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Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Ventuz Products
  • Realtime Rendering
  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

  • Quick Guide Index
  • Business Logic
  • 3D Art
  • 2D Art
  • Programming
  • System Engineer

General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
  • Machine Configuration
  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
  • Project and Show Management
  • Web Configuration Editor
  • Communication Protocol Overview
  • GPI Configuration for Runtime or Director
  • Introduction to the Ventuz Video Engine
  • Supported Formats
  • Supported Hardware
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • Migrating Configs & Content to Ventuz 8
  • Migrating Content to Ventuz 7
  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
  • Terminology
  • Manual Index

Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
  • Designer Overview
  • Realtime Rendering
  • Project Browser
  • Designer Interface
  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
  • 3D Workflow
  • PBR Workflow
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
  • Multi Screen and Output Setup
  • Explanation of Compositions, Screens and Outputs
  • Workflow of using Multi Screens
  • Multi GPU
  • Previs
User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
  • Property Editor
  • Property Groups
  • Hierarchy Editor
  • Content Editor
  • Find and Replace
  • Toolbox
  • Animation Editor
  • Shader Editor
  • Text Editor
  • Message View
  • Scene Tree
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Scene Control Window
  • Performance Statistics
2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Hierarchy and Content Editors
  • Display Images and Movies
3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • In-Scene Editing
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
  • Project and Scene Data
  • Reading Data in Ventuz
  • Display Images and Movies
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Animation Workflow
  • Animation Workflow Index
  • Animation Workflow
  • Animation Editor
  • Content Editor
  • Hierarchy Editor
  • Property Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Scene Transitions
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • Project Documentation
  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
  • Scene Statistics
  • Scene Tree
  • Performance Statistics
How Tos
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Enable HDR Video Output
  • How To Work with the HDR Layer
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How To use Stream Out
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
  • How to use the Companion with Director
  • How to build Previs scenes with Designer
  • How to migrate from Ventuz 6 to Ventuz 7
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Previs Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Ventuz Director

  • Index
  • What's New in Director
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Transitions
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Editor
  • Machine Configuration
  • Device Configuration
  • Project and Show Management
  • Live Runtime Control
  • Web Configuration Editor
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Multi Screen and Output Setup
  • How to migrate from Ventuz 6 to Ventuz 7
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

Multi Output & Display Setups

Introduction
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Machine Clustering
  • Support for multiple GPU's
Editors
  • Configuration Editor
  • Device Configuration
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Designer Stage Editor
Workflows
  • How to Build Content for Multiple Screens
  • How To Play Out On Multiple Outputs
  • How To Render on a Machine Cluster
  • How to build Previs scenes with Designer

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Work with the HDR Layer
  • How To Enable HDR video output
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
  • Multi Screen and Output Setup
  • How To Enable HDR video output
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

Available Nodes Overview
  • All Designer Nodes
ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • Composition Layer
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Mixer Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Data Portals
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Render Setup Relation
  • Text Splitter
  • Timer
  • Toggle
  • Transition Info
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
  • Composition Projector
  • Previs Screen Render Options
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
  • QR Code
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths
  • Cloner

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting

Misc

  • Presets
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The Timeline

Table of Contents

  1. Activation
  2. Show Time
    1. Current Time
    2. Transport Control
  3. Navigation
  4. Recording & Playback
  5. Selection & Editing
    1. Non-Editing Mode
  6. Use-Cases

The Timeline is probably the most advanced feature inside Director. It can be used to schedule, record or playback events in a show. Internally, all user operations are routed through the Timeline such that it can create a perfect record of what the operator did as well as play back those operations in exactly the same way.

The Timeline, similar to the Playlist, is a completely optional feature. It will have no effect unless the Channels on it are activated.

Each channel has it's own functionally independent timeline but all are connected to the same time source. They are therefore presented together in the Timeline window which is part of the Default Window Layout. Having all channels in one window makes the Timeline window great to see what's going on in the show.

Activation

As mentioned above, all channels on the Timeline are inactive by default. This way neither any user operation is recorded nor does any information stored on the timeline interfere with what the operator wants to do. A channel's timeline is activated by  pressing the respective toggle button on the far left side of the channel's time strip.

Show Time

The Timeline introduces a new, central component to Director: Time. Regardless of whether the operator cues templates directly, loads pages or uses a Playlist, all of those approaches have no chronological relationship. There is no history and no future, just what is currently on-air and what is cued. One could argue that due to auto-cueing, the Playlist has some sort of chronological order. But this is only true as long as the operator does not jump around in it and does not modify template instances once they are re-called from the playlist.

In contrast, the Timeline sets everything into relation with the current point in time. As soon as the timeline is activated, all user cueing and taking is recorded to the timeline instead of modifying the channel's pipes directly. Instead, the Timeline itself will perform the cue/take as time progresses.

The assumption is that a show represents some live event where there is a start and an end. The operator might prepare pages or do other things before the show begins but at some point, the show starts. From there on everything that goes on air stays there for a period of time as it is presented to the audience before it is replaced with the next template. It is the task of the Timeline to visualize this: Everything that has happened, is currently happening and everything that is already known will happen.

At the time of writing, modifications done or events fired in the Project Data Panel will not be recorded to the Timeline. The same is true for triggerable events (i.e. buttons) on templates.

Current Time

Inside the Timeline window, the current point in time is visualized as a white vertical line with a triangle on top. The Timeline Item that lies beneath it is currently on air (in this case "Scoreboard") and the next one will automatically be cued ("Deari..."). The orange lines symbolize Takes. So shortly after 01:20:000, a take will be executed to bring "Deari..." on air and thus take "Scoreboard" off air.

Let's have a look at what happens as time moves on. The following example shows three different points in time within the same show:

  1. In the first image, the show has just started and there are four items cued. As time progress the cued item stay cued and thus move forward with the current time marker.
  2. Shortly after the first image was taken, the operator performed a Take (orange line). As time progressed, the first item stays on air and its length grows with the current time marker.
  3. Shortly after the second image was taken, another take was performed followed by a take out. As time moves on, the gap between the last item on air and the next cued item becomes bigger as nothing has been on air.

Transport Control

The current point in time within a show is controlled by the Transport Control at the center-bottom of the Timeline window. This should look familiar to anyone that has used an audio/video application. When pressing the start button, time begins to run as can be seen by the numbers on the right side. They indicate the hour, minutes, seconds and milliseconds since the start of the show.

  • Jump to Start (F8)
  • Rewind (F6)
  • Play (F5) / Pause (Ctrl +  F5)
  • Forward (F7)
  • Jump to End (Ctrl + F8)

Another way to change the current time is to  drag the current time marker inside the Timeline to the correct position. This is called Scrubbing. While scrubbing, time is paused and Director will skip animations to update its program and preview pipe to the new position as quickly as possible. If holding shift while scrubbing, the current time marker will snap to the time resolution shown in the time bar.

Navigation

There are two ways to navigate inside the Timeline. For one, by moving the mouse cursor over the time bar portion at the top of the Timeline, the cursor changes to horizontal arrows.  dragging horizontally will change the viewing window while dragging vertical will change the zoom.

The other way are the 5 viewing buttons in the lower left corner of the Timeline window:

  • View Start: Change the viewing window such that it is centered around the start of the show.
  • View Now: Change the viewing window such that it is centered around the current time marker.
  • View End: Same as View Start but for the last item of the show recorded on the timeline.
  • View All: Changes the zoom to fit the whole show into the viewing window.
  • Auto-Follow: When activated, the viewing window will follow the current time while time is running.

Recording & Playback

Recording to the Timeline is simple: Activate the timeline and start cueing/taking templates, using pages and/or running through the Playlist. All should behave exactly the same as if the Timeline would not be activate except for items appearing on the timeline.

If the timeline is active, performing a take will automatically start the show time in case it is not already running. This is the typical way to kick-start a show.

To playback a show, change time to the desired start of the playback and start the playback using the Transport Control.

When scrubbing backwards, any items already cued will stay cued and any takes performed pin items to their position. Moving backwards with the time mark can therefore move cued items in front of the taked items which may or may not be the intended behavior. If the intention of the scrubbing is to "undo" part of the show, one should first select the items that will be redone and choose Timeline / Reset Takes from the main menu to re-cue them.

Selection & Editing

The true power of the Timeline starts when it is used for more than simple recording/playback. One example usage has already been shown above: multi-cueing. By  dragging templates and/or pages to the Timeline, multiple items can be added to the cue. As one item is taken on-air, the next one will be cued. This functionality is similar to the Playlist except that puts a context to everything: what has been in the past, will the show run over time?

The editing capabilities of the Timeline are currently limited to basic operations such as removal or re-ordering using the main menu. Adjusting the expected duration of a template or setting takes within the Timeline directly has been scheduled for future updates.

One or more items can be selected by  clicking (Ctrl for multi-, Shift for range-selection). All items can be deselected by clicking into the empty part of the timeline.

If there is a selection, the Property Editor will automatically switch from showing the cued item to whatever item is selected. This way values in already aired items can be reviewed or multi-cued items can be prepared.

Working on a selected item shows that item in Preview but does not affect the program pipes cue! This allows editing of future items while the Timeline performs already recorded takes as expected.

Properties such as the name of a Timeline Item can be edited as described in the chapter on Content References.

Non-Editing Mode

The selection-based behavior of the Property Editor and the fact that Preview not necessarily equals Cue can be overwhelming for new users. By pressing the button next to the timeline activation button, the Non-Editing Mode can be enabled. In this mode Preview is forced to always show the Cue and one cannot perform any selecting/editing on the Timeline directly. It is limited to recording only!.

Use-Cases

There are various non-obvious applications for using the Timeline, here are just a few:

  • Post-show evaluation: Since the timeline is stored inside the show file (which is a straight forward XML), doing a recording of a show allows post-show analysis of running times. For example, this could be used to figure out how much air-time a specific sponsor got.
  • Pre-scheduled events: A show might require to show a specific template at every full hour. This can be pre-scheduled by moving the current time marker to that specific position, cueing and taking the template and then moving on to the next position. The operator can then restart and record the show as normal but the pre-scheduled item will move closer to the current time marker and push cued items backward automatically.
  • Rehearsal: When a show is recorded to the timeline during rehearsal, the operator can always pause time, reset takes and move time backward to start over again.
  • Show repeats: often one might want to repeat the same show several times, this allows it to be played identically every time, while at the same time allowing for the actual data in the templates to be changed from show to show.
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