Avid Maestro | Virtual Set - Setup Guide Version 2018.6.1
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Contents Symbols and Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Chapter 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 What is Maestro | Virtual Set? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Maestro | Virtual Set Workflow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Chapter 2 Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Linux Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Windows Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Current Versions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Chapter 3 Installation and Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Solution Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Pre-installation checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Installing Avid Maestro | Virtual Set on Linux . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Installing the Linux Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Installing Render Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Installing Unreal Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Configuration of Lens Distortion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Tracking with the Xync System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Installing Avid Maestro | Virtual Set on Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Installing Maestro | Virtual Set. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Post-installation Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Chapter 4 Starting the Avid Maestro | Virtual Set System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Render Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Unreal Engine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Controlling Maestro | Virtual Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Controlling with PuTTy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 ReTalk3 Commands: load/activate scene, set export, play animation, deactivate scene, unload scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Controlling with Maestro | Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Chapter 5 Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 List of Useful Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Unreal Engine Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Installation Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Configuration Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Frequently Asked Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 5
Using This Guide Symbols and Conventions Avid documentation uses the following symbols and conventions: Symbol or Convention Meaning or Action n A note provides important related information, reminders, recommendations, and strong suggestions. c A caution means that a specific action you take could cause harm to your computer or cause you to lose data. w A warning describes an action that could cause you physical harm. Follow the guidelines in this document or on the unit itself when handling electrical equipment. > This symbol indicates menu commands (and subcommands) in the order you select them. For example, File > Import means to open the File menu and then select the Import command. This symbol indicates a single-step procedure. Multiple arrows in a list indicate that you perform one of the actions listed. (Windows), (Windows This text indicates that the information applies only to the specified only), (Macintosh), or operating system, either Windows or Macintosh OS X. (Macintosh only) Bold font Bold font is primarily used in task instructions to identify user interface items and keyboard sequences. Italic font Italic font is used to emphasize certain words and to indicate variables. Courier Bold font Courier Bold font identifies text that you type. Ctrl+key or mouse action Press and hold the first key while you press the last key or perform the mouse action. For example, Command+Option+C or Ctrl+drag. | (pipe character) The pipe character is used in some Avid product names, such as Interplay | Production. In this document, the pipe is used in product names when they are in headings or at their first use in text.
1 Introduction In this section: • What is Maestro | Virtual Set? • Maestro | Virtual Set Workflow What is Maestro | Virtual Set? A full Avid Maestro | Virtual Set system is made up of 3 software modules: • Maestro | Virtual Set Authoring - set of plugins and templates for the Unreal™ Editor tool. • Control Application - control Maestro | Virtual Set Engine and broadcast the graphics created with Maestro | Virtual Set Authoring, with applications such as Maestro | News or Maestro | Live. • Maestro | Virtual Set Engine - real-time application for rendering the graphics to a video output using powerful Unreal Engine on dedicated Render Device. The Maestro | Virtual Set Authoring modules together with Unreal Editor address all requirements for integrating your OAG applications into an automated studio. First, 3D graphic scenes are created in the Unreal Editor, where you can define animated sequences and using additional plugins determine what can be changed in real time by “exporting” functions to the Control module. Reporters can then insert or import current data into the templates using a Controller, which can be run from a remote station. Maestro | Virtual Set Authoring takes the advantage of Unreal Editor and addresses it's power into Virtual Studio creation tool.
Maestro | Virtual Set Workflow The following workflow contains the main tasks performed when creating a scene in Maestro | Virtual Set. Unreal Editor - New project from template Scene Define Define Define Create assets Import assets composition Exports Animations interactions Unreal Editor – Prepared scene Validate scene Deploy to Runtime Machine Unreal Engine Runtime – Controlled by Maestro|Live Load/Unload Activate/ Control Set Export values Camera Tracking scene Deactivate scene Animations Maestro|VirtualSet Studio Production 8
2 Requirements In this section: • Linux Environment • Windows Environment • Current Versions Linux Environment The following machines can be used in a Maestro | Virtual Set Linux environment: • HDVG4 with 2x 3DVG boards and 2x Nvidia GTX 1080 or • MaestroEngine4K with 4x UHD2 boards (410 FPGA) and 2x Nvidia GTX 1080, The following list of installers is required for the Linux configuration: Component Name Installer - CentOS 7 CentOS-7-x86_64-DVD-1708-Avid_* - Kernel kernel-3.10.0-693.5.2.el7.Avid.x86_64.rpm - Libraries and Tools supporting Video I/O libdvg-813.1-*.el7.centos.x86_64.rpm - Nvidia driver nvidia-384.59-Centos7-do-not-distribute.tgz - FW for UHD2 board gfx_sdi_410_39_5.bin - Avid Render Engine for Linux RenderEngine4Linux64_2018.6. - Maestro | Virtual Set Engine MaestroVirtualSetEngine_2018.6.*.exe, which contains: • SceneLoader_2018.6-*_linux.tg • VideoOutput-2018.6.*-Linux.rpm • xerces-c-3.1.1-8.el7_2.x86_64.rpm • oradAuthoId-2.2.21-101.x64.rpm Windows Environment Scene Mastering The following components are required for Maestro | Virtual Set scene mastering:
Component Name Installer - Unreal Engine Installer Unreal Engine 4.19.2 - Maestro | Virtual Set Authoring Installer MaestroVirtualSetAuthoring_2018.6.*.exe, which contains: • v11_clang-5.0.0-centos7.zip • TP_AvidBaseBP_2018.6-*.7z (scene template) • AvidCamera_2018.6-*.7z (plugin) • AvidControl_2018.6-*.7z (plugin) • AvidMaestroVirtualSetEditor_2018.6-*.7z (deploy and checker) - Sample Scene Template Sample2018_6_***PROJECT.zip Controlling The following controllers can be used in a Maestro | Virtual Set environment: • PuTTy (Telnet client) • Avid Maestro | Live 2018.6 Client Current Versions The following component versions are tested and approved for the Maestro | Virtual Set 2018.6 release: Component Name Installer - CentOS 7 CentOS-7-x86_64-DVD-1708-Avid_v1.4.2.iso (centos-release-7-4.1708.el7.centos.x86_64) - Nvidia nvidia-384.59-Centos7-do-not-distribute.tgz - Kernel kernel-3.10.0-693.5.2.el7.Avid.x86_64.rpm (3.10.0- 693.5.2.el7.Avid.x86_64 #1 SMP Thu Nov 23 11:16:51 IST 2017 x86_64 x86_64 x86_64 GNU/ Linux) - Libraries and Tools supporting Video I/O libdvg-813.1-7.el7.centos.x86_64.rpm c The version libdvg-813.1-7 needs to have manually updated screen format database file from scrfmts_unreal_59_50hz.tgz package. The original file (/usr/dvg/scrfmts) needs to be replaced. c Original file md5: 02f85957c0cd087212c46339253afb5e c Correct file md5: abd64114dd1a330f0c070761169edded - Maestro | Virtual Set Authoring MaestroVirtualSetAuthoring_2018.6.120 - Maestro | Virtual Set Engine MaestroVirtualSetEngine_2018.6.120.3 10
Component Name Installer - Licensing Tools oradAuthoId-2.2.21-101.x64 - Maestro | Tracker MaestroTracker_2018.6.25.3 - Unreal Engine Unreal Engine 4.19.2 - Render Engine RenderEngine_Linux_2018.6.0.8525 - Maestro | Designer MaestroDesigner_2018.6.0.2748 - Maestro | Live Maestro|Live 2018.6.0.61 11
3 Installation and Configuration In this section: • Solution Overview • Installing Avid Maestro | Virtual Set on Linux • Installing Avid Maestro | Virtual Set on Windows Solution Overview The illustrations below present an overview of the entire Maestro | Virtual Set solution. Using Mixing Between Engines The following hardware components are used in the above Maestro | Virtual Set solution: • Render Machine - HDVG4 or Maestro | Engine 4K • External Chroma Key Device - ULTIMATE • Camera + Tracker • Genlock Generator • Control_Data Server • Control PC
HDVG4 render machine provides two renderers, separated by domains. Unreal Engine is only responsible for background rendering. Its output is going into mixing source for Render Engine, which adds the Augmented Reality objects, insertions, Garbage Matte etc. The output of the HDVG4 machine is mixed with the Background, the Foreground and Background Matte (also known as an Alpha channel). The output of the Render Machine (fill + key) is connected to an external ChromaKey which is responsible for final mixing between Virtual Studio Background, Augmented Reality Foreground and Camera Feed. Independent engines - BG only from Unreal The following hardware components are used in the above Maestro | Virtual Set solution: • Render Machine - HDVG4 or Maestro | Engine 4K • External Chroma Key Device - ULTIMATE • Camera + Tracker • Genlock Generator • Control_Data Server • Control PC HDVG4 render machine provides two renderers separated by domains. The UE is only responsible for background rendering. Its output is going directly to the Ultimate Chroma Key device as the Background input (BG IN). The RE is adding Augmented Reality objects (LAYER IN), alpha channels for them (LAYER MATTE IN) and dedicated Garbage Matte (G MATTE IN). The output of the Render Machine is connected to the external ChromaKey which is responsible for final mixing between the Virtual Studio Background, Augmented Reality Foreground and Camera Feed. 13
Independent engines - Garbage and AR from Unreal The following hardware components are used in the above Maestro | Virtual Set solution: • Render Machine - HDVG4 or Maestro | Engine 4K • External Chroma Key Device - ULTIMATE • Camera + Tracker • Genlock Generator • Control_Data Server • Control PC 14
The HDVG4 render machine provides two renderers separated by domains. The UE is responsible for the background, garbage and non opaque AR elements. Its outputs is going directly to the Ultimate Chroma Key device as the Background input (BG IN) and dedicated Garbage Matte (G MATTE IN). The RE is adding Augmented Reality objects (LAYER IN), and alpha channels for them (LAYER MATTE IN). The output of the Render Machine is connected to the external ChromaKey which is responsible for final mixing between Virtual Studio Background, Augmented Reality Foreground and Camera Feed. Pre-installation checklist Before installing the Maestro | Virtual Set system, check Hardware and Software requirements listed in the Requirements chapter. Installing Avid Maestro | Virtual Set on Linux This topic contains information on how to prepare a complete Maestro | Virtual Set Linux system. Installing the Linux Environment This topic contains information on how to install the Linux environment for a Maestro | Virtual Set solution. To prepare the Linux environment: 1. If you are working with a Maestro | Engine 4K machine, make sure the following BIOS version is installed: PHAEV083. If not, you need to upgrade BIOS: a. Create a bootable USB flash drive. b. Download and unpack PHAEV083.zip\PHAEV083\DOS\ directory into [USBFlashDrive]/ LOCATE/ directory. c. Connect the USB flash drive to Maestro | Engine 4K machine and boot from the USB. 15
d. FreeDOS should be loaded. Go to LOCALE > cd LOCALE and execute flash.bat. c Do not remove the USB drive or unplug the power supply during the BIOS update! e. Wait until the BIOS update is complete, disconnect the USB flash drive and restart the machine. 2. Install CentOS 7.4 and configure it. 3. Upgrade screen formats database file for libdvg-813.1-7.el7.centos.x86_64. a. Copy scrfmts_unreal_59_50hz.tgz to /data/public/. b. Unpack the contents. cd /usr/dvg mv scrfmts scrfmts_old tar xfzv /data/public/scrfmts_unreal_59_50hz.tgz c. Verify the md5 sum. md5sum scrfmts You should receive the following response: abd64114dd1a330f0c070761169edded scrfmts d. Reboot the machine. 4. If you don't have RAID yet, then create RAID10 for 4x 3.5'' HDDs for Clips. Use scripts create_raid_10_ver1_6.sh and remove_raid_ver1_4.sh for an automated creation of RAID-10. n After executing the creation script, the Clips share should be available through the samba share. 5. Mount Control_Data. 6. Make sure you have the following licenses: RE, VideoInputs, VideoMixer, VideoOutputs. 7. If you are working with a Maestro | Engine 4K machine, check on which PCI slots the uhd boards are currently configured: lspci | grep -i orad 03:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 04:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 85:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) 86:00.0 Bridge: Orad Hi-Tec Systems Device 1980 (rev 0e) Also, check the graphics cards: lspci | grep -i "gtx 1080" 02:00.0 VGA compatible controller: NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) 87:00.0 VGA compatible controller: NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) 16
8. If you are working with a Maestro | Engine 4K machine, edit the /etc/modprobe.d/ modprobe.conf file and add: alias char-major-121 dvgg options dvgg major=121 alias char-major-122 dvgh options dvgh major=122 only_busses=0x03,0x04 alias char-major-123 dvgi options dvgi major=123 only_bus=0x85 n Dvgh is used for domain 0 (RE > 0x03Main + 0x04Aux). Dvgi is used for domain 1 (UnrealEngine > 0x85Main) 9. If you are working with a HDVG4 machine, check on which PCI slots the 3dvg boards are currently configured: lspci | grep -i orad 03:00.0 Bridge: Orad Hi-Tec Systems Device 1979 (rev 12) 82:00.0 Bridge: Orad Hi-Tec Systems Device 1979 (rev 12) Also, modify the modprobe.conf file and add the following line to improve the performance of the machine: options nvidia nv_pbo_cached=1 10. Reboot the Maestro | Engine 4K or HDVG4 machine. 17
Installing Render Engine This topic contains information on how to install and configure Avid Render Engine on Linux. n To the last input of main card of domain=0 (RE) you should put first output from domain=1 (UE) for the mixing purposes. c Remove all RenderEngine_Linux instances from the Control PC before installing a new version. To install Render Engine on Linux: 1. Install RenderEngine_Linux_2018.6.0.****.exe on the Linux machine. 2. During the RenderEngine_Linux installation a new desktop icon for RenderEngineLinux_InstallationManagaer has been added. Double-click on the icon to open the Installation Manager. 3. In the Installation Manager window, add a new host where Render Engine is to be installed. 4. Select the required host and click on Install. To edit the start.sh file: 1. Edit the start.sh file and add the following variables: setenv DVG_USE_XINIT setenv DVG_UNIFIED_OUTPUT_CLOCKING 18
2. Go to the set gfx_busses line and change it to your GFX buses (lspci | grep -i "gtx 1080"): set gfx_busses=( 2 87 ) To edit the RE.xml file: 1. Edit the RE.xml file and set the RE Layout to HDWithAlpha: HDVG4 Main): • 1080i@50Hz (SMPTE274_25I) or 59Hz, • Add HDVG4 Main card + HDVG4 Grabber as aux card (AUX grabber only if you working with Maestro | Engine 4K), • gfx optimized + pipeline, dual-link: 0, fill-only: 4 on main and 4 on aux, • 1 render channel, genlock analog, fields rendering + alpha, • mixing activated, single mixer source checked, video processing enable ALL, • HD Color Input: 8 (4 if HDVG4) • outputs compositing 19
Installing Unreal Engine First, install the Maestro | Virtual Set Engine (MaestroVirtualSetEngine_2018.6.*.exe). Make sure you have the required license in place. To install Maestro | Virtual Set Engine for Linux: 1. Select the “Complete” installation for the Maestro | Virtual Set Engine. This will install our Installation Manager for Linux machines on your Control PC. 2. Run the Maestro VirtualSet Engine Installation Manager, add hosts where you want to install the Engine and click Install. 20
3. Generate license named MaestroVirtualSetEngine 2018.6 (usr/local/orad/license.dat). n Without a valid license you will not be able to load any project to SceneLoader. Configuration of Lens Distortion Then, configure the lens distortion as described below. Configuration of Lens Distortion There are two type of distortions implemented: Mode1(default) and Mode2. To change the used type of distortion, edit the Game.ini file. [/Script/AvidCamera.TrackedPawn] DistortionsType=Mode1 n Possible values: None, Mode1, Mode2. 21
When Mode 2 is selected, additional parameters need to be set: • EnlargeView: true or false • TexelsInCorner: true or false • TextureSize: integer value (power of two), default 32 Controlling of Lens Distortion If you need to control lens distortions to match Render Engine, then you need to create an export in the scene. To control lens distortion: 1. Go to the Blueprint Editor. 2. Create an export. 3. Add a TrackedPawn node. 4. Grab “Set Polite Scale of Field of View” node from the Tracked Pawn. 5. Create export. 6. If in the RE.xml file you have the following info: 22
Then, using a controller send to this export value “1.12”. Tracking with the Xync System This topic describes how to configure the Xync tracking for the Maestro | Virtual Set solution. To configure Xync tracking: 1. Configure Xync by means of the Xync WebSettings with single tracking channel per target. For more information, see the Xync 2.0 User Guide. 2. Inject channels in /data/WebSettings/modules/modXync/data/ TrackingSet_.cfg/ on the Xync HDVG. Where: CHANNEL 1 is for Render Engine and should be configured the same in RE.xml file. CHANNEL 2 is for Unreal Engime and requires (UE uses unicast connection for Tracking Data). 3. Allow for proper multicast routing on Xync HDVG: route add -net 224.0.0.0 netmask 240.0.0.0 eth0 23
Installing Avid Maestro | Virtual Set on Windows This topic discusses the steps required to setup a complete Maestro | Virtual Set Windows environment. Installing Maestro | Virtual Set This topic contains information on how to install the Maestro | Virtual Set components on Windows. To install Maestro | Virtual Set on Windows: 1. Make sure you have the latest NVIDIA/AMD driver installed on system to run Unreal Engine. 2. Make sure you have latest updates for the Microsoft Windows system. 3. Register your account on https://www.unrealengine.com/. 4. Download the Epic Launcher and Unreal Engine 4.19.2. 5. Perform first run of Unreal Engine and close it. 6. Download MaestroVirtualSetAuthoring_2018.6.*.exe and run the installer. n Before installing a new MaestroVirtualSetAuthoring version, please uninstall all previous builds. 7. Make sure you have the necessary license for MaestroVirtualSetPlugin 2018.6. 24
Post-installation Checklist Use the table below as a checklist for the configuration steps you have to perform after you have installed Maestro | Virtual Set. b Authoring Licensing Plugins are correctly licensed by HASP Create a project from Avid_Base Export: template • Export button creates a function for Export present in cooked scene • Create RenderText object and link text to export function • Check with 'Check' button if the export was recognized Animation: • Create a single object (e.g. Cone) and animate position, e.g. with Matinee • Check with 'Check' button if the animation was recognized Cooking Deploying project (after save) compiles and copies cooked scene to: /Control_Data/Projecs/ - / -- --- Scene/ --- scene_data.xml -- .pak -- .lst b Runtime Licensing SceneLoader licensed by nodelock Starting SceneLoader • SceneLoader starts and the log file was created in / data/SceneLoader/SceneLoader/Saved/Logs/ SceneLoader.log and it shows it was started successfully • SDI output becomes synced and black image appears Scene load ReTalk3 command Scene.Load and Viewport.ActivateScene make the scene visible on the SDI output Export control ReTalk3 command Export.Set on export prepared earlier is updating the text value at runtime Animation control ReTalk3 command Animation.Play on animation prepared earlier is playing the expected animation at runtime 25
Tracking The rendered viewport is following the tracking data delivered by Maestro | Tracker Scene unload ReTalk3 command Viewport.DeactivateScene and Scene.Unload make the scene invisible on SDI output Performance No frames are lost; FPS is ~X where X is the frequency of the Video format • either by console (needs keyboard) • or by dedicated export (has to be created for a scene) b Controlling Render Unit creation Possible to create a Render Unit of Unreal type Render Unit connection Render Unit becomes green after connecting to SceneLoader Scene load ReTalk3 command Scene.Load and Viewport.ActivateScene make the scene visible on the SDI output Export control ReTalk3 command Export.Set on export prepared earlier is updating the text value at runtime Animation control ReTalk3 command Animation.Play on animation prepared earlier is playing the expected animation at runtime Scene unload ReTalk3 command Viewport.DeactivateScene and Scene.Unload make the scene invisible on SDI output Render Unit reconnect After disconnectin/reconnecting Render Units the behavior is unchanged 26
4 Starting the Avid Maestro | Virtual Set System In this section: • Render Engine • Unreal Engine • Controlling Maestro | Virtual Set Render Engine Render Engine should be run on domain=0. To run Render Engine: t Type the following command: cd /data/RE/bin; ./start.sh domain=0 n Render Engine will now generate an RE0.log instead of RE.log. Unreal Engine Unreal Engine should be run on domain=1. To run Unreal Engine: 1. Prepare the desktop. It will set the boardset format to the one which is saved in the HdvgCpProfile.xml generated from the Control Panel. cd /data/SceneLoader ./mstart.sh
There is visible mouse cursor after starting the SceneLoader. To remove it from the view, start the system with the -nocursor option: - remove /usr/bin/X - create text file /usr/bin/X: #!/bin/sh Xorg -nocursor $* - add an executable flag to the file: chmod a+x /usr/bin/X 2. Update the configuration of SceneLoader: updateConfig.sh 28
This commands updates the configuration file(s) stored in the default location (/data/ SceneLoader/SceneLoader/) and uses the HdvgCpProfile.xml file from the default location (/ Control_data/config/HdvgCpProfile.xml). 3. Run SceneLoader with the following command: cd /data/SceneLoader/ ./mstart.sh Controlling Maestro | Virtual Set Controlling with PuTTy Open PuTTy, and Connect to UE/SceneLoader (HDVG machine): 29
Field Value Host Name (or IP address) Port 8890 Connection Type Raw ReTalk3 Commands: load/activate scene, set export, play animation, deactivate scene, unload scene Load Scene [1] Scene.Load(PathName="\Control_Data\Projects\Sample2018_6\Sample2018_6"); Activate Scene [2] Viewport.ActivateScene(Canvas="Canvas1", Channel=1, Scene="\Control_Data\Projects\Sample2018_6\Sample2018_6"); Set export [3] Export.Set(Scene="\Control_Data\Projects\Sample2018_6\Sample2018_6", Export="Cube_X", Value="0"); In this example, the Set export command changes the visibility (true/false) of an object. Set export [4] Export.Set(Scene="\Control_Data\Projects\Sample2018_6\Sample2018_6", Export="Sphere_Scale", Value="5"); In this example, the Set export command it moves the top-right object to an X,Y,Z position (vector). Run animation [5] Animation.Play(Scene="\Control_Data\Projects\Sample2018_6\Sample2018_6", Animation="MatineeActor_0"); 30
Run animation [6] Animation.Play(Scene="\Control_Data\Projects\Sample2018_6\Sample2018_6", Animation="Anim_seq") Deactivate Scene [7] Viewport.DeactivateScene(Canvas="Canvas1", Channel=1); Deactivate Scene [8] Scene.Unload(PathName="\Control_Data\Projects\Sample2018_6\Sample2018_6"); Controlling with Maestro | Live You can control Maestro | Virtual Set scenes using the Avid Maestro | Live Controller. To work with Maestro | Live: 1. Start the Maestro | Live Server. 2. Go to: Devices > Render Unit Manager. 3. Add an Unreal Engine device: a. Enter a name and an UID for the device b. Enter the IP address of your HDVG machine. c. Select Render Unit / Unreal as the device type. d. Set the Port number to 8890. e. Enter the Canvas ID (Canvas1) 31
4. Close the Add device window and add three new actions to the Panel. In the Action Editor, attach the created actions to the Unreal Engine device you have created in Step 3 in the Details tab. In the Graphic Item tab, select the proper device and scene: 32
5. Add UnReal Scene Activate to the Cue tab, add the scene to the “Scene Name” edit box in the Scene Activation action. 6. Add the appropriate actions to the Cue, Play and Stop tabs in all controls. Load/Activate/Unload: Cue: UnReal Scene Load; Play: UnReal Scene Activate; Stop: UnReal Scene Unload Animation Cube: Cue: -; Play: UnReal Anim. Play; Stop: UnReal Anim. Pause Animation Sphere:Cue: -; Play: UnReal Anim. Play; Stop: UnReal Anim. Pause Cube X Position: Cue: -; Play: UnReal Export Set; Stop: - Sphere 3D X,Y,Z Scale: Cue: -; Play: UnReal Export Set; Stop: - 7. The Unreal Device appears at the Devices bar at the bottom of the Maestro | Live Client window. Click to connect to the device. Once the connection is established, the device icon changes to green. 8. Load the graphics - the scene will be loaded within seconds. 9. Change the Maestro | Live mode to On Air so that you can control your Unreal Engine scene. 33
5 Troubleshooting In this section: • List of Useful Commands • Installation Problems • Configuration Problems • Frequently Asked Questions List of Useful Commands List All Users cut -d: -f1 /etc/passwd Remove a User userdel -r username Enable All Screen Messages ENABLEALLSCREENMESSAGES Disable All Screen Messages DISABLEALLSCREENMESSAGES Check the CentOS Version rpm --query centos-release Unreal Engine Commands • ENABLEALLSCREENMESSAGES • DISABLEALLSCREENMESSAGES • stat FPS • stat UnitGraph
Installation Problems Problems Accessing the Network Location path_to_unreal 1. Check Registry entries: - Open the Registry Editor: - Go to: HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\4.18 35
- Make sure that the InstalledDirectoryy is pointing to a real, accessible location (even an empty folder). Problems with locating the version of installed Unreal Engine The MaestroVirtualSetAuthoring 2018.6 application requires UnrealEngine v4.19. If the version is already installed on the PC but not registered properly in the system (missing entries in Windows Registry): HKEY_LOCAL_MACHINE\SOFTWARE\EpicGames\Unreal Engine\4.19\InstalledDirectory uninstall it from the Epic Games Launcher and install it once again. Problems with installing MaestroVirtualEngine on Linux machines c The procedure described here applies only to the MaestroVirtualSetEngine_2018.6.120.exe version! The installer listed above may have problems with installing/updating packages on desired render machines. • If you have installed this version on render machine A and you want to install it again on render machine B, then the installer automatically wants to remove packages from render machine A. • Other problems may occur when you want to install this version on other render machines and one of the already set up render machines is unreachable in the network - the installer wants to remove it, but if it encounters connection problems then it fails and stops the installation. • If you are going to install a new version of the application, the installer will try to first uninstall the previous version on all of the already installed render machines. To avoid these problems you need to edit windows registry key HKEY_LOCAL_MACHINE\SOFTWARE\Avid\MaestroVirtualSetLinux\HDVG and/or edit or remove the IP address. 36
Configuration Problems Used format is different than what is defined in the HDVGControlPanel When the host name is set to default instead of the actual HDVG host name, problems can occur. To successfully save the proper host name in the HDVGControlPanel, press Next after entering the correct host name and then press Save (two or more times). 37
Frequently Asked Questions My output is blinking! What can I do? Change genlock to DIGITAL instead of ANALOG. I cannot uninstall Maestro | Virtual Set from Linux! How to delete it completely? Go to /data/public/MaestroVirtualSet/2018.6.xxx/ and run the ./uninstall.sh script. Tracking is not matching between UE and RE and the camera feed. What can I do? This problem can be caused by a number of factors: 1. Performance issues. 2. Distortions settings 3. Screen formats database in libdvg 4. Floor level in Unreal To find solutions for problems listed above, see the Maestro | Virtual Set User Guide. 38
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