Contents 1.1 1.2 1.2 1.4 1.5 2.1 2.2 2.2 2.3 2.4 3.1 3.1 3.1 3.2 3.6

Contents 1.1 1.2 1.2 1.4 1.5 2.1 2.2 2.2 2.3 2.4 3.1 3.1 3.1 3.2 3.6
Contents
Part 1
Introduction to SportsCode Gamebreaker
Overview of SportsCode Gamebreaker
SportsCode Gamebreaker Set-up Requirements
SportsCode Gamebreaker Terms
The SportsCode Gamebreaker Main Tool Bar
Keyboard Shortcut Keys
Part 2
1.1
1.2
1.2
1.4
1.5
Setting Up SportsCode Gamebreaker
Registration of SportsCode Gamebreaker
Change the Registration Mode
Choose Language
Language Switching
Change the Preferences for SportsCode Gamebreaker
2.1
2.2
2.2
2.3
2.4
Part 3Operation
Launch SportsCode Gamebreaker
The Code Window
Create a New Code Window
SportsCode Gamebreaker Button Types
Set Lead And Lag Times
Button Layers
Code Window Transparency
Code Button History
Saving Code Windows
Create a New Code Window Using an Existing One Capture a Movie
Set Up for Movie Capture
Synchronizing Sound and Video
Pre-Set the Time to Capture a Movie
Delete a Movie
Re-Capture a Movie
The Timeline Explained
Create a New Timeline
Coding Instances
Editing Instances in the Timeline
Working with Code Rows
Sorting Code Rows
Movie Playback
Movie Playback Keyboard Control
Creating Instance Movies
Using Instance Movies Chapter Markers
Presenting Instance Movies
Editing Instance Movies
Combining Instance Movies
Saving Instance Movies
3.1
3.1
3.1
3.2
3.6
3.10
3.10
3.10
3.11
3.11
3.12
3.12
3.15
3.17
3.17
3.18
3.19
3.20
3.20
3.21
3.23
3.25
3.26
3.27
3.28
3.29
3.30
3.31
3.32
3.32
Contents
Converting Movies
Exporting Movies
3.33
3.36
Part 4Analysis
Overlay Two Movies Change Transparency Level of Movie Windows
Flip an Instance Movie
Stacking Movies
Combining Timelines*
Databasing Instances*
Frequency Reports
Create an Edit List To Copy a Movie Frame to Output
Create a Keyframe Output
Instance Monitor Drawing Tools
Drawing Window*
Create Angles and Measurement Lines
Scoreboard Intercut Movie
Using a Remote Control
Part 5
Index
4.1
4.1
4.1
4.2
4.3
4.3
4.4
4.4
4.4
4.5
4.5
4.6
4.8
4.9
4.10
4.11
Index
5.1
Part 1
SportsCode Gamebreaker - An introduction
Welcome to SportsCode Gamebreaker – The Ultimate Game Plan
This manual will help you find your way around SportsCode Gamebreaker. This manual
includes descriptions for SportsCode Gamebreaker and Gamebreaker Plus. SportsCode
Gamebreaker Plus only features are noted by an asterisk next to the feature description.
This manual assumes you have already seen a demonstration or been trained in using
SportsCode Gamebreaker and therefore have some knowledge of how it works. If you
are unfamiliar with SportsCode Gamebreaker, or require more information, please email
support at [email protected]
Overview of SportsCode Gamebreaker
Using SportsCode Gamebreaker is easy – just follow some simple steps and you’ll be on
your way.
Here’s a quick guide to how the SportsCode Gamebreaker process works for a new movie.
You’ll find step by step instructions in the following pages.
1. Click on the SportsCode Gamebreaker icon in the dock or on your desktop.
2.Create a new Code window. This is the window where you can edit and utilize your code
buttons, which are designed to categorize the events in the performance.
3.Decide which actions in the performance (the movie) you want to categorize (code) for
future analysis. Create and name code buttons for all the actions. For example you may
want to code a particular player; a particular move, or each time a goal is scored. Each
button will code instances for the actions in the timeline.
5. Capture (record) the movie to the hard drive and at the same time code the information
you need using the code window.
6.You now have the movie captured and the information about the movie created in a
timeline. The movie and the timeline are linked together and are a chronological record
of the instances you have coded.
7.You can now analyze performance according to the information on the timeline. If you
want to change the information, add to it or delete from it, it’s easy. SportsCode Gamebreaker is completely flexible for your needs.
Welcome to SportsCode Gamebreaker – you’ll wonder how you ever did without it!
1.1
Part 1
SportsCode Gamebreaker - An introduction
SportsCode Gamebreaker Set-up Requirements
The minimum recommended computer requirements for SportsCode Gamebreaker are:
·Apple 1.5Ghz G4 computer with 1GB RAM and 80 GB hard drive space. We highly
recommend getting the latest available Apple computer.
· Mac OS X 10.4 (Tiger)
· DV video camera. Look for models with AV-DV IN/OUT features.
· Firewire analog to digital video convertor. These devices are used when the camera does
support AV-DV IN/OUT. Canopus or Datavideo product lines are recommended.
· Composite video (RCA) or s-video cables and RCA audio cables to connect the video
source (VHS player or DVD player) to a convertor and to output movie presentations to a
display or recording device.
· Firewire cables to interface the camera or convertor to the computer. 4 pin to 6 pin and
6 pin to 6 pin are recommended.
SportsCode Gamebreaker Terms
Many terms in this manual are specific to SportsCode Gamebreaker. Here’s a brief
explanation of the most common terms.
Code Window
The file for creating and using code buttons to categorize events in a timeline.
Capture
To record a movie to a file on the hard disk drive.
Code
A category for information in your movie. When you want to keep a piece of action from
a movie for later reference/analysis you code that snippet with a code button.
Code Button
Code buttons are used to define an action by its name and time when it occurred in a
movie. For example you may name a code button “X Cut” to mark every time an opponent
executes a certain play. Code buttons are toggle buttons, up or down, except when you
have a lag time programmed which creates a fixed-length instance.
Database
A database is a timeline created by exporting selected instances from one or multiple
timelines. The database process only exports the specified code and movie data. This
process removes all the unwanted code and movie data and allows you to compile
information in one file.
Instance
An instance is a coded segment of a movie. An instance becomes part of the timeline
for that movie (also see code).
1.2
Part 1
SportsCode Gamebreaker - An introduction
Lag Time
Lag time automatically adds a specific time to the end of an instance when it is being
coded. When you click on the code button to code the instance, SportsCode Gamebreaker
automatically adds the lag time to its end. Lag time creates a button that only needs to
be pressed once. The beginning of the instance is marked when the button is pressed
down and the end is marked when the lag time runs out.
Lead Time
Lead time automatically adds a specific time to the beginning of an instance when it
is being coded. When you click on the code button to code the instance SportsCode
Gamebreaker adds the time to its beginning.
Movie
The performance you are using as the source of your information.
Package
A special type of folder that contains timeline and movie data.
Title
A title button is an inactive rectangle used to title a set of buttons. Title buttons can also
be graphics in the window that do not perform any actions.
Timeline
The window that displays a timeline showing each instance of all code buttons chronologically recorded.
1.3
Part 1
SportsCode Gamebreaker - An introduction
The SportsCode Gamebreaker Main Tool Bar
Open file Opens saved files.
Undo
Removes the last action.
Save Saves the file.
Capture
Opens the capture movie window.
Volume
Selects the speaker volume level.
Playback rate controlTemporarily sets the playback speed for all movies.
Loop mode
Sets the playback mode for play once or repeat.
Fast forward/Fast rewind Steps forward or backwards 1 second.
Play/Pause
Plays or pauses the movie.
Forward/Back
Present Movie
Plays the movie full screen.
Drawing Tool Bar
Opens the drawing tool bar.
Export to DV Device
Export DV format movie to external DV device.
Steps forward or backwards 1 frame at a time.
1.4
Part 1
SportsCode Gamebreaker - An introduction
Keyboard Shortcut Keys
MENU ITEM - FUNCTION
KEYSTROKE
COMMAND
⌘
CONTROL
⌃
OPTION
⌥
SHIFT
⇧
LEFT RIGHT UP DOWN ARROWS
←→↑↓
PAGE UP PAGE DOWN
fn↑ fn↓
CLICK
�
FILE
Open
⌘O
Open all timelines in folder
⌥⌘O
Save
⌘S
Save as
⇧⌘S
Print
⌘P
Quit
⌘Q
Combine timeline windows *
⌘L
EDIT
Undo
⌘Z
Cut
⌘X
Copy
⌘C
Paste
⌘V
Select all
⌘A
Cut movie segment *
⌃⌘X
Copy movie segment *
⌃⌘C
Paste movie segment *
⌃⌘V
Delete movie segment *
⌃⌘⌫
1.5
Part 1
SportsCode Gamebreaker - An introduction
EDIT
Instance edit
⌃E
Instance trim
⌃T
Nudge all instances left
⇧⌘L
Nedge all instances right
⇧⌘R
Fine and replace
⌥⌘F
Nedge sound track left
⌃⌥⌘L
Nudge sound track right
⌃⌥⌘R
Contract sound track
⌥⌘L
Expand sound track
⌥⌘R
WINDOWS
Present movie (Full screen)
⌘M
Make movie
⌥⌘M
Full screen coding *
⇧⌘F
Play backwards
⌃J
Stop movie
⌃K
Play movie
⌃L
Stack instance movies
⌘Y
Overlay movies
⌥⌘Y
Reduce movie size
⌘< (Use ⇧, for <)
Increase movie size
⌘> (Use ⇧, for >)
Reduce transparency
⌃⌥9
Increase transparency
⌃⌥0
Close all instance movies
⌘I
Close window
⌘W
Hide / Show drawing toolbar
⇧⌥D
Quit full screen presentation
ESC
1.6
Part 1
SportsCode Gamebreaker - An introduction
ROWS
Add row
⌘N
CAPTURE
Open capture window
⌘R
Quickstart capture
⌃⌘R
Stop capture
⌘. (Period / Full stop)
Pause / Resume capture
⌘K
MOVIE WINDOW & PLAYBACK
Play / Stop
↑ ↓
Play / Stop
Space Bar
Slow motion forward play
Hold down →
Smooth rewind play
Hold down ←
Fast forward play (1/10 sec steps)
⌘→
Fast rewind play (1/10 sec steps)
⌘←
Faster forward play (1/4 sec steps)
⇧→
Faster rewind play (1/4 sec steps)
⇧←
Fastest forward play (1 sec steps)
⌥→
Fastest rewind play (1 sec steps)
⌥←
Turbo forward play (10 sec steps)
⌃→
Turbo rewind play (10 sec steps)
⌃←
Play stack movie angle full screen
⌃⌥⌘ � on movie angle
Move movie angle in stack
⌘ � & Drag
Select segment of instance movie
⇧ � & Drag instance movie playhead
TIMELINE WINDOW
Create an instance in selected row
⌥⌘ � & Drag instance movie playhead
Extend or shorten instance
⌥⌘ � & Drag on leading or trailing edge
of instance
Duplicate instance
⌥ � & Drag from instance to other row
1.7
Part 1
SportsCode Gamebreaker - An introduction
CODE WINDOW
Duplicate button
⌘ � & Drag from a button
Move selected button
←→↑↓
Edit button window, apply button property
to selected buttons
⌃� on button property text
Move group of buttons
⌘� on selected buttons
Move selected button to top layer
⌃↑
Move selected button to bottom layer
⌃↓
Move selected button up 1 layer
⌃→
Move selected button down 1 layer
⌃←
Toggle Code/Edit mode
⌘↑ or ⌘↓
Stop all code buttons
TAB
Deactivate last code button pressed
ESC
GENERAL
Preferences
⌘,
Hide SportsCode Gamebreaker
⌘H
Hide Others
⌥⌘H
MAC OS X
⌥→
Screen snap shot to file
⇧⌘3
Selection snap shot to file
⇧⌃⌘3
Screen snap shot to memory
⇧⌘4
Selection snap shot to memory
⇧⌃⌘4
Enable display zoom
⌘⌥8
Zoom out display
⌘⌥-
Zoom in display
⌘⌥=
⌘V to paste to another window
⌘V to paste to another window
1.8
Part 2
SportsCode Gamebreaker - Setup
Registration of SportsCode Gamebreaker
Before You Start Using SportsCode Gamebreaker
SportsCode Gamebreaker will only work if you have either inserted a
dongle (software protection key) or registered your online code over
the internet.
Make sure you close all other applications while you’re using
SportsCode Gamebreaker.
When you launch SportsCode Gamebreaker for the first time, you will see the following
dialogue box.
Choose online to register online or dongle to use the dongle registration method.
Online Registration
If you select to register online you will then be presented with a registration process
dialogue box. You must have your computer connected to the internet before you do this.
The serial code that you received with the software should be put into the registration code
box of the window. If you input the code correctly you will see a red tick at the end of the
text box.
Clicking
will connect your computer to the Sportstec internet registration
server and carry out the registration process.
Successful registration is indicated by:
2.1
Part 2
SportsCode Gamebreaker - Setup
Dongle Registration
Please connect your dongle to a USB port on your computer. Select dongle registration and
you will then be presented with a registration process dialogue box.
The registration code that you received
with the software should be put into the
registration code line.
Clicking
will
registration process.
complete
the
Successful registration is indicated by:
Change the Registration Mode
1. S
elect the SportsCode Gamebreaker application menu on the top left of the main menu
bar, then Change registration code...
2. If you inadvertently select the incorrect registration method, you can change this during
the launching process by holding down the ESC key when clicking on the icon.
Choose Language
There are two options that can be used to run SportsCode Gamebreaker on a non-English
operating system. Method 1 is probably the easiest to implement and allows you to
temporarily switch languages (see next page).
If this temporary method is not satisfactory, the second method is more permanent. This
more permanent method would mean that you could have specific local language or English
versions. To run in English, you would start the English version and it would use English
irrespective of the operating system.
Please note: We will use Japanese examples to outline the steps required to choose your language options.
2.2
Part 2
SportsCode Gamebreaker - Setup
Language Switching
There are two ways to do this:
1
For Example: Running SportsCode
Gamebreaker in English on a Japanese
Operating System.
2
Forcing SportsCode Gamebreaker to run
in English irrespective of the Operating
System (OS).
1. Make a copy
of
SportsCode
Gamebreaker and rename it to distinguish
it from the original. In this example, it
has been appended with ‘(Eng)’.
1.Quit SportsCode Gamebreaker if it is
running.
2.Go to System Preferences.
3.Choose International in the personal
settings area.
4.Click the language tab. Your
preferences should look like this if
you are running a Japanese operating
system.
5.Drag English to the top position.
6.Start SportsCode Gamebreaker. It
should start in English.
7.When the session is finished, the user
should reset the order of languages
found prior to changing them in the
steps described above.
Please note: This order can affect the operating
system if the user logs out or reboots. For
example, if the order in step 5 was used, and the
user logged out and logged in again, or rebooted
the system, the operating system would run in
English.
2. H
old down the control key and click
on the duplicated version, and select
‘Show Package Contents’.
3. C
lick the list
view so that
it is easier
to see the
contents.
4. Expand the
view until you
see something
like this.
5. T he folders ending in ‘.lproj’ define
the language preferences. You can
see that this version of SportsCode
Gamebreaker is set up to handle
5 different languages. (Australian
English.lproj is used for testing.)
SportsCode Gamebreaker uses this
list to try to match the language
used in the international language
preferences.
If all but the ‘English.lproj’ folder is
renamed (or removed) then SportsCode
Gamebreaker should boot in English
irrespective of the operating system. Our
recommendation is that you place an ‘x’
in front of the languages that you don’t
want so that the operating system does
not recognize them.
2.3
Part 2
SportsCode Gamebreaker - Setup
Change the Preferences for SportsCode Gamebreaker
The Preferences Window provides you with a series of setting options for SportsCode
Gamebreaker.
Here’s a brief explanation of the terms:
· A
uto save timeline data
will automatically save the
Timeline when you close it.
·Auto play movies created,
sets movies to automatically
begin playing when they are
created.
· Equalize video and sound
tracks when capturing allows
you to force the sound and
video to be captured as
synched signals. This is only
required for some early DV
camera’s and decks.
·Full screen movies using
single fields improves the
movie quality when viewed on
a television set.
·Maximum number of instance
movies sets the number of
instances movies that can be
opened at one time. When the
maximum number of instance
movies are opened, each
newly created instance movie
will close the oldest one.
·If you save files to a server
you can set the default
access permissions for the
files created by SportsCode
Gamebreaker.
2.4
Part 3
SportsCode Gamebreaker - Operation
Launch SportsCode Gamebreaker
Click on the icon in the Dock or double click on the SportsCode Gamebreaker icon on
your desktop or in the Applications folder.
The Code Window
The SportsCode Gamebreaker code window is the starting point for coding your movies.
It will contain all the categories (buttons) you want to analyse such as set pieces in a
field hockey game. Code buttons are used to categorize and mark the time of events in
your movie. These events, or instances, become your own personal study of performancespecific information. You can save time by coding instances as you capture your movie.
Then if you want to change, add or delete information, it’s easy to go back and do so
later.
Create a New Code Window
1. C
hoose File > New > Code window from the main
menu bar
2. T o create a code button, click and drag from the code button icon
the blank area below.
in the tool bar to
Note: Code windows have two basic modes Code and Edit. You will notice a halo around the icons in the tool
bar to indicate which mode is active. Use Edit mode to change button properties, location, and size. Use Code
mode to code the timeline with your events. A convenient shortcut is OPTION+UP ARROW or OPTION+DOWN
ARROW to change modes.
3.1
Part 3
SportsCode Gamebreaker - Operation
SportsCode Gamebreaker Button Types
Code Button
Code buttons are identified with a diamond symbol.
·Name a code button to define an event which will become an instance in the
timeline, for example you may name a code button “Slam dunk” for a basketball
game.
·When you have captured a movie and used a code button, the button makes a
row in the left hand column of the timeline.
· The code button identifier symbol, a diamond, will be either red or green. A red
diamond means it has a toggle action that you must click on to start coding an
instance and click on it again to stop coding. A green diamond means the button
has a lag time and will stop coding at the predefined lag time after it has been
clicked.
Title Button
Title Buttons are identified with a yellow square.
·A title button does not perform any coding action, it is only used to put headings,
comments or graphics within the code window. Clicking on this item during coding
has no effect within the timeline, no instance is marked when it is clicked.
Graphic Button
An image can be copied and pasted into the code window. It is called a graphic button.
·By default, a graphic button will be created as a code button. The identifier of a
graphic button appears in the center of the image. Graphic buttons cannot be
resized in the code window. Graphic or title buttons can be replaced by other
graphics using the right click drop down menu on the button.
3.2
Part 3
SportsCode Gamebreaker - Operation
Name A Button
1.In the code window, double click on the
button you want to name. This opens
the edit button window.
2.Type in the name you want into the
text box. Click OK to commit changes
or cancel to close window and not save
changes.
3.To speed up the naming process, leave
the edit button properties window open
and click on another button in the code
window. This saves the previous button
properties and switches to the selected
button. Click OK to commit changes and
close the window.
3.3
Part 3
SportsCode Gamebreaker - Operation
Change A Button Name
ouble click on the button you want to
D
change. In the edit button window, change
its name in the text box.
Change A Button Color
lick and drag from the color chip into the
C
color palette and select a color. Code rows
can be sorted by color in the timeline. The
sorting scheme moves from left to right in
the palette starting at the top row to the
bottom row.
To Use A Picture As A Graphic Button
Any image can be used as a button in the code window. Copy any image
to the clipboard and then paste the image into the code window.
1.A quick way to add a graphic to a code window is to copy (COMMAND+C) from any
drawing software.
Using a Mac OS feature, you can select a picture or graphic from anything on the
screen. Press SHIFT+CONTROL+COMMAND+4 keys, then click and drag over the
area to be copied. Paste your copied image into the code window (COMMAND+V).
2.To paste an image to an existing button, press the CONTROL key and click on the
button. From the drop down menu select Paste image.
3.4
Part 3
SportsCode Gamebreaker - Operation
Change the Position of a Button Name
1. Click on the points of the text positioning tool.
2. Click in the center box to reset the position to the center of the button.
Change the Text Color of a Button Name
Click on the color chip to the left of Show name and drag into the color palette
to select the color.
Change the Visibility of a Button Name
Check the Show name check box.
Change the Font Size of a Button Name
Select the Size from the drop down menu.
Frame a Button
Check the Frame button check box.
Lock a Button Position
Check the Lock position check box.
Wrap Button Text
Check the Wrap text check box.
Change a Button Function
1. D
ouble click on the button you want to
change.
2. In the Edit Button Window, change the
selection from Title to Code (or vice
versa).
Exclusive Links*
Two
or
more
buttons can be exclusively linked to each other. This means when one button is pressed
down and a linked button is pressed, the first button will stop coding and the second will
start coding. This feature is great for rapid change of direction, one click to stop one button
and start another. Very commonly used for coding offense and defense possessions.
*Gamebreaker Plus only
3.5
Part 3
SportsCode Gamebreaker - Operation
To Populate the Timeline Automatically
Check this box to automatically populate the
timeline with code rows upon Code or Capture
Mode activation.
Set Lead And Lag Times
You have complete control over the duration of each instance you code. Using lead and
lag times means you can program SportsCode Gamebreaker to automatically have a code
button add a specific time to the beginning or end of an instance when it is pressed.
Lead Time
Lead Time automatically adds a specific time
to the beginning of an instance when it is being
coded. When you click on the code button to
code the instance, SportsCode Gamebreaker
adds the lead time to the beginning of the
instance.
For example: You are watching a basketball
movie and have a three-second lead time for
a code button. When you see a “Slam dunk”
and click to code it, the instance will appear
on the timeline starting three seconds before
the mouse click. This guarantees that the
“Slam Dunk” will be in the instance when you
review later.
3.6
Part 3
SportsCode Gamebreaker - Operation
There are Two Types of Lead Time
·Default lead time applies to all code buttons that you have not programmed with a custom
lead time.
·Custom lead time allows you to program a specific lead time to individual buttons.
Program a Default Lead Time
In the code window, enter the default time
you want to use.
Program a Custom Lead Time
·In the code window, double click on the code button for which you want to set custom lead
time. This will open the edit button properties window.
·In the edit button window, check
the custom lead time box and
enter the number of seconds of
lead time you need.
Lag Time
Lag Time automatically adds a specific time to the end of an instance when it is being
coded. When you click on the code button to code the instance, SportsCode Gamebreaker
adds the lag time to the end of the Instance.
For example; You are coding a movie and have a six-second lead time and a two-second lag
time for a code button named “Goal”. When you see the “Goal” and click onf the button,
the instance in the timeline will be eight seconds.
This becomes a fixed Iength instance and requires that you only click on the button once
which makes the coding process faster and easier.
3.7
Part 3
SportsCode Gamebreaker - Operation
Customize a Lag Time
1.In the code window double click on the code
button for which you want to set custom
lead time. This will open the edit button
properties window.
2.Check the Lag time box and enter the
required lag time.
3.Code Buttons that use a lag time have a
green diamond identifier.
During coding, if a fixed length instance button is reactivated, the lag time will be
reinitialised.
Note: If no lag time is entered, the button will have a toggle action and you must click the button to stop coding.
Lead and lag times can be set using decimal places to increase frame accurate coding.
Assign Hot Keys
1. Click on the Hot Keys box in the edit button properties window.
2.Press the key or key combination you want to use. Combinations can be configured
using the modifier keys COMMAND, OPTION, CONTROL, and SHIFT.
3.Press the modifier keys first, then the character you want to assign.
Note: You can use up to three modifier keys at once plus one character. This allows for over one thousand
individual hot key combinations. There are some combinations reserved for the system, most of these use
the COMMAND key.
Change the Hot key Text Color
1. Click on the color chip next to the Show keys check box and select a color from the
palette.
Make Hot Keys Invisible
1. Click on the check box Show keys to uncheck the visibility property.
Hot Keys
1.To keep a tidy window, uncheck the show key box next to the hot key text box in the
button properties window. Then press the keys button in the code window to show
them.
2.Use USB peripheral devices such as remote controls or number keypads to make
use more flexible, especially if you are running a camera and trying to code at the
same time.
3.8
Part 3
SportsCode Gamebreaker - Operation
Resize a Button
1.Click and drag on any side or corner of the
button.
2.Drag the button to the desired size.
Note: Graphical buttons cannot be resized. Make them
the required size in your graphics program of choice,
then copy and paste them into the window.
Delete a Button
Click on the button and press Delete on your keyboard.
Move a Button
lick on the button and drag it to the required
C
location in the window or use the arrow keys
to move more precisely.
Note: When using the arrow keys, be sure to close the
edit button properties window.
Move a Group of Buttons
1.Press the COMMAND key and select the buttons you want to move, or click and drag
over the group using the lasso bounding box to make the selections.
2.Click and drag the buttons to the required position while holding down the COMMAND
key.
3.9
Part 3
SportsCode Gamebreaker - Operation
Duplicate a Button
1. To duplicate a button and its properties, highlight the button by clicking on it once.
2. Press the OPTION key and click and drag the duplicate to another location within the
code window.
3.Name the new button. All the properties will be the same as the original except for the
hot key and the linking. Hot keys can only be used once per code window.
4.To duplicate a button from one code window to another, press the OPTION key and click
and drag the duplicate to the new window.
5.To duplicate a group of selected buttons from one code window to another, press the
OPTION+COMMAND key and click and drag the group to the new window.
Button Layers
Every button created in the code window is on a separate layer. It is sometimes useful to
overlap buttons or hide them.
1.To move a button to the top layer, highlight the button, press CONTROL and the RIGHT
ARROW key.
2.To move a button to the bottom layer, highlight the button, press CONTROL and the LEFT
ARROW key.
3.To move one layer at a time, press the CONTROL key and press ARROW UP to move the
layer up 1 level at a time or press CONTROL key and press ARROW DOWN to shift the
layer down 1 level at a time.
Alternatively, right click (CONTROL+CLICK) on the button and select the
action from the drop down menu.
Code Window Transparency
1.To decrease the transparency of the code window, click on the down
arrow in the top left hand corner of the window next to the capture
button.
2.To increase the transparency of the code window, click on the up
arrow in the top left hand corner of the window next to the capture
button.
Code Button History
To see a record of the buttons you’ve used,
take a look at the history line. The most recent
button activation is shown to the right of the
line. A triangle pointing down indicates a code
button being activated. A triangle pointing up
indicates that code button being turned off.
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Saving Code Windows
Once you have created all your code buttons, save the code window. You can use this as a
template for other windows or use it to code any movie. This saves time as you will not have
to create all the buttons again and you can have as many code windows as you like.
1.Choose File > Save from the main
menu bar (COMMAND+S)
2.Name the code window.
3.Target where to save the file.
4.If you have saved the button to your
desktop, it becomes an icon. Double
click on the icon to open it.
Create a New Code Window Using an Existing One
1. Open the code window you want to use as a template.
2. Make the required button name changes for the new code window.
3. Choose File > Save as (COMMAND+SHIFT+S) and give the code window a new name.
Code windows can be moved from computer to computer without any problems just like any
other type of file. You can share your work and have everyone using the same terminology
and coding schemes.
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Capture a Movie
Capturing a movie means storing the source video material in a digital format on your
computer’s hard drive.
Before You Start
Before you start capturing a movie, connect your video source to your computer.
1.If you are taking the video from a VCR or DVD player, you are likely to have a composite
video connector. Connect this (yellow) connector to the matching connector on the
camera or convertor box.
2.If you are taking the video from a professional video recorder/player or a professional
video feed in a studio situation, use the s-video connectors and cables.
3.If you are using a direct firewire (IEEE-1394) source like a DV camera, connect it directly
to the computer via the firewire connection.
Set Up for Movie Capture
Set Up for Video Capture
1.Make sure your capture device (Camera or Analog to Digital convertor box) is connected
and turned on.
2.Choose Capture > Clear video and sound preferences from the main menu bar. Next
time you open a capture window, SportsCode Gamebreaker will detect your input device
and set the default preferences for that device.
3.Set capture window size. From the main menu bar, choose Capture > Set size of Capture
Window and select the movie size you require.
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Set Up For Sound Capture
1. Choose Capture > Sound input settings from the
main menu bar.
2.Select your speaker option (On, Off, Off while
Recording). Ideally, it is best to leave sound off
while capturing as it can create a feedback loop
when a camera is attached.
3.In the Compressor drop down menu,
choose your compression type. In most
instances, the compressor does not
have to be changed unless there is a
special requirement.
4.Select the source for the audio.
Typically this will be the DV Audio
setting unless you want to capture
audio from an external microphone or
other type of feed like Line In from a
radio or CD player.
Capture a Movie
There are several ways to start capturing a movie:
1
1.By clicking on the Capture button in a code window.
A.Open the code window you want to use to code by
double-clicking on its icon, or open a new one by
choosing File > New > Code window from the main
menu bar.
B.In the code window, click on the Capture button in
tool bar.
C.Name the movie and select the location where you
want to save the movie. When capturing is complete
click on the End icon in the capture window.
SportsCode Gamebreaker will open the captured
movie and timeline. You can begin reviewing and
editing your coding.
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2
2. By choosing Capture from the main menu bar or using the short cut keys.
A.Choose > Open capture window from the main
menu bar or press COMMAND+R.
B.When the movie is previewing correctly in the movie
preview window, click on the capture button.
C.Name the movie and select the location where you
want to save the movie.
D.Click on Start Capture.
3
3. By clicking on the camera icon
in the main tool bar.
A.Click on the camera icon in the main tool bar.
B.When the movie is previewing correctly in the Movie Preview Window, click on
Capture .
C.Name the movie and select the location you want to save the movie to.
D. Click on the Start capture button.
4
4.By using the Quick capture feature.
A.Connect the video capture devices.
B.Press CONTROL+COMMAND+R to initiate Quickcapture.
C.The movie will be saved in the last chosen location with the current date as the
name.
Note: The background to your SportsCode Gamebreaker windows should turn black while you are capturing a
movie. This is a deliberate behavior to give full focus to the capture and code process. You can jump out of the
black screen by using the Mac OS X Expose feature.
Stop Capturing a Movie
Click on the End button in the capture window or press COMMAND+. (PERIOD). The movie
and associated timeline will be saved in a package in the location you targeted, at the start
of the capture process.
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Synchronizing Sound and Video
When using DV Capture you may occasionally find inaccurate sound and video synchronization
in captured movies.
Most Common Problems that Occur are:
1. The sound is offset by the same amount throughout the movie file.
2.When capturing a long movie, the sound and video synchronization can be good at the
start of the video, but the further one goes, the more the sound and video synchronization
becomes a problem. In this case the scale of the video and sound is different and is a
known problem in Quicktime.
When Do Synchronization Problems Occur?
The problem of the gradual drift is most likely to occur when the pause/resume button in
the capture window is not used for extended periods of capture. These buttons start a new
video file each time they are used, so they can re-synchronize the video and sound. Using
the procedures below may not be very useful in this situation, since there are variable
length sections of video and sound and synchronization in one area may lead to slight miss
alignment in others. Fortunately, the contracting and expanding procedures work best for
movies created when the pause/resume button are not used because any drift is constant
across a single movie file.
1
In preferences, under General, select
Equalize video and sound tracks when
capturing. This will equalize the length
of the sound and video tracks during the
movie capture process (even if the pause
button is used). In general, the sound
track tends to be shorter than the video
track, so this function attempts to keep
them the same length. This setting is
turned on as a default.
2
In the main menu bar select Edit >
Equalize track times. This can only be
done after the movie capture. However,
it is not as accurate as equalizing during
capture if your movie is made from more
than one file. You can choose to make
the equalization permanent if your movie
is attached to a timeline window. This
procedure stretches or contracts the
length of the sound track to equal the
length of the video track. This feature
is also useful for resetting the tracks
when you have nudged, expanded, or
contracted the sound track and lost a
synchronization point altogether.
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Synchronize Your Sound And Video...
3
A. Synchronization of audio that is offset the same amount throughout a movie.
1.Move the timeline cursor to a section in the movie, near the start of the movie
that can be used to evaluate the synchronization.
2. Zoom in the timeline, turn on movie looping and play the timeline movie.
3.If the sound is slightly ahead of the video, select Edit > Nudge sound track right
(CONTROL+OPTION+COMMAND+R).
4.If the sound is slightly behind the video, select Edit > Nudge sound track left
(CONTROL+OPTION+COMMAND+L).
5.When you use these features the video and sound will pause, move in the
direction specified and resume play. If the video is attached to a timeline then
Sportcode Gamebreaker Plus will try to update the movie resource, so the change
is permanent.
6. Save timeline.
B.Synchronization of audio that is gradually drifting throughout a movie.
1. Move the timeline cursor to a point near the end of the movie.
2. Zoom in the timeline, turn on movie looping and play the timeline movie.
3.If the sound is slightly behind the video, select Edit > Contract sound track
(OPTION+COMMAND+L).
4.If the sound is slightly ahead the video, select Edit > Expand sound track
(OPTION+COMMAND+R).
5.When you use these features the video and sound will pause, move in the
direction specified and resume play. If the video is attached to a timeline then
Sportcode Gamebreaker Plus will try to update the movie resource, so the change
is permanent.
6. Save timeline.
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Pre-Set the Time to Capture a Movie
SportsCode Gamebreaker countdown timer lets you set the time of day to start and finish
capturing a movie. This is useful when you are not going to be at your computer when the
performance is happening.
Set Capture Start and Finish Times
1.Select Capture from the main menu bar
and choose Countdown Timer.
2.Set the start and finish times.
3. Click on Begin countdown.
Note: We recommend turning off all energy saving options, so that the computer does not go to sleep while
this process is in progress. Go to System Preferences, click on the Energy Savings icon and set the computer
to never go to sleep.
Delete a Movie
Movie files are generally quite large, so space on your hard drive must be managed and
organized especially if you do not have any external storage.
1. Drag the movie package to the trash can in the dock.
2. Make sure Finder is the active window (by clicking on the desktop).
3. Select Finder from the main menu bar and choose Empty Trash.
4.The Finder shortcut to trash a file is COMMAND+DELETE. To empty the trash, the shortcut is OPTION+COMMAND+DELETE.
Note: When you delete a movie file, we recommend saving the timeline file, so you can link it back to the
movie. Timelines are very small data files, often no more than 20KB. It is a common practice to export the
video to a dvd or tape for archiving purposes, then recapture the video and match the coded information back
to movie. To do this, create a folder, call it Timelines, then open a movie, click on the timeline window and
select File > Save as. Save the file in the Timelines folder. Now, you have your timeline data saved and it can
be matched back up to the video at a later date.
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Re-Capture a Movie
If you want to re-capture a movie and link it to a saved timeline, you need to re-establish
the link between the two files.
1. Re-capture the movie following the steps on page 3.13.
Link a Re-Captured Movie to Codes:
1.Open a timeline file.
2.SportsCode Gamebreaker will not be able to find
the original linked movie.
3.Click OK.
4.Use the open dialogue box to locate the movie. This
links the recaptured movie with the codes.
5.Save the timeline once the link has been
established.
Align Instances after Re-Capturing a Movie – Nudge Right Or Left
When you have recaptured a movie and re-linked it to a timeline, you may find the instances
in the timeline don’t line up with the relevant parts of the movie.
To correct this:
1. Press SHIFT+COMMAND+R to nudge the instances to the right.
2. Press SHIFT+COMMAND+L to nudge the instances to the left.
Fine Aligning
Find a static part of the movie (for example a jump ball in a basketball game) and use this
as a reference point when aligning instances in the timeline to the movie.
Adjust Placement of Selected Instances
Instance adjustments can add or subtract time to any selected instances in a timeline. In
the main menu bar, choose Edit > Instance adjustments.
Mark In, will add or subtract time from the beginning of an instance. Mark Out, will add or
subtract time from the ending of instance. Nudge clips will move the selected instances.
Use a minus sign in front of the number to nudge clips to the left.
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The Timeline Explained
When your timeline and movie are open, the movie is generally displayed in the top of the
screen and the attached timeline below it.
The Timeline displays:
·A timeline of your movie represented in hours, minutes, seconds and hundredths of
seconds. The movie is displayed from the location of the playhead in this timeline. The
playhead is the small triangle pointing in a downward direction. It can be dragged right or
left to move through time in the movie.
·Code row names that are populated from code buttons or created manually.
·Instances and where they happen within your movie.
·A tool bar to conveniently access all the tools for editing and presenting your instances.
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Create a New Timeline
Timelines are always created during capture. However, there are times when you will want
to link a new timeline to the movie so you can code a different aspect, or multiple users
are coding the same movie and you want to keep the data separated.
1. Choose File > New > Timeline from the main menu bar.
2.Select the movie you wish to link the new timeline to.
3.Save the new timeline by pressing COMMAND+S or choose File > Save from the main
menu bar.
You can now press the code icon
in your code window to code the movie. Alternatively
you can create and modify instances manually.
Coding Instances
Open a code window and movie, then press the Code mode button and the movie should
begin to play. When you see an event in your movie that you want to code, click on the
relevant code button or use your preset hot key. The button highlights while it is actively
marking and will have a red frame if it was the last button closed.
If the button has a lag time, you will see a green bar fill the button until the lag time runs
out.
Live Coding
Coding can be done during capture, press the capture icon in the code window tool bar
to start the process. You can code using the mouse or using hot keys. To save time, we
suggest using hot keys because you can type while watching the performance where if
you are mousing you will have to look where you are clicking.
Pausing the movie capture during breaks (such as advertisement breaks) will save
your computer disk space. Click on the pause button in the capture window or press
COMMAND+K. Click on the resume button or COMMAND+K to continue capture. Use
the pause option if you need to fast forward dvds/tapes or interrupt the video signal
during the movie capture.
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Editing Instances in the Timeline
Manually Creating a New Instance
1. Highlight a row by clicking on the code row name or row number.
2.Position the playhead at the point in the timeline where you want the instance to start
or end.
3.Press down the OPTION+COMMAND keys and drag the playhead in the timeline to the
required end or starting point.
Note: Using a 2 button mouse, you can hold down OPTION+COMMAND+RIGHT CLICK and drag in any row
to create an instance. Pressing CONTROL and clicking activates the right mouse click. So, you can press
CONTROL+OPTION+COMMAND and click & drag in any row to create an instance too.
Adjust the Length of an Instance
1
Click and Drag
Press OPTION+COMMAND, position the mouse cursor over the
beginning or ending of an instance. When the cursor changes to
arrows pointing to the left & right, click and drag the instance to the
required length.
2
Instance Edit*
1. Select an instance in the timeline.
2. Choose Edit > Instance edit from the main menu bar or
press CONTROL+E. A movie window will open with left &
right arrows in each of its upper corners.
3. Press the arrows in the direction required to lengthen or shorten the clip. The upper
left arrows will adjust the start of the instance and the upper right arrows will adjust the
end. The instance will update in the timeline as adjustments are made.
3
Trim
The trim feature can be used to quickly adjust start and end times for a row of existing
instances. It is a sequential process: trim start > end > start > end > start and so on.
The process starts by setting the first point, if the playhead is set before the midpoint
of the instance, it will begin by adjusting the start time to the playhead location. When
it is set beyond the midpoint it will adjust the end time. Once the adjustment is made,
it will jump to the end time of the selected instance or the start of the next instance.
1. Highlight the instance and position the playhead to the required start time of the
instance, not beyond the midpoint or the end point will be trimmed.
2. Press CONTROL+T, the start time will be adjusted and the playhead will jump to the
end time of the instance.
3. Position the playhead to where the adjustment of the end point should be made and
press CONTROL +T. The playhead will jump to the next instance in the row.
4. Position the playhead for the new start time and press CONTROL+T. The playhead
will jump to the end of the instance. Repeat, until all adjustments are made.
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Editing Instances In The Timeline Continued...
Adjust the Length of an Instance
4
Instance Adjustments
1. Select an instance or range of instances by
clicking and dragging over the instances in
the timeline.
2. Select Edit > Instance adjustments... from
the main menu bar.
3. Input the time in seconds for the amount to be
adjusted.
4. Select whether the time will be added or subtracted from the instance marks.
5. Check the mark in or mark out check boxes to apply the adjustments to one or
both.
6. Click the adjust button.
Note: If you make a mistake, simply make the opposite adjustment. If you added 3 seconds to the mark
in time of an instance, change the add to a subtract and adjust it back. Adjustments can be made up to
hundredths of seconds, so this can make some very finite adjustments to an instance, hardly possible
with a mouse.
Delete an Instance
1. Highlight the instance by clicking on it, then press the DELETE key.
Copy an Instance from One Row to Another
1. Press OPTION and click & drag on the instance you want to copy.
2. Drag it to the new row.
Move an Instance from One Row to Another
1. C
opy the instance to the new row by pressing the OPTION and click & drag the instance
to the new row.
2. Delete the original instance by selecting it and pressing the DELETE key.
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Working with Code Rows
Move a Row
Click and drag from the row number in the timeline.
Select Multiple Rows
1.Press COMMAND and click on the row numbers
you want to select.
2.To select a range of rows, select the top row of the desired range, then select the
bottom row while holding down SHIFT.
Duplicate a Row
1.Press CONTROL and click (RIGHT CLICK) on the row number
duplicate.
2. Select Duplicate selected rows from the drop down menu.
Delete a Row
1.Press CONTROL and click (RIGHT CLICK) on the row number
2. Select Delete selected rows from the drop down menu.
you want to
you want to delete.
Edit Code Row Names
1.Press CONTROL and click (RIGHT CLICK) on the row number
you want to edit.
2.Select Edit row from the drop down menu. This opens the row properties strip.
2. Type in the new name in the text area.
3.Use the arrow keys to move up and down rows or press ENTER to move down rows and
SHIFT+ENTER to move up rows.
4. Press the ESC key when changes are complete to close the strip.
Change Code Name Colors
you want to edit.
1.Press CONTROL and click (RIGHT CLICK) on the row number
2.Select Edit row from the drop down menu.
3.Click on the color chip to the left of the row name.
4. Drag into the color palette and choose a new color.
5.Use the arrow keys to move up and down rows or press ENTER to move down rows and
SHIFT+ENTER to move up rows.
6. Press the ESC key when changes are complete to close the strip.
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Working with Code Rows...
Add a New Blank Row to the Timeline
Choose Rows > Add row from the main menu bar. The new
row will be created below the selected row in the timeline.
Alternatively, you can press the New row icon in the timeline
tool bar or press COMMAND+N.
Create a New Row from Selected Instances*
Select the instances that you wish to include in a new row. Hold down COMMAND and
select the instances one by one or click and drag in the timeline to select a group of
instances. You can also select rows of instances too. With the instances selected, click on
the New row + icon in the timeline tool bar.
Create a Combination of Rows
1. Choose Rows > Create new row from the main menu bar.
This opens the Add row window where you can select 2
rows to create a new one using different time intersection
options.
2. N
ame the new row and select where in the
timeline to insert it.
3. Click the Combine rows radio button to form
new row.
4. In row A, choose the first row you want to
use.
5. Choose the operation that will apply to the combination of rows. The type of operation is
illustrated in the box at the left of the window.
6.In row B, choose the second
row you want to use and click
the Create row button.
Create New Row Hints
1. Use the same row name in both A and B and choose the A not B operator. A row of
instances will be created from the non coded portions of the row that you chose. This
is helpful for coding alternating possession type sports.
2. When you want to use more than two rows, create a new row from the first 2 rows,
then create another row from that row using it as row A and the third row as row B.
Repeat this again and again to drill down further.
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Sorting Code Rows
Rows can be sorted in a variety of ways, manual dragging up and down being the most
common. However, using name and color can automate the process and make organizing
the timeline a lot quicker.
Sort Rows by Name
Choose Rows > Sort rows by name from the main menu bar. All rows will sort by alphabetical
order.
Sort Rows by Color
Choose Rows > Sort rows by color from the main menu bar. Colors are sorted in order of
the palette from left to right descending from lighter to darker. The color palette has 600
colors and each color has an (X,Y) coordinate. White in the upper left most corner (1,20)
and the darkest red in the lower right most corner (30,1) define the sorting pattern from
left to right, top to bottom.
Sort Rows by Color then by Name
Choose Rows > Sort rows by color then by name from the main menu bar. All rows will sort
by color and then within each color sort by name.
Sort Rows by Number of Instances
Choose Rows > Sort rows by number of instances from the main menu bar. All rows will
sort according to how many instances are in each row. The row with the most amount of
instances will move to the first row. The row with the second most amount of instances will
move to the second row and so on.
Sort Rows in Reverse Order
Choose Rows > Sort rows in reverse order from the main menu bar. All rows will arrange in
reverse order from top to bottom to bottom to top.
Code Button Colors and Sorting
A great way to make organizing the timeline a quick job is to consider your button
colors and how they will affect sorting. Use colors with the X coordinates from 1-30
and same Y coordinates for similar code buttons categories. Then, use descending Y
coordinates from 1-20 for grouping different categories. The code window will look like
a rainbow, but you can quickly sort the timeline using the Sort rows by color feature.
So, player action buttons might range from (1,16) to (30,16) and team action buttons
might range from (1,7) to (30,7). In this example, the player actions will sort to the top
of the timeline and the team actions will sort below them.
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Movie Playback
Playing a movie is easy, you can go to any part of the movie whenever you like with a click
of the mouse. You’ll be there instantly, no need to fast forward or rewind.
Playing any Movie
There are five ways to play a movie:
1
Click on the
play
icon
on the main
tool bar.
2
Double click
on the movie
window.
3
Press the
SPACE
BAR on the
keyboard
4
Press the UP
ARROW on
the keyboard.
5
Press
CONTROL+L
on the
keyboard.
Pause any Movie
There are five ways to pause a movie:
1
Click on the
pause icon
on the tool
bar.
2
Click on
the movie
window.
3
Press the
SPACE
BAR on the
keyboard.
4
Press the
DOWN
ARROW on
the keyboard
5
Press
CONTROL+K
on the
keyboard.
Note: With a roller mouse place your cursor over any movie window and roll up or down to play or pause movie
playback. With two finger scrolling turned on, put two fingers on the track pad and push fingers up to play and
pull fingers down to pause movie.
The state of play, whether the movie is paused or playing, will re-engage after any rewind or fast forward
action.
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Movie Playback...
View the Movie Frame by Frame
There are two ways to view a movie frame by frame:
1
2
Click on the Step Forward/Back Button
on the main tool bar.
Press the LEFT or RIGHT ARROW keys
to view the movie frame by frame.
Play a Movie in Slow or Fast Motion
1.The tool bar has a speed slider, click and drag the sliding indicator to the speed you
require. All movies will be played at this speed.
Go to a Specific Part of the Movie.
There are three ways to go to a specific part of the movie:
1
Drag the
playhead in the
timeline to the
required point
in the movie.
2
Use the Fast Forward or
Fast Rewind Buttons on
the main tool bar.
3
Press the RIGHT or LEFT
ARROW keys to move
the playhead though the
movie.
Movie Playback Keyboard Control
Once a movie is created or linked to a timeline, you can use many key combinations to play
it at different speeds.
·UP ARROW plays the movie.
·DOWN ARROW stops the movie.
·RIGHT ARROW moves the movie forwards by 1/10 sec frame by frame. Hold it down for
continuous slow motion movement forward.
·LEFT ARROW moves the movie backwards by 1/10 sec frame by frame. Hold it down for a
smooth rewind action.
·HOME moves the playhead to the beginning of the movie.
·END moves the playhead to the end of the movie.
Pressing the modifier keys; COMMAND, SHIFT, OPTION, & CONTROL plus LEFT OR RIGHT
ARROW will move the playhead at different increasing speeds. Another way to move the
playhead around is press CONTROL+L, +K, or +J. CONTROL+L will play the video forward,
each time it is pressed the movie will play faster. CONTROL+J works the same way, but in
reverse. CONTROL+K will pause the video.
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Creating Instance Movies
You can create an instance movie in the timeline from:
· A single instance.
· All instances in a single row chronologically.
· Selected instances across multiple rows chronologically (Merge rows).
· Sequential rows in order of row number and the selected rows (Sequential rows).
· Selection order in a single row or across multiple rows (Selection order).
Play a Single Instance
1. Double click on the instance in the timeline or select an instance and press the Make
movie button in the timeline tool bar.
Play All Instances in a Single Row
1. Select the row of instances by clicking on the row number.
2.Click on the Make movie button in the timeline tool bar. All instances in the row
will play in chronological order. Alternatively, after selecting the instances, press
OPTION+COMMAND+M on the keyboard to create the instance movie.
To make it even easier, double click on the row number and an instance movie will be
created from all the instances in the row.
Merge Rows, Sequential Rows, and Selection Order*
There are 3 different ways to play instances across multiple rows by changing the make
movie method in the timeline. By default, Merge rows is selected. To change, click on the
square button in the upper left corner of the timeline window. Remember to press the Make
movie button or use the shortcut OPTION+COMMAND+M.
Merge Rows*
Merge row creates instance movies in chronological order of the timeline. When multiple
instances are selected in different rows, the merge rows feature will merge the instances
and create chapter markers where instances overlap.
1.Hold down COMMAND to select multiple rows. Select the row of instances by clicking on
the row number.
2.Click on the Make movie button on the timeline tool bar. The instances will play in
chronological order, alternatively use the shortcut.
*Gamebreaker Plus only
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Creating Instance Movies...
Sequential Rows*
Sequential rows creates instance movies in row order of the timeline for all selected
instances. When multiple instances are selected in different rows, the sequential rows
feature will start from the lowest row number and proceed to the highest row number. All
instances in each row will be played in chronological order.
1.Organize the timeline rows by dragging on the row number.
2.Select the Sequential rows feature in the timeline.
3.Hold down the COMMAND key and click on the row number to select multiple rows.
4.Click on the Make movie button on the timeline tool bar. The instances will play according
to their row order.
Selection Order*
Selection order creates instance movies in the order that instances are selected in the
timeline.
1.Select the Selection order feature in the timeline.
2.Hold down the COMMAND key and click on the instances in the order you want them to
play in the instance movie. As each instance is selected, it is labeled with a number [1],
[2], [3]...
4.Click on the Make movie button on the timeline tool bar. The instances will play according
to their selected order.
Using Instance Movies Chapter Markers
When an instance movie is created from multiple instances in a timeline, each instance
in the instance movie is marked by a chapter marker. There are two ways to jump through
the chapter markers.
1. In the instance movie, press the TAB
key to move forward to the next chapter
marker. SHIFT+TAB moves backwards
to the previous chapter marker.
2. Click on the chapter menu in the bottom
right corner of the instance movie. A
drop down list of chapter markings will
appear. Click on the instance you want
to view.
NOTE: A similar feature is in the timeline. Select a
row of instances, press CONTROL+TAB to jump to the
beginning of each instance. SHIFT+CONTROL+TAB
will move backwards.
*Gamebreaker Plus only
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Presenting Instance Movies
Any timeline movie or instance movie can be presented in full screen.
Present a Movie in Full Screen
There are three ways to present a movie in full screen:
1
To play the movie in full
screen presentation
mode, select the movie
window, and press the
COMMAND+M keys on
the keyboard.
2
On the main tool bar,
click on Present movie
button. This will
present the movie full
screen.
3
Select Windows from
the main menu bar and
choose Present movie.
Stop Presenting a Movie in Full Screen
To stop presenting a movie in full screen press the ESC key on the keyboard.
Loop Instance Playback
Looping an instance repeats it continuously
1. On the main tool bar, select the Loop button. It will change from
to
.
2. Play the movie.
NOTE: When the looping feature is turned on, the timeline movie will loop also. If the
timeline is zoomed in, it will loop within the zoomed range.
Adjust the Movie Volume
·On the main tool bar, click on the Volume button.
Drag the control button to
the desired volume.
·In an instance movie, click on the speaker icon in the bottom left of the movie window.
Drag the control button to the desired volume.
·Use the Function keys on the keyboard to increase or decrease volume.
Resize Movie Window
1. S
elect the movie window.
2. C
hoose Reduce movie size or Increase movie size from the Windows menu in the main
menu bar, or use the shortcut keys, SHIFT+COMMAND+< or SHIFT+COMMAND+>.
Note: A timeline movie has 2 rectangle icons in the bottom left of the window. These can be clicked to change
the movie size also. If CONTROL is held down when these are clicked, the timeline and movie will arrange
automatically.
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Editing Instance Movies
Instance movies can be edited using delete, cut, copy and paste or drag & drop features.
By selecting a segment of an instance movie, the segment can be deleted or copy and
pasted into another instance movie. NOTE: Editing instance movies does not edit the timeline.
Delete a Segment in an Instance Movie.
1.Select a segment in the instance by holding SHIFT and dragging the playhead in the
instance movie. As the playhead is dragged, the timeline of the instance movie will fill
in with a darker grey color. The darker grey area is the selected portion.
1.Press CONTROL+COMMAND+DELETE to clear the selected segment. Or choose
Delete movie segment from the Edit menu in the main menu bar. An instance movie
for presentation can be assembled from many different segments of other instance
movies.
Copy and Paste Instance Movie Segments
When an instance movie is created from a timeline, the entire length of the movie is
selected by default. If you move the playhead in the instance movie, you will lose the
selection. To reselect the whole instance, move the playhead to the beginning, hold down
SHIFT, and drag the playhead the entire length of the instance movie.
1.Open two instance movies from a timeline.
2.In the second instance movie, press CONTROL+COMMAND+C. This will copy the
selection in the instance movie. If the playhead was not moved, it will copy the entire
length of the instance movie. If it was moved, it will only copy the frame that is currently
being displayed.
3.In the first instance movie, move the playhead to the end and press CONTROL+COMMAND+V.
This will paste the second instance movie segment at the end of the first instance
movie.
4.Repeat this process to continue adding segments to the end of the instance movie.
Note: Segments can be pasted into any part of an instance movie. Position the playhead where you want the
segment to be inserted and when you copy and paste, it will be inserted at that point.
Drag and Drop Instance Movie Segments
To simplify the process, you can drag and drop movie segments from one instance movie
to another.
1. O
pen two instance movies from a
timeline.
2. P
osition the playhead in the beginning of
the first instance.
3. C
lick and drag from the middle of the movie
frame of the second instance and drop into
the first instance movie. The first instance
movie will highlight with zebra stripes
around the movie frame.
4. T he segment will insert at the beginning of
the first instance.
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Combining Instance Movies
A simple way to combine instances in a specific order is to use the Combine instance
movie feature. This feature creates a new instance movie from all open instance movies in
the order that they are layered on the screen.
1.Open 2 or more instance movies in reverse order in which you want them combined.
Create the second instance first, then the first one. This will layer them correctly without
having to click on the movie windows to layer them.
2.Choose Combine instance movies from the Windows menu in main menu bar. A third
movie window will open that will have both instances in the movie in the order that they
were layered on the screen.
NOTE: To add another instance to the beginning or end of the new combined movie, close the first 2 instance
movies used to create the newly combined one, but do not close the newly combined instance movie. Open
another instance from the timeline, layer it in front or behind the open combined instance movie, then choose
Combine instance movies. If the new instance was in front of the combined one, it will be added to the
beginning, if it was behind, it will be added to the end. Repeat this process to assemble a full length movie
for presentation.
Saving Instance Movies
Any instance movie can be saved as a file for presentation, archive, or distribution purposes.
So, after editing a movie, you can save your work.
1.Click on the movie that you want to save so that it is the front most window. When
saving, the front most window will be selected by the software as the window to save.
2.Choose Save from the File menu in the main menu bar. Alternatively, you can press
COMMAND+S or click on the save button in the main tool bar.
3.Select the target save location and name the file.
4.Set the required movie format from the bottom of the save window.
SportsCode Gamebreaker stand-alone or
MoviePlayer stand alone movie formats create
files that contain all the necessary data to view
the movie independent of the original movie file.
Since stand alone movies contain all the
necessary data to be played on its own, they
tend to be large files. Stand alone files are
required when you wish to share the movie with
other people on their computers.
SportsCode Gamebreaker or MoviePlayer reference to original movie formats create
reference files that point to original movies. Reference movies are very small in size and
save very fast as they do not contain any raw video data and thus do not duplicate video
data. However, the file must have access to it’s original raw movies from which it was
created. If you delete the original movie, a reference movie will not play. Use reference
movies to quickly assemble an edit, then save it as a stand alone when you are done.
5.Click the Save button.
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Converting Movies
Any movie can be converted to another format using the convert movies features in this
software. If SportsCode Gamebreaker can view the file, it can be converted in some way to
another format using this system.
The standard format for captured movies is DV. The DV format creates very large files,
approximately 13.8GB of hard disc storage per hour of video. These files will fill up an
internal hard disk very quickly. To save space, we recommend converting the files into an
alternate format. Follow these instructions for a simple and fast method of converting any
movie to a MPEG-4 format that is suitable for coding, editing, analysis, and presentation.
NOTE: Converting is commonly referred to as compressing since the purpose in most cases is to reduce
(compress) the size of the file. Converting the movie creates a stand alone movie.
1.Open an instance movie from a timeline that has a DV video linked to it. Set the video
window size to half of its natural size. So, if your video is 720x480, set the movie size
to 360x240.
2.Choose Convert movie from the File
> Export menu in the main menu bar.
This opens the Save exported file
as... window where you can set-up all
the options for the conversion.
3.Choose Movie to Quicktime Movie
from the Export drop down menu in
the window. Then, press the Options
button to configure the specific
movie conversion settings. The Movie
Settings window will open and the
Video, Audio, and Internet settings
can be changed.
4.In the Video area of the Movie Settings
window, click on the Settings button.
The Standard Video Compressor
Settings window will open. In this
window, configure the following:
Frame Rate = Current
Key Frames = All
Compressor Quality = Medium
Data Rate = Automatic
NOTE: Frame rate will be the same as the original.
Every frame will be a key frame which converts a
file that can be easily edited. Compressor quality
at medium and the data rate at automatic will
produce an acceptable movie where the algorithm
will determine how to best convert the movie from
various frame samples from the entire movie.
5.Click OK to save the settings.
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Converting Movies...
Next, configure the Audio settings.
6.In the Audio area of the Movie Settings window,
click on the Settings button. This will open the
Sound Settings window.
7.Set the Format to AAC, the Channels to Stereo
(L R), the Rate to 48,000khz, Render Settings to
Normal, and Target Bit Rate to 128kbps.
NOTE: These audio settings will create a CD quality audio track
in the converted movie. If audio is not important, uncheck
this option in the Movie Settings window and no audio will be
exported. This will make the resulting file smaller, but when
compared to video tracks, audio tracks are extremely small
in size. So, in the long run, not choosing to use audio saves
negligible hard disk space.
8.The last area in the Movie Settings window are
the internet streaming options. If you are going
to use the movie to stream from a file server
on the internet, then you should select the
appropriate settings as defined by the host of
the server. For this example, uncheck Prepare
for Internet Streaming options. For general use
these settings should be turned off.
9.With the Video and Audio check boxes checked
and the Prepare for Internet Streaming unchecked
click the OK button in the Movie Settings
window.
10. In the Save exported file as window, type in a
name and target location to export the file.
11. Click OK to start the conversion process.
After the conversion is complete, these settings
will be saved as the default settings. So, in most
cases, they do not need to be set up again.
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This movie conversion example is very basic and does not fully explore all the options that
are available. This is a very complex topic and for the purposes of this manual, we will not
offer an explanation for every compressor and its various options.
Using the settings described, you will likely find varying results over time. Some movies will
be smaller in file size even though they are similar in length. Other times you will see quality
differences in two similar movies. Because each movie is different in shot, composition
and length, you will have varying results when translated by the compressor’s algorithm
automatic settings. But using automatic settings is a good way to start understanding how
to convert movies.
Here are a few tips to experiment and find what will work for you best for your particular
purpose.
1. Use a short instance to experiment with different settings. Waiting for long conversions
is tedious and you will not always get the desired results.
2. Set the frame size of the movie first. In most situations, 360x240 NTSC or 360x288 PAL
is the right frame size to use. SportsCode Gamebreaker will use the instance movies
window size for the conversion size. There is a great difference in time to convert a
movie that is twice that frame size.
3. If file size is most important, try setting manual data rates. This will guarantee the file
size and forces the conversion to use the same amount of data per frame. Start with
6400 kbps. Automatic settings will find the best data rate which can vary greatly from
movie to movie.
4. Try using different compressors. Use H.264 or Sorenson Video to convert a small clip
and compare the results. Some compressors are better for different types of video.
MPEG-4, H.264 and Sorenson are popular compressors, so sharing these formats will
be compatible with any system running Quicktime 7.0 or greater.
5. Adjusting the key frame intervals can make a big difference when video quality and
size are concerned. Try setting the keyframes to 25 instead of all or 1 frame. Key
frame settings greater than one every frame creates movies that will not be suitable
for coding, editing, and slow motion analysis. Spreading out the key frame intervals, is
recommended when the video will be distributed for playback only via internet or email.
6. Video acquisition is probably the most important aspect to converting movies. If the
video is poor quality to begin with, converting it will not make it better. Try to get the
best copy of the video possible or get proper training on how to use your camera. Fast
panning or zooming can cause conversion results to look very pixelated. To achieve the
best results, avoid quick camera motions.
Drag and Drop Reference Movies
A quick and easy way to create reference movies for batch converting is to drag from the
video in the movie window and drop onto the desktop. This will create a movie clipping
on the desktop. As you drag and drop, rename the movies, so you don’t forget what
video is in each one. Remember to select the segment of the movie in the instance
movie timeline for which you want to create a movie clipping.
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SportsCode Gamebreaker - Operation
Exporting Movies
DV Video Export
If a movie is in the DV format, then you can export using the DV export feature in the main
tool bar. This will export the selected movie to a camera or an analog/digital convertor. If
the movie is in a different format like MPEG-4, it will not export to the external devices.
1.Create the instance movie you wish to export.
2.Select the instance movie, so it is the active window.
3.Set your device to accept digital input.
4.Click on the Export to... button in the main tool bar. If the movie is exporting properly,
the arrow in the icon will change
from yellow to red.
The video will appear
in the camera or the device connected to the convertor.
5.Play your instance movie. If you are exporting to a tape recorder or DVD burner, queue
the movie to the beginning on the computer, press record on the recorder or burner,
then hit play on the computer. For presentation, you can use all the fast forward, fast
rewind, frame by frame, and slow motion features. If you switch instance movies, press
the Export to... button again
to begin exporting.
Video Out Export
When movies are not DV format, the only way to export full screen video to a recorder,
burner, or projector/tv monitor is to use the video out port of the Apple computer. Plug in
the external device using the DVI, Mini-DVI, or Video Out port on the computer. You may
need to use a convertor cable to match the input of the external devices. With the hardware
connected, follow these steps to enable the video to be exported.
1.Open the Display preferences in the System Preferences of the computer. Click on the
blue apple in the upper left corner of the screen, choose System Preferences from the
menu.
2. Click on the Displays icon in System Preferences.
3.In the Display preferences, click on the detect display button. This will export the
desktop to the external device. The image will appear on the external device.
4.There are two ways to export using the display settings. The first is mirroring the desktop,
so that what is on the main screen of the computer is presented. There is a check box in
the display preferences that will turn mirroring off or on. The second is extended mode
where a secondary monitor is available to use as another screen for video export. The
secondary display position can be moved in relation to the primary screen in the display
preferences.
5.If mirroring is enabled, the exact image on the computer will be displayed on the
secondary monitor. This is a common way to set this up as users tend to lose the
mouse on the secondary monitor and find it difficult to manage two monitors especially
when they are not side by side. If extending the desktop to a secondary monitor is used,
an instance movie when presented in full screen will be exported in full screen to that
monitor.
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SportsCode Gamebreaker - Analysis
Overlay Two Movies
Using the overlay feature you can take two
instances and put them on top of each
other to analyse the differences in the
movies.
1.Create two separate instance movies.
2.Choose Overlay instance movies
from the Windows menu in the main
menu bar or press the shortcut
OPTION+COMMAND+Y.
Align Two Overlaid Movies
1.Create the overlaid movies as above.
2.Press the SHIFT+OPTION keys, click in the movie frame and drag the top movie to align
the area of interest with that of the second (lower) movie.
3.When you play the movie the top and lower movies will stay in this aligned position.
Change Transparency Level of Movie Windows
Choose Reduce transparency or Increase transparency from the Windows menu in the
main menu bar. Use the shortcut keys CONTROL+OPTION+9 or CONTROL+OPTION+0, by
pressing these repeatedly you can vary levels.
Flip an Instance Movie
1.Create an instance movie.
2.Choose Flip movie horizontally from the
Windows menu in the main menu bar. The
movie frame will be flipped horizontally,
so a left handed player appears as a
right handed player would.
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SportsCode Gamebreaker - Analysis
Stacking Movies
Two or more instance movies can be stacked in various configurations in one movie window.
The only limiting factors to how many movies can be stacked are the computer’s screen
size and speed. Each angle in the stack movie can be moved around the stack. The stack
configuration can be changed; 1x2, 2x2, 4x1, etc. And any angle in the stack can be played
full screen independent of the other movies in the stack.
NOTE: If you wish to use this feature, we recommend using the most powerful computer that is available. When
stacking 4 or more DV movies together, plan on using a desktop computer not a portable. Playing multiple
movies simultaneously is very cpu and hard disk use intensive.
1.Open a timeline with some coded instances. Find three similar instances to view and
make 3 separate instance movies from each one.
2.Set the playhead on each movie to a point at which all three movies will be in sync. This
might be one second prior to a particular motion or play.
3.With all the sync points set in each instance movie, press COMMAND+Y or choose
Stack instance movies from the Windows menu in the main menu bar.
4.A stacked movie will open up with all three instances in a 3x1 configuration.
5.To change the stack movie configuration, press CONTROL+COMMAND and click in the
stack movie window. Select 1x3 or 3x1 from the pop up menu.
6.To move an angle location in the configuration, press down COMMAND and click and
drag the angle to another location in the window.
7.To view an individual angle in full screen, press CONTROL+OPTION+COMMAND and
double click on the angle in the movie window.
Stacking Timeline Movies
Multiple timelines can be stacked to create a single timeline and linked stack movie. After
capturing and coding multiple synchronous camera angles of an event, each movie can be
merged into a stack. Stacking timelines requires synchronous video. So, it is important
that all captures are continuous through the whole event. Pausing and resuming capture
will cause the movies to be out of sync. We recommend starting capture 1-2 minutes prior
to the start of the event. It is also a good idea to capture audio. Audio is a great way to find
the synchronization point of a movie. If all cameras are not pointed at the same thing when
the event starts, audio can provide great clues to find the actual start point.
Stacking timelines is basically the same process as stacking instances. Find the sync point
in each timeline and position the playhead on each timeline to that point. Choose Stack
timeline movies from the File menu. Name the file and save it. This creates a reference
package for the new stacked timeline, so do not delete the original movies until you have
saved it as a stand alone package.
4.2
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SportsCode Gamebreaker - Analysis
Combining Timelines*
Two or more timelines can be combined back to back, so analysis over multiple movies
can be performed very quickly. The combine timeline process creates a reference package.
A reference package takes up very little space, but remember do not delete the original
movies until the project is finished or saved as a stand alone package.
1.Choose Combine timeline movies from the File menu in the main menu bar.
2.Locate the timelines you want
to combine.
3.Select and add each one in the
order you want them to appear
into the new timeline.
4.With all the timelines added,
press the Combine button.
5.Name the file and save.
Databasing Instances*
Databasing provides an easy method to group specific coded instances into one timeline.
Gamebreaker Plus creates stand alone databases that hold all the code information and
video data for each instance that is exported to it. Databases are a great way to keep only
the information that you code. A neat way to use databases is to create one for each player,
as a season progresses, highlights can be exported into their personal database. By the
end of the season, each player has a highlight reel already made and ready for a dvd.
1. Create a new empty database by choosing Database from the File > New menu in the
main menu bar.
2. Name the database and save it.
3. Open a timeline with the instances you want to export. Select all the instances to be
exported, then press the database button in the timeline tool bar.
4. Target the database to export to, and hit the Export to button.
5. Open a second timeline, select instances, and export them into the same
database. These instances will append to the database. Continue this process
until complete.
*Gamebreaker Plus only
4.3
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SportsCode Gamebreaker - Analysis
Frequency Reports
Analyse Frequencies
This feature allows you to view:
·the number of times each Timeline code was used in the performance.
·how much time those actions took.
·the percentage of the total performance time those actions took.
·the mean time for each action.
1.Choose Frequency from the Analysis
menu in the main menu bar.
2.In the Summary statistics window,
select either All rows or Selected rows.
If you want to analyse selected codes,
make sure you have preselected the
rows in the timeline before you start.
3.Select the destination for the information
in Send output radio buttons, to the
Output Window or to an Excel File.
4. Click OK.
Create an Edit List
An edit list provides you with a complete list of events in play order. Edit lists are great for
creating customized reports in Excel. Using Excels graphs, functions and macros you can
create some very informative reports from the timeline data.
1.Open a timeline with the data to be
exported.
2.Choose Edit list from the File > Export
menu in the main menu bar.
2.Save the edit list to a file name related
to the performance you are analysing
and choose a target location for the
file.
3. Click on Save.
To Copy a Movie Frame to Output
If you want to take a movie frame and transfer it to another application such as Word or
PowerPoint, find the frame of video you want to use in a movie window, Choose Copy movie
frame to output from the Analysis menu in the main menu bar. The frame/picture you’ve
selected will be copied to the output Window. You can now drag a box around the picture
and copy it to the clipboard, from there you can paste it into another application or print
it.
4.4
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SportsCode Gamebreaker - Analysis
Create a Keyframe Output
It is sometimes necessary to find the middle frame of an instance for timing purposes and
analysis of an action. If you want to analyze these key frames and use them in another
application, or print them for a profile folder, first locate the instances which contain the
key frames of interest. Then choose Key frames from the Analysis menu in the main menu
bar.
The Key frames will be copied to the Output Window. You can now drag a box around the
picture and copy it to the clipboard, from there you can paste it into another application
or print it.
Instance Monitor
The Instance monitor allows you to see the contents of an instance at a glance in a
filmstrip style. You can select the number of frames to display as well as the frame size in
relation to the original movie.
Use the Instance Monitor
1. Choose Instance Monitor from the Analysis > Measurement menu in the main menu
bar.
2. This will open the monitor with grey frames because it is not linked to an instance. To
display the required frames of an instance, click on the instance that you want to view,
and select the size and the number of frames you wish to display.
3.To view instances in a row, select the row of interest so all instances are highlighted,
position the playhead where you want to start viewing, press CONTROL+TAB key to
move from instance to instance.
You can move in reverse by pressing
SHIFT+CONTROL+TAB.
Mac OS X Snapshot Features
Here are some shortcuts built in Mac OS X for creating snapshots of the screen or
specific windows.
SHIFT+COMMAND+3 will save a picture of the screen to the desktop.
SHIFT+CONTROL+COMMAND+3 will turn the mouse cursor into cross hairs where you
can click and drag a selector on the image you want to take a snapshot of. It saves the
image as picture on the desktop.
SHIFT+COMMAND+4 will save a picture of the screen to memory, so it can be pasted
into another open window.
SHIFT+CONTROL+COMMAND+4 will turn the mouse cursor into cross hairs where you
can click and drag a selector on the image you want to take a snapshot of. It saves the
image to memory, so it can be pasted into another open window.
4.5
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SportsCode Gamebreaker - Analysis
Drawing Tools
1. Select the pencil
from the Main Tool bar.
2.To draw a straight line, select
. Click on the point of the movie frame where you want
the line to start and drag the line to the desired end point.
3.To create an angle click on the . Click on the point of the movie frame where you
want the line to start and drag the line to the desired mid point of the angle and then
move to the desired end point.
4.To change the colour of the line or angle click on the
.
5.To change the width of the line click on the
��
.
Changing a Drawing Object
1. Select a color from the Color palette.
2.Select the tool you wish to use by clicking on it. This tool will remain active until another
tool is selected or the ESC key is pressed. When the ESC key is pressed the default
selection tool
will become active.
3.Click & drag to draw in a Movie with the active tool.
4.To resize or change a drawing object, click the selection tool then click & drag on the
handles of the drawing object. (Handles are the squares at the ends of the line.)
5.To move a drawing object, click on the selection tool
and click & drag on the object.
6.To change the color of an object select the object, then click on the Color Palette tool
and select the desired color in the palette.
7.To change the thickness of an object, select the object and click the Line Thickness tool
�� and select the desired thickness from the list.
Using the Text Tool
1. Select a color and font size �� for the text.
2. Click on the text tool , then click on the location in a movie where you want to type the
text.
3. Type the text in the text box.
4. To edit the text, double click on the text using the selection tool.
Customizing the Drawing Tool Bar
Most of the drawing tools you may find that you do not use and the wide tool bar can get
in the way when presenting and drawing in full screen. To customize the appearance of the
tool bar, click on the button in the upper right corner of the tool bar. This will reveal a check
box below each tool. Uncheck any tools that you do not wish to see in the tool bar. Click on
the button in the upper right corner to close and save customization.
4.6
Part 4
SportsCode Gamebreaker - Analysis
SportsCode Gamebreaker Drawing Tool Bar
Drawing visibility turned on.
Drawing visibility turned off.
Selection Tool – Select, move, or change drawing objects
Sets the color of the drawing objects.
Type text directly into drawing or video window.
��
Sets the size of the text when text tool is used.
Draws a straight line from point to point.
Draws a straight dashed line from point to point.
Draws a straight line from point to point with an arrow head at the end of the line.
Draws a straight dashed line from point to point with an arrow head at the end of
the line.
Draws a zig-zag line from point to point.
Draws a zig-zag line from point to point with an arrow head at the end of the line.
Draws freehand according to mouse position.
Draws an angle between three points.
Draws a rectangle with no fill color
Draws a rectangle with fill color
Draws an ellipse with no fill color
Draws a dashed ellipse with no fill color
Draws an ellipse with fill color
��
Sets the thickness of the selected drawing tool or object.
4.7
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SportsCode Gamebreaker - Analysis
Drawing Window*
To create movies from pictures of your analysis use the drawing window. The drawing
window will create movies that can be combined with other instances.
1. O
pen a timeline with video, create a new drawing
window by choosing Drawing window from the File
> New from the main menu bar. The new drawing
window will open up in the same size as the front
most movie window. The drawing window should
be the same size as the video that is going to be
combined with it. If they do not match, a portion
of the movie will be grey.
2.Paste images, movie frames and drawings in the
drawing window. Remember to CONTROL click on items to set their layers. Sometimes
objects will be behind other objects. The background can be set by clicking on the
background button in the tool bar and selecting the color in the palette.
3.Save the drawing, set the length of the movie you wish to create, then press the Movie
button. This will save the movie in the target location.
4.From the open timeline, create a few instances. Then, open the drawing movie and use
the Combine instance movie feature. Remember to layer the instances and drawing
movies in the order you want them to play. Cut, Copy, and Paste, instance segments can
be used also.
5.Save the combined movie.
Creating Title Movies
The drawing window is great for creating title movies that you can paste in front of
an instance movie. This lets the viewing audience know what is coming up and helps
keep them focused on the subject of the presentation.
Create a folder called Titles. Open a drawing window, paste your logo in the window,
set the background color, add some drawing objects and color them to match your
scheme. Add some large bold text in the middle of the window and save the drawing
in the Titles folder.
Edit the bold text to match the subject of the instance movie, this might be the row
name. Then, create the movie and save it in the Titles folder with the name of the
bold text. Repeat this process for all the categories of instance movies you will be
presenting. Since it is very common that you will need to use these titles over and
over, they are now created and saved in the Titles folder for future use.
*Gamebreaker Plus only
4.8
Part 4
SportsCode Gamebreaker - Analysis
Create Angles and Measurement Lines
The measurement tools, line and angle, can be found under the Analysis > Measurement
menu. By using known distances in a frame of video, you can accurately measure other
distances relative to a known distance. Known distances that can used in a video frame
are landmarks such as a goal or field marker. You can use the landmark to set the relative
scale of the line tool.
Line Measurement Tool
Choose Line from the Analysis > Measurement menu in the main menu bar.
A line will appear in the middle of the screen. The
200.00
measurement tool has a number of invisible handles
on it. On the line measurement tool there are three
handles to grab. Move the mouse pointer over the
ends of the line tool, the cursor changes to a cross3
hair (1+2). Click on these areas to move that end of
200.00
2
1
the line. Move the mouse pointer over the center of
the line tool, the cursor changes to a finger pointing
(3). Click on this area to move the line tool.
Set the Line Parameters
Press CONTROL and click on one of the lines to set the Line Color, Line Thickness, Vertical
Scale, Horizontal Scale, Make Vertical, Make Horizontal.
Setting the Scale Factor for the Line Length
You can use the vertical and horizontal scale option to scale the lines and angles to reflect
real world values.
·To set the Vertical scale for a movie, move the line over a known measurement in the
movie, select the “Vertical Scale Option” and type in the real world value.
·To set the horizontal scale for a movie, move the line over a known measurement in the
movie, select the “Horizontal Scale Option” and type in the real world value.
All angles and lines should be recalibrated accordingly.
The biomechanical measurement tool can be used either on the preview movies or in full
screen mode – where greater precision of measurement is available, because of the larger
picture size.
The line tool is most effective for movies where the camera is fixed and does not zoom in
and out.
4.9
Part 4
SportsCode Gamebreaker - Analysis
Angle Measurement Tool
Choose Angle from the Analysis > Measurement menu in the main menu bar.
An angle will appear in the middle of the screen.
1
The measurement tool has a number of invisible
handles on it. On the angle measurement tool
there are five handles to grab. Move the mouse
pointer over the ends of the line tool, the cursor
changes to a cross-hair (1+2+3). Click on these
4
areas to move the ends of the angles and the
vertex. Move the mouse pointer over the middle
of either arm, the cursor changes to a finger
90.00
pointing (4+5). Click on this area to move the
5
2
angle tool.
3
The Measurement tools can be cleared by right clicking on the tool and selecting delete
or delete all.
Scoreboard Intercut Movie
1.Capture and code the master movie, commonly the sideline angle.
2. Simultaneously capture the movies from the other camera locations.
3.Open all the timelines to be used in the intercut.
4.Set the timeline cursors at the same start point in all timelines.
5.In the master timeline select the rows containing the instances
intercut.
6. From the Main menu line select Analysis > Intercut.
to
4.10
Part 4
SportsCode Gamebreaker - Analysis
Using a Remote Control
The Commando Pro USB remote control and the Apple Remote can be used in various ways.
These peripheral products are great tools for the locker room or boardroom presentations
of coded video.
Each of these remotes can be customized in the software preferences.
Each button on the remote can be assigned a movie, drawing tool, or code button hot
key function. Click on the button type drop down and select from Code, Movie, or Drawing
button.
Code buttons can be assigned to match hot keys in a code input window. When the button
window is open and in code mode, the button can be pressed on the remote and it will push
that button in the code window.
Movie buttons are the various playback features of the software that
can be performed in a movie window using the keyboard shortcuts.
Drawing buttons will enable different drawing tools in the drawing
tool bar. This is very handy when presenting in full screen.
NOTE: The Commando Remote must be plugged in prior to launching the software and should not be unplugged
until after the software is quit.
4.11
Part 5 Index
Index
A
Angles 4.9
Auto save 2.4
B
Button
Code 1.1, 1.2, 1.8, 3.1, 3.2, 3.4, 3.5, 3.6, 3.8, 3.10, 3.11, 3.13, 3.19, 3.20, 3.23, 3.24,
3.25, 4.11
Duplicate 1.7, 1.8, 3.10, 3.23
Edit 1.1, 1.6, 3.3, 3.4, 3.7, 3.8, 3.9, 3.21, 3.23, 3.31, 3.32, 4.4, 4.6
Graphic 3.2, 3.4
Layers 3.10
Title 1.2, 1.3, 1.4, 3.2, 3.3, 3.4, 3.5, 3.9, 3.10, 3.25, 3.27, 4.8
C
Capture 1.1, 1.2, 1.4, 3.6, 3.12, 3.13, 3.14, 3.15, 3.17, 3.18, 4.10
Code 1.1, 1.2, 1.8, 2.2, 3.1, 3.2, 3.4, 3.5, 3.6, 3.8, 3.10, 3.11, 3.13, 3.19, 3.20, 3.23,
3.24, 3.25, 4.11
Code Button 1.2, 3.2, 3.10, 3.25
Code Window 1.2, 3.1, 3.10, 3.11
Combining Timelines 4.3
Commando 4.11
Converting 3.33, 3.34
Custom Lead Time 3.7
D
Database 1.2, 4.3
Default Lead Time 3.7
Dongle 2.1, 2.2
Drawing Tool Bar 1.4, 4.6, 4.7
Drawing Window 4.8
DV Video 3.36
E
Edit List 4.4
Equalize video and sound 2.4, 3.15
Exclusive Links 3.5
Export 1.4, 3.33, 3.36, 4.3, 4.4
5.1
Part 5 Index
F
Frequency Reports 4.4
Full screen 1.4, 1.6, 1.7, 3.30, 3.36, 4.2, 4.6, 4.9, 4.11
H
Hot Keys 3.8
I
Instance 1.2, 1.6, 3.7, 3.18, 3.21, 3.22, 3.28, 3.29, 3.30, 3.31, 3.32, 4.1, 4.5
Instance adjustments 3.18, 3.22
Instance Edit 3.21
Instance Monitor 4.5
Intercut 4.10
K
Keyboard Shortcut 1.5
L
Lag Time 1.3, 3.7, 3.8
Language 2.2, 2.3
Lead Time 1.3, 3.6, 3.7
Line 3.13, 4.6, 4.9
Lines 4.9
Links 3.5
Loop 1.4, 3.30
M
Movie 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 2.4, 3.1, 3.2, 3.6, 3.7, 3.11, 3.12, 3.13, 3.14,
3.15, 3.16, 3.17, 3.18, 3.19, 3.20, 3.21, 3.26, 3.27, 3.28, 3.29, 3.30, 3.31, 3.32,
3.33, 3.34, 3.35, 3.36, 4.1, 4.2, 4.4, 4.5, 4.6, 4.8, 4.9, 4.10, 4.11
MPEG-4 3.33, 3.35, 3.36
N
Nudge 1.6, 3.16, 3.18
O
5.2
Part 5 Index
Output 4.4, 4.5
Overlay 1.6, 4.1
P
Package 1.3, 2.3
Populate 3.6
Preferences 1.8, 2.3, 2.4, 3.17, 3.36
Present Movie 1.4
R
Reference Movies 3.35
Registration 2.1, 2.2
Dongle 2.1, 2.2
Online 2.1, 2.2
Remote 3.8, 4.11
Row 3.22, 3.23, 3.24, 3.28
S
Shortcut 1.5
Snapshot 4.5
Sort 3.25
Sound 3.12, 3.13, 3.15, 3.16, 3.34
Stack 1.6, 4.2
Synchronization 3.15, 3.16, 4.2
T
Timeline 1.3, 2.4, 3.6, 3.19, 3.20, 3.21, 3.22, 3.24, 4.2, 4.4
Title 1.3, 3.2, 3.5, 4.8
Trim 3.21
V
Video Out 3.36
Volume 1.4, 3.30
5.3
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