Home
Dazzler User Guide
Contents
1. Play Items Controllers 3 5 2 Sample Play Random Images RandomScheduler root spark Random playing of all images in a folder for an indefinite number of iterations All images will play in each iteration A different order of images will be set each time lt AdTracker AdName Manual_Samples RandomScheduler gt lt RandomScheduler RandomType NoRepeats NumberOfChildrenToSchedule 0 NumberOfIterations 0 ReselectEverylIteration True gt lt Directory Name Images Filter Duration 5 gt lt RandomScheduler gt lt AdTracker gt GesbureTek Play Items Controllers 3 6 SelectionScheduler This is a Controller play item that will play one specified child play item from a series The selected child item will run for the duration specified within that item s Duration 20 attribute It is essential that you understand the Duration 20 attribute before using the SelectionScheduler 3 6 1 Attributes ItemToPlay Default Specifies which child play item to play Value Specifications Type Integer Range 0 and up Default 0 The first item is designated as 0 the second item as 1 etc NumberOfliterations Default Sets how many times the scheduler will loop over its series of child play items The default setting of 0 will cause it to loop indefinitely Value Specifications Type Integer Range 0 and up Default 0 Notes 1 The selected child play item will run the specifi
2. WaterFX_Sample6 root spark lt AdTracker AdName Manual_Samples WaterFX_Sample5 gt lt WaterFX Density 0 99 Speed 0 1 RefractionFactor 1 0 Height 0 05 InteractionMethod solid gt lt Image name Images bg_blue jpg gt lt WaterFX gt lt AdTracker gt den GesbureTek Play Items Effects 4 19 7 Sample WaterFX Thin Gel Creates a thin gel effect WaterFX_Sample5 root spark lt AdTracker AdName Manual_Samples WaterFX_Sample6 gt lt WaterFX Density 0 92 Speed 5 0 RefractionFactor 2 0 Height 0 05 InteractionMethod Solid gt lt Image name Images bg_blue jpg gt lt WaterFX gt lt AdTracker gt den GesbureTek Play Items Effects 4 20 WaterMask This Effect play item is no longer supported Using the improved WaterFX 120 play item instead is recommended This effect is identical to the WaterOverlay at effect except it limits which areas of the presentation are affected Specifying a DensityMap image 64 x 64 RGB 24 or 32 bit greyscale image allows you to create variable density over the surface of the water effect The shade of the DensityMap image controls which areas of the presentation will be affected by the Density attribute of the WaterMask The more white the color the less the effect will use the value set in the Density attribute using pure white will result in no water movement at all The darker the color the more the effect will us
3. Dependent Dependent attributes are similar to Default attributes except that they are only in effect when the Optional attributes they are dependent on are listed In that case if the Dependent attribute is not listed its default value will be used See actual play items for more information Attribute Value Types Attribute values must be specified in a format in keeping with its particular type Boolean Logical values as in True or False Yes or No On or Off 1 or 0 Where Boolean values are specified any of the above logical choices are allowed Decimal Decimal numbers Enumerated Text value based on a list of options FilePath Requires a folder or file name location All file and folder names must be comprised of letters numbers underscores and dashes only Integer Whole numbers No decimals String A series of characters such as ABCD Working with Attribute Values It is important to remember that Dazzler play items are affected by various combinations of attributes and their values Some attributes affect a play item in an absolute way e g a particle moving across the screen in a particular direction at a particular speed while others do so in a relative way a more watery or less watery appearance Each attribute is described under each play item Several play item attributes allow for very high or infinite values Even though these high values are supported by the software they are dependan
4. Specifies in seconds how long automatic fade out will take if and when AutoFadeoutStart begins Value Specifications Type Decimal Range 0 0 and up Default 2 0 Setting the value to 0 0 sets the attribute to its default value If instant fade out is desired set the value to 0 01 AutoFadeoutStart Default Specifies the amount of seconds prior to the termination of the play item that all remaining particles will begin to automatically fade out Value Specifications Type Decimal Range Greater than 0 0 Default 0 0 This attribute should only be used when ParticlesInteractVapor is inside SequentialScheduler 39 The default value of 0 0 effectively turns this attribute off BlendMode Default Controls the blending of overlapping particles Normal prevents color bleeding and saturation Value Specifications Type Enumerated Options Normal or Saturate Default Saturate FadeoutDuration Default How long in seconds it will take for a particle to fade out once fade out begins The higher the value the longer the fade out sequence will be Value Specifications Type Decimal Range 0 0 and up Default 1 0 ger GestureTek Play Items Effects FadeoutForce Default Controls the amount of force needed to apply to the particles before fade out begins The higher the value the greater the amount of force is required before fade out begins Value Specifications Type Decimal Range 0 0 10
5. TransitionDelay Default Sets the amount of time that interaction will be disabled once the successive play item has been completely revealed This enables the user to see the revealed content for the time specified before starting to reveal the next item Value Specifications Type Decimal Range 0 0 and up Default 2 0 WipeSoundPath Optional Specifies the path to a folder containing one or more sound files that will play randomly if there is more than one sound file as wiping occurs Files must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath WipeVolume Dependent Sets the volume for the files specified by the optional WipeSoundPath attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 Notes When this play item is within a SequentialScheduler 3 and the Loop attribute is set to False the play item will upon its final transition terminate thus allowing the next play item within the SequentialScheduler 3 to start regardless of the value of the Duration 20 attribute For example if a WipeRevealExpand play item inside a SequentialScheduler 39 has its Duration 20 value set to 30 seconds and its Loop value set to False but it only takes 12 seconds to display all of its child play items then WipeRevealExpand will end after 12 seconds and the SequentialScheduler s will immediately move on to
6. Default True MaxSound Dependent If SoundPath is specified controls the maximum number of sounds that will play simultaneously Value Specifications Type Integer Range 1 64 Default 12 MinSoundDelay MaxSoundDelay Dependent If SoundPath is specified these two attributes control the delay in seconds between the playing of sound effects Setting the same values for both minimum and maximum will force the sounds to play at regular intervals Setting different values will create a random delay Value Specifications Type Decimal Range 0 0 and up Default MinSoundDelay 0 05 MaxSoundDelay 2 0 ger GestureTek Play Items Effects ShrinkSpeed Default Sets how long in seconds it takes a cracked piece to shrink once the FadeThreshold value is reached Value Specifications Type Decimal Range 0 0 and up Default 1 0 SplitMin SplitMax Default These two attributes control the shape variation of the cracked pieces A value of 0 5 creates rectangular shapes The more the values are less than or greater than 0 5 the more skewed the shapes will be The wider the minimum maximum range the greater the variety of shapes The more narrow the minimum maximum range the more uniform the shapes will be Setting both SplitMin and SplitMax to either 0 0 or 1 0 results in no cracking Value Specifications Type Decimal Range 0 0 1 0 Default SplitMin 0 3 SplitMax 0 4 TopLeft TopRight BottomRight BottomLe
7. User Guide Documen tation Version 1 6m29 GesbureTek Table of Contents Introduction 1 Copyright and Legal Matters cece cece cee terre terrae tae seeeetee eae taeneseeseetaetanees 2 Starting 0 54 Geet eee re ee cer ee eee re A EA E E ia 2 D z l r SOU aia acta ates nats nant asa agen eee a een 3 Command Line GROS Sieger engEeen erter gheet ergeet 5 Multiple reegen 6 Setting Up Multiple Displays cccccsececsseeeceseeteeeneneneetaneeeteesensneneneseeteneetsnetensneeeeeeseneneetaes 6 le le EE 7 To configure settings for multiple displays ooo eee ccceecccceeeeceseeeeeceeseeeeeeeseueeeeessauaeeeseaeaeees 8 TG Select a e E 11 To adjust Universal Blending Interface SettingS ccccccccccecccecccececucececececeuaceuacecacenecenass 14 To adjust Color Balance Interface settings 20 ieee cceecccceceeeeceeseueeceeeuaeeeeeseueeeeeeeueaeeeesnaees 15 Dazzler E CG 16 Exiting Dazzler aniano eege 16 About Play Items Gi Play Item GH BEER 18 Setting Color Vales i seenereesEsteegEekeEaCNeAEEEEEEEEEE ENEE geen 19 The Duration Attrtbute cece eee e cere eeeee tenes eeee seers tenes cnet eceeseneeeneeeseeseaeesneeeeeees 20 Using the Duration attribute cccccccceeeeeeeeeeee cece eeeeeeeeeeeeeeaaaeaaaeeeeeeeeeeaaeaaaeeeeeeeseeeaaengeeeeenees 20 R nning PN ay HIS ace eet E 22 Spark Pubes sir e eesriie eri E ATE iei En iia EEEa iN Ei Eiaeia 22 Nest d Play tems iee eae a aaaea SE e iea EAEn 25 U
8. gt lt WaterFX gt lt ShaderFilter gt lt ChildPlayer gt lt AdTracker gt ger GestureTek Play Items Effects 4 5 3 Sample Keyed Flash File Over Thick Gel Creates a keyed Flash file over a thick gel effect The Flash file is an interactive donut on a white background which has been rendered transparent A tolerance value of 0 5 is used to remove the edges of the donut The donut is layered over a WaterFX play item that is set to look like thick gel over a chocolate like background ColourKeying2 root spark lt AdTracker AdName Manual_Samples ColourKeying2 gt lt ChildPlayer gt lt WaterFX Density 0 99 Speed 0 1 RefractionFactor 1 0 Height 0 005 InteractionMethod Solid gt lt Image Name Images choco jpg gt lt WaterFX gt lt ShaderFilter Name VisualFilters ColourKkKeying pso g_vKeyClr 1 0 1 0 1 0 g_fClrTolerance 0 5 gt lt FlashFile Name Swf donut swf gt lt ShaderFilter gt lt ChildPlayer gt lt AdTracker gt ger GestureTek Play Items Effects 4 6 FishSwarm This is a swarm Effect play item in which multiple instances of an animated sequence move about the presentation area The number of entities and various aspects of their behavior may be set 4 6 1 Attributes FishCount Default Specifies the number of entities that will appear Value Specifications Type Integer Range 1 256 Default 20 The number of entiti
9. 5 3 FlashFile This is a Player play item that will run a Flash SWF file Notes 1 File will be displayed full screen regardless of actual dimensions 2 For more information on using Flash files with Dazzler see the GestureTek Flash SDK documentation or contact your GestureTek reseller 5 3 1 Attributes Name Required Specifies the Flash SWF file to play Notes 1 Flash files must be registered using the GestureTek Flash Register security application The GestureTek Flash SDK outlines a technique for adding interactions between the user and Flash objects For more information see the GestureTek Flash SDK documentation or contact your GestureTek reseller 2 If the FlashFile play item is placed within a Scheduler the Duration 20 attribute setting will have precedence over the length of the Flash file In other words if a specified Flash file is 55 seconds in length and the Duration 20 attribute is set to 30 seconds the FlashFile play item will stop after 30 seconds 3 File names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath 5 3 2 Sample Display Flash File Plays a Flash file FlashFile root spark lt AdTracker AdName Manual_Samples FlashFile gt lt FlashFile Name Swf welcome swf gt lt AdTracker gt den GesbureTek Play Items Players 5 4 Image This is a Player play item that displays a single image file T
10. Controls the amount of force applied to a particle upon motion detection or collision The higher the value the more force is applied Force is accumulative When continuous non stop interaction is applied to a particle the amount si E will increase For example pushing instead of hitting a particle will increase the force applied Value Specifications Type Decimal Range 0 0 100 Default 10 0 MaxSounds Dependent When sounds are specified controls the maximum number of concurrent sound effects Value Specifications Type Integer Range 1 1024 Default 16 ParticleCount Default Specifies the number of particles to display Because precedence is given to the even distribution of particle images if the ParticleCount is not a multiple of the number of particle images available the actual number of particles displayed will be adjusted to ensure equal distribution of images When the Collision attribute is set to True a high ParticleCount value relative to the available screen area could return unexpected results Value Specifications Type Integer Range 1 16383 Default 250 ger GestureTek Play Items Effects ParticleTexturePath Required Specifies the path to the folder which contains the image files upon which the particle image is based Notes 1 Path must specify a folder only Whether using one or more image files place them in the specified folder 2 The particle image files cannot exce
11. Default Sets a collision radius around each particle This controls the points around the particle that react to motion detection and depending on other relevant attribute settings to boundary and particle collisions as well In most cases the radius should be set to surround the particle texture image as closely as possible Notes 1 A value of 0 0 attempts to automatically calculate a radius based on the ParticleWidth and ParticleHeight values 2 If the dimensions of a particle texture are considerably smaller than the dimensions of the image file it is part of it is recommended to enter a value that is as precise as possible 3 When using Boundarylmage and or when Collisions is set to True particles will be arranged based on the specified radius Depending on the radius value and number of particles the particles may spawn in a grid layout and may stack on top of each other Value Specifications Type Decimal Range 0 0 1204 0 Default 0 0 ParticleTexturePath Required Specifies the path to the folder which contains subfolders which in turn contain the image files upon which the particle image files are based The animations are created by sequencing through the images in each subfolder Non animated particles may be created using the NonAnimatedParticlePath attribute Notes ch Path must specify a folder only 2 Specified folder must have at least one subfolder with images Do not place any images in the sp
12. Manual_Samples WipeRevealNormal gt lt WipeRevealNormal AlphaFactor 255 CompletionThreshold 0 7 TransitionDelay 2 0 Loop true CompletionSound Sounds completion wav CompletionVolume 1 0 gt lt Image Name Images metal jpg gt lt Image Name Images marble jpg gt lt WipeRevealNormal gt lt AdTracker gt ger GesbureTek Play Items Effects 4 24 WipeRevealReset WipeRevealReset is an Effect play item that works with two child play items with the first item completely covering the second Upon motion detection the second item is revealed in the area of motion detection only When motion is no longer detected the affected area closes up and is covered by the first item again ScreenXtreme Users See the special WipeRevealReset sample using the KeyedCameraViewer WipeRevealReset Including Video 16h 4 24 1 Attributes The overall reset effect is controlled by the combination of the ContractionAmount attribute and the Decrement attribute For best results it is recommended to set both of these attributes to at least 100 AlphaFactor Default Controls how much of the secondary play item is revealed per motion detection The higher the setting the more the item is revealed upon motion Value Specifications Type Integer Range 1 255 Default 64 ContractionAmount Default Controls how quickly in pixels per second the revealed area contracts closes up over the second
13. Options LOOP ONESHOT PINGPONG TOUCHLOOPRESET TOUCHONESHOTRESET or TWOSHOTDELAY Default LOOP BlendMode Default Controls the blending of overlapping particles Normal prevents color bleeding and saturation Value Specifications Type Enumerated Options Normal or Saturate Default Normal BoundaryHitSound Optional If Boundarylmage is active Boundarylmage path is specified and EnforceBorders is set to fue specifies path to a sound file that plays whenever a particle collides with a boundary File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath BoundaryHitVolume Dependent Sets the volume for the file specified by the optional BoundaryHitSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 Boundarylmage Optional An optional boundary image may be specified in order to limit where the particles will initially appear If the EnforceBorders attribute is set to True then the particles will always stay inside those areas set by the boundary image Particles will appear in any area in which the boundary image s alpha channel is set to 0 fully transparent When the play item begins it will attempt to place all particles within those areas specified by the boundary image In some cases particles may appear outside the boundary area ger GestureTek Play Items Ef
14. Value Specifications Type Decimal Range 1 0 1000 0 Default 10 0 KineticFriction Default Controls the amount of resistance applied to particles upon movement A value of 0 0 specifies no resistance Value Specifications Type Decimal Range 1 0 100 0 Default 1 0 MotionBlur Default Controls the amount of blur applied to particles upon interaction Value Specifications Type Decimal Range 0 1 0 9 Default 0 1 ger GestureTek Play Items Effects ParticleRadius Default Sets collision points around each particle that react to motion detection In most cases the radius should be set to surround the particle texture image as closely as possible Value Specifications Type Decimal Range 0 0 1024 0 Default 0 0 A value of 0 0 attempts to calculate a best radius based on the dimensions of the particles If the dimensions of a particle texture are considerably smaller than the dimensions of the image file it is part of it is recommended to enter a value that is as precise as possible ParticleTexturePath Required Specifies the path to the folder which contains one of more image files upon which the particles are based The particle image files cannot exceed 1024x1024 in size and image files in the same folder must all be the same size Image file names must be comprised of letters numbers underscores and dashes only Images must be 28 bit RGB or 32 bit RGBA files Value Specifications Type
15. WaitForMotion Af den GesbureTek Play Items Controllers 3 1 AttractLoopScheduler This is a Controller play item that allows for two different Child Play items to run the first when no motion is detected the second only upon motion detection Notes The play item that will run when there is no motion detected must be listed first As soon as motion is detected the second play item will run If motion is detected at the same time as the AttractLoopScheduler starts then the second item will display right away Nested play items are permitted within either child play item It is not recommended to place an AttractLoopScheduler play item inside an Include play item as it will return unexpected results 3 1 1 Attributes Duration 20 Default Specifies in seconds how long the second play item motion detected will continue to run once motion is no longer detected Value Specifications Type Decimal Range 0 0 and up Default 0 0 3 1 2 Sample Simple AttractLoopScheduler Creates a simple attract loop using two Image play items The first item will display only when there is no motion detected When motion is detected the second item will display until no motion is detected for 5 seconds at which time the first item will display AttractLoopScheduler root spark lt AdTracker AdName Manual_Samples AttractLoopScheduler gt lt AttractLoopScheduler duration 5 gt lt Image Name Images red_curta
16. maximum values will cause all particles to be the same size Using various values creates a wide variety of particle sizes If a minimum value is set greater than a maximum value then the minimum value will be adjusted to be the same as the maximum value Value Specifications Type Integer Range 1 1024 Default 16 ParticleTexturePath Required Specifies the path to the texture image file s upon which the particle images are based Path may be to one file to a folder of assorted images a folder of subfolders or a combination of assorted images and subfolders If subfolders have multiple images they will play in sequence recommended for animations Notes 1 The file must be a 32 bit ARGB file 2 Image file names must be comprised of letters numbers underscores and dashes only 3 Transparency is supported via image alpha channel 4 The particle image files cannot exceed 1024x1024 in size and if they are part of an animation they must all be the same size Value Specifications Type FilePath SoundEffectPath Optional Specifies path to a folder containing one or more sound files that will play randomly if there is more than one sound file as particles are emitted Files must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath ger GestureTek Play Items Effects SpawnMethod Default Defines how the emitt
17. 0 and up Default 2 0 FadeTime Default Controls how long in seconds the actual fade transition takes Value Specifications Type Decimal Range 0 0 and up Default 3 0 Loop Default Sets the loop control for the entire AlphaTransition play item When set to True the last child play item will fade to reveal the first item in the child play item list and continue through the other items as long as the AlphaTransition play item is active If set to False the AlphaTransition play item will stop when the last child play item is revealed Value Specifications Type Boolean Range True or False Default True Notes When this play item is within a SequentialScheduler and the Loop attribute is set to False the play item will upon its final transition terminate thus allowing the next play item within the SequentialScheduler zg to start regardless of the value of the Duration 20 attribute For example if an AlphaTransition play item inside a SequentialScheduler 39 has its Duration 2 value set to 30 seconds and its Loop value set to False but it only takes 12 seconds to display all of its child play items then AlphaTransition will end after 12 seconds and the SequentialScheduler zg will immediately move on to its next play item gt GesbureTek Play Items Effects 4 3 2 Sample Simple AlphaTransition Creates a fade transition between two Image play items that loop indefinitely Each item rema
18. 1024 x 768 When changing Full screen resolution it may be necessary to close down Dazzler and restart in order for your new settings to take effect 3 If you are running Dazzler on a separate computer from the tracker select the Use Network Monitor check box 4 In the Network port to monitor field enter the port number that Dazzler will monitor if different from the default port 10191 5 When you are finished making changes to Dazzler Setup click OK to close the menu and start Dazzler v Dazzler will start in Windows mode To change to Full Screen mode wait until Dazzler is running and press Alt Enter If your GestureTek product includes a Control Panel the Active Sequence will run each time the Control Panel is started regardless of what file has been called for in Dazzler Setup The file specified in Dazzler Setup will only run from Dazzler Setup For more information about Dazzler s network capability contact your GestureTek reseller den GesbureTek Introduction 1 4 Command Line Options Starting the Tracker and Dazzler using the default Spark file Normal Method Starts the Tracker waits for the autostart countdown to complete starts camera and then starts Dazzler If Dazzler is shut down the Tracker will continue to run From the Windows command line enter TrackerPath Tracker exe startdazzler TrackerPath is the folder path to your Tracker program file Tracker exe is the name of
19. 5 2 3 To adjust Universal Blending Interface settings 1 Tab to the Universal Blending Interface See figure below Enable Blending Pixel Overlap Power Luminance Red Gamma Green Gamma Blue Gamma Uncropped Save Defaults 2 Use the down arrow to highlight the Pixel Overlap setting and the left and right arrows to adjust the value of the setting The goal is to line up the checkered areas the colored bars and the circle in the Color Alignment blending interface so that the overlap area appears as one seamless sharp image The minimum recommended Pixel Overlap is 96 Page Up and Page Down adjust the values by 0 10 Left and right arrows adjust the values by 0 01 3 Adjust Power to increase or decrease the fading out effect of the overlap area of the image A value that is too high will leave a very bright or very dark line in the center of the overlap area A value that is too low will leave a wider though less bright or dark area in the center The minimum value is 0 0 maximum is 10 0 Default value is 1 0 4 Adjust Luminance only if there is a very pronounced brightness or darkness in the overlap area Values lower than 0 5 will darken the area Values higher than 0 5 will brighten it Default value is 0 50 and would rarely need to be changed 5 Adjust the Red Green and Blue Gamma settings so that the blended area of the image appears to have the same level of brightness as the rest of the image Each color channel
20. Dazzler or if you have some other reason for wanting to see your mouse pointer the following steps should be taken To display the mouse pointer 1 Open the dazzler cfg file in a text editor such as Notepad the dazzler cfg file is located in the Config folder 2 Find the following line HideMouselnFullScreen True 3 Change True to False and save the file To hide the mouse pointer 1 Open the dazzler cfg file in a text editor such as Notepad the dazzler cfg file is located in the Config folder 2 Find the following line HideMouselnFullScreen False 3 Change False to True and save the file Care should be taken when editing the dazzler cfg file as incorrect entries could render Dazzler inoperable Create a copy of your existing file before editing Any changes to the dazzler cfg file will affect Dazzler no matter which tracker is used den GesbureTek Dazzler ActiveX Control 8 8 1 Dazzler ActiveX Control The Dazzler ActiveX Control allows you to display Dazzler within Internet Explorer The Dazzler ActiveX Control only works with Internet Explorer and may require version 7 or higher Using Dazzler ActiveX Control Insert the following code within the body section of the HTML page Substitute where indicated lt object id idname where idname is a unique identifier width Enter desired width in pixels or percentage height Enter desired height in pixels or percentage classid
21. False EnableRotation True EnforceBorders True gt lt Image Name Images bg_moon jpg gt lt ParticlesInteract gt lt AdTracker gt gt GestureTek Play Items Effects 4 14 ParticlesInteractAnimate This is an Effect play item that causes onscreen animated or non animated elements particles to react to motion detection The animating of this play item is not a reference to screen movement which is common to all particle play items but rather to how the particle itself is an animation Attributes control the amount of particles and their behavior The specified number of particles appear on screen as soon as the effect begins and are displayed over appropriate child play items The particle image files cannot exceed 1024x1024 in size and they must all be the same size Image file names must be comprised of letters numbers underscores and dashes only ScreenXtreme Users See the special ParticlesInteractAnimate samples using the KeyedCameraViewer ParticlesInteractAnimate with Video 153 Popcorn with Video 157 4 14 1 Attributes AbsoluteAnglen Dependent If a corresponding particle uses the AbsolutePositionn attribute this attribute allows for the setting of the angle in which the particle will move upon interaction Angle is calculated in degrees with zero 0 set at the 3 o clock position and increasing in a clockwise direction Value Specifications Type Decimal Range 0 0 360 0 Defau
22. FilePath ResetForce Default Specifies the amount of force applied to particles once they are in motion as they attempt to return to their original positions Value Specifications Type Decimal Range 1 0 1000 0 Default 2 0 A setting of 0 0 will cause the particles to only move upon interaction They will not attempt to return to their original positions TopLeft BottomRight Default Specifies in pixels the x and y screen coordinates of the top left and bottom right corners of the particle grid This allows you to create a grid smaller than your entire screen area The overall grid dimensions will affect particle size The default settings cause the grid to cover the entire screen Value Specifications Type Integer Range 0 to your maximum screen resolution as specified in your Dazzler configuration dazzler cfg Default 0 ger GestureTek Play Items Effects 4 16 2 Sample ParticlesReset Creates a 16 X 12 particle grid that will reset following interaction ParticlesReset root spark lt AdTracker AdName Manual_Samples ParticlesReset gt lt ParticlesReset GridWidth 16 GridHeight 12 ParticleRadius 0 0 ParticleTexturePath Images ParticlesResetTiles InteractionForce 10 KineticFriction 1 0 ResetForce 2 0 MotionBlur 0 8 TopLeft 0 0 0 0 BottomRight 0 0 0 0 gt lt Image Name Images earth jpg gt lt ParticlesReset gt lt AdTracker gt ger GestureTek
23. GesbureTek Play Items Effects 4 16 ParticlesReset This is an Effect play item that displays an interactive particle grid The particles move upon interaction and then begin to return to their original location The particle image files cannot exceed 1024x1024 in size and they must all be the same size Image file names must be comprised of letters numbers underscores and dashes only ParticlesReset works with or without a child play item ScreenXireme Users See the special ParticlesReset sample using the KeyedCameraViewer ParticlesReset with Video 1561 4 16 1 Attributes GridWidth GridHeight Default The number of displayed particles are based on these two attributes GridWidth specifies the number of particles across GridHeight specifies the number of particles down The size of each particle is based on the total number of particles on the screen See also the TopLeft and BottomRight attributes The greater the number of particles the smaller the size of each particle Value Specifications Type Integer Range 1 128 Default GridWidth 16 GridHeight 12 InteractionForce Default Controls the amount of force applied to each particle when moving The higher the value the more force is applied Force is accumulative When continuous non stop interaction is applied to a particle the amount of force will increase For example pushing instead of hitting a particle will increase the force applied to it
24. GestPoint ClearT ouch Timeout 10 s Mouse Framerate 30 fps L r Output Diameter 50 pix ent Input GestPoint ClearTouch Select this radio button to interact with Dazzler using either GestPoint or ClearTouch Timeout If for some reason the Mouse Tracker loses connection with GestPoint or ClearTouch this specifies the amount of time in seconds before reconnection is attempted Retry Specifies how many times the Mouse Tracker will attempt to reconnect with GestPoint or ClearTouch if disconnection occurs Mouse Select this radio button to interact with Dazzler using a mouse Framerate Enter the desired framerate in frames per second Output Diameter Specifies the diameter in pixels of the outline data that will be sent to Dazzler upon mouse action v If while using Dazzler you wish to see the outline created by the Dazzler Mouse Tracker press Ctrl T Pressing Ctrl T again turns off the outline gt GestureTek Dazzler Mouse Tracker 7 6 Displaying the mouse pointer By default when Dazzler is running full screen the mouse pointer is not displayed When using the Mouse Tracker you can get an idea of where the mouse is positioned by pressing Ctrl T to enable the tracker outline display within Dazzler You will see a circle on the screen of the size specified in your Mouse Tracker setup However if you would prefer to avoid having to hit Ctrl T every time you run
25. Items Play items are run by creating XML based text files called Spark files Spark files must end with the extension spark and be stored in the Resources folder and its subfolders Spark files list one or more play items and their attribute settings Your installation includes a library of sample Spark files that you may use or edit see Using Sample Code 2 Spark file errors are written to Dazzler Logs For more information on log files see Dazzler Logs 161 How do Spark files work At start up Dazzler reads the default Spark file specified in the Dazzler configuration to change the default Spark file see Dazzler Setup at The play items will run according to their specified settings and in the order listed or until Dazzler is terminated Unless otherwise specified the current Spark file will repeat indefinitely or until Dazzler is shut down Spark Files Spark File Structure Before learning to create and edit Spark files it is essential to understand their structure Spark files follow the XML 1 0 specification While knowledge of XML is not absolutely necessary in order to create and edit Spark files basic familiarity with XML is helpful An XML Tutorial is available at http www w8schools com xml default asp Spark files use custom XML tags and a layout specific to Dazzler Any errors resulting from bad XML code or incompatibility with Dazzler custom tags and layout will be reported in the Dazzler logs For more inform
26. TO DEMONSTRATE INCLUDE PLAY ITEM gt lt SequentialScheduler gt lt Image Name Images moon jpg Duration 5 gt lt Image Name Images tower jpg Duration 5 gt lt SequentialScheduler gt Include1 myimages2 spark lt FILE 2 TO DEMONSTRATE INCLUDE PLAY ITEM gt lt SequentialScheduler gt lt Image Name Images hawaii jpg Duration 5 gt lt Image Name Images crowd jpg Duration 5 gt lt SequentialScheduler gt den GesbureTek Play Items Controllers The root spark file instructs the contents of myimages1 spark to run for 15 seconds after which the contents of myimages2 spark will also run for 15 seconds Then myimages1 spark will begin to run again and so on The items specified in the included Spark files are each listed within their own SequentialScheduler 395 play items and have their own durations 201 They will run for those durations looping in sequence until the duration specified in each Include play item listed in the root spark file is complete 3 4 3 Sample Simple Include Runs the Spark file specified in the Name attribute Include2 root spark lt AdTracker AdName Manual_Samples Include2 gt lt Include name Water root spark gt lt AdTracker gt den GesbureTek Play Items Controllers 3 5 RandomScheduler This is a Controller play item that will randomly play one or more child play items from a series Each child item will run for t
27. The Duration Attribute The Duration attribute is a special attribute that is required when a play item is an immediate nested play item child element of a Scheduler play item AttractLoopScheduler ag RandomScheduler 36 SelectionScheduler ag or SequentialScheduler 3 When a Duration attribute value is specified it sets in seconds the duration of that particular play item Notes For examples of the correct and incorrect use of the Duration attribute see Using the Duration attribute 207 For more information on nested play items see Nested Play Items 257 When transition play items such as AlphaTransition 4 IceCrack 7e1 BasicTiles 5 WipeRevealExpand 135 and WipeRevealNormal 138 are within a SequentialScheduler 397 and their Loop attribute is set to False that play item will upon its final transition terminate thus allowing the next play item within the SequentialScheduler 39 to start regardless of the value of the Duration attribute For example if a BasicTiles 51 effect inside a SequentialScheduler 3 has its Duration value set to 30 seconds and its Loop value set to False but it only takes 12 seconds to flip through and display all of its child play items then the BasicTiles 5 effect will end after 12 seconds and the SequentialScheduler 3 will immediately move on to the next play item in the list Special uses of the Duration attribute will be discussed as needed under relevant play it
28. Tracker see your Tracker s documentation den GesbureTek Introduction 1 3 Dazzler Setup Accessing Dazzler Setup If Dazzler is not running Select Start gt All Programs gt GestureTek gt ProductName gt Dazzler Setup If Dazzler is running in Full Screen mode Enter Windows mode by pressing Alt Enter Then select Application gt Setup OR With your mouse over the presentation area whether or not you can see your mouse pointer right click the mouse and select Setup from the short cut menu P The following dialog box appears mySparkfile spark Es Full screen resolution Horizontal 1024 Vertical 768 Network Settings J Use Network Monitor 10191 Network port to monitor Dazzler Setup Using Dazzler Setup 1 In the File to play field click the Browse button LJ and select the Spark file that you want to run when Dazzler starts Q If the Windows folder option Hide Extensions for known file types is activated then the Find file pick list will not display properly It is strongly recommended that Hide Extensions for known file types be deactivated For more information about Spark files see Running Play Items 221 For more information about file paths see Understanding File Paths 261 Ger GestureTek Introduction 2 In the Full screen resolution section enter the horizontal and vertical resolution of your display if it differs from the default resolution of
29. UseCircularScreen is set to False there is a tendency for all the entities to eventually move off screen without being replaced by new ones Therefore when wanting the entities to swarm full screen it is recommended to set UseCircularScreen to True and specify a radius that will encompass the whole screen See the GenericSwarm1 spark 727 sample for an example Value Specifications Type Integer Range 1 256 Default 20 FleeSpeed Default Sets the speed in pixels per second in which the entities will move as soon as they enter their Convert state and continuing into their Flee state Value Specifications Type Integer Range 1 10000 Default 150 0 FleeTime Default Sets the time in seconds that an entity will need to be attached to the tracker outline before it enters its Convert state Value Specifications Type Decimal Range 0 0 and up Default 5 0 MinAtiractionDistance MaxAttractionDistance Default An entity will begin to move toward the tracker outline when it is at a random distance to the tracker outline within the range set by these two values Values are measured in pixels MaxAttractionDistance must be equal to or great than MinAttractionDistance Value Specifications Type Integer Range 1 1000 Default MinAttractionDistance 25 MaxAttractionDistance 500 RoamSpeed Default Sets the speed in pixels per second in which the entities will move when they are roaming about the screen area The ent
30. clsid 8905177F FD9E 44CD 9DCF 15609C6529A8 gt lt object gt lt script language JavaScript type Text Javascript gt idname SparkFile Enter spark file name where idname is the unique identifier specified lt script gt The following example defines a Dazzler ActiveX control named ActiveX_sample Width is 640 pixels Height is 480 pixels The Dazzler ActiveX control will play a Spark file named mySpark spark that is located in a subfolder named myPlayltems which is located in the Resources folder lt object id ActiveX_sample width 640 height 480 classid clsid 8905177F FD9E 44CD 9DCF 15609C6529A8 gt lt object gt lt script language JavaScript type Text Javascript gt ActiveX_sample SparkFile myPlayItems mySpark spark lt script gt Notes The Tracker needs to be running before running the Dazzler ActiveX Control When running the HTML page with the Dazzler ActiveX Control for the first time you may get the following ActiveX Warning at the top of your Internet Explorer window To help protect your security Internet Explorer has restricted this webpage from running scripts of ActiveX controls that could access your computer Click here for options If you get this message click anywhere on that message A small menu will appear Select Allow blocked content A Security Warning may appear Click on Yes ger GestureTek Dazzler ActiveX Control 8 2 Sam
31. colored flowers that rotate upon interaction and will return to their start positions The flowers themselves are not animated They collide with the screen boundary but not with each other Absolute positioning is specified for all particles ParticlesinteractAnimate4 root spark lt AdTracker AdName Manual_Samples ParticlesInteractAnimate4 gt lt ParticlesInteractAnimate ParticleCount 6 AbsolutePositionl 100 400 AbsolutePosition4 200 230 AbsolutePosition3 320 620 AbsolutePosition5 440 840 AbsolutePosition2 610 210 AbsolutePosition6 950 250 ParticleWidth 148 ParticleHeight 148 ParticleTexturePath Images flowers KineticFriction 3 4 MaxForce 2 BlendMode Normal EnableRotation True RotationSpeed 0 0 RotationFactor 2 0 RandomStartFrame False EnforceBorders True Collisions False Reset True ResetForce 3 0 gt lt Include Name Water root spark gt lt ParticlesInteractAnimate gt lt AdTracker gt gen GesbtureTek Play Items Effects 4 15 ParticlesInteractVapor This is an Effect play item that causes particles upon interaction to move and to fade out Once particles are completely faded and or off screen they will not reappear The particle image files cannot exceed 1024x1024 in size and they must all be the same size Image file names must be comprised of letters numbers underscores and dashes only 4 15 1 Attributes AutoFadeoutDuration Dependent
32. contains a suite of 25 standard effects Player play items display or run one or more media files including images videos Adobe Flash and sound Utility play items are tools to help developers create effective Spark files Each play item includes a description as well as explanations of all available attributes for that particular play item and where applicable their associated value types value ranges and default values One or more code samples for each play item are also provided This section provides information to help you understand play items as follows Play Item Attributes 18 Setting Color Values 199 The Duration Attribute 20 Running Play Items 22 Spark Files 224 Nested Play Items 257 Understanding File Paths 2 Using Sample Code 271 Dazzler Demos 29 Hot Keys 297 Alphabetical List of Play Items 3 den GesbureTek About Play Items 2 1 Play Item Attributes Attribute Types Most play items include one or more attributes that control various aspects of that play item There are four types of attributes Required A play item attribute that must be included If a Required attribute is not specified the play item will function incorrectly or not at all Default A play item attribute that has a default value If a Default attribute is not specified the default value for that attribute will be used Optional Optional attributes only have an effect on a play item when listed
33. files located in the images folder will display for five seconds each Subfolders will be ignored Only files ending with jpg displayed The images directory being used with this sample contains only jpg files To demonstrate the filter you may copy in other types of supported image files to the image folder Image file names must be comprised of letters numbers underscores and dashes only DirectoryWithScheduler root spark lt AdTracker AdName Manual_Samples DirectoryWithScheduler gt lt SequentialScheduler gt lt Directory Duration 5 Name Images Filter jpg gt lt SequentialScheduler gt lt AdTracker gt 5 1 3 Sample Directory Play Item with BasicTiles An example of using the Directory play item within a BasicTiles play item The BasicTiles effect is sequencing through all the files in the images folder ending with jpg The images directory being used with this sample contains only jpg files To demonstrate the filter you may copy in other types of supported image files to the image folder Image file names must be comprised of letters numbers underscores and dashes only DirectoryWithTiles root spark lt AdTracker AdName Manual_Samples DirectoryWithTiles gt lt BasicTiles HorizontalTiles 1 VerticalTiles 1 RotationSpeed 90 0 Direction Y BackgroundColor 1 0 0 0 0 0 Perspective true CompletionThreshold 0 8 TransitionDelay 2 0 Loop True gt lt Directory Name Im
34. identification Useful when using multiple displays Ctrl T Toggles the display of the Tracker outline For more information see Tracker h72 den GesbureTek About Play Items 2 11 Play Items Alphabetically AdTracker 167 AlphaMask 457 AlphaOverlay 47 gt AlphaTransition 495 AttractLoopScheduler 321 BasicTiles 5 ChildPlayer 334 ColourKeying a Directory 1441 Exit 335 File h4 FishSwarm e FlashFile 14 FluidDynamics e FrameRate 169 GenericSwarm ei Greyscale 74 IceCrack 76 Image wen Include a KeyedCameraViewer 15h MusicPlayer 162 ger GesbureTek ParticlesEmitMotion 82 ParticlesImageSwitch s ParticlesInteract 924 ParticlesInteractAnimate 9 ParticlesInteractVapor lnh ParticlesReset 115 RandomScheduler 36 Rotate 1181 ScreenShot 1701 SelectionScheduler 387 SequentialScheduler a Silhouette 1151 SparkFile 419 Tracker 172 Video t6h WaitForMotion Ai WaterFX 120 WaterMask 123 WaterOverlay ha WipeRevealExpand 135 WipeRevealNormal 138 WipeRevealReseth14 Play Items Controllers 3 Play Items Controllers Controller play items provide system control and allow you to do such things as schedule and sequence certain play items and automatically shut down Dazzler AttractLoopScheduler 321 ChildPlayer 334 Exit 335 Include 34 RandomScheduler 36 SelectionScheduler 384 SequentialScheduler a SparkFile 419
35. items themselves 8 gt When more than one attribute is listed for a particular play item it is recommended to place the closing bracket of the opening tag on its own line ger GestureTek About Play Items 9 lt ChildPlayIteml Attributel value gt Many play items support the listing of one or more child play items In most cases the parent play item will affect the child play item in some way Child play items are listed in the same manner as parent play items Child play items can have their own child play items This is an example of a self terminating tag but tag block play items can be used for child play items as well 10 lt PlayItem1 gt Since this play item is a tag block it requires a closing tag For the purposes of good layout we recommend listing it on its own line For actual working examples of Spark file contents see the sample code provided with each play item den GesbureTek About Play Items 2 6 Nested Play Items While certain play items run on their own many require the nesting of at least one other play item For instance a water effect usually applies a liquid look to another play item such as an Image play item or even another effect play item Since play items are XML elements the technical way to refer to the nesting of play items is in terms of parents and children In the following example a WaterFX play item is applying a liquid effect to an Image play item The Water
36. red green and blue may be adjusted individually by using the up down arrow keys to select a particular channel and then holding down the CTRL key while using the left right arrow key Using the left right arrow keys alone will change all channels together Each color channel has a value between 0 0 and 1 0 A value of 0 0 has no intensity meaning there would be no color at all from that channel 1 0 is full intensity of that channel If all channels are set to 0 0 the screen will be black Default is 1 0 for all channels 6 Once you are satisfied with the Universal Blending settings check your image by using the other blending interfaces Problem areas will show up better on some interfaces than others 7 Set Uncropped to True to prevent the edges of the content from being cut off 8 Highlight Save and press Enter to save the settings Introduction gt The word Succeeded appears when the settings are saved Q To restore the default settings highlight Default and press Enter Continue Color Balance settings 15 1 5 2 4 To adjust Color Balance Interface settings 1 Press the tab key to move from the Universal Blending Interface to the Color Balance Interface shown below of each display Green Balance 1 000 Blue Balance 1 000 2 Adjust the Red Green and Blue channels so that the image in each display has the same intensity of color Use the up down arrows to select a channel and then hold down the CTRL key whil
37. speed will be adjusted by the specified factor For example a factor of 2 0 will cause the particles to rotate twice as fast while a factor of 0 5 causes the particles to rotate at half soeed A default setting of 1 0 causes no change Value Specifications Type Decimal Range 0 0 100 0 Default 1 0 EnableRotation Default Controls whether particles rotate upon motion detection or collision If the RotationSpeed attribute is set to 0 0 then particles will rotate only upon collision See the RotationSpeed attribute for more information Value Specifications Type Boolean Range True or False Default False ger GestureTek Play Items Effects EnforceBorders Default When set to True the particles will collide with boundaries including screen borders as well as the borders of a boundary image if specified When set to False no border collisions will occur which also means particles can leave the screen area entirely When a particle completely leaves the screen area they will not reappear unless the Reset attribute is set to True Value Specifications Type Boolean Range True or False Default True KineticFriction Default Controls the amount of resistance applied to particles upon movement A value of 0 0 specifies no resistance Value Specifications Type Decimal Range 0 0 100 0 Default 5 0 MaxForce Default Controls the amount of force applied to a particle upon motion det
38. texture For best results you should minimize any borders or blank areas around the perimeter of your images within your image files Value Specifications Type Integer Range 1 1024 Default 64 Even though it is recommended that the images should be created square the particle dimensions need not be ger GestureTek Play Items Effects SoundEffect Optional If Collisions is set to True specifies path to a sound file that plays whenever two particles collide File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath Volume Dependent Sets the volume for the file specified by the optional SoundEffect attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects 4 13 2 Sample Particlesinteract Sweeping Rocks Creates an interactive particle effect of 256 rock like particles displayed over an image play item The particles are 64 pixels square and will bounce of the presentation area borders The particles will rotate A particle radius of 24 pixels has been set ParticlesInteract root spark lt AdTracker AdName Manual_Samples ParticlesInteract gt lt ParticlesInteract ParticleCount 256 ParticleWidth 64 ParticleHeight 64 ParticleRadius 24 ParticleTexturePath Images rocks KineticFriction 2 8 MaxForce 10 Collisions
39. the image is also affected by the viewing distance the size of the graphic and the distance of the projector from the display ger GesbureTek Introduction 1 5 2 1 To configure settings for multiple displays 1 Browse to the Tools folder of your GestureTek product and click on the BlendingConfigurationTool exe file Q The default location is C GestureTek ProductName Tools P The following interface appears with settings for a single display selected Number Of Displays Display Mode Span Orientation Horizontal Resolution Per Display 1024 X 768 2 To set up multiple displays click Reset P The tool now appears with drop down boxes from which you can select the options you want GestureTek Introduction lt Blending Configuration Tool X Number of Displays Display Mode Orientation Resolution Per Display 3 Select the number of displays you are using The following table lists the possibilities Display Mode refers to the setting of your Desktop Make sure to change this setting before using this tool Number of of Outputs Display Orientation Displays from Video Mode Card a Span Verica Dual View wenn Horizontal Dual View ger GestureTek Introduction 4 Enter the Resolution Per Display Dazzler effects must be displayed in 1024 x 768 resolution If you have created your own content enter the appropriate resolution Continue Blendi
40. the next play item in the list den GesbureTek Play Items Effects 4 22 2 Sample Basic WipeRevealExpand Wiping is almost completely transparent Half of the child play item needs to be revealed before automatic expansion begins at which time expansion occurs at a fairly quick rate WipeRevealExpand1 root spark lt AdTracker AdName Manual_Samples WipeRevealExpand1 gt lt WipeRevealExpand AlphaFactor 96 ExpansionAmount 500 Increment 500 CompletionThreshold 0 50 TransitionDelay 2 0 Loop True gt lt Image Name Images red_curtain jpg gt lt Image Name Images crowd jpg gt lt WipeRevealExpand gt lt AdTracker gt GesbureTek Play Items Effects 4 22 3 Sample WipeRevealExpand with Sound Wiping is almost completely transparent Sounds have been added to the wiping and when the wiping process is completed 70 of the child play item needs to be revealed before automatic expansion begins at which time expansion occurs at a fairly quick rate WipeRevealExpand2 root spark lt AdTracker AdName Manual_Samples WipeRevealExpand2 gt lt WipeRevealExpand AlphaFactor 64 ExpansionAmount 800 Increment 800 CompletionThreshold 0 7 TransitionDelay 2 0 Loop true ThresholdSound Sounds threshold wav ThresholdVolume 1 0 CompletionSound Sounds completion wav CompletionVolume 1 0 WipeSoundPath Sounds wipe WipeVolume 1 0
41. within the filter rather than in the child item of the filter 4 9 1 Attributes g_vLuminance Default Applies a luminance setting for the RGB color channels of each pixel displayed Value Specifications Type Decimal Range 0 00 1 00 Default 0 33 For most full color images the default setting of 0 33 0 33 0 33 provides best results Name Required Specifies Greyscale as the shader filter type See sample code for an example Value Specifications Type FilePath To use Greyscale as the shader filter type it is necessary to specify VisualFilters Greyscale pso as the Name attribute den GesbureTek Play Items Effects 4 9 2 Sample Greyscale Shader Filter Applies the Greyscale shader filter to an image using 33 luminance setting Greyscale root spark lt AdTracker AdName Manual_Samples Greyscale gt lt ShaderFilter Name VisualFilters Greyscale pso g_vLuminance 0 33 0 33 0 33 gt lt Image Name Images clown_fish jpg gt lt ShaderFilter gt lt AdTracker gt den GesbureTek Play Items Effects 4 10 IceCrack Upon motion detection this Effect play item applies an ice crack effect to a primary child play item so that the item will appear to look as if it is breaking up to reveal the secondary play item Once the secondary item is completely revealed if there is another play item listed the secondary item will become the new primary item and the effect will begin a
42. your desktop to start Dazzler Q If this is the first time you are playing your effect continue with Step 2 v If you have previously played your new effect Dazzler will replay it now Continue with Step 5 below 2 Right click anywhere on the display and select Setup from the context menu gt The Setup dialog box appears File to play MyFolder NewEffectiroot spark Full screen resolution Horizontal 1024 Vertical 768 Network Settings F Use Network Monitor 10191 Network port to monitor Ok Cancel 3 Click the browse button to the right of the File to play field and then in the Choose a file dialog box click on MyFolder gt NewEffect1 gt root spark and click OK P The path to the root spark file of your new effect is now entered in the File to play field 4 Click OK P Dazzler will now play your new effect 5 If you are finished with your changes close Dazzler and continue with the next lesson if desired or go to Lesson 4 Creating a thumbnail image of your new effect 192 Q Press Esc to close Dazzler and if necessary click Exit on the Control Panel to get back to the desktop C GestureTek Customizing Effects A Tutorial 9 3 Lesson 2 Changing the behavior of an existing effect Each effect has numerous attributes that can be changed to alter its behavior Your new effect must follow the same format as the existing effects The easiest way to make sure that the effe
43. 0 ParticleWidth 64 ParticleHeight 64 ParticleRadius 40 MaxForce 10 0 KineticFriction 2 0 RandomStartAngle True EnableRotation True RotationSpeed 0 0 RandomStartFrame False AnimationCycleTime 0 5 AnimationMode TWOSHOTDELAY AnimationMinDelay 6 0 AnimationMaxDelay 10 0 BlendMode Normal Reset True ResetForce 5 EnforceBorders False Collisions False gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled False ZS lt ParticlesInteractAnimate gt lt AdTracker gt der GestureTek Play Items Players 5 5 7 Sample Venetian Blinds with Video KeyedCameraViewer sample using BasicTiles Video image appears over vertical strips KCV VenetianBlinds root spark lt AdTracker AdName Manual_Samples KCV VenetianBlinds gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled True gt lt BasicTiles HorizontalTiles 10 VerticalTiles 1 RotationSpeed 270 0 Direction Y BackgroundColor 0 5 0 5 0 5 Perspective True CompletionThreshold 0 8 TransitionDelay 2 0 Loop True gt lt Image Name Images marble jpg gt lt Image Name Images metal jpg gt lt BasicTiles gt lt KeyedCameraViewer gt lt AdTracker gt ger GesbureTek Play Items Players 5 5 8 Sample WipeRevealExpand with Video One of two KeyedCameraViewer samples using WipeRev
44. 00 AttractSpeed 150 0 F F leeTime 1 0 leeSpeed 150 0 UseCircularScreen True ScreenRadius 640 gt lt Image Name Images dazzler1024 lt GenericSwarm gt lt AdTracker gt den GesbureTek jpg gt Play Items Effects 4 8 3 Sample GenericSwarm with Silhouette a Similar to GenericSwarm Sample 7A except it has been made the child item of a Silhouette play item so that the tracker outline silhouette can be seen GenericSwarm2 root spark lt AdTracker AdName Manual_Samples GenericSwarm2 gt lt Silhouette Color 1 0 0 0 0 0 0 6 BlurFactor 0 6 gt lt GenericSwarm AttractAnimationPath Images attract ConvertAnimationPath Images convert FleeAnimationPath Images flee EntityCount 30 AnimationSpeed 30 MinAttractionDistance 25 MaxAttractionDistance 500 AttractSpeed 150 0 FleeTime 1 0 FleeSpeed 150 0 UseCircularScreen True ScreenRadius 640 gt lt Image Name Images dazzlerFX1024 jpg gt lt GenericSwarm gt lt Silhouette gt lt AdTracker gt den GesbureTek Play Items Effects 4 9 Greyscale This Effect play item applies a greyscale shader filter to the screen display The filter may be applied to an entire play item simple or complex or to a child play item within a play item When using the Greyscale shader filter within a SequentialScheduler 39 remember to place the Duration 20 attribute
45. 00 0 Default 0 01 KineticFriction Default Controls the amount of resistance applied to particles upon movement A value of 0 0 specifies no resistance Value Specifications Type Decimal Range 0 0 100 0 Default 2 0 MaxForce Default Controls the amount of force applied to a particle upon motion detection The higher the value the more force is applied Force is cumulative When continuous non stop interaction is applied to a particle the amount of force increases For example pushing instead of hitting a particle will increase the force applied to it Value Specifications Type Decimal Range 1 0 1000 0 Default 0 6 ParticleCount Default Specifies the number of particles to display Because precedence is given to the even distribution of particle images if the ParticleCount is not a multiple of the number of particle images available the actual number of particles displayed will be adjusted to ensure equal distribution of images Value Specifications Type Integer Range 1 16383 Default 500 ParticleTexturePath Required Specifies the path to the folder which contains the image files upon which the particle image is based Notes 1 The files must be 32 bit RGB 2 Path must specify a folder only Whether using one or more image files place them in the specified folder 3 Image file names must be comprised of letters numbers underscores and dashes only 4 The particle image files cannot exceed 1024x102
46. 1024 and Vertical 768 and click OK Q Alternatively go to C Gesturetek GestureTekProduct Config and open the Dazzler cfg file with Notepad Edit the FullScreenHeight and FullScreenWidth values as necessary Save your changes GesbureTek GestureTek Contact Information 11 GestureTek Contact Information GestureTek Website http www gesturetek com GestureTek Addresses http www gesturetek com aboutus worldwide locations php Technical Support http www gesturetek com support index php Technical Support Tel 1 800 315 1189 Toll Free or 1 416 340 9290 ext 225 den GesbureTek
47. 4 in size and image files in the same folder must all be the same size 5 Transparency is supported via image alpha channel Value Specifications Type FilePath ger GestureTek Play Items Effects ParticleWidth ParticleHeight Default Sets in pixels the width and height of the particle image Value Specifications Type Integer Range 1 1024 Default 128 RotationSpeed Default Specifies a maximum rotation speed for each particle in degrees per second A random speed in either direction will be selected up to the value specified Rotation begins as soon as play item starts A value of 0 0 specifies no rotation Setting a rotation speed provides a realistic animated look to vapor like particles Value Specifications Type Decimal Range 1440 0 1440 0 Default 1 0 den GesbureTek Play Items Effects 4 15 2 Sample Sweep Away Gas Particles Creates a gas like effect over an Image play item 1500 particles of 128 x 128 each will appear as soon as the effect begins ParticlesinteractVapor root spark lt AdTracker AdName Manual_Samples ParticlesInteractVapor gt lt ParticlesInteractVapor ParticleCount 1500 ParticleWidth 128 ParticleHeight 128 ParticleTexturePath Images Gas KineticFriction 3 MaxForce 5 0 FadeoutForce 0 1 FadeoutDuration 0 4 RotationSpeed 180 0 gt lt Image Name Images moon jpg gt lt ParticlesInteractVapor gt lt AdTracker gt den
48. FX play item is the parent element and the Image play item is the child element lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 InteractionMethod Solid gt lt Image Name Path file ext gt lt WaterFX gt Some play items allow for a sequence of two or more child play items Some play items when used as a child play item may also have their own child play items Some play items don t allow child play items at all More information regarding the nesting of play items is found in the play item descriptions as well as in the sample code den GesbureTek About Play Items 2 7 Understanding File Paths The Resource folder All Spark files and resource files images sounds videos etc must be stored in the Resources folder or its subfolders You can create whatever folders you wish as long as they are in the Resources folder All Spark file and resource file images sounds videos etc names must be comprised of letters numbers underscores and dashes only Specifying file paths in Spark files There are two methods when specifying file paths in Spark files 1 Relative to the Resources folder Using this method a file whose full path is c Gesture Tek ProductName Resources Presentations Summer Images myimage jpg would be specified in your Spark file as Presentations Summer Images myimage jpg When using this method do not place a slash at the beginning of your path 2
49. ID DensityMap Images density tga gt lt Image name Images bg_blue jpg gt lt WaterFX gt lt AdTracker gt den GesbureTek Play Items Effects 4 19 4 Sample WaterFX Normal with Light Creates a normal watery effect with a yellow light positioned at the top right corner of the presentation area WaterFX_Sample2 root spark lt AdTracker AdName Manual_Samples WaterFX_Sample3 gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 LightColor 1 0 1 0 0 0 LightPower 50 0 LightDirection 0 9 0 9 InteractionMethod SOLID gt lt Image name Images bg_blue jpg gt lt WaterFX gt lt AdTracker gt den GesbureTek Play Items Effects 4 19 5 Sample WaterFX Normal with Light and Sound Creates a normal watery effect with sound and a white light positioned at the left center edge of the presentation area WaterFX_Sample3 root spark lt AdTracker AdName Manual_Samples WaterFX_Sample4 gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 LightCoLor 1 2 0 1 0 1 0 LightPower 40 0 LightDirection 0 9 0 0 InteractionMethod SOLID SoundEffect Sounds Water waterwave wav Volume 0 6 gt lt Image name Images bg_blue jpg gt lt WaterFX gt lt AdTracker gt den GesbureTek Play Items Effects 4 19 6 Sample WaterFX Thick Gel Creates a thick gel effect
50. MaxSoundSamples 12 MinSoundDelay 0 05 MaxSoundDelay 0 1 gt lt Image Name Images red_curtain jpg gt lt Image Name Images crowd jpg gt lt WipeRevealExpand gt lt AdTracker gt ger GestureTek Play Items Effects 4 23 WipeRevealNormal WipeRevealNormal is a transition Effect play item that will clear away the contents of the current child play item to reveal a successive child play item Once the successive item has been completely revealed it becomes the current item 4 23 1 Attributes AlphaFactor Default Controls how much of the successive child play item is revealed by motion The higher the value the more the item will be revealed Value Specifications Type Integer Range 1 255 Default 64 CompletionSound Optional Sound to play when wiping is complete File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath CompletionThreshold Default Controls the percentage of the successive item that needs to be revealed before a complete switch occurs A setting of 1 0 100 means the entire current item must be completely revealed before the successive item becomes the new current item A setting any lower than 1 0 causes the successive item to become the current item as soon as the set percentage is reached A very low setting would cause the successive item to become cur
51. Media Player include workarounds that allow AVI files to play without actually installing the associated CODEC This means that while you may be able to view particular video files in Windows Media Player you may not be able to run them in Dazzler 4 lf Dazzler is having difficulties displaying a particular JPG file try saving it in a more common JPG format or in another supported format 5 Running MPEG2 and MPEG4 files may necessitate acquiring a third party CODEC such as those available from Elecard Lid Disclaimer GestureTek nor its Resellers warrant third party products and services unless explicitly stated otherwise 6 Flash files must be registered using the GestureTek Flash Register security application The GestureTek Flash SDK outlines a technique for adding interactions between the user and Flash objects For more information see the GestureTek Flash SDK documentation or contact your GestureTek reseller 7 Video file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath Recursive Default Allows for the sequencing of files in all subfolders of the folder specified in the Name attribute Value Specifications Type Boolean Range True or False Default False ger GestureTek Play Items Players 5 1 2 Sample Directory Play Item with SequentialScheduler An example of using the Directory play item within a SequentialScheduler play item Media
52. Mouse Tracker 7 Dazzler Mouse Tracker The Dazzler Mouse Tracker Allows you to use GestureTek s GestPoint and ClearTouch technologies to run Dazzler Allows you to use Dazzler without a camera making it an excellent tool for development and testing ScreenXtreme Users To view camera image the ScreenXtreme Tracker is required den GesbureTek Dazzler Mouse Tracker 7 1 7 2 7 3 7 4 Opening the Console Open the Dazzler Mouse Tracker Console by running DazzlerMouse exe from the Tracker folder The Dazzler Mouse console will appear Auto connect in 7s Running the Mouse Tracker To start the Mouse Tracker click the START button or wait for it to auto connect If the Mouse Tracker auto connects it immediately minimizes to the Windows system tray Ze el ae aa Auto connect in 7s Running Dazzler using Dazzler Mouse Once the Dazzler Mouse Tracker is running you can start Dazzler from the Dazzler Mouse console by clicking on START DAZZLER STOP START DAZZLER No Hand Stopping the Mouse Tracker When the Tracker is running the START button changes to STOP Click the STOP button to stop the Tracker we J START DAZZLER ra No Hand gen GesbureTek Dazzler Mouse Tracker 7 5 Setup To access the Dazzler Mouse Tracker settings make sure the Mouse Tracker is not running and click the Setup button The following window will appear Input
53. Play Items Effects 4 17 Rotate This is an Effect play item which causes a child play item to rotate For best results the display dimensions of the child item should be square 4 17 1 Attributes RotationSpeed Required Sets the rotation speed and direction in degrees second Positive values cause counterclockwise rotation negative values cause clockwise rotation Value Specifications Type Decimal Range Any positive or negative decimal number Default 16 0 4 17 2 Sample Rotate Image File Rotates an image play item counterclockwise at 30 degrees per second rotate root spark lt AdTracker AdName Manual_Samples Rotate gt lt Rotate RotationSpeed 30 0 gt lt Image Name Images pinwheel tga gt lt Rotate gt lt AdTracker gt den GesbureTek Play Items Effects 4 18 Silhouette This is an Effect play item that displays a Tracker outline silhouette in choice of colors Supports transparency and the blurring of edges To display full silhouette of user presence with or without motion Background Tracking Mode is recommended GestureFX only see GestureFX Tracker documentation for more information 4 18 1 Attributes BlurFactor Default Controls in percentage how much blurring is applied to the edge of the silhouette The higher the value the more blur is applied Value Specifications Type Decimal Range 0 0 1 0 Default 0 5 Color Required An RGBA value that set
54. PointsThreshold Default Sets how sensitive WaitForMotion is to motion The higher the number the more user interaction is needed before WaitForMotion will terminate Value Specifications Type Integer Range Greater than 0 Default 100 For best results use values between 50 and 250 Timeout Default Sets the amount of time in seconds before the TimeoutRule is invoked Setting Timeout to 0 0 is a special value that deactivates TimeoutRule A timeout will not occur when Timeout is set to 0 0 Value Specifications Type Decimal Range 0 0 and up Default 0 0 TimeoutRule Default Specifies one of three actions that will be taken if a timeout occurs based on the value of the Timeout attribute The three actions are 1 StopOnTimeout When the Timeout value is met WaitForMotion will terminate allowing the SequentialScheduler 397 to run the next play item This action provides the same results as detecting motion 2 ExitOnTimeout If the Timeout value is met before motion is detected Dazzler will shut down completely 3 PlaySparkOnTimeout If the Timeout value is met before motion is detected the Spark file specified in the TimeOutSparkFile attribute will run Value Specifications Type Enumerated Range StopOnTimeout ExitOnTimeout or PlaySparkOnTimeout Default StopOnTimeout TimeoutSparkFile Dependent If the TimeoutRule attribute is set to PlaySparkOnTimeout specifies the Spark file to play when a
55. Relative to the folder your Spark file is in Using this method if your Spark file is in the folder c Gesture Tek ProductName Resources Presentations Summer and you want to specify a file whose full path is c Gesture Tek ProductName Resources Presentations Summer Images myimage jpg you would specify that file in your Spark file as Images myimage jpg Notes Spark files do not support the referencing of full path names In other words you would never specify the following in a Spark file c GestureTek ProductName Resources Presentations Summer lmages myimage jpg Spark files do not support references to parent folders Therefore if a file is above the folder structure of a particular Spark file s location then the path specified must be relative to the Resources folder as in method 1 above ger GestureTek About Play Items 2 8 Using Sample Code The behavior of the samples included with your installation is dependant on your system resources including the type of hardware used The sample code examples in this documentation are taken from the sample Spark files found in your Resources Manual_Samples folder You may use the Sample Code examples as the basis of your own Spark files The supporting files images sounds etc are located in the subfolders of the Resources Manual_Samples folder ScreenXtreme manual samples using the KeyedCameraViewer play item are located in Resources Manual_Samp
56. The items specified in the included Spark files are listed each within their own SequentialScheduler 394 play items and have their own durations They will run for those durations looping in sequence until the duration 20 specified in each Include play item listed in the root spark file is complete 3 7 3 Sample Simple SequentialScheduler This sample creates a fairly simple sequence of three Image play items running for five seconds each After the third item is complete the sequence will begin again with the first one SequentialScheduler root spark lt AdTracker AdName Manual_Samples SequentialScheduler gt lt SequentialScheduler gt lt Image Name Images crowd jpg Duration 5 gt lt Image Name Images moon jpg Duration 5 gt lt Image Name Images hawaii jpg Duration 5 gt lt SequentialScheduler gt lt AdTracker gt den GesbureTek Play Items Controllers 3 8 SparkFile This is a Controller play item that allows a Spark file to be called from another Spark file or from a Flash file Unlike the Include s play item SparkFile gives complete control over to the new Spark file Any subsequent instructions in the Spark file or the Flash file that calls the SparkFile play item will be ignored 3 8 1 Attributes Name Required Specifies the path to the Spark file to run Spark file names must be comprised of letters numbers underscores and dashes only Value Specifications Ty
57. Threshold 0 8 ShrinkSpeed 5 0 FadeSpeed 2 0 Loop True SoundPath sounds ice Volume 0 5 MaxSounds 12 MinSoundDelay 0 05 MaxSoundDelay 0 1 gt lt Image Name Images icetop jpg gt lt Image Name Images iceshark jpg gt lt IceCrack gt lt KeyedCameraViewer gt lt AdTracker gt der GestureTek Play Items Players 5 5 5 Sample ParticlesReset with Video KeyedCameraViewer sample using ParticlesReset Particles are over a video image which is over an image KCV ParticlesReset root spark lt AdTracker AdName Manual_Samples KCV ParticlesReset gt lt ParticlesReset GridWidth 16 GridHeight 12 ParticleRadius 0 0 ParticleTexturePath Images ParticlesResetTiles InteractionForce 10 KineticFriction 1 0 ResetForce 2 0 MotionBlur 0 8 TopLeft 0 0 0 0 BottomRight 0 0 0 0 gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled True gt lt Image Name Images earth jpg gt lt KeyedCameraViewer gt lt ParticlesReset gt lt AdTracker gt ger GesbureTek Play Items Players 5 5 6 Sample Popcorn with Video KeyedCameraViewer sample using ParticlelnteractAnimate Animated popcorn appears over permanent video image KCV Popcorn root spark lt AdTracker AdName Manual_Samples KCV Popcorn gt lt ParticlesInteractAnimate ParticleTexturePath Images popcorn ParticleCount 85
58. W CIECH erter Eege EE eegen Eed 182 To change the background Image cccsscccceseecenceeceeeeteneeseeeensneeteececeneeteeeeteesetsaeeeeneneeta 183 To play the NEW effect ceccceecece sence eneeteeeeeceneeteneneneneetenseteneneneneetegeseteeetsnenenensetsaeeseneaeets 184 Lesson 2 Changing the behavior of an existing eitect cece 185 To set UP a new eiert 185 To change the behavior of an effect ccceccceeececeneneeeeeeteneeteneneneneetegeeeceasetsneneneaeetsaeeteneeens 186 Lesson 3 Combining two ettects sees eeee sees saeeeseeeesaseesseeesanenas 188 TOSEtUD ANEW effect miini a raaa a a a A aa Ea E E 188 To customize the new eitect 191 Lesson 4 Creating a thumbnail image of your new eftect ENEE 192 Troubleshooting 193 GestureTek Contact Information 194 ge GestureTek Introduction 1 Introduction Dazzler is GestureTek s interactive media player Dazzler utilizes GestureTek s motion tracking technology with modules called play items to create interactive and entertaining presentations This User Guide contains detailed descriptions and samples of each play item and a tutorial to help you customize Dazzler effects to suit yourself Cross references are denoted with special page number graphics like this 6l Because Dazzler is used with several products where file paths are indicated the initial directories are as follows C GestureTek ProductName To enter the correct path replace ProductName wi
59. a particle intersects with the tracker outline The behavior of the sound depends on which animation mode is being used For more information on the animation modes themselves see the AnimationMode attribute LOOP Sound plays every time a particle intersects with the tracker outline ONESHOT Sound plays every time a particle intersects with the tracker outline PINGPONG Sound plays every time a particle intersects with the tracker outline TWOSHOTDELAY Sound plays only when the particle intersects with the tracker outline if the animation sequence is at the first image Otherwise intersecting with the tracker outline will not produce a sound TOUCHLOOPRESET Once the particle is touched sound will play each time the animation sequence loops back to the first frame TOUCHONESHOTRESET Sound plays when the particle intersects with the tracker outline only if the animation sequence is at the first image Notes File must be Windows compliant WAV When using an animation mode that only plays a sound upon the first image of the sequence if RandomStartFrame is set to True the sound will play upon the random start frame the first time through the sequence but only on the first frame of the sequence after that Value Specifications Type FilePath TouchVolume Dependent Sets the volume for the file specified by the optional TouchSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 WallHitSound Optiona
60. aMask play item ParticlesEmitMotion2 root spark lt AdTracker AdName Manual_Samples ParticlesEmitMotion2 gt lt AlphaMask Duration 10 AlphaImage Images alpha_Pacaya tga gt lt ParticlesEmitMotion Duration 10 EmitRate 768 MinWidth 96 MaxWidth 128 aintainAspectRatio True inLiveTime 0 0 axLiveTime 3 0 FadeTime 1 0 Velocity 0 0 32 0 Acceleration 0 0 64 0 ExpandRate 0 8 ParticleTexturePath Images star_red tga gt lt Image Name Images Pacaya jpg gt lt ParticlesEmitMotion gt lt AlphaMask gt lt AdTracker gt Play Items Effects 4 12 ParticleslmageSwitch This is an Effect play item that displays a particle grid One set of particles is displayed when motion is not detected Upon motion detection a different set will be displayed in their place The particle image files cannot exceed 1024x1024 in size and they must all be the same size Image file names must be comprised of letters numbers underscores and dashes only ParticlesimageSwitch works with or without a child play item 4 12 1 Attributes ActiveTexturePath Required Specifies the path to the folder which contains one or more of the image files upon which the active particles are based The active particles are those that are displayed when interaction is detected Alpha channel is supported Notes 1 The particle image files cannot exceed 1024x1024 in siz
61. ages filter jpg gt lt BasicTiles gt lt AdTracker gt den GesbureTek Play Items Players 5 2 File This is a Player play item that runs any supported image video or animation file 5 2 1 Attributes Name Required Specifies the file to display Supported file formats are AVI See Note 3 BMP DDS e DIB s HDR JPG See Note 4 MOV MPEG See Note 5 PFM PNG s PPM SWF See Note 6 TGA Notes The File play item works very similar to the FlashFile 14 Image ai and Video 16 play items While these other play items only work with their particular file type the File play item is able to work with any supported file type N Files will be automatically scaled to the full screen resolution dimensions set in the dazzler cfg file For best results files should be created using those same resolution dimensions CA Viewing AVI files requires that the CODEC compression decompression software associated with their creation be installed on the system in which they are running Some video player programs such as Windows Media Player include workarounds that allow AVI files to play without actually installing the associated CODEC This means that while you may be able to view particular video files in Windows Media Player you may not be able to run them in Dazzler A If Dazzler is having difficulties displaying a particular JPG file try saving it in a m
62. ages moon jpg Duration 5 gt lt SequentialScheduler gt lt AdTracker gt den GesbureTek Play Items Effects 4 Play Items Effects Effect play items provide visual and interactive effects The standard effects included are described in the following sections AlphaMask e AlphaOverlay 47 AlphaTransition a BasicTiles 511 ColourKeying 5 FishSwarm 62 FluidDynamics 65 GenericSwarm ei Greyscale 74 IceCrack zg ParticlesEmitMotion ed Particles mageSwitch 897 den GesbureTek ParticlesInteract 924 ParticlesInteractAnimatel 975 ParticlesInteractVapor 11h ParticlesReset 115 Rotate n Silhouette f1 WaterFX 12h WaterMask 25 WaterOverlay 13h WipeRevealExpand 135 WipeRevealNormal 138 WipeRevealReset 14h Play Items Effects 4 1 AlphaMask The AlphaMask effect creates a mask over a child play item by specifying an ARGB image The transparency Alpha value in the image controls what and how much of the child item is visible 4 1 1 Attributes Alphalmage Required Specifies a 32 bit ARGB file that acts as a mask for a child play item The Alpha setting in the file controls how much of the child play item is visible The Alpha channel cannot be controlled by Dazzler Dazzler simply reads the Alpha setting from the file Value Specifications Type FilePath If the image specified in the Alphalmage attribute has no Alpha channel or transparency information
63. ains the image files which make up the animation sequence for the entities The animation sequence will repeat continuously Value Specifications Type FilePath Notes 1 Images must be 32 bit ARGB image files and have identical dimensions 2 Image file names must be comprised of letters numbers underscores and dashes only 3 Images should be oriented vertically with the head of the fish facing upwards as follows 4 Transparency is set by an image s alpha channel 5 The order of the animation sequence is based on the file names of the images according to standard Windows alphanumeric sorting conventions Example Files would be sorted as follows fileO1 img file10 img file11 img file2 img file4 img TurningSharpness Default Specifies how much in degrees per second the entity will turn when reacting to user interaction or when meeting a boundary Turning direction is random Value Specifications Type Decimal Range 1 0 1440 0 Default 180 0 UseCircularScreen Default When set to True allows for the setting of a circular area that limits where the entities can move See ScreenRadius to set the area size Value Specifications Type Boolean Range True of False Default False UseCircularScreen is best used by making FishSwarm a child element of AlphaMask 451 den GesbureTek Play Items Effects 4 6 2 Sample FishSwarm Creates a FishSwarm effect over an Image play item Twenty entities ar
64. al placement with negative values being left of center and positive being right of center The second coordinate Y sets the vertical placement with negative values being below center and positive being above center A setting of 0 0 represents the center of the presentation area while 1 0 and 1 0 are the edges of the presentation area Interesting light effects can be created by placing the light outside of the presentation area When doing so a relatively high LightPower attribute value may be required Value Specifications Type Decimal Range Any positive or negative decimal number or zero Default 0 0 0 0 LightPower Dependent When the LightColor attribute is used sets the highlighted area size The higher the value the larger the size of the highlight Value Specifications Type Decimal Range 1 0 100 0 Default 100 0 RefractionFactor Default Controls the actual look of each wave by how much emphasis is put on the water refracting the child play item The higher the value the more distortion is applied when there is a lot of wave activity The default value of 1 0 produces best results in most cases Value Specifications Type Decimal Range 0 001 5 0 Default 1 0 gt GestureTek Play Items Effects Speed Default Sets how quickly the waves move The higher the number the quicker the waves propagate Value Specifications Type Decimal Range 0 001 100 0 Default 20 0 SoundEffect Opt
65. alues 191 Value Specifications Type Decimal Range 0 0 1 0 Default 0 0 0 0 0 0 CompletionSound Optional Specifies the path to a sound file that plays when all tiles for an item are flipped File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath CompletionSoundVolume Dependent Sets the volume for the file specified by the optional CompletionSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 CompletionThreshold Default Sets the percentage of tiles that needs to be flipped before all remaining tiles are automatically flipped A setting of 1 0 100 essentially turns off this attribute Note that the AutoFlipTimeout attribute if present takes precedence over this one Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 ger GestureTek Play Items Effects Direction Default The direction in which the tiles flip X horizontal causes the tiles to flip top to bottom Y vertical cause the tiles to flip side to side B both cause the tiles to flip alternating horizontally and vertically Value Specifications Type Enumerated Options X Y or B Default X HorizontalTiles Default Specifies the number of tiles across the presentation area Value Specifications Type Integer Range 1 64 Default 5 The number of tiles is limited b
66. amount of time before beginning to fade out Value Specifications Type Decimal Range 0 0 and up Default 3 0 MinRotationSpeed MaxRotationSpeed Default Creates a range based on specified minimum and maximum values from which a random rotation speed in degrees per second will be applied to each particle Each particle will be assigned its own random rotation speed Positive values indicate counterclockwise direction negative values indicate clockwise direction 0 0 indicates no rotation MaxRotationSpeed must be equal to or greater than MinRotationSpeed Value Specifications Type Decimal Range 1440 0 1440 0 Default 0 0 ger GestureTek Play Items Effects MinSoundDelay MaxSoundDelay Dependent If SoundEffectPath is specified these two attributes control the delay in seconds between the playing of sound effects Setting different values will create a random delay between the playing of each sound The minimum value must be equal to or less than the maximum value Setting the same values for both minimum and maximum will force the sounds to play at regular intervals Value Specifications Type Decimal Range 0 0 and up Default MinSoundDelay 0 05 MaxSoundDelay 2 0 MinWidth MaxWidth MinHeight MaxHeight Default When a particle is spawned it will appear and grow to a random pixel size within these four attributes The maximums must be equal to or greater than the minimums Setting identical minimum and
67. ample using ParticlesEmitMotion The particles emit over a WaterFX play item which is in turn over a transparent permanent video image over an image KCV BubblyWater root spark lt AdTracker AdName Manual_Samples KCV BubblyWater gt lt ParticlesEmitMotion EmitRate 200 MinWidth 12 MaxWidth 25 MaintainAspectRatio True MinLiveTime 1 0 MaxLiveTime 1 5 FadeTime 1 0 Velocity 0 0 50 0 Acceleration 0 0 150 0 ExpandRate 1 0 ParticleTexturePath Images bubble png BlendMode Normal gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 0 1 Height 0 05 InteractionMethod Solid gt lt ChildPlayer gt lt Image Name Images screen_bg png gt lt ShaderFilter Name VisualFilters AlphaOverlay pso AlphaEnabled True g_ lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled False gt lt ShaderFilter gt lt ChildPlayer gt lt WaterFX gt lt ParticlesEmitMotion gt lt AdTracker gt den GesbureTek Play Items Players 5 5 4 Sample IceCrack with Sound and Video An IceCrack sample with the KeyedCameraViewer applied KCV IceCrack root spark lt AdTracker AdName Manual_Samples KCV IceCrack gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled True gt lt IceCrack ComplexityLevel 7 SplitMin 0 2 SplitMax 0 8 CrackForce 2 0 CrackRadius 128 Fade
68. an example Notes 1 The AlphaOverlay shader filter must be the second item within a ChildPlayer The first item in the ChildPlayer will be visible through the transparent regions of the second item see sample code For more information on the ChildPlayer play item see ChildPlayer 331 2 The AlphaOverlay shader filter must include one child play item which is the item to which alpha is applied see sample code 3 Nesting shader filters is not supported You cannot apply a shader filter to an item that already has a shader filter applied to it den GesbureTek Play Items Effects 4 2 2 Sample AlphaOverlay Applies 50 alpha blending to an image superimposed over another image AlphaOverlay root spark lt AdTracker AdName Manual_Samples AlphaOverlay gt lt ChildPlayer gt lt Image Name Images earth jpg gt lt ShaderFilter Name VisualFilters AlphaOverlay pso AlphaEnabled True g_fAlpha 0 5 gt lt Image Name Images logo jpg gt lt ShaderFilter gt lt ChildPlayer gt lt AdTracker gt der GestureTek Play Items Effects 4 3 AlphaTransition This is an Effect play item that provides an automatic fade transition from one child play item to another This Effect does not respond to motion but to time as set in its DelayTime attribute 4 3 1 Attributes DelayTime Default Sets the time in seconds before fade begins Value Specifications Type Decimal Range 0
69. ary item Value Specifications Type Integer Range 1 1000 Default 600 Decrement Default Controls how quickly in pixels per second the area set by the contraction area resets to the primary play item The larger the value the faster the contraction area will contract Value Specifications Type Integer Range 1 1000 Default 500 den GesbureTek Play Items Effects 4 24 2 Sample Basic WipeRevealReset Effect A basic WipeRevealReset effect that resets at a fairly quick rate WipeRevealReset spark lt AdTracker AdName Manual_Samples WipeRevealReset gt lt WipeRevealReset AlphaFactor 96 ContractionAmount 450 Decrement 300 gt lt Image Name Images planet_coordinates_2 png gt lt Image Name Images planet_coordinates_1l png gt lt WipeRevealReset gt lt AdTracker gt den GesbureTek Play Items Players 5 Play Items Players Player play items display or run one or more media files including images videos Flash and sound Directory 144 Eilean FlashFile 145 Image let KeyedCameraViewer 15h ScreenXtreme only MusicPlayer 162 Video 164 den GesbureTek Play Items Players 5 1 Directory This is a Player play item that displays multiple media files in sequence Suggested uses Can be used instead of listing individual child play items when a sequence of media files is desired This play item must be the child item of a play
70. ation on log files see Dazzler Logs 161 Spark file names must only be comprised of letters numbers underscores and dashes Spark File Layout The following is a basic layout that applies to all Spark files The actual attributes for each play item the number of attributes and their values depend on the particular play item Explanation of this layout follows The layout of the Spark file below including line breaks and indentation is for purposes of clarity only The layout of the actual file may not look exactly the same as this Line numbers are provided for convenience only Do not type line numbers into your Spark files 1 lt xml version 1 0 gt 2 3 lt My Play Item Name gt 4 lt PlayItem1 5 Attributel value 6 Attribute2 value 7 Attribute3 value 8 gt 9 lt ChildPlayIteml Attributel value gt 10 lt PlayItem1 gt ger GestureTek About Play Items Explanation of Spark file layout The following is a line by line explanation of the above Spark file layout 1 lt xml version 1 0 gt Spark files must begin with the above XML version tag as the very first line The play item samples do not contain this line since they are samples of play items themselves and not complete Spark files All Spark files require an occurrence of the XML version tag at the very beginning of the file 2 For the sake of good clean layout it is recommended to leave the second line blank 3
71. ations Type FilePath ger GestureTek Play Items Effects Height Default Controls the height of the waves This along with the RefractionFactor attribute value controls how the waves refract Height also controls wave propagation and how long it takes for them to settle Value Specifications Type Decimal Range 0 001 5 0 Default 0 3 RefractionFactor Default The amount of visual refraction that each wave can generate This attribute controls the look of the waves themselves The higher the value the greater the refraction Value Specifications Type Decimal Range 0 001 5 0 Default 0 3 SoundEffect Optional Specifies path to a sound file that plays whenever there is motion detection File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath Speed Default Sets how quickly the waves move The lowest value is 0 001 which will make for extremely slow movement The default speed is 0 9 and produces the best results in most cases Value Specifications Type Decimal Range 0 001 2 0 Default 0 9 Volume Dependent Sets the volume for the file specified by the optional SoundEffect attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects 4 21 WaterOverlay This Effect play item is no longer supported Using the improved Wa
72. ault 45 0 ger GestureTek Play Items Effects TileFlipSound Optional Specifies the path to a sound file that plays each time a set of tiles flip Concurrent playing of the specified sound effect is supported and controlled by the MaxSounds attribute File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath TouchReset Default If set to True and all tiles have not yet flipped to fully reveal next image individual tiles will upon interaction flip back to reveal previous image When set to True and if the effect hasn t timed out or moved on to the next effect you will be able to flip the tiles again Value Specifications Type Boolean Range True or False Default False TransitionDelay Default Sets the amount of time that interaction will be disabled once an item is completely flipped This enables the user to see the new item for the time specified before starting the flip effect again Value Specifications Type Decimal Range 0 0 and up Default 2 0 VerticalTiles Default Specifies the number of tiles from top to bottom of the presentation area Value Specifications Type Integer Range 1 64 Default 5 The number of tiles is limited by your computer s resources Volume Dependent Sets the volume for the file specified by the optional TileFlipSound attribute Value Specifications Type D
73. both directions The time of each tile flip is exactly one second The background color is black Perspective correction is enabled As soon as 80 of the tiles are flipped the rest of the item will flip automatically Regardless of motion detection each item will completely flip in 2 minutes 120 seconds The play item will transition through two child play items After flipping to a new item there will be a delay of 2 seconds before the play item responds to motion detection again The last item will flip to the first item and continue indefinitely Sound effects are at 40 per cent volume for both the flip action and when the current item is completed The flip action sound effect allows for up to 6 concurrent sounds BasicTiles_CheckerBoard root spark lt AdTracker AdName Manual_Samples BasicTiles_Checkerboard gt lt BasicTiles HorizontalTiles 16 VerticalTiles 16 RotationSpeed 180 0 Direction B BackgroundColor 0 0 0 0 0 0 Perspective True CompletionThreshold 0 8 AutoFlipTimeout 120 TransitionDelay 2 0 Loop True TileFlipSound Sounds TileFlip wav Volume 0 4 MaxSounds 6 Complet ionSoundEffect Sounds TileComplete wav CompletionSoundVolume 0 4 gt lt Image Name Images marble jpg gt lt Image Name Images metal jpg gt lt BasicTiles gt lt AdTracker gt der GestureTek Play Items Effects 4 4 3 Sample BasicTiles Entire Image Flip Flips entire item ho
74. bute setting will have precedence over the length of the sound file In other words if a specified sound file is 55 seconds in length and the Duration 20 attribute is set to 30 seconds the MusicPlayer play item will stop after 30 seconds 5 If the MusicPlayer play item is placed within a scheduler play item and the Duration 20 attribute is omitted then the duration will be automatically set to the length of the sound file 5 6 1 Attributes Loop Default When set to True the sound file will repeat indefinitely If False the sound file will play through only once Value Specifications Type Boolean Range True or False Default True For seamless loops wav files are recommended since MP3 files may give unexpected results SoundFile Required Specifies the path to the desired sound file The file may be a Windows compliant WAV or an MP3 Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath Volume Default Sets the playback volume for the file specified by the required SoundFile attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 ger GestureTek Play Items Players 5 6 2 Sample Simple MusicPlayer Provides background music to an Image play item Loops indefinitely MusicPlayer root spark lt AdTracker AdName Manual_Samples MusicPlayer gt lt MusicPlayer SoundFile Sounds music wav Loop Tru
75. clesImageSwitch InactiveTexturePath Images Inactive ActiveTexturePath Images Active GridWidth 16 GridHeight 12 TouchTime 1 0 gt lt ParticlesImageSwitch gt lt AdTracker gt den GesbureTek Play Items Effects 4 13 ParticlesInteract This Effect play item is no longer supported It is recommended that ParticlesInteractAnimate 97 should be used even when using non animated particles This play item causes particles to react to motion detection Attributes control such things as the amount and appearance of particles as well as how they move The particle image files cannot exceed 1024x1024 in size and they must all be the same size Image file names must be comprised of letters numbers underscores and dashes only 4 13 1 Attributes This play item is no longer supported It is recommended that ParticlesInteractAnimate 9 should be used even when using non animated particles Boundarylmage Optional An optional boundary image may be specified in order to limit where the particles will initially appear If the EnforceBorders attribute is set to True then the particles will always stay inside those areas set by the boundary image Particles will appear in any area in which the boundary image s alpha channel is set to 0 fully transparent When the play item begins it will attempt to place all particles within those areas specified by the boundary image In some cases particles may app
76. ct Optional Specifies path to a sound file that plays whenever there is motion detection File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath ger GestureTek Play Items Effects Speed Default Sets how quickly the waves move The lowest value is 0 001 which will make for extremely slow movement The default speed is 0 9 and produces the best results in most cases Value Specifications Type Decimal Range 0 001 2 0 Default 0 9 Volume Dependent Sets the volume for the file specified by the optional SoundEffect attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects 4 22 WipeRevealExpand WipeRevealExpand is a transition Effect play item similar to WipeRevealNormal 13 amp except that when a specified threshold is reached the revealed area automatically expands to fully reveal the successive child play item ScreenXtreme Users See the special WipeRevealExpand samples using the KeyedCameraViewer WipeRevealExpand with Video h15 WipeRevealExpand Including Video 160 4 22 1 Attributes AlphaFactor Default Controls the transparency setting of the item being wiped away The higher the setting the more the item is removed when motion is detected Value Specifications Type Integer Range 1 255 Default 64 Completio
77. ct will work is to base it on an existing effect In this lesson we ll change the ParticlesEmitMotion1 effect to make a new effect 9 3 1 To set up a new effect 1 From the Manual Samples folder in the Resources directory browse to the ParticlesEmitMotion1 sample and open the folder Q The default location of the Resources directory is C GestureTek ProductName 2 Copy all the folders and the root spark file into the NewEffect2 folder you created at the beginning of this tutorial Only make changes to files in your new folder gt Your GestureTek directory structure should now look like this GestureTek 5 Product Name OB Config D Logs Manual O Resources a O Blending G Demos a O Manual Samples MyFolder New ffect1 O Config D Images O Sounds Neweffect2 O Config D Images O Sounds Newe ffect3 O Sequences D Scripts mr O System D Tools D Tracker den GesbureTek Customizing Effects A Tutorial 9 3 2 To change the behavior of an effect 1 Open the root spark file in your NewEffect2 folder with Notepad or another text editor and begin changing the attributes 2 Decrease the EmitRatePerSecond attribute from 100 to 80 to generate fewer bubbles EmitRatePerSecond was previously called EmitRate and is so called in the ParticlesEmitMotion1 sample Q You can play the effect after each change to see what impact your change has had or make several chan
78. d in the Dazzler logs can be controlled via the LogDetailLevel attribute in the DazzlerKernel cfg file the file is located in the Config folder The available values are 0 9 where 0 provides the least amount of detail and 9 provides the most The default value is 1 which is sufficient in most cases 1 7 Exiting Dazzler Full Screen Mode To exit Dazzler in Full Screen Mode press your keyboard s Esc key or Alt F4 Windows Mode To exit Dazzler in Windows mode press your keyboard s Esc key or Alt F4 Alternatively use the menu to select Application gt Exit GesbureTek About Play Items 2 About Play Items Play items are preinstalled modules which control what is viewed in a Dazzler presentation Several play items are included with your installation Upgraded and new play items will be sent to users as they become available depending on your current licensing agreement Customized play items are also available Your installation may or may not include all play items listed If you are interested in acquiring additional play items contact support gesturetek com There are four types of Dazzler play items Understanding these types will help you use them more effectively Controller play items provide system control Controller play items allow you to do such things as schedule and sequence certain play items and automatically shut down Dazzler Effect play items provide visual and interactive effects Dazzler
79. dimensions 2 Image file names must be comprised of letters numbers underscores and dashes only 3 Images should be oriented vertically with the head of the entity facing upwards as follows t 4 Transparency is set by an image s alpha channel 5 The order of the animation sequences is based on the file names of the images according to standard Windows alphanumeric sorting conventions Example Files would be sorted as follows file01 img file10 img file11 img file2 img file4 img AttractSpeed Default Sets the speed in pixels per second at which the entities will move when they are attracted to the tracker outline While the AttractAnimationPath attribute specifies the animation for an entity both when it is roaming or being attracted to the tracker outline AttractSpeed applies only when it is attracted to the tracker outline Value Specifications Type Integer Range 0 10000 Default 150 0 BoundaryLeft BoundaryRight BoundaryTop BoundaryBottom Optional These attributes specify in pixels a rectangular screen boundary The entities will only roam and interact within the boundary area The rectangular boundary may be placed anywhere within the screen BoundaryLeft and BoundaryRight correspond to the left and right sides of the rectangle respectively measured from the left side of the screen area Boundary Top and BoundaryBottom correspond to the top and bottom sides of the rectangle respectively measured from
80. e Volume 1 0 gt lt Image Name Images earth jpg gt lt MusicPlayer gt lt AdTracker gt den GesbureTek Play Items Players 5 7 Video This is a Player play item that will run a video file 5 7 1 Attributes BackGroundClr Default An RGB value that specifies the color for the screen background when FullScreen is set to False For more information about setting color attributes see Setting Color Values 191 Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 1 0 1 0 white FullScreen Default If set to True video will be displayed full screen Dimensions will be scaled to fit the full resolution set in the Dazzler configuration file dazzler cfg Value Specifications Type Boolean Range True or False Default False Loop Default When set to False video will play one time only When set to True video will repeat continuously Value Specifications Type Boolean Range True or False Default False Name Required Specifies the video file to play Video file formats supported are AVI MPEG and MOV see notes below Notes 1 Viewing AVI files requires that the CODEC compression decompression software associated with their creation be installed on the system in which they are running Some video player programs such as Windows Media Player include workarounds that allow AVI files to play without actually installing the associated CODEC This m
81. e and image files in the same folder must all be the same size 2 Images must be RGB or RGBA format files 3 Image file names must be comprised of letters numbers underscores and dashes only 4 The number of images in each texture path folder should be the same If not then the number of images used will be the lesser of the two 5 Image file names must be comprised of letters numbers underscores and dashes only 6 The ActiveTexturePath images that appear upon interaction are mapped to a corresponding InactiveTexturePath image based on the order of the images in the folder The images are sorted based on their filenames according to standard Windows alphanumeric sorting conventions Example Files would be sorted as follows fileO1 img file10 img file11 img file2 img file4 img Value Specifications Type FilePath ger GestureTek Play Items Effects GridWidth GridHeight Default The number of displayed particles are based on these two attributes GridWidth specifies the number of particles across GridHeight specifies the number of particles down The size of each particle is based on the total number of particles on the screen The greater the number of particles the smaller the size of each particle Value Specifications Type Integer Range 1 128 Default GridWidth 16 GridHeight 12 InactiveTexturePath Required Specifies the path to the folder which contains one of more image files up
82. e spawned They move at a random speed between 50 and 150 pixels per second They will turn away at a 180 degree angle at a speed of 350 pixels per second when they are at a distance of 50 pixels or less from the user interaction They will return to their normal state when they are 500 pixels away from user interaction FishSwarm root spark lt AdTracker AdName Manual_Samples FishSwarm gt lt FishSwarm FishCount 20 StartFleeDistance 50 EndFleeDistance 500 MinRoamSpeed 50 0 MaxRoamSpeed 150 0 TurningSharpness 180 FleeSpeed 350 0 SwimAnimationPath Images fish_swim_128 gt lt Image Name Images bg_blue jpg gt lt FishSwarm gt lt AdTracker gt der GestureTek Play Items Effects 4 7 FluidDynamics This is a Fluid dynamics Effect play item Fluid effect forms as user interacts with presentation area Effect behavior including formation and dissipation are based on attribute settings The colors of the fluid effect are based on a 256 color palette As the intensity of the effect grows higher color values are displayed Several sample palettes are included but custom palettes may be used as well This effect provides good results with or without a child play item 4 7 1 Attributes AlphaBlend Default When set to True alpha blending is activated Blending is relative to density Value Specifications Type Boolean Range True of False Default False BlurFactor Default Amou
83. e the value set in the Density attribute You could create a DensityMap image with a gradient running from black to white This would result in the water effect being more fluid on one end while being more dense on the other Suggested uses This effect is good for creating shore lines or other presentations where giving another play item a limited watery look Could be used for creating a shoreline or beach where waves only occur in the a desired area of the presentation This play item requires at least one child play item The DensityMap image automatically scales to cover the entire presentation 4 20 1 Attributes This play item is no longer supported Using the improved WaterFX 120 play item instead is recommended Density Default Controls the fluidity of the ripple effect including how quickly the waves die down when there is no further motion detection A lower value makes the effect appear to settle more quickly whereas a higher value provides a much more liquid appearance A value of 0 0001 causes no wave effect at all while a value of 0 9999 makes the effect appear extremely fluid and take longer to settle Value Specifications Type Decimal Range 0 0001 0 9999 Default 0 97 DensityMap Default Specifies the path to the density map file File must be a 64 x 64 RGB 24 or 32 bit greyscale image Density map file names must be comprised of letters numbers underscores and dashes only Value Specific
84. e using the left right arrows to adjust the values Test your settings on different blending interfaces to make sure they are accurate Each color channel has a value between 0 0 and 1 0 A value of 0 0 is no intensity meaning there would be no color at all from that channel 1 0 is full intensity of that channel If all channels are set to 0 0 the screen will be black Default is 1 0 for all channels 3 When you are satisfied with the Color Balance settings tab back to the Universal Blending Interface select Save and press Enter to save these settings 4 On the Tracker console with the Tracker running click START DAZZLER den GesbureTek Introduction 1 6 Dazzler Logs Dazzler logs provide important information about the running of Dazzler including both the Dazzler player itself useful to system engineers and the running of Spark files useful to Spark file editors Enable disable Dazzler logs To enable or disable Dazzler logs change the value of the LogEnabled attribute in the DazzlerKernel cfg file the file is located in the Config folder Setting the value to True enables logging Setting it to False disables logging When logging is enabled a log file for each session will be written to the Logs folder The Logs folder must exist for log files to be created Removing the Logs folder effectively disables logging This is an intentional feature Controlling Dazzler Log Detail The amount of detail reporte
85. ealExpand The video image is overlaid on top of the WipeRevealExpand effect KCV WipeRevealExpand1 root spark lt AdTracker AdName Manual_Samples KCV WipeRevealExpandl1 gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled True gt lt WipeRevealExpand AlphaFactor 96 ExpansionAmount 500 Increment 500 CompletionThreshold 0 50 TransitionDelay 2 0 Loop True gt lt Image Name Images metal jpg gt lt Image Name Images marble jpg gt lt WipeRevealExpand gt lt KeyedCameraViewer gt lt AdTracker gt ger GestureTek Play Items Players 5 5 9 Sample WipeRevealExpand Including Video Second of two KeyedCameraViewer samples using WipeRevealExpand Here the video image is one of three items that are revealed by wiping KCV WipeRevealExpand2 root spark lt AdTracker AdName Manual_Samples KCV WipeRevealExpand2 gt lt WipeRevealExpand AlphaFactor 96 ExpansionAmount 500 Increment 500 CompletionThreshold 0 50 TransitionDelay 2 0 Loop False gt lt Image Name Images metal jpg gt lt Image Name Images marble jpg gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled False gt lt WipeRevealExpand gt lt AdTracker gt ger GestureTek Play Items Players 5 5 10 Sample WipeRevealReset Including Video KeyedCameraViewer sample using Wi
86. eans that while you may be able to view particular video files in Windows Media Player you may not be able to run them in Dazzler 2 Running MPEG2 and MPEG4 files may necessitate acquiring a third party CODEC such as those available from Elecard Ltd Disclaimer Neither GestureTek nor its Resellers warrant third party products and services unless explicitly stated otherwise 3 The playing of MOV QuickTime files requires that the QuickTime Player be installed version 7 6 4 If the Video play item is placed within a Scheduler the Duration 20 attribute setting will have precedence over the length of the video For example if a specified video file is 55 seconds in length and the Duration 20 attribute is set to 30 seconds the Video play item will stop after 30 seconds 5 Video file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath ger GestureTek Play Items Players 5 7 2 Sample Play Video File Plays a video file according to default values Video1 root spark lt AdTracker AdName Manual_Samples Videol gt lt Video Name Videos dazzler_logo_anim_640x480 mpg FullScreen False Loop False BackGroundClr 1 0 1 0 1 0 gt lt AdTracker gt 5 7 3 Sample Play Video File Full Screen Continuously plays a video file in FullScreen mode Video2 root spark lt AdTracker AdName Manual_Samples Video2 gt lt Video Name Videos dazz
87. ear outside the boundary area Notes 1 The boundary image must be a ARGB png or tga file 2 The boundary image is not visible It only defines the boundary areas 3 The dimensions of the boundary image itself not the desired boundary area must be the same as the Dazzler screen resolution as specified in Dazzler Setup a If not then the boundary image will be ignored Value Specifications Type FilePath Collisions Default Specifies whether or not particles will collide with each other Value Specifications Type Boolean Range True or False Default False EnableRotation Default Controls whether particles rotate upon motion detection or collision Value Specifications Type Boolean Range True or False Default False ger GestureTek Play Items Effects EnforceBorders Default When set to True the particles will collide with boundaries including screen borders as well as the borders of a boundary image if specified When set to False all borders are ignored which also means particles can leave the screen area entirely When a particle completely leaves the screen area they will not reappear Value Specifications Type Boolean Range True or False Default True KineticFriction Default Controls the amount of resistance applied to particles upon movement A value of 0 0 specifies no resistance Value Specifications Type Decimal Range 0 0 100 Default 5 0 MaxForce Default
88. ecified folder 3 More than one subfolder is needed only if more than one animation sequence is desired This could be because different looking particles are needed or if it is necessary for some of the particles to begin the animation sequence at a different point 4 The particle image files cannot exceed 1024x1024 in size and image files in the same folder must all be the same size 5 Image file names must be comprised of letters numbers underscores and dashes only 6 The order of the animation sequence is based on the file names of the images according to standard Windows alphanumeric sorting conventions 7 Transparency is supported via image alpha channel ger GestureTek Play Items Effects Example Files would be sorted as follows fileO1 img file10 img file11 img file2 img file4 img Value Specifications Type FilePath ParticleWidth ParticleHeight Default Sets in pixels the width and height of the particle image The ParticleWidth and ParticleHeight settings control the dimensions of the particle texture itself on the screen Your provided images will be scaled to fit this texture If your image has borders around it in your file then these borders will show up within the dimensions of the particle texture For best results you should minimize any borders or blank areas around the perimeter of your images within your image files Image file names must be comprised of letters numbers
89. ecimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects Notes If a Duration 2 attribute is set all remaining tiles automatically flip just before the duration period expires In order to create a series of different tile effects you would need to create a sequence of BasicTiles play items within a Scheduler play item In order to ensure clean transitions between instances of BasicTiles play items the last child play item in one BasicTiles play item should be the same as the first child play item in the subsequent one The Loop attribute should be set to False in each instance When this play item is within a SequentialScheduler and the Loop attribute is set to False the play item will upon its final transition terminate thus allowing the next play item within the SequentialScheduler 9 to start regardless of the value of the Duration 20 attribute For example if a BasicTiles effect inside a SequentialScheduler 39 has its Duration 20 value set to 30 seconds and its Loop value set to False but it only takes 12 seconds to flip through and display all of its child play items then the BasicTiles effect will end after 12 seconds and the SequentialScheduler zg will immediately move on to the next play item in the list den GesbureTek Play Items Effects 4 4 2 Sample BasicTiles Checkerboard Creates a 16 x 16 256 tiles in total checkerboard tile grid effect that flips in
90. ection or collision The higher the value the more force is applied Force is cumulative When continuous non stop interaction is applied to a particle the amount of force increases For example pushing instead of hitting a particle will increase the force applied to it Value Specifications Type Decimal Range 0 0 100 0 Default 10 0 MaxSounds Dependent When sounds are specified controls the maximum number of concurrent sound effects Value Specifications Type Integer Range 1 1024 Default 16 NonAnimatedParticlePath Required Specifies the path to a folder which contains separate one frame animations for every image file Value Specifications Type FilePath ParticleCount Default Specifies the number of particles to display Precedence is given to the even distribution of particle images so if the ParticleCount is not a multiple of the number of particle images available the actual number of particles displayed will be adjusted to ensure equal distribution of image animation sequences Value Specifications Type Integer Range 1 16383 Default 250 While 16348 is technically the particle count limit the actual allowable number of particles depends on system resources Setting the Collision attribute is set to True is an additional stress on the particle count A high ParticleCount value relative to the available screen area could return unexpected results ger GestureTek Play Items Effects ParticleRadius
91. ed 1024x1024 in size and image files in the same folder must all be the same size 3 The files must be 32 bit RGB 4 Image file names must be comprised of letters numbers underscores and dashes only 5 For best results it is recommended that image files be created square 6 Transparency is supported via image alpha channel Value Specifications Type FilePath ParticleRadius Default Sets a collision radius around each particle This controls the points around the particle that react to motion detection and depending on other relevant attribute settings to boundary and particle collisions as well In most cases the radius should be set to surround the particle texture image as closely as possible A value of 0 0 attempts to calculate a radius based on the ParticleWidth and ParticleHeight values If the dimensions of a particle texture are considerably smaller than the dimensions of the image file it is part of it is recommended to enter a value that is as precise as possible Value Specifications Type Decimal Range 0 0 1024 Default 0 0 ParticleWidth ParticleHeight Default Sets in pixels the width and height of the particle image The ParticleWidth and ParticleHeight settings control the dimensions of the particle texture itself on the screen Your provided images will be scaled to fit this texture If your image has borders around it in your file then these borders will show up within the dimensions of the particle
92. ed NumberOflterations times the number of seconds specified in the Duration 2 attribute 2 When the last iteration plays it will no longer be displayed but Dazzler will continue to run 3 6 2 Sample Play Second Child Play Item Plays only the second child play item for five seconds SelectionScheduler spark lt AdTracker AdName Manual_Samples SelectionScheduler gt lt SelectionScheduler ItemToPlay 1 NumberOfIterations 1 gt lt Image Name Images clown_fish jpg Duration 5 gt lt Image Name Images earth jpg Duration 5 gt lt Image Name Images logo jpg Duration 5 gt lt SelectionScheduler gt lt AdTracker gt den GesbureTek Play Items Controllers 3 7 SequentialScheduler This is a Controller play item that runs a series of child play items in sequence in the order listed Each child item will run for the duration specified within that item s Duration 20 attribute It is essential that you understand the Duration 20 attribute before using the SequentialScheduler 3 7 1 Attributes NumberOflterations Default Sets the number of times that the scheduler will loop before terminating The default setting of 0 causes the scheduler to loop indefinitely Value Specifications Type Integer Range 0 and up Default 0 Notes This play item requires the addition of a Duration 20 attribute in each of its child play items The Duration 20 attribute of a child play item
93. ed particles are placed relative to the tracking regions Three options are available Replaces the RandomScaitter attribute 1 RANDOM Default Particles will emit from a random location from within the tracking regions 2 ORDERED Particles within a given tracking region will be evenly spaced thus avoiding overlapping 3 CENTER Particles will emit from the center of the tracking regions Value Specifications Type Enumerated Range RANDOM ORDERED CENTER Default RANDOM Velocity Default Sets the direction of initial movement of all particles in pixels per second upon spawning Two values are available The first value controls horizontal direction a positive value denotes direction to the left a negative value denotes direction to the right The second value controls vertical direction a positive value denotes downward direction a negative value denotes upward direction The default setting of 0 0 0 0 denotes no movement Value Specifications Type Decimal Range 2000 0 2000 0 Default 0 0 0 0 Volume Dependent Sets the volume for the file specified by the optional SoundEffectPath attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects 4 11 2 Sample ParticlesEmitMotion Bubbles Creates a bubble effect over a specified background One hundred particles will emit at once each one expanding to a random width and height betwe
94. eetsneeeneneets 88 PAPIClO SIVA S WINCH steteicgete geeiert 89 Lutte 89 Sample ParticlesImageSwitch cccceececeeececeseeteneeeceseetaneeeeeeeetsneesenecensaeetsaeseneneetsgeseneneets 91 Barttclesioteragtsg ox susgtes uu e haiteg eege A ee AM he bee th E ER eA 92 tele 92 Sample ParticlesInteract Sweeping ROCKS cccecceeeeeeteneeeeeeeneneeteeeeetenseteneseneneetsneeeneneers 96 ParticlesinteractAnimate siiicasiccscccisccinscecsstnsasccaiecnsscacscersistnanteeaseenieendeentiostnintenuteestieasnin sents 97 AttiDUtTES EE 97 Sample ParticlesInteractAnimate Boundary Image amp Sound cccceeceseeeeereneeteeeeerenseetenees 107 Sample ParticlesInteractAnimate Collision A Sound cccccsececeeeeetenceteeeeteneeteneeetenseeeanees 108 Sample ParticlesInteractAnimate POPCOMN cccccecseececesceteneeeeeeeeceeetseeenesetsnesetenseeeneses 109 Sample ParticlesInteractAnimate Flowers ccccececseececeseeteneeeeeseeteneetsneeensneeteaeeetenseetenaes 110 EarueleelteEaeatEE een Eege 111 Atti DUTE EEN 111 Sample Sweep Away Gas Particles cccccssececeseeteeeeeeeeeeteneeeeeseeteneetsnesensneetsaesetenseeeeness 114 Particles R Sabinian he ne Ne Ns ee Re 115 Lutte 115 ell elle TEE 117 ROU EE 118 DU 118 ger GestureTek Sample Rotate Mage File ssc iegetsbegegzii ege eieeereeete deeg dE Eug 118 Silhouette ee ee ee ee E 119 tte 119 Sample Display Silhoue
95. egative value denotes direction to the right The second value controls vertical direction a positive value denotes downward direction a negative value denotes upward direction The default setting of 0 0 0 0 denotes no acceleration Specifying acceleration values opposite to the velocity values will cause the particles to change direction from those specified in the Velocity settings Value Specifications Type Decimal Range 2000 0 2000 0 Default 0 0 0 0 AnimationCycleTime Default Time in seconds it takes to complete one animation sequence The higher the number the slower the sequence Value Specifications Type Decimal Range Greater than 0 0 Default 1 0 ger GestureTek Play Items Effects AnimationMode Default Controls animation behavior as follows 1 LOOP After playing the last image in the sequence the animation will return to its first image and continue indefinitely 2 PINGPONG The animation sequence will continuously alternate between playing its images forward and reverse 3 ONESHOT The animation sequence will play through its images only once and stop at the last image This also applies when RandomStartFrame is set to True In that case whatever frame the sequence begins with the animation will still stop with the last one in the folder If the random image happens to be the last one in folder that particle will not animate at all 4 ONESHOTDIE Similar to ONESHOT except
96. elay 0 05 MaxSoundDelay 0 1 gt lt Image Name Images icetop jpg gt lt Image Name Images iceshark jpg gt lt IceCrack gt lt AdTracker gt den GesbureTek Play Items Effects 4 11 ParticlesEmitMotion This Effect play item emits particles over the presentation area upon motion detection Attributes control such things as the amount and appearance of particles as well as if and how they move The particle image files cannot exceed 1024x1024 in size and they must all be the same size Image file names must be comprised of letters numbers underscores and dashes only Suggested uses ParticlesEmitMotion can be used to create effects such as bubbles sparks fire smoke waterfalls etc While different kinds of motion effects can be created all particles will move the same way based on the values specified in the Velocity and Acceleration attributes In order to get the particles to move in different directions you would need to nest at least one ParticlesEmitMotion play item inside another ScreenXtreme Users See the special ParticlesEmitMotion sample using the KeyedCameraViewer Bubbles in Water with Video 154 4 11 1 Attributes Acceleration Default Sets the rate of increase of movement in pixels per second applied to the velocity of all particles upon spawning Two values are available The first value controls horizontal direction a positive value denotes direction to the left a n
97. ems Value Specifications Type Decimal Range 0 0 and up Default 0 0 2 3 1 Using the Duration attribute The Duration attribute is required when using a Scheduler play item It must be placed as an attribute of all the Scheduler s first level child play items It should not be used anywhere else Examples The following are correct and incorrect examples of using the Duration attribute within a Scheduler They use a variety of generic terms for illustration purposes only They are not working samples n refers to any number of seconds The following two examples are correct lt SequentialScheduler gt lt PlayItem Duration n OtherAttribute value OtherAttribute value gt lt PlayItem Attribute value gt lt PlayItem gt lt SequentialScheduler gt lt SequentialScheduler gt lt PlayItem Attribute value Duration n gt lt PlayItem Attribute value Duration n gt lt SequentialScheduler gt ger GestureTek About Play Items The following two examples are not correct lt SequentialScheduler gt lt PlayItem OtherAttribute value OtherAttribute value gt lt PlayItem Attribute value Duration n gt lt PlayItem gt lt SequentialScheduler gt lt SequentialScheduler Duration n gt lt PlayItem Attribute value gt lt PlayItem Attribute value gt lt SequentialScheduler gt den GesbureTek About Play Items 2 4 2 5 Running Play
98. en 16 and 32 pixels Height will always be the same as width since MaintainAspectRatio is set to True Particles will be visible for between 0 5 and 2 seconds The particles rise and accelerate straight upward No color saturation will occur Up to 10 random sounds in the specified folder will play every 0 05 seconds ParticlesEmitMotion1 root spark lt AdTracker AdName Manual_Samples ParticlesEmitMotion1 gt lt ParticlesEmitMotion EmitRate 100 MinWidth 16 MaxWidth 32 MaintainAspectRatio True MinLiveTime 0 5 MaxLiveTime 2 0 FadeTime 0 5 Velocity 0 0 50 0 Acceleration 0 0 150 0 ExpandRate 1 0 ParticleTexturePath Images bubble tga BlendMode normal SoundEffectPath Sounds bubble Volume 1 0 MaxSoundSamples 10 MinSoundDelay 0 05 MaxSoundDelay 0 05 gt lt Image Name Images bg_blue jpg gt lt ParticlesEmitMotion gt lt AdTracker gt gen GesbtureTek Play Items Effects 4 11 3 Sample ParticlesEmitMotion Fire Creates a fire effect over a specified background Many particles will emit at once each expanding to a random width between 96 and 128 pixels Height will always be the same as width since MaintainAspectRatio is set to True Particles will be visible for between 0 0 and 3 0 seconds The particles flow downward and to the left No color saturation will occur In order for the effect to occur only in a desired region it has been placed within an Alph
99. es WES Co E EE EE eebe tele IER Sample Play Video TEE Sample Play Video File Full Screen ccccccccecccecccececcece cece ceseceseceseceteeeseeseeteeeteeeeseesees Play Items Utilities Sahel nee nee ee ne ne OE MEE te ene ee eee eee eee a a eee ee te Sample Track AG E Prame Rate ecca e e eege ee AttribUtES ooien inara binwetdosia te EE EES SERGE Sample Display Frame Rate Yellow ccccecccecececececececececeseceeeceseceteeeteeeseeeteeeseeeteeeeteeenees SCreemShOUb EE ie Sample ScreenShot ccceecccsesecceececeeeecceuceceeeeececessueeeseueesseesseeesseessaeeesneessaeeesenseessees elt E tel Sample Display Tracker c cccccceeccceeeecceeeeceeeeeceeeecsaeeeseneessasecseeesseessaeeeseesessaeeeseuseessanes Dazzler Mouse Tracker Dazzler ActiveX Control Using Dazzler ActiveX COntrOl sisiicsicccicceisiesaceteeeissasneacenstvesnaessnnasenstassnnbenenaneadtanaaanerses Sample ActiveX COMME EE ger GestureTek Customizing Effects A Tutorial 179 OTE TIA started acters ekinera e nace ea ETa paaa EEEa EET sn ean anon ences 180 To create a Dazzler Shortcut on the desktop cccceeeeeeceseeteneeeneeeteneeeceeetenenenensensneeeereaeets 180 To set up folders for NEW effects cecececeecceeeseeceeeeeeseetenceseeeceteneetsneseceaeetsneeeeeetensaeeteneaeets 180 Lesson 1 Changing the background Image s s s s sssssrririsisrsrsrsrsrsrnrnrisesenee 182 TOSEt UPA NE
100. es is dependant on system resources FleeSpeed Default Specifies the speed in pixels per second at which entities will move in response to interaction For best results FleeSpeed should be equal to or greater than MaxRoamSpeed Setting a very high FleeSpeed more than 4500 may return unpredictable results Value Specifications Type Integer Range 1 10000 Default 700 MinRoamSpeed MaxRoamSpeed Default Creates a range in pixels per second for the normal roaming speed of the entities Except when in its flee state each entity will move about the screen at a speed based on a random value between the set minimum and maximum Each entity moves about at its own assigned speed MaxRoamSpeed must be equal to or greater than MinRoamSpeed Value Specifications Type Integer 0 and up Default MinRoamSpeed 100 MaxRoamSpeed 500 ScreenRadius Dependent If UseCircularScreen is set to True specifies the radius in pixels of the circular area in which the entities can move Creating a radius that crowds the entities is not recommended Value Specifications Type Integer Range 100 and up Default 400 StartFleeDistance Default The maximum distance in pixels from the user interaction that an entity can be before starting to move away Value Specifications Type Integer Range 1 1000 Default 50 ger GestureTek Play Items Effects SwimAnimationPath Required Specifies the path to the folder which cont
101. fault Specifies one of three methods by which the effect interacts with the user These methods are 1 SOLID The whole interaction area i e the complete silhouette of the user is used to raise the height of the water 2 OUTLINE Only the outline of the interaction area i e the outline of the silhouette of the user is used to raise the height of the water This results in less water agitation for the same amount of motion detection than what would be created using SOLID 3 SOLID _OUTLINE While raising the water height around the edges of the outline of the interaction area there will be no effect at all within the inside of the interaction area This can be useful when a thicker liquid effect is desired Value Specifications Type Enumerated Options SOLID OUTLINE or SOLID _OUTLINE Default SOLID LightColor Optional An RGB value that sets a light source color which enhances the effect by adding additional highlighting For more information about setting color attributes see Setting Color Values 197 Value Specifications Type Decimal Range 0 0 1 0 The light color may be affected by the color of the child play item You may need to try several settings before getting the exact light color you want LightDirection Dependent When the LightColor attribute is used specifies the placement of the light in relationship to the presentation area Two coordinates are used The first coordinate X sets the horizont
102. fect play item that uses a shader filter to remove a color or color range from a displayed image in order to make transparent regions 4 5 1 Attributes g_fCirTolerance Default Sets the tolerance level of the specified key color whereby 0 0 indicates no tolerance an exact match is needed for a pixel to be rendered transparent and 1 0 indicates absolute tolerance whatever key color is specified all pixels will be transparent Generally a relatively small tolerance level provides best results to ensure that only those pixels in the desired color range are included A value of 0 0 is not recommended since in most cases it is necessary to include minor variations in the key color Due to anti aliasing the process whereby the appearance of smoothness is produced by blurring the edges of an image the edges of the opaque areas of a keyed image may appear to retain colors similar to the key color This can be rectified by increasing the tolerance level Be careful not to raise the tolerance level too high as it may cause unwanted transparent regions Value Specifications Type Decimal Range 0 0 1 0 Default 0 009 g_vKeyClr Default An RGB value that specifies the color to be keyed made transparent For more information about setting color attribute values see Setting Color Values 1 Value Specifications Type Decimal Range 0 0 1 0 Default 0 0 0 0 0 0 black Name Required Specifies ColourKeying as the shader f
103. fects Notes 1 The boundary image must be a ARGB png or tga file 2 The boundary image file name must be comprised of letters numbers underscores and dashes only 3 The boundary image is not visible It only defines the boundary areas 4 The dimensions of the boundary image itself not the desired boundary area must be the same as the Dazzler screen resolution as specified in Dazzler Setup a If not then the boundary image will be ignored 5 When using a boundary image the ParticleRadius attribute is used to help organize the placement of the particles For best results it is recommended to use a relatively small ParticleRadius value 10 or less Value Specifications Type FilePath Collisions Default Specifies whether or not particles will collide with each other Value Specifications Type Boolean Range True or False Default False CollisionSound Optional If Collisions is set to True specifies path to a sound file that plays whenever two particles collide File must be Windows compliant WAV Value Specifications Type FilePath CollisionVolume Dependent Sets the volume for the file specified by the optional CollisionSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 DynamicRotationFactor Dependent If EnableRotation is set to True and RotationSpeed is set to 0 this combination of settings causes the particles to only rotate upon interaction then the rotation
104. fications Type Decimal Range 0 00 and up Default 0 00 Name Required Specifies the file path of the image file to be saved Value Specifications Type FilePath with a jpg extension Notes 1 All files must be saved to a folder within the Resources folder If no path is specified but a file name is the file will automatically be saved to the Resources folder If the Name field is left blank the screenshot will not be saved For more information see Understanding File Paths 26 2 Only saving to existing folders is supported 3 All image file names must be comprised of letters numbers underscores and dashes only 4 While Dazzler will allow you to use a file extension other than jpg specifying jpg is recommended Files with the same name will be overwritten without warning den GesbureTek Play Items Utilities 6 3 2 Sample ScreenShot Takes a screenshot of a WaterFX sample after five seconds and saves it to a file named GFXscreenShot jpg stored in the Resources folder screenshot root spark lt AdTracker AdName Manual_Samples ScreenShot gt lt ScreenShot Name GFXscreenShot jpg DelayTime 5 0 gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 InteractionMethod Solid gt lt Image Name Images bg_blue jpg gt lt WaterFX gt lt ScreenShot gt lt AdTracker gt GesbureTek Play Items Utilities 6 4 Tracker This is a Utilit
105. ft Default Allows you to set the dimensions of the primary child play item which is also the crackable area This has no effect upon the secondary child play item until it becomes the new primary child play item Each of these attributes requires a pair of horizontal and vertical settings for more information see the IceCrack sample In most cases the default values produce the best results Values must be no bigger than your presentation area resolution i e screen width and height as set in the Dazzler configuration dazzler cfg Value Specifications Type Integer Range based on minimum and maximum screen resolution dimensions Default based on current screen resolution settings in Dazzler configuration dazzler cfg Volume Dependent Sets the volume for the file specified by the optional SoundPath attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 ger GestureTek Play Items Effects Notes 1 MaxSoundDelay must be equal to or greater than MinSoundDelay 2 A wide range of delay time is more effective in situations where there is a lot of motion detection Otherwise a narrow range of short delays is better 3 When this play item is within a SequentialScheduler 39 gt and the Loop attribute is set to False the play item will upon its final transition terminate thus allowing the next play items within the SequentialScheduler s to start regardless of the value of the Durat
106. gain and so on When cracked pieces are created they will shrink in size upon additional motion detection until according to a set threshold percentage it will shrink and fade away All cracked pieces are three or four sided randomly generated shapes The number of shapes their size the variations of shape and how they work together are controlled by the play item attributes ScreenXtreme Users See the special IceCrack sample using the KeyedCameraViewer IceCrack with Sound and Video les 4 10 1 Attributes ComplexityLevel Default Determines the total number of cracked pieces that will be generated over the entire presentation area as follows Complexity Number of Level pieces Value Specifications Type Integer Range 6 9 Default 8 CrackForce Default Specifies the amount of force exerted upon motion detection The greater the value the more cracking will occur and the quicker the cracked pieces will shrink Value Specifications Type Decimal Range 0 1 1000 0 Default 2 0 CrackRadius Default Sets how much of the presentation area is affected by each instance of motion detection Value Specifications Type Integer Range 50 1000 Default 128 ger GestureTek Play Items Effects SoundPath Optional Specifies path to a folder containing one or more sound files that will play randomly if there is more than one sound file as cracking occurs The timing of the files is controlled b
107. ges before checking it Click File gt Save in order to save your changes before playing the effect See To play the new effect web 3 Decrease the MinWidth attribute to 5 and the MaxWidth attribute to 30 to generate smaller bubbles that vary from 5 to 30 pixels in width 4 Change the FadeTime to 1 5 to increase the length of time it takes for the bubbles to fade out 5 Continue changing the values of the various attributes as desired using the information in the table below This table does not include all attributes for this effect just those that would more commonly be changed Information on all the attributes of all the effects can be found in the Play Items sections of this User Guide Ke EmitRatePerSecond Specifies the number of particles spawned per second upon motion detection Set the value higher to generate more particles or EmitRate or lower to generate fewer EmitRate specifies the number of particles spawned per frame but generates similar results MinWidth MaxWidth The minimum and maximum width of each particle When a particle is spawned it appears then grows to a random pixel size within these two limits Setting both MinWidth and MaxWidth to the same value makes all particles the same size MaintainAspectRatio When set to True the particle will always be the same height as the width generated by the MinWidth and MaxWidth values Therefore setting this value to True will make the bubbles perfect
108. has precedence over anything else in that play item Once a duration is complete the SequentialScheduler will cause that item to terminate and the next item to begin 3 7 2 Sample IncludewithinSequentialScheduler The following sample contains a SequentialScheduler zg play item that lists two Include play items Include1 root spark lt AdTracker AdName Manual_Samples SequentialScheduler gt lt SequentialScheduler gt lt Include name myimagesl spark duration 15 gt lt Include name myimages2 spark duration 15 gt lt SequentialScheduler gt lt AdTracker gt The Include play items in the above example refer to the following two Spark files Include1 myimages1 spark lt FILE 1 TO DEMONSTRATE INCLUDE PLAY ITEM gt lt SequentialScheduler gt lt Image Name Images moon jpg Duration 5 gt lt Image Name Images tower jpg Duration 5 gt lt SequentialScheduler gt Include1 myimages2 spark lt FILE 2 TO DEMONSTRATE INCLUDE PLAY ITEM gt lt SequentialScheduler gt lt Image Name Images hawaii jpg Duration 5 gt lt Image Name Images crowd jpg Duration 5 gt lt SequentialScheduler gt ger GestureTek Play Items Controllers The root spark file instructs the contents of myimages1 spark to run for 15 seconds after which the contents of myimages2 spark will also run for 15 seconds Then myimages1 spark will begin to run again and so on
109. he duration specified within that item s Duration 20 attribute It is essential that you understand the Duration ad attribute before using the RandomScheduler 3 5 1 Attributes NumberOfChildrenToSchedule Default Specifies the number of items to play If you specify a value greater than the number of items available items will be repeated The default value of 0 will cause all child items to play Value Specifications Type Integer Range 0 and up Default 0 NumberOfliterations Default Determines how many times the scheduler will play the randomized child items The default setting of 0 causes the items to play indefinitely Value Specifications Type Integer Range 0 and up Default 0 RandomType Default Sets the random selection method Pure the default setting randomly selects from all available child items each time an item is set to play NoRepeats will not allow any item to repeat until all items have played Value Specifications Type Enumerated Options Pure or NoRepeats Default Pure ReselectEverylteration Default If set to True then the scheduler will create a fresh randomization upon each iteration If set to False the default setting then the scheduler will run the same order upon every iteration This attribute only has an effect if the NumberOflterations attribute is not set to 1 Value Specifications Type Boolean Range True or False Default False ger GestureTek
110. he image will be displayed full screen regardless of actual dimensions 5 4 1 Attributes Name Required Specifies the image file to display Supported image file formats are BMP DDS DIB HDR JPG See Note 1 PFM PNG e PPM TGA Notes If Dazzler is having difficulties displaying a particular JPG file try saving it in a more common JPG format or in another supported format 2 Images will be automatically scaled to the full screen resolution dimensions set in the dazzler cfg file For best results images should be created using those same resolution dimensions 3 File names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath 5 4 2 Sample Display Image File Displays an image file Image root spark lt AdTracker AdName Manual_Samples Image gt lt Image Name Images hawaii jpg gt lt AdTracker gt den GesbureTek Play Items Players 5 5 KeyedCameraViewer Important This play item is only available with ScreenXtreme The KeyedCameraViewer displays the current real time tracked camera image The result is that users see their video image interacting with other play items The KeyedCameraViewer can be placed as either the parent or child play item depending on the type of results desired Implementing the KeyedCameraViewer There are two basic implementations of the KeyedCameraViewer 1 Providing a transparent video i
111. hin another play item that allows for the combining of play items such as the ChildPlayer 331 6 2 1 Attributes Color Default An RGB value that sets the color of the frame rate display text For more information about setting color attributes see Setting Color Values 191 Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 1 0 1 0 The color chosen should be one that is in good contrast to the current display RefreshDelay Default Specifies the number of seconds between frame rate updates Value Specifications Type Decimal Range 0 1 and up Default 1 0 6 2 2 Sample Display Frame Rate Yellow Displays current frame rate in yellow over an Image play item Frame rate refreshes every two seconds FrameRate root spark lt AdTracker AdName Manual_Samples FrameRate gt lt ChildPlayer gt lt Image Name Images moon jpg gt lt FrameRate RefreshDelay 2 0 Color 1 0 1 0 0 0 gt lt ChildPlayer gt lt AdTracker gt ger GestureTek Play Items Utilities 6 3 ScreenShot This is a Utility play item that saves the display of the immediately nested play item to a jpg file The Dazzler display will pause shortly while the screenshot is saved 6 3 1 Attributes DelayTime Default Specifies the time in seconds before the screenshot will be taken The default value of 0 00 means that the screenshot will be taken as soon as the nested play item starts Value Speci
112. ifications Type Integer Enumerated Range 1 and up or FullScreen Default FullScreen Width and height should be specified as an integer pair except when using FullScreen For example a size of 500 pixels wide by 300 high would be as follows Size 500 300 Size only affects the display of the video image not the tracking which always remains full screen den GesbureTek Play Items Players 5 5 2 Sample ParticlesInteractAnimate with Video gen Gestur KeyedCameraViewer sample with animated particles over a video image which in turn is over an image KCV ParticlesInteractAnimate root spark lt AdTracker AdName Manual_Samples KCV ParticlesInteractAnimate gt lt ParticlesInteractAnimate ParticleCount 6 ParticleWidth 96 ParticleHeight 96 ParticleRadius 30 ParticleTexturePath Images balls KineticFriction 2 0 MaxForce 10 EnforceBorders true BlendMode normal EnableRotation true RotationSpeed 0 0 Collisions true AnimationCycleTime 1 0 AnimationMode LOOP RandomStartFrame True gt lt KeyedCameraViewer FlipHorizontal False Position Size Full AlphaEnab gt 0 0 L Screen led True lt Image Name Images logo jpg gt lt KeyedCameraViewer gt lt ParticlesInteractAnimate gt lt AdTracker gt den GesbureTek Play Items Players 5 5 3 Sample Bubbles in Water with Video A complex KeyedCameraViewer s
113. ile gt Save in order to save your changes before playing the effect See To play the new effect 1841 4 When you are satisfied with the look of your new effect continue with Lesson 4 Creating a thumbnail image of your new effect 1921 den GesbureTek Customizing Effects A Tutorial 9 5 Lesson 4 Creating a thumbnail image of your new effect i Play your new effect on your computer 2 Take a screenshot of the effect while it is running 3 Save the screenshot to your desktop as Config jpg 4 Replace the image file in the Config folder of the NewEffect1 2 or 3 as applicable folder with the Config jpg file you just created 5 To view the thumbnail image stop Dazzler if it is running then click on the Control Panel icon on your desktop 6 In the Control Panel click on MyFolder in the AVAILABLE EFFECTS window and click on NewEffect1 or NewEffect2 or NewEffect3 gt Now you will see a thumbnail image that is representative of the effect in the image window The image below is a combination of ParticlesEmitMotion1 and WaterFX_Sample1 with a new background image and some customization ger GestureTek Troubleshooting 10 Troubleshooting SCC EC Dazzler ActiveX doesn t work Run RegisterDazzlerX bat from the System folder Display screen is black You may have entered an unsupported resolution 1 Right click on the screen and select Setup 2 Enter the correct resolution default is Horizontal
114. ilter type Value Specifications Type FilePath To use ColourKeying as the shader filter type it is necessary to specify VisualFilters ColourKeying pso as the Name attribute See sample code for examples Notes 1 The ColourKeying shader filter must be the second item within a ChildPlayer The first item in the ChildPlayer will be visible through the transparent regions of the second item see sample code For more information on the ChildPlayer play item see ChildPlayer 331 2 The ColourKeying shader filter must include one child play item the item to which transparency is applied 3 For best results the key color the color that will be transparent should not be used elsewhere in the affected image since those areas will also be made transparent 4 Nesting shader filters is not supported You cannot apply a shader filter to an item that already has a shader filter applied to it gt GestureTek Play Items Effects 4 5 2 Sample Keyed WaterFX Over an Image Creates a transparent water effect over an image ColourKeying1 root spark lt AdTracker AdName Manual_Samples ColourKeyingl gt lt ChildPlayer gt lt Image Name Images earth jpg gt lt ShaderFilter Name VisualFilters ColourKeying pso g_vKeyClr 1 0 1 0 1 0 g_fClrTolerance 0 43 gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 InteractionMethod Solid gt lt Image Name Images logo jpg
115. in jpg gt lt Image Name Images crowd jpg gt lt AttractLoopScheduler gt lt AdTracker gt den GesbureTek Play Items Controllers 3 2 3 3 ChildPlayer This is a Controller play item that combines two or more play items and treats them as one Useful for testing and debugging It is also required for the AlphaOverlay and ColorKeying Shader Filters 3 2 1 Attributes None except for a Duration attribute 20 when a ChildPlayer is inside a SequentialScheduler 39 3 2 2 Samples See the Tracker i and FrameRate he9 play items for more information and sample code Exit This is a Controller play item that causes Dazzler to completely shut down It is recommended that the Exit play item only be used as a child play item within a Scheduler play item The Exit play item will take precedence over any other instruction If Dazzler encounters the Exit play item at any time it will immediately shut down 3 3 1 Attributes None 3 3 2 Sample Exit Displays three Image play items for ten seconds each before shutting down Dazzler Exit root spark lt AdTracker AdName Manual_Samples Exit gt lt SequentialScheduler gt lt Image Name Images clown_fish jpg Duration 5 gt lt Image Name Images moon jpg Duration 5 gt lt Image Name Images pavement jpg Duration 5 gt lt Exit gt lt SequentialScheduler gt lt AdTracker gt den GesbureTek Play Items Controller
116. ins on screen for three seconds The fade transition also takes three seconds to complete AlphaTransition root spark lt AdTracker AdName Manual_Samples AlphaTransition gt lt AlphaTransition DelayTime 3 0 FadeTime 3 0 Loop True gt lt Image Name Images pavement jpg gt lt Image Name Images tower jpg gt lt AlphaTransition gt lt AdTracker gt ger GestureTek Play Items Effects 4 4 BasicTiles This is a transition tile Effect that upon motion detection flips from one child play item to another based on a specified tile layout As the flip occurs the successive item is visible on the back of the current item The actual tiles that flip depend on the area of motion detection Various flip effects can be produced depending on the values of the horizontal and vertical tile attributes including checkerboard Venetian blinds twirling strips and the flipping of an entire item at once ScreenXireme Users See the special BasicTiles sample using the KeyedCameraViewer Venetian Blinds with Video 1581 4 4 1 Attributes AutoFlipTimeout Default If no motion is detected for the time specified in seconds all remaining tiles will automatically flip Value Specifications Type Decimal Range 1 0 and up Default 10 0 BackgroundColor Default An RGB value that sets the color that will appear behind the tiles as they flip For more information about setting color attributes see Setting Color V
117. ion 20 attribute For example if an IceCrack play item inside a SequentialScheduler 39 has its Duration 20 value set to 30 seconds and its Loop value set to False but it only takes 12 seconds to display all of its child play items then IceCrack will end and the SequentialScheduler 39 will immediately move on to the next play item in the list den GesbureTek Play Items Effects 4 10 2 Sample lceCrack Special Dimensions Creates a ice crack effect between two non standard sized Image play items IceCrack2 root spark lt AdTracker AdName Manual_Samples IceCrack1 gt lt IceCrack ComplexityLevel 7 TopLeft 128 0 TopRight 896 0 BottomRight 896 768 BottomLeft 128 768 SplitMin 0 2 SplitMax 0 8 CrackForce 4 0 CrackRadius 128 FadeThreshold 0 8 ShrinkSpeed 2 0 FadeSpeed 5 0 Loop True gt lt Image Name Images icetop_cut jpg gt lt Image Name Images iceshark_cut jpg gt lt IceCrack gt lt AdTracker gt ger GestureTek Play Items Effects 4 10 3 Sample IceCrack with Sound Creates a normal ice crack effect between two Image play items IceCrack1 root spark lt AdTracker AdName Manual_Samples IceCrack2 gt lt IceCrack ComplexityLevel 7 SplitMin 0 2 SplitMax 0 8 CrackForce 2 0 CrackRadius 128 FadeThreshold 0 8 ShrinkSpeed 5 0 FadeSpeed 2 0 Loop True SoundPath Sounds ice Volume 0 5 MaxSounds 12 MinSoundD
118. ional Specifies path to a sound file that plays whenever there is motion detection File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath Volume Dependent Sets the volume for the file specified by the optional SoundEffect attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects 4 19 2 Sample WaterFX Normal Creates a normal watery effect WaterFX_Sample1 root spark lt AdTracker AdName Manual_Samples WaterFX_Samplel gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 InteractionMethod Solid gt lt Image Name Images bg_blue jpg gt lt WaterFX gt lt AdTracker gt den GesbureTek Play Items Effects 4 19 3 Sample WaterFX with Density Map and Light A normal watery effect that is only over part of an image due to the use of a density map Note that you would need to create and use an actual density map image as described in the DensityMap attribute section A pink light is positioned in the center of the presentation area WaterFX_Sample4 root spark lt AdTracker AdName Manual_Samples WaterFX_Sample2 gt lt WaterFX Density 0 98 Speed 20 0 RefractionFactor 1 0 Height 0 05 LightColor 1 0 0 6 0 0 LightPower 40 0 LightDirection 0 0 0 0 InteractionMethod SOL
119. irectory Play Item with SequentialSCheduler cccseccceeeeeteeeeteneeereneeteeeeenenseetenees 146 Sample Directory Play Item with BasicTiles ccccecsecesceseeteneeeeeeeeteneetseeeeneneetanesetenneetseees 146 a 1 147 Lutte DC 147 Sample Display Media Elle 148 Eeleren 149 Att DITES sanrio a E E Suances e ee esoe 149 Sample Display Flash File 149 E EE 150 Lutte CT 150 Sample Display Image Elei 150 KeyedCamera VIG Ir crate a ieren Eet re end eatin 151 ger GestureTek ATIMIDUTES seg A feed ebe See eege et eege ee E Sample ParticlesInteractAnimate With Videon Sample Bubbles in Water with Video cccccccecececececec cece cece cece ceteceseeeseeeseesaeeteeeteeeteenees Sample IceCrack with Sound ANd Video ccecccecccecececece cece cece cece ceseceseeeteceseeeteeenseeteeeeteeenees Sample ParticlesReset with Video ccccccccecccecececece cece cececeseceseceseceseeeseeeteetseesseeteeeeteeenees Sample Popcorn With Videon Sample Venetian Blinds With Video ccccecccecccecccecece cece cece eeseceteceseeeteceseeeteeeteeeteeeeteenees Sample WipeRevealExpand with Video ccccccccecccecececece cece ceteceseceseceteeeseeetseetseeteeeetaeenees Sample WipeRevealExpand Including Video cccecccecccecececece cet cececececececeseeetaeeteeeeseesoes Sample WipeRevealReset Including Video cccccccecccecececece cece cececececeseceseeseeeteeeteeeesaeese
120. it will display as a solid image Image file names must be comprised of letters numbers underscores and dashes only den GesbureTek Play Items Effects 4 1 2 Sample Simple AlphaMask Creates an AlphaMask over a water effect The Alphalmage allows the WaterFX play item to show through based on the alpha mask s transparency AlphaMask root spark lt AdTracker AdName Manual_Samples AlphaMask gt lt AlphaMask AlphaImage Images logo tga gt lt WaterFX Density 0 96 Speed 20 RefractionFactor 1 0 Height 0 05 gt lt Image Name Images bg_blue jpg gt lt WaterFX gt lt AlphaMask gt lt AdTracker gt der GestureTek Play Items Effects 4 2 AlphaOverlay This Effect play item uses a shader filter to apply alpha transparency to other play items 4 2 1 Attributes AlphaEnabled Default When set to True alpha blending is enabled Value Specifications Type Boolean Range True or False Default True g_fAlpha Default Specifies the alpha blending factor that will be applied to affected child items The lower the value the greater the transparency Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 Name Required Specifies AlphaOverlay as the shader filter type Value Specifications Type FilePath To use AlphaOverlay as the shader filter type it is necessary to specify VisualFilters AlphaOverlay pso as the Name attribute See sample code for
121. item that allows for sequencing of media files Play items that work with Directory include AlphaTransition 491 BasicTiles 511 WipeRevealExpand h33 and WipeRevealNormal 138 For Directory to run on its own simply displaying multiple media files or as a child of a play item that normally does not sequence child items it should be placed in a SequentialScheduler 397 5 1 1 Attributes Filter Default Allows for file filtering using common wildcards and Multiple filters may be specified separated by commas e g jpg g image tga Value Specifications Type Enumerated Default Name Required Specifies the path to the folder and optional subfolders that contain the desired files Notes 1 Sequencing of files works according to standard alphanumeric sorting conventions also applies to multiple folders when the Recursive attribute is set to True Example The following files would be sorted as follows fileO1 img file10 img file11 img file2 img file4 img den GesbureTek Play Items Players 2 Supported file formats are AVI see Note 3 BMP DDS e DIB e HDR JPG See Note 4 MPEG See Note 5 PFM PNG PPM SWF See Note 6 TGA 3 Viewing AVI files requires that the CODEC compression decompression software associated with their creation be installed on the system in which they are running Some video player programs such as Windows
122. ities are in their roam state whenever they are not being attracted to the tracker outline not in their Convert state or not in their Flee state ger GestureTek Play Items Effects While the AttractAnimationPath attribute specifies the animation for an entity both when it is roaming or being attracted to the tracker outline RoamSpeed applies only when it is roaming Value Specifications Type Integer Range 0 10000 Default 50 0 ScreenRadius Dependent Specifies the size in pixels of the screen radius when UseCircularScreen is set to True For more information see UseCircularScreen Value Specifications Type Integer Range 100 0 10000 0 Default 384 0 UseCircularScreen Default When set to True the entities will only roam and interact within the radius specified in the ScreenRadius attribute The specified radius is measured from the center of the screen To create a rectangular boundary area that can be placed anywhere on the screen see the BoundaryLeft BoundaryRight BoundaryTop and BoundaryBottom attributes Notes 1 When UseCircularScreen is set to True entities will spawn outside of the specified radius but will only begin to roam and interact within the specified radius 2 UseCircularScreen takes precedence over the BoundaryLeft BoundaryRight BoundaryTop and BoundaryBottom attributes When UseCircularScreen is set to True the BoundaryLeft BoundaryRight BoundaryTop and BoundaryBot
123. l If EnforceBorders is set to True specifies path to a sound file that plays whenever a particle collides with the screen boundary File must be Windows compliant WAV Value Specifications Type FilePath ger GestureTek Play Items Effects WallHitVolume Dependent Sets the volume for the file specified by the optional WallHitSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 den GesbureTek Play Items Effects 4 14 2 Sample ParticlesInteractAnimate Boundary Image A Sound Creates an animated interactive particle effect of 6 particles within a boundary image Particles are 96 pixels in both width and height The particles collide with each other and the boundary image border Two different sounds are used one when the particles collide with each other and one when they collide with the boundary image border The particles rotate only upon interaction ParticlesinteractAnimate2 root spark lt AdTracker AdName Manual_Samples ParticlesInteractAnimatel gt lt ParticlesInteractAnimate ParticleCount 6 ParticleWidth 96 ParticleHeight 96 ParticleRadius 45 ParticleTexturePath Images balls KineticFriction 2 0 MaxForce 2 BoundarylImage Images mymask tga EnforceBorders True BlendMode Normal EnableRotation True RotationSpeed 0 0 Collisions True AnimationCycleTime 1 0 AnimationMode LOOP RandomStartFrame True MaxSounds 2 CollisionS
124. ler_logo_anim_640x480 mpg FullScreen True Loop True gt lt AdTracker gt den GesbureTek Play Items Utilities 6 Play Items Utilities Utility play items are tools to help developers create effective Spark files AdTracker 167 FrameRate 169 ScreenShot 17 Tracker 172 GesbureTek Play Items Utilities 6 1 AdTracker This is a Utility play item for tracking interactions with specific spark files Notes 1 The amount of user interaction with the specified Spark file is measured by the average number of polygons detected by the tracker during the play time of the Spark file The information is collected in the AdTracker log file located in the Logs subdirectory The default location is C GestureTek ProductName Logs 2 Once the log grows to a certain size specified by MaxHours in the MiscEffects cfg file it will keep the last portion of the file specified by MinHours and remove the preceding data The MiscEffects cfg file is located in the Config subdirectory The default location is C GestureTek ProductName Config 6 1 1 Attributes AdName Required Specifies the name of the Spark file to track Spark file names must be comprised of letters numbers underscores and dashes only Value Specifications Type String den GesbureTek Play Items Utilities 6 1 2 Sample Track Ad Tracks the interactions of a spark file named Bubbles lt xml version 1 0 gt lt AdT
125. les folders When using the sample code for your own use make sure you adjust the file and folder paths accordingly For more information on how to specify file and folder paths see Understanding File Paths 26 gt ScreenXtreme Users This Dazzler User Guide includes many samples that also work with GestureFX GestureFX does not use the KeyedCameraViewer play item and thus does not display the camera s video image as ScreenXtreme does Special samples demonstrating how to use the KeyedCameraViewer with several other play items are listed in the KeyedCameraViewer wer section The other samples will work with ScreenXtreme but will not display the video image unless the KeyedCameraViewer is added Included in the Resources Manual_Samples folder is an additional Spark file called All spark that plays almost all of the sample Spark files It is assumed that you have at least a basic understanding of how to configure Dazzler and how to create and edit Spark files before using the sample code Sample Code Format All Spark files follow standard XML specifications All Spark files must begin with the following XML version header lt xml version 1 0 gt While XML elements may by written on single or multiple lines the following layout is preferred Only play items with one or two attributes should be written as single line elements lt PlayItem name path image ext gt XML elements with three or more attributes should be written on
126. ll return to its first image and continue indefinitely Animation runs as soon as play item starts 2 ONESHOT The animation sequence will play through its images only once and stop at the last image This also applies when RandomStartFrame is set to True In that case whatever frame the sequence begins with the animation will still stop with the last one in the folder If the random image happens to be the last one in folder that particle will not animate at all Animation runs as soon as play item starts 3 PINGPONG The animation sequence will continuously alternate between playing its images forward and reverse Animation runs as soon as play item starts gt GestureTek Play Items Effects 4 TOUCHLOOPRESET Animation plays upon interaction The animation will continue to play until the particle stops moving 5 TOUCHONESHOTRESET Upon interaction the animation plays once through and stops when it reaches the first image again It will play each time it is touched 6 TWOSHOTDELAY Upon interaction the animation sequence with play through its images and then pause based on the time set by the AnimationMinDelay MaxDelay attributes It will then play through its images in reverse The animation stops until interaction is detected again The behavior of the TouchSound attribute is dependent on which animation mode is being used See the TouchSound attribute for more information Value Specifications Type Enumerated
127. lt My Play Item Name gt It is recommended that an XML comment be used to describe the contents of the current Spark file 4 lt PlayIteml The first or main play item is specified next Play item names must be spelled correctly with no spaces Play item name element tags are case sensitive There are two styles of play item name elements Tag blocks These play item name elements have opening and closing XML tags as follows lt PlayItemName gt lt PlayItemName gt The tag pair must be spelled correctly and identically Any attributes are placed inside the opening tag The sample layout being discussed here is an example of a tag block Self terminating tags These play items only have one XML element as follows lt PlayItemName gt Any attributes are placed inside the tag 5 Attributel value 6 Attribute2 value 7 Attribute3 value The attributes which control the settings for the particular play item are listed next It is recommended that play items with only one or two attributes should be listed on one line while play items with more than two attributes should be listed one per line Each play item has its own set of available attributes Attributes must be spelled correctly they are not case sensitive Attributes are followed by an equals sign and a relevant value enclosed inside a pair of double quotes For more information see the Understanding Play Item Attributes 18 section as well as the play
128. lt 0 0 AbsolutePositionn Optional Allows you to specify exact positions for particles You may list absolute positions for as many particles as you like If more particles are displayed than have absolute positions specified the remaining particles will be positioned randomly The desired position is specified by using x y coordinates in pixels where x is the horizontal position from the left and y is the vertical from the top The position specified by the coordinates indicates the center of the particle The particles will be layered in order starting with the first particle closest to the background Notes If no absolute position is specified then all particles will be positioned randomly This attribute is specified by stating its name immediately followed by a number in sequence beginning with 1 even when only specifying absolute position for only one particle For an example see the ParticlesInteractAnimate Flowers h10 sample Value Specifications Type Integer Range 1 screen resolution ger GestureTek Play Items Effects AbsoluteVelocityn Dependent If a corresponding particle uses the AbsolutePositionn attribute which in turn uses the AbsolutePositionn attribute this attribute allows for the setting of the speed in pixels per second at which the particle will move upon interaction Value Specifications Type Decimal Range 0 0 and up Default 0 0 Acceleration Default Sets the rate of moveme
129. ly round MinLiveTime MaxLiveTime The minimum and maximum time in seconds that a particle remains on screen before beginning to fade out The effect chooses a random time within the range MaxLiveTime must be equal to or greater than MinLiveTime Identical values will cause all particles to appear on screen for the same amount of time before beginning to fade out For a random effect make the MaxLiveTime larger than the MinLiveTime gt GestureTek Customizing Effects A Tutorial mm JL femme FadeTime The time in seconds it takes for a particle to fade out once its LiveTime has expired The smaller the value the faster the particle fades out A value of 0 0 will make the particle disappear instantly as soon as its live time has expired Try setting a higher value so that the bubbles fade more slowly Velocity Sets the direction and speed that the particles will move upon spawning The first value controls horizontal direction a positive value denotes movement to the right a negative value denotes movement to the left The second value controls vertical direction a positive value denotes downward movement a negative value denotes upward movement A setting of 0 0 0 0 denotes no movement Acceleration Sets the rate of increase of movement in pixels per second applied to the particles after soawning The first value controls horizontal direction a positive value denotes movement to the right a negative value den
130. mage over other play items This displays a video image upon motion detection When motion is detected the video image is displayed and then fades out based on the Duration 20 setting ScreenXtreme Tracker Advanced settings Mask tab The KeyedCameraViewer can be the first play item with all other play items nested within it This means the video image will always be overlaid on top of the entire presentation Alternatively it can be nested somewhere within the overall presentation This allows other effects to be applied to the video image and or for the video image to appear only at some point of the overall presentation 2 AS a permanent background The KeyedCameraViewer can act as a video background for other play items Setting the AlphaFactor attribute to False renders the video image opaque no transparency Creating a transparent permanent video display There is a special implementation of the KeyedCameraViewer that allows for the displaying of a permanent transparent video image Normally when wanting a transparent video image the image will only appear upon motion Where it is preferable to display a transparent video image whether motion is detected or not the KeyedCameraViewer with its transparency turned off can be placed inside the AlphaOverlay shader filter thus allowing for the display of a permanent transparent video image 5 5 1 Attributes AlphaEnabled Default When set to True default setting alpha blending is ac
131. mics A simple FluidDynamics effect using the default color palette No child play item is being used FluidDynamics root spark lt AdTracker AdName Manual_Samples FluidDynamics gt lt FluidDynamics Force 2000 0 Density 150 0 ForceDissipation 0 1 DensityDissipation 0 1 BlurFactor 0 5 AlphaBlend True gt lt FluidDynamics gt lt AdTracker gt gt GestureTek Play Items Effects 4 8 GenericSwarm This is a swarm Effect play item that allows interactive animated entities to move about in various states as described in the Attributes 671 section The number of entities and various aspects of their behavior may be set For best results it is recommended that the Tracker be set to the Background Model tracking mode GestureFX only when using this play item See the GestureFXTracker documentation for more information Not recommended for ScreenXtreme 4 8 1 Attributes AnimationSpeed Default Specifies in frames per second the animation sequence speed of the entities This is not the speed that the animations move on screen but rather the speed of the various entity state animation sequences The speed at which the entities move on screen is set by the RoamSpeed AitractSpeed and FleeSpeed attributes Value Specifications Type Integer Range 1 10000 Default 30 AttractAnimationPath SwimAnimationPath ConvertAnimationPath FleeAnimationPath Required These three req
132. multiple lines with the closing element bracket on its own line lt PlayItemName Attributel value Attribute2 value Attribute3 value gt ger GestureTek About Play Items Tag blocks require a separate terminating tag lt PlayItemName Attributel value Attribute2 value Attribute3 value gt Child Play Iteml Child Play Item2 Child Play Item3 lt PlayItemName gt Self terminating tags require a closing slash to be placed before closing bracket lt PlayItem name Path image ext gt Play item names XML element names must be spelled exactly as shown in the Dazzler play items documentation Play item names are case sensitive den GesbureTek About Play Items 2 9 2 10 Dazzler Demos Your installation includes the Spark files used in this User Guide as well as several other demo Spark files Demos Effect Play Items A demonstration of Effect play items may be viewed by running the root spark file located in your Resources Demos folder ScreenXtreme Demos A special set of demos for ScreenXtreme is located in your Resources Demos ScreenXtreme folder Manual Samples For information about the samples included with this documentation see Using Sample Code 27 Hot Keys Dazzler features the following shortcut key combinations Ctrl F Toggles the display of the current frame rate For more information see FrameRate 169 Ctrl I Toggles the display of monitor
133. nSound Optional Sound to play when wiping is complete File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath CompletionThreshold Default Controls the percentage of the successive item that needs to be revealed before automatic expansion begins The lower the setting the sooner automatic expansion begins A setting of 1 0 100 essentially turns off the expansion attribute since the whole successive item would need to be revealed before it becomes the current one Value Specifications Type Decimal Range 0 0 1 0 Default 0 8 CompletionVolume Dependent Sets the volume for the file specified by the optional CompletionSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 ExpansionAmount Default Controls the amount in pixels per second by which the revealed area will expand The higher the value the greater the expansion area Value Specifications Type Integer Range 1 10000 Default 500 ger GestureTek Play Items Effects Increment Default Controls the rate in pixels per second at which the pixels set by the ExpansionAmount attribute change The higher the value the faster the expansion area fills up Value Specifications Type Integer Range 1 10000 Default 600 Loop Default Sets the loop control for the entire WipeRevealExpand play item When set to T
134. nderstanding File Pats et staerk eege rege ege 26 Using Sampl EE 27 IWER dd TE 29 Hot RC YS secs raie sic e scenes nce eiea eaa E eE Eege EES 29 Play Items Alphabetically eenegen nasain 30 Play Items Controllers S AttractLoop cheduler cece tet e eee tee te tee tee eeeee setae sae seseesee sae saseeseeseeaeeagees 32 HME heet 32 Sample Simple AttractLOOPSCheduler cccceececeneeeceseeteeeeseeeeensneeteeeeensnsetseseneneetaeeeneneets 32 i OT 33 AUUTIDUTOS iisisti seina a E REAA E E EENE ras DEEE EAEE RATE ENEA EARE EE EEA TERENE 33 ell el 33 Exit EE 33 ger GestureTek ele E 33 Sample EE 33 pell ee 34 Atth DUTES creeren a a T E a A 34 Sample Include within SequentialScheduler ccccesceceeceeeeseetencetenececsneeteeeetensetsneeeneneers 34 Sample Simple Include rsrsrsr a a aa EAA EEA EErEE EEEa pia 35 RandomSchedu ler scnis annia aa a ANE Eai KAE kaaa eg 36 Lutte 36 Sample Play Random IMAGES ccccceececeneeecseeteneneneneeteneetsneeensneeteeeeetsaeetsaeseneneetaneseneneets 37 LSFol fete Le E INTE 38 tele 38 Sample Play Second Child Play tem ccccccesceteneeeceseeteeeteeeeensneeteeesensnsetsneseneneetaeeeneeers 38 fare IEN TT 39 HEH ee 39 Sample IncludewithinSequentialSChequler ccceecceeeseeteneeeeeeensneeteeeeetsnsetsesensneetsneeeneneets 39 Sample Simple SequentialScheduler ccccssceceeceecesceteceeeeseeteeeteeesensasetsesensneetsnesene
135. neets 40 SEET 41 Lutte EE 41 Sample Calling Spark File from a Spark File 41 UU EN Ge TE 42 Luet 42 Sample Simple WaitFOrMotion ccccccccssccccesceteeeeceneeteneeseeseensneeteecenseetsesensneetsneseneneets 43 Sample Play Spark File ON Timeout cccsecccceseeteneeteeneeteneeteeeeensneeteeeeensnsetsnesensneetaeeeneneers 43 Play Items Effects ba PRAM AS EE 45 TUPI UTS E EE E E EE eee 45 Sample Simple AlphaMask ennnonnnnnnnsnnnsennoennoerronrrrnrrrnrrrsrrrsrrrsrrrerrrrnrronrronnronnrrerrrenerenerenernn 46 PaO VO E 47 HEES eeh ee ly dived eege ee Ae dea 47 Sample AlphaOverlay c ceececeeceeeseeeneneetaneeeeeneeteneneneeetenserseeeensneeteeeeetsnsetsaeseneneetsneeeneneets 48 Alpha TransitiOn EE 49 tele EE 49 Sample Simple AlphaTransition ccccccccseeeeceeeeteneeeeeneeteneeseeetensneetseeeeteasetsneseneneetsneeeneneers 50 B sicTleS ee 51 EDU 51 Sample BasicTiles Checkerboard ceccceecceceseeteneneeeneeteneeseeetensneeteeeeetsaeetsneseneneetaeeeneneets 55 Sample BasicTiles Entire Image Flip ccccceeececeeeecceseetenceseeseeneneetseeeersaeetsaeseteneetsneeeneneets 56 Sample BasicTiles Twirling Strips cccceccccesceceseeeceseetenceseeseetsneetenecenseetsaeseneneetsneeeneneers 57 Sample BasicTiles Venetian Blinds cccccccceeceeeneeeeeseetenceseeeeensneeteeecensneetsneseneneetaneeeneneers 58 ColourKeying EE 59 Atth OUTES si ccicteatcasedeentedestedte
136. ng Options 117 den GesbureTek Introduction 1 5 2 2 To select a blending option 1 Click Spark File P The Select Spark File menu appears lt Select Spark File X Blending o 2x2_2048x1536 o 2_Horizontal 2_Vertical o 3_Horizontal o 4_Horizontal Not Used 2 Click on the expand button of the display setup you are using 3 Select a blending option There are 10 blending options available as shown below You can select an individual blending option or All Spark to cycle through all the options Band spark Gesturelek Introduction ger GesbureTek BlackBox spark BlackWhiteGrid spark Blue spark ColorAlignment spark O DiagonalLines spark Green spark Grey spark Red spark Introduction White spark B Starting with the Color Alignment blending interface is recommended as it assists in aligning the displays with the Pixel Overlap setting 4 Click Save OK and then Exit 5 Run Dazzler gt The blending interface you chose appears This consists of a background image with two types of blending boxes the Universal Blending Interface the larger box and a Color Balance Interface Each display has its own Color Balance Interface The image below is the ColorAlignment spark interface y W BWWWWWWWWWW BEBE SBEESBESEEE SE Continue Adjusting Universal Blending Interface settings 141 GesbureTek Introduction 1
137. ng becomes necessary when there is more than one display Without it there will either be a gap between the images or a very visible double seam The solution is to overlap the two images and then modify the pixels in the overlap region so as to make the overlap as invisible as possible Blending is a feature that is currently only available for GestureFX There are several settings which can be adjusted to obtain an almost invisible blending of displays Pixel Overlap The number of pixels by which the two displays overlap Blend Power The exponent applied to the blending function Blend Luminance The brightness level of the blending region Blend Gamma The gamma output brightness on each of the color channels Affects the blended area only Color Balance Allows the user to adjust the overall color intensity for each display If one display is brighter than another you can bring its intensity down to match the other s Uncropped Prevents the edges of the content from being cut off Save Saves the current blending settings Defaults Reloads the blending defaults Best results with blending are achieved when the projectors are identical including the bulbs bulbs in all projectors should be the same age and have the same lumens Make sure your projectors RGB values are the same or close before adjusting the RGB values in the GestureFX software This may require using different values to get the same color The quality of
138. nt in pixels per second applied to all particles upon spawning Two values are available The first value controls horizontal direction a positive value denotes direction to the left a negative value denotes direction to the right The second value controls vertical direction a positive value denotes downward direction a negative value denotes upward direction The default setting of 0 0 0 0 denotes no acceleration Value Specifications Type Decimal Range 5000 5000 Default 0 0 0 0 For best results when using Acceleration avoid using the Reset attribute AnimationCycleTime Default Time in seconds it takes to complete one animation sequence The higher the number the slower the sequence Value Specifications Type Decimal Range Greater than 0 0 Default 1 0 AnimationMinDelay AnimationMaxDelay Dependent If AnimationMode is set to TWOSHOTDELAY specifies the minimum and maximum amount of time in seconds before the animation reverses A random amount of time between the two settings will be selected for each particle AnimationMaxDelay must be equal to or greater than AnimationMinDelay Value Specifications Type Decimal Range 0 0 and up Default AnimationMinDelay 0 5 AnimationMaxDelay 2 0 These attributes are only available when AnimationMode is set to TWOSHOTDELAY AnimationMode Default Controls animation behavior as follows 1 LOOP After playing the last image in the sequence the animation wi
139. nt of blur to apply to the effect The higher the value the greater the amount of blur applied Value Specifications Type Decimal Range 0 0 1 0 Default 0 5 Density Default Specifies the amounts of density to insert along the tracker outline points The higher the value the greater the intensity of the fluid effect Value Specifications Type Decimal Range 0 0 and up Default 100 0 DensityDissipation Default Sets the density dissipation The higher the value the slower the density dissipates Value Specifications Type Decimal Range 0 0 1 0 Default 0 1 Setting DensityDissipation to 0 0 effectively turns off the effect Force Default Sets the amount of force applied upon user interaction Force is inserted from the middle of the tracker outline points and direction is relative to the center of the screen The higher the value the greater amount of fluid movement Value Specifications Type Decimal Range 0 0 and up Default 1000 0 ger GestureTek Play Items Effects ForceDissipation Default Sets the force dissipation The higher the value the slower the force dissipates Value Specifications Type Decimal Range 0 0 1 0 Default 0 8 Palette Default Specifies the file path to the 256 color palette file As density increases the color value displayed increases If a palette is not specified a default palette will be used Value Specifications Type FilePath 4 7 2 Sample FluidDyna
140. on which the inactive particles are based The inactive particles are those that are displayed when no interaction is detected Alpha channel is supported Notes 1 The particle image files cannot exceed 1024x1024 in size and image files in the same folder must all be the same size 2 Images must be RGB or RGBA format files 3 Image file names must be comprised of letters numbers underscores and dashes only 4 The number of images in each texture path folder should be the same If not then the number of images used will be the lesser of the two 5 The ActiveTexturePath images that appear upon interaction are mapped to a corresponding InactiveTexturePath image based on the order of the images in each folder The images are sorted based on their filenames according to standard Windows alphanumeric sorting conventions Example Files would be sorted as follows fileO1 img file10 img file11 img file2 img file4 img Value Specifications Type FilePath TouchTime Default The amount of time in seconds the active particle will remain on screen following interaction Value Specifications Type Decimal Range Greater than 0 0 Default 2 0 ger GestureTek Play Items Effects 4 12 2 Sample ParticleslmageSwitch Creates a 16 X 12 particle grid that switches particle images upon interaction ParticleslmageSwitch root spark lt AdTracker AdName Manual_Samples ParticlesImageSwitch gt lt Parti
141. ore common JPG format or in another supported format den GesbureTek Play Items Players 5 Running MPEG2 and MPEG4 files may necessitate acquiring a third party CODEC such as those available from Elecard Lid Disclaimer Neither GestureTek nor its Resellers warrant third party products and services unless explicitly stated otherwise 6 The playing of MOV QuickTime files requires that the QuickTime Player be installed version 7 6 7 Flash files must be registered using the GestureTek Flash Register security application The GestureTek Flash SDK outlines a technique for adding interactions between the user and Flash objects For more information see the GestureTek Flash SDK documentation or contact your GestureTek reseller 8 If the File play item is placed within a Scheduler the Duration ag attribute setting will have precedence over the length of the Flash file In other words if a specified Flash file is 55 seconds in length and the Duration 20 attribute is set to 30 seconds the File play item will stop after 30 seconds 9 File names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath 5 2 2 Sample Display Media File Displays a media file which in this case is an image File root spark lt AdTracker AdName Manual_Samples File gt lt File Name Images crowd jpg gt lt AdTracker gt den GesbureTek Play Items Players
142. otepad maxi Eile Edit Format View Help lt xml version 1 0 gt lt PARTICLESEMITMOTION BUBBLE EFFECT gt lt ParticlesEmitmotion EmitRate 100 minwidth 16 Maxwidth 32 MaintainAspectRatio True MinLiveTime 0 5 MaxLiveTime 2 220 FadeTime 0 5 velocity 0 0 50 0 Acceleration 0 0 150 0 ExpandRate 1 0 ParticleTexturePath Images bubble tga BlendMode normal SoundeffectPath Sounds Bubb le volume 0 4 Maxsoundsamples 10 MinsSoundDelay 0 05 Maxsoundbelay 0 05 ater Density 0 98 Speed 20 0 pee re ted e DN ke Height 0 egeegenieeggudetugtiegditiegt HE Name Images bg_blue jpg gt lt waterex gt f GesbureTek Customizing Effects A Tutorial 6 Click File gt Save to save your changes ger GestureTek Customizing Effects A Tutorial 9 4 2 To customize the new effect 1 Follow steps in To change the background Image w in Lesson 1 to change the background image of the new effect using any 1024 x 768 image in one of the supported image file formats 2 Open the root spark file in the NewEffect3 folder with Notepad or another text editor 3 Change the values of the various attributes as in Lesson 2 referring to that table and or the Play Items sections of this User Guide Q You can play the effect after each change to see what impact your change has had or make several changes before checking it Click F
143. otes movement to the left The second value controls vertical movement a positive value denotes downward movement a negative value denotes upward movement A setting of 0 0 0 0 denotes no acceleration Setting a positive value for horizontal movement in the Velocity attribute and a negative value for vertical acceleration gives you bubbles that move to the right and upwards ExpandRate Sets the time in seconds it takes for a particle to expand from the size at which it first appears to its full size as defined in the MinWidth and MaxWidth attribute The lower the value the faster the particle expands Setting the ExpandRate to 0 0 makes the particle appear at its full size with no expansion effect 6 When you have finished making your changes and are happy with your new effect continue with Lesson 3 Combining two effects hs if desired or Lesson 4 Creating a thumbnail image of your new effect 1921 gt GestureTek Customizing Effects A Tutorial 9 4 Lesson 3 Combining two effects In this lesson we ll apply a water effect over the ParticlesEmitMotion1 effect used in the previous lesson change the background image and then customize the effect 9 4 1 To set up a new effect 1 From the Manual_Samples folder in the Resources directory browse to the ParticlesEmitMotion1 sample and open the folder Q The default location of the Resources directory is C GestureTek ProductName 2 Copy all the folders and
144. ound Sounds ping wav CollisionVolume 0 5 BoundaryHitSound Sounds tap wav BoundaryHitVolume 0 5 gt lt Image Name Images mymask tga gt lt ParticlesInteractAnimate gt lt AdTracker gt den GesbureTek Play Items Effects 4 14 3 Sample ParticlesInteractAnimate Collision amp Sound 9 P Q P der GesbureTek Creates an animated interactive particle effect of 18 particles that displays over an image play item The particles are 64 pixels square collide with one another and bounce off the presentation area borders The particles rotate A particle radius of 30 pixels has been set The animation sequences loop continuously and begin at a random frame in the sequence Only collision sound is enabled Up to 6 sounds can play simultaneously ParticlesinteractAnimate1 root spark lt AdTracker AdName Manual_Samples ParticlesInteractAnimate2 gt lt ParticlesInteractAnimate ParticleCount 18 ParticleWidth 64 ParticleHeight 64 ParticleRadius 30 ParticleTexturePath Images balls KineticFriction 2 0 MaxForce 10 EnforceBorders true BlendMode normal EnableRotation true RotationSpeed 0 0 Collisions true AnimationCycleTime 1 0 AnimationMode LOOP RandomStartFrame true MaxSounds 6 CollisionSound Sounds ping wav CollisionVolume 0 4 gt lt Image Name Images logo jpg gt lt ParticlesInteractAnimate gt lt AdTracker g
145. pe FilePath Flash files must be registered using the GestureTek Flash Register security application The GestureTek Flash SDK outlines a technique for adding interactions between the user and Flash objects 3 8 2 Sample Calling Spark File from a Spark File The following sample calls a Spark file from another Spark file from within a SequentialScheduler 391 After playing an image for five seconds Dazzler will run file2 spark The called Spark file is similar to the first one It too plays an image for five seconds before calling the first Spark file This would continue until Dazzler is shut down sparkFile file1 spark amp sparkFile file2 spark lt AdTracker AdName Manual_Samples SparkFile gt lt SequentialScheduler gt lt Image Name Images moon jpg Duration 5 gt lt SparkFile Name file2 spark gt lt SequentialScheduler gt lt AdTracker gt lt SPARKFILE SIMPLE DEMO FILE2 SPARK gt lt SequentialScheduler gt lt Image Name Images clown_fish jpg Duration 5 gt lt SparkFile Name filel spark gt lt SequentialScheduler gt den GesbureTek Play Items Controllers 3 9 WaitForMotion This is a Controller play item that will play its child item until it detects user interaction or until it times out Notes e WaitForMotion must be placed inside a SequentialScheduler 391 e WaitForMotion does not support the Duration at attribute 3 9 1 Attributes
146. peRevealReset The video image appears to wipe away the first image in order to reveal the second image When motion stops the first image covers the second again KCV WipeRevealReset root spark lt AdTracker AdName Manual_Samples KCV WipeRevealReset gt lt KeyedCameraViewer FlipHorizontal False Position 0 0 Size FullScreen AlphaEnabled True gt lt WipeRevealReset AlphaFactor 96 ContractionAmount 650 Decrement 500 gt lt Image Name Images bmw_lineart jpg gt lt Image Name Images bmw_colour jpg gt lt WipeRevealReset gt lt KeyedCameraViewer gt lt AdTracker gt ger GestureTek Play Items Players 5 6 MusicPlayer This is a general purpose sound player most suitable for background music or continuous sound effect Sound plays as soon as the play item runs Notes ch In order to use MusicPlayer to provide background music for another play item the other play item must be the child play item to the MusicPlayer 2 To play more than one sound file in sequence multiple instances of MusicPlayer should be placed within a SequentialScheduler 3 play item 3 To supply background music to a scheduler itself rather than having the scheduler run through a sequence of sound files the scheduler must be the child play item of the MusicPlayer as explained in Note 1 above 4 If the MusicPlayer play item is placed within a scheduler play item the Duration 20 attri
147. ple ActiveX Control Ka gt GEI Dazzler ActiveX control Allows you to play Dazzler within Internet Explorer This sample inserts the Dazzler ActiveX Control inside an HTML frame To view the HTML frame set as illustrated above run the index htm file located in your Resources Manual_Samples ActivexX folder The code for the Dazzler ActiveX Control is in the Dazzler1 htm file in the this same folder The Tracker needs to be running before running the Dazzler ActiveX Control GesbtureTek Customizing Effects A Tutorial 9 Customizing Effects A Tutorial This tutorial was designed for those who might like to customize the Dazzler effects that are provided with their GestureTek product Anyone with a working knowledge of computers can learn to swap background images and change the look and feel of the existing effects In this tutorial you ll change a background image customize an existing effect and then combine two existing effects and customize them to create a new effect You ll also learn how to create a thumbnail image of your new effect to include in the GestureTek Control Panel There are four tasks involved in this exercise changing the background image changing the behavior of an existing effect combining and customizing two effects creating a thumbnail image of the new effect In order to complete this tutorial you will need to have a 1024 x 768 image in one of the following image file format
148. preferable to run Dazzler in Full Screen mode You can toggle between Full Screen and Windows mode while Dazzler is running by pressing Alt Enter on your keyboard ger GestureTek Introduction 1 5 Multiple Displays Multiple displays are only possible with the MP version of GestureFX which supports multiple displays on systems using either one or two linked video cards Desktop Settings Before configuring the settings for multiple displays you must set the display mode for your desktop Horizantal Span mode Nvidia cards creates a single desktop across two monitors 1 desktop 2 subdivisions for blending DualView Mode ATI creates two separate but joined desktops 2 desktops 2 subdivisions for blending Monitors must be left to right Windows Desktop settings 1 5 1 Setting Up Multiple Displays There are various ways in which displays can be set up to create one large display 2 displays set up horizontally or vertically using 1 or 2 outputs on the graphics card DH 3 displays set up horizontally using 1 output on the graphics card 4 displays set up horizontally or in a 2 x 2 grid using 2 outputs on the graphics card In order to get a vertically stacked display you will need to rotate your projectors Current graphics drivers support a maximum displayable resolution of 4096 x 4096 A 32bit color image of 4096 x 4096 is 64MB den GesbureTek Introduction 1 5 2 Blending Blendi
149. r names must only be comprised of letters numbers underscores and dashes E Your GestureTek directory structure should now look like this ger GestureTek Customizing Effects A Tutorial den GesbureTek GestureTek 5 Product Name O Config D Logs Manual e O Resources s D Blending a amp Demos a O Manual Samples MyFolder New ffect1 o O New ffect2 NewEffect3 O Sequences D Scripts mr O System Tools Tracker Customizing Effects A Tutorial 9 2 Lesson 1 Changing the background image The ability to change the background image is useful for creating an effect that has your own unique branding This lesson guides you through the steps involved and includes instructions for playing your new effect 9 2 1 To set up a new effect 1 Press Esc to exit Dazzler if it is running Q If exiting Dazzler brings you to the Control Panel click on Exit to get to the desktop 2 From the Demos or Manual_Samples folder in the Resources directory browse to the effect whose background you d like to change and open the folder Q The default location of the Resources directory is C GestureTek ProductName 3 Copy all the folders and the root spark file into the NewEffect1 folder you created at the beginning of this tutorial Only make changes to files in your new folder P Your GestureTek directory structure should now look something like this depending on whether or not
150. racker AdName Demos Combos Bubbles gt lt ParticlesEmitMotion EmitRate 100 MinWidth 16 MaxWidth 32 MinHeight 16 MaxHeight 16 MaintainAspectRatio true MinLiveTime 0 5 MaxLiveTime 2 0 FadeTime 0 5 Velocity 0 0 50 0 Acceleration 0 0 150 0 ExpandRate 1 0 ParticleTexturePath Images bubble tga BlendMode normal SoundEffectPath Sounds bubble2 wav Volume 1 0 MaxSoundSamples 10 MinSoundDelay 0 05 MaxSoundDelay 0 05 gt lt WaterFxX Density 0 50 Speed 20 RefractionFactor 1 0 Height 0 01 LightColor 0 8 0 8 0 8 LightPower 15 0 LightDirection 0 65 0 0 gt lt Image Name Images Belugas jpg gt lt WaterFX gt lt ParticlesEmitMotion gt lt AdTracker gt den GesbureTek Play Items Utilities 6 2 FrameRate This is a Utility play item that displays Dazzler s current rendered frame rate Useful for performance testing Notes 1 FrameRate can be activated any time Dazzler is running by pressing Ctrl F Changing the color of the displayed frame rate may be done by setting the Sparky gt FusePlayer FrameRateColour attribute of the Sparky cfg file which is located in your Config folder Restart Dazzler to apply changes 2 If a FrameRate play item is currently running from a Spark file pressing Ctrl F will create undesirable results 3 For FrameRate to display correctly when used in a Spark file it must be placed as the last item wit
151. re liquid appearance A value of 0 0001 causes no wave effect at all while a value of 0 9999 makes the effect appear extremely fluid and take longer to settle Value Specifications Type Decimal Range 0 0001 0 9999 Default 0 98 DensityMap Optional Specifying a Density Map image 64 x 64 RGB 24 or 32 bit greyscale image allows you to create variable density over the surface of the water effect The shade of the Density Map image controls which areas of the presentation are affected by the Density attribute The more white the color the less the effect uses the value set in the Density attribute using pure white will result in no water movement at all The darker the color the more the effect uses the value set in the Density attribute You could create a DensityMap image with a gradient running from black to white This would result in the water effect being more fluid on one end while being more dense on the other Density map file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath 64 x 64 RGB 24 or 32 bit greyscale image Height Default Controls the amount of height added to the water surface upon motion detection The higher the value the more pronounced the waves will be and the longer it will take for them to settle Value Specifications Type Decimal Range 0 001 5 0 Default 0 05 ger GestureTek Play Items Effects InteractionMethod De
152. rent with very little motion detection Once the CompletionThreshold is reached the remainder of the successive item is fully revealed prior to making it the current item Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 CompletionVolume Dependent Sets the volume for the file specified by the optional CompletionSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 TransitionDelay Default Sets the amount of time that interaction will be disabled once the successive play item has been completely revealed This enables the user to see the revealed content for the time specified before starting to reveal the next item Value Specifications Type Decimal Range 0 0 and up Default 2 0 ger GestureTek Play Items Effects Loop Default Sets the loop control for the entire WipeRevealNormal play item When set to True the last item will reveal the first item in the child play item list and continue through the other items as long as the WipeRevealNormal play item is active If set to False the WipeRevealNormal play item will stop with the last child play item listed Value Specifications Type Boolean Range True or False Default True Reset Default When set to True a revealed area will instantly reset once no motion is detected This is effective for certain effects with which WipeRevealNormal may by combined Value Specifications Type Boolean Range T
153. rizontally The time of the flip is two seconds The background color is red Perspective correction is enabled The play item will transition through two child play items After flipping to the next item there will be a delay of 2 seconds before the play item responds to motion detection again The last item will flip to the first item and continue indefinitely BasicTiles_ImageFlip root spark lt AdTracker AdName Manual_Samples BasicTiles_ImageFlip gt lt BasicTiles HorizontalTiles 1 VerticalTiles 1 RotationSpeed 90 0 Direction X BackgroundColor 1 0 0 0 0 0 Perspective true CompletionThreshold 0 8 TransitionDelay 2 0 Loop True gt lt Image Name Images marble jpg gt lt Image Name Images metal jpg gt lt BasicTiles gt lt AdTracker gt Play Items Effects 4 4 4 Sample BasicTiles Twirling Strips Creates thin twirling horizontal strips The time of each flip is two seconds The background color is white Perspective correction is enabled As soon as 80 of the tiles are flipped the rest of the item will flip automatically The play item will transition through two child play items After flipping to a new item there will be a delay of two seconds before the play item responds to motion detection again The last item will flip to the first item and continue indefinitely BasicTiles_TwirlingStrips root spark lt AdTracker AdName Manual_Samples BasicTiles_TwirlingStrips gt l
154. rue the last item will reveal the first item in the child play item list and continue through the other items as long as the WipeRevealExpand Play item is active If set to False the WipeRevealExpand play item will stop with the last child play item listed Value Specifications Type Boolean Range True or False Default True MaxSoundSamples Dependent Controls the maximum number of sounds that will play simultaneously Value Specifications Type Integer Range 1 64 Default 12 MinSoundDelay MaxSoundDelay Dependent These two attributes control the delay in seconds between the playing of sound effects Setting different values will create a random delay between the playing of each sound The minimum value must be equal to or less than the maximum value Setting the same values for both minimum and maximum will force the sounds to play at regular intervals Value Specifications Type Decimal Range 0 0 and up Default MinSoundDelay 0 05 MaxSoundDelay 0 1 ThresholdSound Optional Sound to play when the threshold setting is reached File must be Windows compliant WAV Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath ThresholdVolume Dependent Sets the volume for the file specified by the optional ThresholdSound attribute Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 ger GestureTek Play Items Effects
155. rue or False Default False Setting Reset to True makes it more difficult to reach the completion threshold since the revealed area so easily resets A low AlphaFactor value combined with setting Reset to True makes it more difficult to reach the specified CompletionThreshold since the lower the transparency the more motion detection is needed to reach the threshold Notes When this play item is within a SequentialScheduler 3 and the Loop attribute is set to False the play item will upon its final transition terminate thus allowing the next play item within the SequentialScheduler 39 to start regardless of the value of the Duration 20 attribute For example if a WipeRevealNormal play item inside a SequentialScheduler 39 has its Duration 201 value set to 30 seconds and its Loop value set to False but it only takes 12 seconds to display all of its child play items then WipeRevealNormal will end and the SequentialScheduler 395 will immediately move on to the next play item in the list ger GestureTek Play Items Effects 4 23 2 Sample Basic Wipe Effect Creates a basic repeating wipe effect of two child play items Wiping is completely transparent 70 the current item needs to be revealed before the successive item becomes current at which point the effect will be inactive for 2 seconds A sound will play at full volume when wipe is complete WipeRevealNormal root spark lt AdTracker AdName
156. s BMP DDS DIB HDR JPG PFM PNG PPM TGA den GesbureTek Customizing Effects A Tutorial 9 1 Getting started To make it easier to view any changes you make as you re customizing an effect first create a shortcut to Dazzler on the desktop image following the instructions in this section The Dazzler Demos and Manual_Samples themselves should never be changed To swap a background image or customize an effect it is best to copy the desired folders and files into a new folder For this purpose please set up folders for the new effects you will create as described in this section 9 1 1 To create a Dazzler shortcut on the desktop 1 Press Esc to exit Dazzler if it is running 2 Click Start gt Programs gt GestureTek gt ProductName gt 3 Right click on Dazzler and select Send To from the menu 4 Select Desktop P The Dazzler icon will now appear on your desktop image and as long as the tracker for your product is running you will be able to click on it to view your effect 9 1 2 To set up folders for new effects 1 Navigate to the Resources directory the default location is C GestureTek ProductName Resources and create a new folder in the directory Name it MyFolder Your new folder must be located in the Resources directory in order for Dazzler to be able to retrieve and run it 2 In your new folder create three more folders NewEffect1 NewEffect2 and NewEffect3 File and folde
157. s 3 4 Include This is a Controller play item that inserts the contents of one Spark file into another The included Spark file may also contain Include play items If the Include play item is a child play item within a SequentialScheduler 391 a Duration 207 attribute should be set for the Include play item If not then the SequentialScheduler 39 will attempt to use the Duration 201 setting of the root element of the specified Spark file If no Duration 207 value is specified in either place Dazzler will most likely return undesirable results Samples In addition to the sample files included in this section see also the all spark files in the Manual_Samples folder 3 4 1 Attributes Name Required Specifies the file path of the Spark file to include Spark file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath 3 4 2 Sample Include within SequentialScheduler The following sample contains a SequentialScheduler zg play item that lists two Include play items Include1 root spark lt AdTracker AdName Manual_Samples Includel gt lt SequentialScheduler gt lt Include name myimagesl spark duration 15 gt lt Include name myimages2 spark duration 15 gt lt SequentialScheduler gt lt AdTracker gt The Include play items in the above example refer to the following two Spark files Include1 myimages1 spark lt FILE 1
158. s E E a ai 59 Sample Keyed WaterFX Over an IMage ccceececssececeseeteneeseeseeneneeteeeeetsnsetsneseneneetaneseneneers 60 ger GestureTek Sample Keyed Flash File Over Thick Gel 61 BUSES AN saena A EE EE EE 62 tal 62 Sample FISASWAMM sirmis E eas diaaieda Dandi veer 64 PIMA DYNAMICS iiiiessteeis sete e tinue adi steeds 65 Lutte 65 Sample FIUIADYMAMICS siscisssectees e Seege EE sum senele 66 eye rei lece 6 ae ee eee ea ee 67 EDU eegne Sedsecvavescenssdeaacceneeastecissdandnceneentenelsdudanceoduaneddcduad ecctausdudcsduiaudepGusaucesGesseamecsts 67 Sample GenericSwarm ccccceececeeececneeceeeeceneeteneeeceneetancesseeensneessecensneetsesenensetsneseneneets 72 Sample GenericSwarm with Silhouette ec ceeececeeceeeeseeteeeeseeseeteneeteeeeensneeteaesetsneetseseneneets 73 Greyscale Aen eee eee oe eee eee eee 74 tal 74 Sample Greyscale Shader Elter 75 CGC AG EE 76 rel 76 Sample IceCrack Special Dimensions cccceeceeeneeeeeseeteeeeteeseeteneeteeeeensneetsneseneneetaneseneneers 80 Sample IceCrack with Sound 81 ParticlesEmMItMotion icciiscccscciieteceericcectikc ode ieee ini eee eens 82 PAUL se sacar acre erica Soest see net Seat et ode ee eee ta teen 82 Sample ParticlesEmitMotion Bubbles ccceececeeeeeceseeceeeeeeeeeeteneeteeecetsneetsaeseneneetsneseneneets 87 Sample ParticleSEMitMotion Fire cccccsecccceseeteneeecsceteneeseeseeteneetseeeenseetsesensn
159. s the color for the displayed silhouette Alpha channel transparency is supported For more information about setting color attributes see Setting Color Values 19 Value Specifications Type Decimal Range 0 0 1 0 4 18 2 Sample Display Silhouette G Displays a 60 percent opaque red tracker outline silhouette over an image Silhouette root spark lt AdTracker AdName Manual_Samples Silhouette gt lt Silhouette Color 1 0 0 0 0 0 0 6 BlurFactor 0 6 gt lt Image Name Images logo jpg gt lt Silhouette gt lt AdTracker gt gt GesbureTek Play Items Effects 4 19 WaterFX WaterFX is an interactive liquid surface Effect play item that applies a realistic ripple or wave to another play item Motion detection generates a corresponding set of liquid movements Attributes control how the ripples or waves look and respond Suggested uses This effect is good for giving another play item a watery look Excellent for creating virtual puddles and lakes or other kind of liquids including gel and oil Creates interesting results when applied to other effect play items This play item requires at least one child play item 4 19 1 Attributes Density Default Controls the fluidity of the ripple effect including how quickly the waves die down when there is no further motion detection A lower value makes the effect appear to settle more quickly whereas a higher value provides a much mo
160. t den GesbureTek Play Items Effects 4 14 4 Sample ParticlesinteractAnimate Popcorn Displays popcorn kernels within a set boundary and appear at random angles Kernels become popcorn upon interaction Particles can scatter beyond boundary but will reset to their original position They will also revert to kernels anywhere from 6 and 10 seconds inclusive The particles do not collide with one another The rotation factor is set to 60 to slow down the rotation speed of each particle No sounds are used ParticlesinteractAnimate3 root spark lt AdTracker AdName Manual_Samples ParticlesInteractAnimate3 gt lt ParticlesInteractAnimate ParticleTexturePath Images popcorn ParticleCount 850 ParticleWidth 64 ParticleHeight 64 ParticleRadius 10 MaxForce 10 0 KineticFriction 8 0 RandomStartAngle True EnableRotation True RotationSpeed 0 0 DynamicRotationFactor 0 6 RandomStartFrame False AnimationCycleTime 0 5 AnimationMode TWOSHOTDELAY AnimationMinDelay 6 0 AnimationMaxDelay 10 0 BlendMode Normal Reset True ResetForce 5 BoundaryImage Images popcorn_boundary tga EnforceBorders False Collisions False gt lt Image Name Images popcorn_bg tga gt lt ParticlesInteractAnimate gt lt AdTracker gt gt GestureTek Play Items Effects 4 14 5 Sample ParticlesInteractAnimate Flowers This sample uses ParticlesInteractAnimate to display several
161. t BasicTiles HorizontalTiles 1 VerticalTiles 30 RotationSpeed 90 0 Direction Y BackgroundColor 1 0 1 0 1 0 Perspective True CompletionThreshold 0 8 TransitionDelay 2 0 Loop True gt lt Image Name Images marble jpg gt lt Image Name Images metal jpg gt lt BasicTiles gt lt AdTracker gt ger GestureTek Play Items Effects 4 4 5 Sample BasicTiles Venetian Blinds Creates a vertical Venetian blind effect The time of each tile flip is less than one second The background color is grey Perspective correction is enabled As soon as 80 of the tiles are flipped the rest of the item will flip automatically The play item will transition through two child play items After flipping to a new item there will be a delay of 2 seconds before the play item responds to motion detection again The last item will flip to the first item and continue indefinitely BasicTiles_VenetianBlinds root spark lt AdTracker AdName Manual_Samples BasicTiles_VenetianBlinds gt lt BasicTiles HorizontalTiles 10 VerticalTiles 1 RotationSpeed 270 0 Direction Y BackgroundColor 0 5 0 5 0 5 Perspective True CompletionThreshold 0 8 TransitionDelay 2 0 Loop True gt lt Image Name Images marble jpg gt lt Image Name Images metal jpg gt lt BasicTiles gt lt AdTracker gt ger GesbureTek Play Items Effects 4 5 ColourKeying This is an Ef
162. t upon system resources such as memory processor speed graphics card capabilities etc or simple practicalities such as screen clutter conflicting or too many sounds etc One should also be aware of how various attributes work in combination with other attributes Using certain attributes may affect the running of other attributes and or certain attribute settings may reduce the limitations of other attributes The overall behavior of play item attributes is dependant on system resources and the type of hardware used gt GestureTek About Play Items 2 2 Setting Color Values Certain play items include color setting attributes Color values are defined by specifying red green and blue components Each component is in the range of 0 0 to 1 0 When using a color attribute all components must be assigned a value Default color values depend on the specific play item Example color values Black 0 0 0 0 0 0 Blue 0 0 0 0 1 0 Green 0 0 1 0 0 0 Magenta 1 0 0 0 1 0 Orange 1 0 0 5 0 1 Red 1 0 0 0 0 0 White 1 0 1 0 1 0 Yellow 1 0 1 0 0 0 Alpha Channel Support In cases where an alpha channel transparency is supported a fourth component is required which specifies the percentage of opaqueness where 0 0 is fully transparent and 1 0 is completely opaque For example 60 percent opaque red is specified by 1 0 0 0 0 0 0 6 den GesbureTek About Play Items 2 3
163. terFX 120 play item instead is recommended WaterOverlay is an interactive liquid surface effect that applies a realistic ripple or wave to another play item Motion detection generates a corresponding set of liquid movements Attributes control how the ripples or waves look and respond 4 21 1 Attributes play item is no longer supported Using the improved WaterFX 120 play item instead is recommended Density Default Controls the fluidity of the ripple effect including how quickly the waves die down when there is no further motion detection A lower value makes the effect appear to settle more quickly whereas a higher value provides a much more liquid appearance A value of 0 0001 causes no wave effect at all while a value of 0 9999 makes the effect appear extremely fluid and take longer to settle Value Specifications Type Decimal Range 0 0001 0 9999 Default 0 97 Height Default Controls the height of the waves This along with the Refraction attribute value controls how the waves refract Height also controls wave propagation and how long it takes for them to settle Value Specifications Type Decimal Range 0 001 5 0 Default 0 3 RefractionFactor Default The amount of visual refraction that each wave can generate This attribute controls the look of the waves themselves The higher the value the greater the refraction Value Specifications Type Decimal Range 0 001 5 0 Default 0 3 SoundEffe
164. th the name of the product you are using GestureFX ScreenXtreme Illuminate etc Supported Sound Formats The following sound file formats work with Dazzler wav mp3 The maximum sampling rate for wav is 48 000 Hz Stereo and mono streams are supported Supported Image File Formats BMP DDS e DIB HDR JPG PFM PNG PPM TGA den GesbureTek Introduction 1 1 Copyright and Legal Matters GestureTek and ScreenXtreme are registered trademarks of GestureTek Inc All rights reserved GestureFX and Dazzler are trademarks of GestureTek Inc The contents of this documentation are the property of GestureTek Inc and are for the exclusive use of registered users Apple and QuickTime are trademarks of Apple Inc registered in the U S and other countries Microsoft and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and or other countries Flash is a registered trademark of Adobe Systems Incorporated in the United States and or other countries 1 2 Starting Dazzler On the Tracker console with the Tracker running click START DAZZLER Q Alternatively you can select Start gt All Programs gt GestureTek gt ProductName gt Dazzler gt By default Dazzler will begin in full screen mode Q If you want to make changes to the Dazzler configuration prior to starting you need to run Dazzler Setup 3 For more information on running a
165. that the particle disappears after the last frame is played Value Specifications Type Enumerated Options LOOP PINGPONG ONESHOT or ONESHOTDIE Default LOOP BlendMode Default Controls the blending of overlapping particles Normal prevents color bleeding and saturation Value Specifications Type Enumerated Options Normal or Saturate Default Normal EmitRatePerSecond Default Specifies the number of particles spawned per second upon motion detection The higher the value the more particles will be spawned Value Specifications Type Integer Range 1 16383 Default 350 The EmitRate also now called EmitRatePerFrame attribute is still supported It spawns particles per frame instead of per second Using EmitRatePerSecond provides more control and is recommended Very high emit rates may significantly slow down system performance For best results choose a value that gives you the look you want ExpandRate Default Sets the time in seconds it takes for a particle to expand from point of appearing to its full size the random size based on the MinWidth MaxWidth MinHeight MaxHeight attributes The smaller the value the quicker the file will expand Setting the expand time to 0 0 causes the particle to appear instantly at its size with no expansion effect The live time for a particle begins as soon as it appears which begins from the start of expansion If the expansion time is greater than
166. the effect you chose has a Sounds folder S GestureTek Product Name O Config Logs Manual O Resources a O Blending 3 O Demos a O Manual Samples MyFolder New ffect1 O Config D Images O Sounds New ffect2 Neweffect3 O Sequences D Scripts mr O System Tools Tracker den GesbureTek Customizing Effects A Tutorial 9 2 2 To change the background image 1 In your NewEffect1 folder add your new background image file to the Images folder B You can use any image you like as long as it has a resolution of 1072 x 768 and is in one of the file formats listed in the introduction 2 Open the root spark file with Notepad or another text editor and replace the image file name with the file name of your new image Image file names must be comprised of letters numbers underscores and dashes only See image below root spark Notepad Eile Edit Format Yiew Help lt xml version 1 0 gt lt Alphamask alpharmage Images pudd1 e_alpha tga EEN Density 0 96 Speed 20 RefractionFactor 1 a Height 0 05 Soundeffect Sounds waterwaved wav Volume 0 6 gt lt Image Name Images pudd1e jpqf gt lt water x gt lt fAlphamask gt 3 Click File gt Save and continue with To play the new effect 1841 den GesbureTek Customizing Effects A Tutorial 9 2 3 To play the new effect 1 Double click the Dazzler icon on
167. the live time and a FadeTime greater than 0 is specified then the particle will continue to expand while it is fading out Value Specifications Type Decimal Range 0 0 and up Default 0 1 gt GestureTek Play Items Effects FadeTime Default Sets the amount of time in seconds a particle will fade out once its live time has expired The smaller the value the quicker the particle will fade out Setting the value to 0 0 will cause the particle to disappear instantly as soon as its live time has expired Value Specifications Type Decimal Range 0 0 and up Default 0 5 MaintainAspectRatio Default When set to True the height of a particular particle will always be the same as the random width based on the values specified in MinWidth and MaxWidth MinHeight and MaxHeight values are ignored Value Specifications Type Boolean Range True or False Default False MaxSoundSamples Dependent If SoundEffectPath is specified controls the maximum number of sounds that will play simultaneously Value Specifications Type Integer Range 1 1024 Default 12 MinLiveTime MaxLiveTime Default Specifies the minimum and maximum amount of time in seconds that a particle will appear before beginning to fade out The effect chooses a random time between the range set MaxLiveTime must be equal to or greater than MinLiveTime If the minimum and maximum times are identical all particles with appear for the exact same
168. the root spark file into the NewEffect3 folder you created at the beginning of this tutorial Only make changes to files in your new folder P Your GestureTek directory structure should now look like this GestureTek 5 Product Name D Config Logs Manual O Resources a D Blending O Demos a O Manual Samples MyFolder Newe ffect1 O Config D Images Sounds New ffect2 O Config D Images O Sounds Neweffect3 O Config D Images O Sounds O Sequences D Scripts mr O System D Tools D Tracker den GesbureTek Customizing Effects A Tutorial 3 Now from the Manual_ Samples folder open the WaterFX_Sample1 folder and open the root spark file with Notepad or another text editor 4 Copy all the code in the root spark file from the opening tag lt WaterFX through to the closing tag lt WaterFX gt root spark Notepad Eile Edit Format View Help lt xml version 1 0 gt lt WATERFX NORMAL gt aterFex Dens ity 0 98 Speed 20 0 RefractionFactore 1 o Height 0 0 Tre raet lonmethods Solid gt lt Image Name Images bg_blue jpg gt Water 5 In the NewEffect3 folder open the root spark file and paste the WaterFX code into it just before the closing tag of the ParticlesEmitMotion code Q Paste the code over the existing image file code line thus over writing the code See image below 3 root spark N
169. the top of the screen area ger GesbureTek Play Items Effects Sample The following illustration demonstrates a rectangular screen boundary of 400 pixels wide and 300 pixels high on a full screen resolution of 1024 X 768 using these attribute values BoundaryLeft 200 BoundaryRight 600 BoundaryTop 250 BoundaryBottom 550 ee u gt BoundaryLeft 200 BoundaryTop 250 BoundaryRight 600 BoundaryBottom 550 Notes 1 When specifying a rectangular screen boundary entities will soawn outside the rectangular boundary but will only begin to roam and interact within the rectangular boundary 2 UseCircularScreen takes precedence over these rectangular boundary settings When UseCircularScreen is set to True BoundaryLeft BoundaryRight BoundaryTop and BoundaryBottom will be ignored 3 When specifying either BoundaryLeft or BoundaryTop it is necessary to also specify the corresponding BoundaryRight or BoundaryBottom even when wanting to include the far right or bottom of the screen Failure to include the corresponding attributes will have undesired results 4 BoundaryRight must be greater than BoundaryLeft and BoundaryBottom must be greater than BoundaryTop Value Specifications Type Integer Range 0 screen size ger GestureTek Play Items Effects EntityCount Default Specifies the number of entities that will appear The number of entities depend on system resources When
170. their original positions Value Specifications Type Decimal Range 0 0 100 0 Default 10 0 A setting of 0 0 will cause the particles to only move upon interaction They will not attempt to return to their original positions RotateToDirection Dependent If EnableRotation is set to True then setting this attribute to True will rotate Particles in the direction they are moving Value Specifications Type Boolean Range True or False Default False RotationSpeed Dependant If EnableRotation is set to True the speed in degrees per second at which the particles will rotate A positive value indicates a counterclockwise direction a negative value indicates a clockwise direction A setting of 0 0 will cause the particles to rotate only when a collision of any kind occurs Value Specifications Type Decimal Range 2880 0 2880 0 Default 0 0 den GesbureTek Play Items Effects TouchLoopTolerance Dependent When using the TOUCHLOOPRESET animation mode allows for the animation to stop when motion stops At times motion may be so slow as to be unperceptive to the eye This attribute sets a tolerance factor that will cause the animation to stop before the particle itself completely stops moving The lower the value the longer the animation will continue to play Value Specifications Type Decimal Range Greater than 0 0 Default 1 0 TouchSound Optional Specifies path to a sound file that plays when
171. timeout occurs ger GestureTek Play Items Controllers Dazzler will give complete control to the specified Spark file once it begins to play Value Specifications Type FilePath 3 9 2 Sample Simple WaitForMotion Plays one image while no motion is detected Once motion is detected will play another image for five seconds before returning to the first image and waiting for motion again waitformotion1 root spark lt AdTracker AdName Manual_Samples WaitForMotion1 gt lt SequentialScheduler gt lt WaitForMotion PointsThreshold 200 TimeoutRule StopOnTimeout Timeout 0 gt lt Image Name Images earth jpg gt lt WaitForMotion gt lt Image Name Images moon jpg Duration 5 gt lt SequentialScheduler gt lt AdTracker gt 3 9 3 Sample Play Spark File on Timeout Plays an image while waiting for motion If no motion is detected within five seconds a timeout will occur and the specified Spark file will play If motion is detected within five seconds another image will play for five seconds before returning to the first image and waiting for motion again waitformotion2 root spark lt AdTracker AdName Manual_Samples WaitForMotion2 gt lt SequentialScheduler gt lt WaitForMotion PointsThreshold 200 TimeoutRule PlaySparkOnTimeout Timeout 5 TimeoutSparkFile image spark gt lt Image Name Images earth jpg gt lt WaitForMotion gt lt Image Name Im
172. tivated thus allowing the camera image to be keyed Only those items currently moving will be displayed When set to False no alpha blending will be applied No child items will be displayed Value Specifications Type Boolean Range True or False Default True AlphaFactor Dependant If AlphaEnabled is set to True this value can be used to reduce the alpha of the entire camera image A setting of 0 0 will render the camera image completely transparent invisible while 1 0 100 doesn t reduce the alpha at all Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 gt GestureTek Play Items Players FlipHorizontal Default When set to True the video image as specified in the ScreenXtreme Tracker will be flipped horizontally Value Specifications Type Boolean Range True or False Default False FlipVertical Default When set to True the video image as specified in the ScreenXtreme Tracker will be flipped vertically Value Specifications Type Boolean Range True or False Default False Position Default Specifies the top left corner position of the video image This attribute is ignored if the Size attribute is set to FullScreen Value Specifications Type Integer Range 0 and up Default 0 0 Size Default Specifies the size of the camera image to be displayed Instead of an integer value the default setting FullScreen may be used Value Spec
173. tom attribute settings will be ignored 3 When UseCircularScreen is set to False there is a tendency for all the entities to eventually move off screen without being replaced by new ones Therefore when wanting the entities to swarm full screen it is recommended to set UseCircularScreen to True and specify a radius that will encompass the whole screen See the GenericSwarm1 spark 72 sample for an example Value Specifications Type Boolean Range True or False Default True ger GestureTek Play Items Effects 4 8 2 Sample GenericSwarm t i A simple GenericSwarm sample using default values except for the number of entities and their flee time Thirty tadpoles will be attracted to the tracker outline when they are between 25 and 500 pixels away upon which they will convert to frogs after 1 second and flee away To ensure that the tadpole entities will continue to spawn a screen radius of 640 pixels has been specified This is the radius required to encompass a screen resolution of 1024 X 768 To see this sample but with the tracker outline silhouette visible see GenericSwarm with Silhouette 73 GenericSwarm1 root spark lt AdTracker AdName Manual_Samples GenericSwarml1 gt lt GenericSwarm AttractAnimationPath Images attract ConvertAnimationPath Images convert FleeAnimationPath Images flee EntityCount 30 AnimationSpeed 30 MinAttractionDistance 25 MaxAttractionDistance 5
174. tte cccccccceeececeseetsneneneneeteneeeeeseetsneneneeeeteneetseeeeneneetsaesetenseetenaes 119 MN UE Nc sc hess ce se ocean peta ante eee eee ee 120 Lutte DE 120 Sample WaterEX Normal 24090 eg SEENEN EES EE e 123 Sample WaterFX with Density Map and Light ccccccsscecseeeeeeeeteeeteeseeteneetseeetenseeeeeaes 124 Sample WaterFX Normal with Light ccccssececeseeteeeeseeseeteneeeeeseeteneeteneseneneeteaesetenseeeegass 125 Sample WaterFX Normal with Light and Sound cccccceececeneeeeeeeeteneeteeesereneeteneeetenseetenees 126 Sample WaterFX Thick Gel 127 Sample WaterFX Thin Gel cccccsecccceseeceececeseeteneeeeesceteneeeeeeeeteaeetsseeneneetsnesennsesennass 128 VUE E a ee ee E 129 Att DUTE S cccetiedisdsveckds Qeethed a araea eds dda a N aeae ienaa ea 129 WaterOverlay ne eea ETE EE ERRER EEEE ETA EEE ENa 131 et 131 WIDEREVGalEK DANG EE 133 Lutte DEE 133 Sample Basic WipeRevealExpand cccccccssececeseeteeeeeescetenceceeeeetsncetseseeseneetsneeenenseetseaes 136 Sample WipeRevealExpand with Sound ccceceececeseceeeseeteneeteeeeetsneetsneeeneneetsaesetenseeeneass 137 VO EE 138 tele 138 Sample Basic Wipe EE 140 OT PRS ANSE sect ccctre acct ag Sec eaeredea cst teacedvests zat Satcesuetuaceneeacadeeuacetemtencenmausaine 141 dee 141 Sample Basic WipeRevealReset Eech 142 Play Items Players We Ru eee ee ee eee re ee ee ee 144 wee IER 144 Sample D
175. uired attributes specify the paths to the folders containing the image files which make up the animation sequences for each of the three different states the entities can be in The three states along with their corresponding attributes are defined as follows Attract state AttractAnimationPath SwimAnimationPath This is the state the entities are in when they are simply roaming about and when they are attracted to the tracker outline If an entity does not detect the tracker outline is being attracted to the tracker outline or is attached to the tracker outline it is this animation sequence that plays Entities will use this animation sequence continually until they enter the Convert state Convert state ConvertAnimationPath When an entity is attached to the tracker outline silhouette for the amount of time specified in the FleeTime attribute this animation sequence begins The Convert state animation sequence will play only once and is immediately followed by the Flee state animation sequence Flee state FleeAnimationPath If and when an entity plays through the Convert state animation sequence it will begin to play the Flee state animation sequence The Flee state animation sequence will play continually until the entity moves completely off screen Value Specifications Type FilePath gt GestureTek Play Items Effects Notes 1 Images must be 32 bit ARGB image files and images for all states must have identical
176. underscores and dashes only Value Specifications Type Integer Range 1 1024 Default 64 RandomStartAngle Default If set to True particles will appear at different angles Value Specifications Type Boolean Range True or False Default False RandomStartFrame Default When set to True animations begin with a random image in the sequence and continue in order This is helpful when you want similar animations displayed but to not be in sync with one another When RandomStartFrame is set to True and using one of the following animation modes PINGPONG TWOSHOTDELAY TOUCHLOOPRESET or TOUCHONESHOTRESET the animation will start with a random image but continue as normal As the animation plays the random starting image will not be treated as if it is the first image of the sequence Value Specifications Type Boolean Range True or False Default True ger GestureTek Play Items Effects Reset Default If set to True the particles will attempt to return to their starting positions Value Specifications Type Boolean Range True or False Default False For best results when using Reset avoid using the Acceleration attribute When setting Reset to True avoid low KineticFriction settings for it may result in undesirable results ResetForce Dependent If Reset is set to True specifies the amount of force applied to particles once they are in motion as they attempt to return to
177. y play item that displays a tracking data outline allowing you to see the outline of motion detection within the presentation area Useful for testing purposes Notes 1 Alternatively Tracker can be activated any time Dazzler is running by pressing Ctrl T Changing the color of the tracker outline may be done by setting the Sparky gt FusePlayer TrackerColour attribute of the Sparky cfg file which is located in your Config folder 2 If a Tracker play item is currently running from a Spark file pressing Ctrl T will create undesirable results 3 For Tracker to display correctly when used in a Spark file it must be placed as the last item within another play item that allows for the combining of play items such as the ChildPlayer 331 6 4 1 Attributes Color Default An RGB value that sets the color of the displayed tracking data For more information about setting color attributes see Setting Color Values 197 Value Specifications Type Decimal Range 0 0 1 0 Default 1 0 1 0 1 0 The color chosen should be one that is in good contrast to the current display 6 4 2 Sample Display Tracker Displays tracking data in black over ParticlesinteractAnimate Tracker root spark lt AdTracker AdName Manual_Samples Tracker gt lt ChildPlayer gt lt Include Name ParticlesInteractAnimate root spark gt lt Tracker Color 0 0 0 0 0 0 gt lt ChildPlayer gt lt AdTracker gt den GesbureTek Dazzler
178. y the MinSoundDelay and MaxSoundDelay attributes Files must be Windows compliant WAV files Sound file names must be comprised of letters numbers underscores and dashes only Value Specifications Type FilePath FadeSpeed Default Sets how long in seconds it takes a cracked piece to fade out once the FadeThreshold value is reached Value Specifications Type Decimal Range 0 0 and up Default 1 0 FadeThreshold Default Sets the percentage at which a cracked piece will no longer be affected by additional motion detection and will begin to shrink and fade away The higher the value the sooner the pieces will shrink and fade Low values mean that pieces need to be relatively small before they begin to shrink and fade This setting is relative to each piece created Therefore when using high complexity levels which causes some pieces to be quite small a low FadeThreshold would mean that these pieces would need be that much smaller in order to shrink and fade away Value Specifications Type Decimal Range 0 0 1 0 Default 0 5 Loop Default Sets the loop control for the entire IceCrack play item When set to True the last item will reveal the first item in the child play item list and continue through the other items as long as the IceCrack play item is active If set to False the IlceCrack play item will stop once the last child play item is completely revealed Value Specifications Type Boolean Range True or False
179. y your computer s resources Loop Default Sets the loop control for the entire BasicTiles play item When set to True the last child play item will flip to reveal the first item in the child play item list and continue through the other items as long as the BasicTiles play item is active If set to False the BasicTiles play item will stop when the last child play item is revealed Value Specifications Type Boolean Range True or False Default True MaxSounds Dependent When the TileFlipSound attribute is used sets the maximum number of concurrent sound effects allowed during tile flipping Value Specifications Type Integer Range 1 1024 Default 6 MinResetFlipTimeout MaxResetFlipTimeout Optional Sets an optional range of time in seconds when all flipped tiles will revert to the previously revealed image but only if all tiles have not yet flipped to fully reveal next image A random time will be chosen based on the specified range Value Specifications Type Decimal Range 0 0 and up Perspective Default Enables or disables perspective correction on the rotating tiles When Perspective is set to True as the tiles flip they look as if their edges get larger and then smaller as they flip over Value Specifications Type Boolean Range True or False Default True RotationSpeed Default How fast in degrees per second each tile flips Value Specifications Type Decimal Range 0 1 1440 0 Def
180. your Tracker program file e g C GestureTek ProductName ProductNametracker exe Don t use quotes Starting the Tracker and Dazzler using the default Spark file QuickStart Starts the Tracker and immediately starts the camera and Dazzler If Dazzler is shut down the Tracker also shuts down From the Windows command line enter TrackerPath Tracker exe quickstart TrackerPath is the folder path to your Tracker program file Tracker exe is the name of your Tracker program file e g C GestureTek ProductName ProductNametracker exe Don t use quotes The command option quickstart is case sensitive Starting Dazzler with a specified Spark File From the Windows command line use the following string path Dazzler exe StartupFile ResourcesPath file spark Notes The Tracker needs to be running for this to work This option does not change the default Spark file as specified in the Dazzler cfg file path is the path to your Dazzler System folder ResourcesPath is the path to your Spark file folder relative to your Resources folder For example if the full Windows path of the Spark file you want to run is C GestureT ek ProductName Resources mySparks myfile spark then you would specify mySparks myfile spark Do not use a starting slash The specified file must be surrounded by quotes The command option StartupFile is case sensitive Full Screen Mode vs Windows Mode In most cases it is
Download Pdf Manuals
Related Search
Related Contents
Yamaha NP-11 Sitecom Mini HDMI to HDMI Cable Troubleshooting - Fortbildungsguide Zahnmedizin SERVICE MANUAL R-2275 R-2285 Manuel d`instruction USER MANUAL - Tecate Group Asus CRW-2410S Network Card User Manual Copyright © All rights reserved.
Failed to retrieve file