16 Dicembre 2018

The three ClassX Template Editors
What are Graphic Template Editors?

Sooner or later you´ll want to optimize the way you create the graphics you show on air; you need graphic templates every time you want to show different data with the same looks; maybe the data is created in real time by an external application or is taken from a specific database or feed...

ClassX Template Editors all have an integrated DataSource Editor; this means you can associate any object in the graphic template (text box with letters, numbers, pictures, shapes, videos etc) to an external data source.

The types of data sources are: txt, csv, xls, rss, database (MYSQL, SQLSERVER, ORACLE SQL, MSACCESS), Social Network, JSON, XML, manual... and the good news is that it is all integrated into the Template Editors; no need to worry about purchasing an extra add-on.

Find out which ClassX Template Editor has the key spec that you were looking for. Bare in mind that the flexibility of ClassX applications is really great: you may open a project created in a different Editor from the one you are using. Try opening a CastaliaCG project in the real-3D Environment of CoralCG and adjust it to fit your needs with all the new properties you can apply on it. You´ll be amazed.
The smoothest definition for your live graphics, the easiest approach to broadcast animation ever.
A brilliant, razor sharp defined 2D vector graphic template editor for everyone.
Immagine the 3D vector template editor of your dreams. Turn your ideas into concrete, robust live broadcast graphics. Innovation is in front of your eyes, immersed into the real-3D environment where everything is possible.
The fastest path to live broadcast graphics. Squeeze the power out of your pixels creatively. This bitmap 2.5D graphic template editor will stun you with special effects on any picture or video.
ClassX Template Editor features
Vector graphic engine This graphic engine is based on vector graphics. Vector graphics are defined in terms of 2D or 3D points, which are connected by lines and curves to form polygons and other shapes. Each of these points has a definite position on the x-, y and/or z-axis of the Positioning environment and determines the direction of the path. Each path may have various properties including values for stroke color, shape, curve, thickness, and fill. The end effect is that there is no aliasing along the edges which could result in digital artifacts, the color gradients are all smooth, and the user can resize the image infinitely without losing any quality. The vector engine handles graphics as vectors and wil rasterize images only at the very last point, when the image is sent into the output device as a frame.
Bitmap graphic engine This graphic engine is based on bitmap graphics. Raster graphics or bitmap image is a dot matrix data structure that represents a generally rectangular grid of pixels. Raster images are stored in image files with varying formats (e.g. png, jpg, bmp). Raster graphics are resolution dependent, meaning they cannot scale up or down to an arbitrary resolution without loss of apparent quality. This property contrasts with the capabilities of vector graphics, which easily scale up to the quality of the device rendering them. Raster graphics deal more practically than vector graphics with photographs and photo-realistic images. The bitmap engine handles the graphics as bitmap during the whole calculation process and will create a bitmap frame that will be sent to the output device.
3D Environment The Positioning Panel has a real 3D environment that the user can turn and explore as he wishes with the editing camera. A Skybox can be loaded as environment and the light and environmental colours will condition the looks of the inserted objects, depending on their properties.
2.5D Environment The Positioning Panel has a 2D environment but the single inserted objects can be handled on their x, y and z axes thus creating a 3D looks of it.
2D Environment The Positioning Panel has a 2D environment, there is no z axis to move objects on or to rotate on.
Timeline A timeline for the scene and any inserted object will be important for creating an animation, the duration of which can be defined by the user. Keyframes defined by the user along the timeline will define the animation for the object; the graphic engine will interpolate the looks, properties and position of the object from one keyframe to the next one.
Timeline library The Timelines of single objects can be saved and retrieved from a dedicated library.
Environmental light A spotlight or an environmental light can be turned on in order to shed light onto the desired objects.
Texture A texture can be an image or a video that can be wrapped onto the desired object.
Objects library Frequently used objects are handy to be stored in the useful Objects Library, in order to retrieve them and have them ready for any future project.
Materials The material of an object will influence the way it reflects the light and therefore the final looks of it.
Styles on text There are some preset graphic styles that can be set onto the text object and the user can create custom styles that he can retrieve from this library.
Cascade The text object can be rendered to be split by lines, words or even single characters; in the latter case a cascade effect is useful for creating e.g. the typewriter-like creation of the text, glyph by glyph. Also a group of shape objects can be animated to get in or out with the cascade effect.
Filters Filters can be applied onto objects for its incoming and outgoing animations with various masks for turning it from transparent to visible or vice versa.
Connect objects Two objects (e.g. a text object and a shape object) can be connected so that the latter will automatically resize itself to the same size as the first one.
Colour on Keyframe The colour of an object can be linked to the property of a keyframe; therefore the colour of the object can vary along the timeline.
DataSource Editor A complex DataSource Editor is integrated into the Template Editors; any object, even textures, can be connected to an external datasource and therefore change accordingly to the changing of the data source. This DataSource Editor is able to handle a long list of datasources and can make queries on databases or xml, json streams.
Layouts Objects and groups can be layouted automatically according to their size, visibility and hierarchy. This feature is extremely important for the realization of dynamic lists and to visually layout any kind of graphic without touching keyframes and positions.

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