will inherit from the level above it. Also we will cover transitions between items such the Catalog or an XML player. We will also cover the Background GPU which enables you to take as snapshot of your background and incorporate that into your transition as well.

First we need to enable Transitions at the privileges level for our Enterprise user account.

Don’t forget to save your work by clicking Submit.

Next you need to switch to Transitions from the main Signage Studio menu.

Now click on the + sign to add a new Pool.

Next you can choose from different type of transition, by default we will choose Basic 3D and you can see that right now we just have a single Point called – transition.

We can click on Play and preview this particular transition and see that we have a really nice and smooth effect.

Next let us add to our Pool another transition point. This time we will select a Basic 2D preset.

You can see now that the transition effects are different. This transition is considered to be 2D and the other transition that we have is 3D.

You may be wondering why we called it a Pool. The reason is because this Pool can have all this transition items and so what is going to happen is that every time the Signage Player runs and it gets to a point when it needs to transition between two resources it will grab the next transition item.

So you can keep things interesting and as long as you setup you campaign to use a specified Pool it will just continue to grab the transition items one after the other. If you prefer keeping thing simple, you can have one pool and have just a single transition. In this case it will always run the same transition.

You can also use instead the default settings your own custom transition effects. For our example, we will first rename two transitions so we can know which one is 2D and 3D.

Using the 3D transition first, you can access the properties panel and change properties like the Duration, how many loops do you want or the depth.

So by changing some of the properties you can see how the transition effect will change.

One useful tip is that when play to preview a transition you can use this slider back and forth to scroll and see the movement.

Next we will review the 2D transition, we will set it at 5 seconds for example.

Also under properties you can set the rate, the rotation, the scale rate and many more. Both for IN and OUT properties of the effects.

As we mentioned, the 2D has two mods, the IN and OUT. The OUT means that resource that is currently in view, it can be an RSS or a video or any item on the Timeline, this is with respect of how is going to move out of the view.

The OUT properties refer to the items that comes afterwards, how is going to come into view.

So in a 2D mode, you can set the OUT and the IN affecting the items or resources. In 3D mode you don’t have that IN and OUT because you have essentially a flat view, that flips over so if for example we make the duration 6 seconds so it runs really slow and change some of the properties, we can see is almost like paper that has 2 sides.

Now that we understand how the transition pools work let’s switch to our Timeline and see how we can actually apply the transition at the level of the campaign, timeline or channel. First, select the campaign and you can see that you can enable the Transition at the campaign level.

When you click on play, you will see that there is a clipping between the transitions. They do not fade one into another.

You can disable the clipping from the Transitions area so that the effects kind of bleeds over the other transitions.

Next we will talk about the GPU background. Sometimes you use Scenes and you also want to make sure that when you use a Scene, the background will be incorporated into your transition meaning that you are not just going to see a black background but you will actually see an image that is sitting behind everything else. Over here for example i have Screen Division with two channels and you can see that Channel 0 is sitting below Channel 1.

Chanel one which is just a flower, needs to have the GPU enabled so that we can have it on the background while the transition is taken place. Keep in mind that this can only be enabled for swf files and also images.

You can also enable transitions at the individual resource or component level. Let’s put an RSS component on the timeline.

If we access its properties, we can see that we can choose to inherit from the campaign or we can choose other pools that we can set.

Finally, we will like to mention that you can also set the transition at the individual item level for special components. For example the catalog, the xml player, the collection component, all these can be set so that when an item in that component needs a transition, you can set individual transitions get from specific pools. As an example, you can see that the collection component can have transition set for individual items inside the component.

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