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Flair User Manual - Mark Roberts Motion Control

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1. Flair5 on Windows BETA 21 Apr 2010 Version 5 11b NO HARDWARE File Edit View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override TempSave Temp Open MSA20 Help Help Live Rebuild Setup Objects AVI Through Persp Play 24 00 Dock Wnd al del lt 10 lt gt 211 1188 Start the timer UNDO Edit Position Back gt 1 8 0 fps HHB Speed 50 The display is a 3D view that allows you to view the rig through a Perspective or Orthogonal camera as well as being able to view through the camera mounted on the rig Many of the rig designs that are used with Flair are supported and carefully picking your kinematics model will assist in making sure that the rig is properly displayed Supported Models are Milo Talos Modula Animoko UltiHead Staubli Technocrane Simple Dolly and Hexapod Rig Model Menu Bar Help A brief description of the control available when you are in the rig model display Live Sets the displayed rig to follow the actual rig positions as it is moved in real time This is useful as you can move the actual rig through this display with a small control panel which pops up when you are in this mode However it is not recommended as you should be watching the rig if one is attached and not the screen Rebuild Refreshes the display with any recent changes that have been made Flair Version 5 Manual Page 168 of 265 CHAPTER 12 RIG MODEL DISPLAY lt Lo Mark Roberts Mot
2. Handling You will have returned to the standard windows screen when this happens open up the folder in which the Flair exe program is and the double click on that program whilst holding down the Ctrl key The move data will have been lost but the axis positions should still be correct and one can simply read in the last saved job and continue from there If all else fails Turn off the power to the root and to the PC leave it a moment and then turn everything back on Troubleshooting Problems that have occurred in the past are listed here along with the reasons and or solution to them The program does not load This can be caused by any number of faults the first thing to do is to trace the fault As the program loads it puts several messages onto the computer screen telling you what is happening The first thing that happens is the program code for the root computer is loaded and the message appears Loading the root board to tell you that the root is being loaded After that the boards are loaded with program code one at a time first Board 0 which is the timing board then the axis boards 1 2 3 etc If the program fails loading a board then the following message will appear Error Loading Axis Board N Fatal Loaded XX bytes of XXXX in this case the problem is with that board and or the communication from the previous board The most common reason for faults of this type is the board has been knocked loose a cable or
3. Arm Length at Zero The length of the arm when the extend is zeroed This is the distance from the lift pivot forward to the outer arm pivot measured horizontally when the arm is horizontal If there is no extend axis then this value is simply the length of the arm Outer Arm Pivot Offset The vertical height difference between the lift pivot and the out arm pivot when the arm is horizontal It is measured up from the lift pivot to the Flair Version 5 Manual Page 77 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt outer arm pivot and this value can be negative This value is usually about 8cm i e 0 08 metres Lift Pivot Offset The horizontal distance of the lift pivot forward from the centre of the rotate The absolute height of the lift pivot is irrelevant as far as the kinematics is concerned as it is a constant and does not change when the axes move Master Track Extend When a rig has both an Extend and a Track axis these axes can both produce the same sort of motion In order to resolve possible ambiguities produced by this one of the axes is set as a Master axis since it could be either this flag can be changed to indicate accordingly There are advantages and disadvantages to each one Normally it is better to have the track as the master axis as that allows more movement of the rotate when target tracking and this is done by setting the Master Flag to Track Master If however you want to run a Sca
4. IntimeMemory Integer 12 12MB is the default AutoBackup Integer Default is 0 GroundGlass Integer Default is 11 MSA20 Boolean Default is FALSE Stereo Boolean Default is TRUE an Model boards This feature has been added due to the fact that Model Mover boards are normally inserted in line with the axis pipe and therefore would cause all the rig axes to be assigned to a different board This would mean you would need a separate configuration for each model mover set up which adds complexity and redundancy The handling for this is to use these settings to inform the system of how many model mover axis boards are being inserted in the axis pipe and the actual board Flair Version 5 Manual Page 238 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt number of each one In this way the system can automatically adjust the board numbers of the rig axes without the user having to adjust that In actual fact the Model Mover Boards are considered to have been added to the END of the pipe and in the axis setups they are numbered appropriately You can nest files in the ini file and this is done by adding a line such as include ini Milo ini if you do it cyclically the program will hang Text Config Files As mentioned earlier you can also import a text file that configures the system in various ways The data imported in this fashion is NOT checked so
5. Safety is a very important aspect of any system and must be kept in mind at all times especially with motion control equipment getting faster and more powerful The level of safety at which the system is operated is very much up to the user and he must be continuously aware of what is happening with and around his system Here are some safety rules which must be obeyed to ensure safe operation 1 Always have one person ready to press the red Emergency Stop button when there is power applied to the system 2 Always watch the system not the video monitor when you are operating The video monitor gives a very narrow field of view and will not tell you if someone is sitting in the way of the rig If you want to watch the move record it and watch it played back 3 Do not allow people to stand on or near the system unless that is specifically required for the shoot and make sure they know when the system is going to move Also provide them with a clear path to move away from the rig if this is required 4 Always install track buffers on the rails and place them as close as possible to the end of the move The same is true for lift buffers if these are fitted This also applies to end limits which will turn the axis off if it goes out of the intended envelope of operation for that move 5 Be aware of the back of the rig and how it moves as you rotate the back end will move in the opposite direction of the arm and you have to allow cl
6. Setups pull down menu Select the Zip Setups option and save it to a filename that includes the name of your company so that MRMC can tell whose it is and then use the Email Setups to send the file via your standard email server Flair features an Auto Backup option which can be enabled from File Backup Location Auto Backup Stored Jobs If this box is ticked Flair will run automatic backups of your data periodically Files Installed and changed The most important file the user should be familiar with is the Flair Initialisation file flair ini It sets up exactly what features your software has or doesn t have how many axes to run and so on The Technical Chapter at the end of the manual gives some of the options the user can change The rest of this section is for experienced computer users who wish to know more about the installation it should not concern the average user and is supplied for information only FLAIR INI Initialisation file that configures the software for your specific use Changes such things as the number of axes etc AXIS DBF Configuration file for axes CONFIG DBF Configuration file for miscellaneous parts of the programme LENS DBF Configuration file for lenses used by system CARTS DBF Configuration file for Cartesian Limits SERIAL DBF Serial Devices configuration file KINE XXX Kinematics configuration file last 3 letters vary MODELS Directory of model parts for
7. FLAIR OPERATOR S MANUAL VERSION 5 Author Simon Wakley Mark Roberts Motion Control Ltd www mrmoco com Unit 3 South East Studios info mrmoco com Blindley Heath Tel 44 1342 838000 Surrey RH7 6JP Fax 44 1342 838001 United Kingdom Copyright 1994 2010 MRMC Updated June 2010 KO Mark Roberts Motion Control gt CONTENTS CHAPTER 1 INTRODUCTION cccccseseeeeeeeeeeeeeeeeeneeeseeeeneeeseeaeneeesseaees 8 About this Mal A ae Ricca A a eed Cae ae 8 ON 8 Aboutthe SO Water in dolar idos 9 CHAPTER 2 INSTALLATION 00000 ais 10 Installing the program cccecccsseescessceesceseceecesecaecseecaeecaeeeneseeeeeeseenseceeeceaecsaecaecseecseeeseseneeneeeereeas 10 Startanig Flair se OA A A tats Bald ie Sat Me see onc cc Conde Seles cata t cs cducrstaetet ante E Meet e 10 Hot Bootie sseni irii ees ccwic alata aiii 10 The Importance of Daisies A a a Eia 11 Files Installed and Chandon ca dea ates wee 11 Directory Tree Overview of typical installation ccceccsseesseeseesceesceeeceeceseceaecaecseecaeeeseeeneenseeerenes 12 CHAPTER 3 QUICK GUIDE cocaina triana 14 The Quick Giddens 14 Mouse Operation ia A A aa ia 14 Using the Mouse to Move an AXIS ennen n eaea a RE N e E an a ani 15 Numeric i E D A E E 15 Numeric Display noinein iiie nE N EE RR RER E EE E 16 Mowing the Motrin O A E EE T A E E E A 17 Programming a MOVE e oireen ee aese re on RR nn RR nn a EEEn PA aas RO SRE ERE Sn ESRAS E
8. Setup Objects AM Through AS 24 00 DockWnd 68 1 lt lt 1 lt gt ot gt gt ones Control id 13 we are Moving 0 Resizing 0 UNDO Edit Position Back gt 1 8 0 fps HHB Speed 3 As the object are manipulated their values are updated in the Object Setup display and changes can be saved to an ini file so specific set ups can be re created easily Rig Position The position of the rig can either be the current rig position or it can be a position on the move Usually when you switch into this display the current camera and rig position is shown As soon as you use the time line bar or the run controls the rig s position on the move is show Time line The time line is similar to the main numeric display time line in that it shows the frame count of the current rig position and can be used to drag the rig along its path by pulling the slider left and right Waypoints are shown along the time line as vertical red bars if there are only a few waypoints With too many it gets cluttered and so if there are more than 500 nothing is shown If you right click on the time line slider just beneath a key you will get a small context menu with the options Store Key Disable Key and Goto Frame xx where xx is the frame count of the waypoint keyframe The left and right cursor keys can be used to jog the slider up and down the move timeline and click to the left or right will cause it to jump one frame either w
9. What kind of zeroing style to use Setting up the zeroing style depends on many factors and a good understanding of the whole principle is required to make a correct decision in every case Here are some guidelines that will help you sort out the best solution for most cases If you have a particular application which you are having trouble with call Mark Roberts Motion Control for more assistance For most axes that are not lenses the best style to use is Datum Zero This means that you have the accuracy of using the zero marker pulse of the motor combined with the ease of use of a datum switch which means the axis does not have to travel all the way to the end of its travel to find the limit The datum switch has to be positioned carefully it must not be too far away from the normal operating position of the axis and it must be in a position so that you are VERY unlikely to try and zero the axis when it is the wrong side of the switch Flair Version 5 Manual Page 229 of 265 CHAPTER 19 ZEROING KO Mark Roberts Motion Control PAATA AAC For lenses or for axes where you cannot easily fit a limit switch you can use direct zero or slipping clutch zero Direct zero is the easier to set up but it requires that you set the axis to its correct position by hand If your lens or axis is very delicate you may not want to use slipping clutch and therefore the best option is using a direct Zero Setting up an axis to Zero Getting the ze
10. 125 0 If it doesn t run this fast then it could be an amplifier fault or insufficient voltage This may require assistance from Mark Roberts Motion Control to handle If you have output options for your camera such as take ups and a cap shutter this can now be set up You have to assign the correct Board and Port for these outputs which will have to be done in conjunction with whoever wired up the hardware If you have these options they can be tested by selecting the relevant button on the Run Control bar These buttons are as follows Take Ups Tensioned Slack for the Take Ups on off toggle Cap Shutter Open Closed for the cap shutter Direction Fwd Rev for the take ups direction Rackover View Take for the rackover Save and Apply the Set up in its final form Flair Version 5 Manual Page 61 of 265 CHAPTER 4 SET UPS lt Mark Roberts Motion Control gt External Camera Set up Synchronisation The Set up allows the user to synchronise the system to an external video or film camera If you are running the software as a video system then this will be the usual operating situation for the system and a video signal from the camera directly or indirectly needs to be plugged into the back of the root box so that the system has a signal to synchronise to When you are synchronising to an external film camera then an input needs to be wired into the triggers input in the root box contact Mark Roberts Motion
11. 92 Pulse Length 63 253 Quadratics 145 222 Quick Store 138 253 Quintics 146 88 Qwerty Keyboard 254 149 Qwik Cubics 146 135 Radians 76 16 102 Radians 254 15 Rail Radius 82 84 85 153 Ramp Frames 63 206 170 Read Granularity 218 75 Ready to Goto 18 253 Ready to Shoot 18 227 Real Shutter 59 228 Real time data 69 228 Record 19 114 136 79 Recording a Move 136 75 Redistribute 98 110 Reference points 192 77 Reflected Move 196 77 Repeat Run 96 221 Replicate 98 216 Reporting faults 232 233 Reverse Kinematics 147 157 195 254 210 Revolving mirror 207 73 Rig 255 130 Rig Model 95 130 RIG MODEL DISPLAY 168 79 Right mouse button 158 75 Rigs 75 135 Ripple through 102 105 Mark Roberts Motion Control Ripple Through Roll Level Roll mode Roll Moves Roll Relative Rolling before the move Root Root box Root Box Rotate 90 Rotate Move RT Data Input RT Data Output Run Control Bar Run Job Running a move Running a Scaling move Run time Factor Safety Scale Scale Movement Scale To Scaling Scaling factor Scroll Bar Self Mimic Serial Devices Servo motor control Setting up a Camera Setting up a Gear Driven Lens Setting up a Non Gear Driven Lens Setting up an axis Setups Sfx Shift key on HHB SHOOT Button Shooting Show Mimic Display Shutter Axis Shutter Backoff Shutter compensation Shutter Compensation Shutter Delay Shutter Fwdoff Shuttle Absolute Shuttle Camera Shuttle Relative Side Menu S
12. A newline character is output after every pair and an end of file marker is placed at the end See note above on use of Mimic with XYZ data in target tracking Positions The position of each axis for every frame is printed out along with the frame number There is no 3D co ordinate data output in this form If you are in target tracking then the positions resolved for each axis for each frame are printed Velocities The velocity of each axis at every frame is printed out for the entire move This feature is not supported in target tracking Axis Configs The axes configuration files can be printed out to be kept as a record of the move The full data is also stored with the job but if you need to keep this data for any reason Flair Version 5 Manual Page 223 of 265 CHAPTER 18 DATA EXPORT amp IMPORT Se Mark Roberts Motion Control gt then these can be printed out and referred to as needed This data should be printed out and kept as a hard copy in case of accidental loss of data in the system Lens Configs The offsets and data about every lens on the system can also be printed along with any motor data that may be needed to drive the lens correctly This data should also be printed out and kept as a hard copy in case of accidental loss of data in the system Kinematics The kinematics configuration of the rig can also be printed out and kept on file as a record As above this data should be printed out to safeguard ag
13. If in Normal target Tracking the camera and target position is shown if in PTR Target Tracking the camera position and orientation is shown Deck Height cm Defines a deck height to be placed under the rig if the rig is not mounted on the floor This looks good at first sight but it not fully integrated into the kinematics and should not be used C Weight if arm gt cm Milo Motion control rigs only use counter weights when the arm is longer than normal This setting tells the display when counterweights should be added to the Milo Rig Model It is non functional with all other rig models Head Setup Various heads can be used with motion control rigs Which head you use and how it is connected can be adjusted here The Rig modelling is under development at this time and this display may be superseded or improved You can currently define which head is attached to your motion control rig or have the system make a good guess based on your kinematics offsets as to which head it is Head Height Is used to define the offset from the top of the pan to the tilt axis as this is not in itself defined in the kinematics Tilt to Side Not currently used but the same concept of how far to the side of the pan centre the tilt arm is positioned Camera Setup Cameras are currently represented as a simple box and tube which is defined here Future enhancements may include models of the most popular camera bodies Objects Flair Version 5 M
14. Nodal Hiatus Any complex lens system can be viewed as 2 simple thin lenses a distance apart In this model the distance between the nodal planes of the lenses is known as the Nodal Hiatus This distance can vary from several centimetres or more to a negative value Optical Axis An imaginary line running through the middle of the lens in the direction the lens is looking Periscope A periscope is a lens that has a lens with a 45 degree mirror in it to make the lens look round 90 degrees away from the normal direction of the camera Also called a snorkel lens Phase Shift The relationship between the timing in the system and the timing of the external camera Whilst they may both be running at the same speed the Phase Shift is the relative timing of the 2 systems 2 film cameras with 0 phase shift would both start exposing at the same time Pot Potentiometer Pot is short for potentiometer which is a device which allows a know or a slider to be moved to adjust a variable voltage or current It is often used more generally to mean any device which allows the user to manual control a variable such a dial controlling a motor position or joystick controlling lights Postroll Postroll is the movement of the rig after it has ended a move or after it has been told to stop This movement is required for the rig to slow down from the speed it was doing and then return to the position at which it is to stop Post roll will occur whenever a m
15. The Measure Optical Offset is the distance from the intersection of the pan and tilt axes to the measure hook measured in metres parallel to the optical axis The Measure Normal Offset is the distance from the measure hook to the Optical Axis measured perpendicular normal to the Optical Axis These values give a very accurate positioning of the target when in target tracking and this is required for scaling and other advanced features Save and Apply these changes Animation Stand Most motion control systems use a camera mounted on a crane type system But the Flair software also supports Animation Stand focussing If your system has been set up for this a slightly smaller lens set up will appear which is missing much of the exact nodal point set up that you would find on a Motion Control crane Flair Version 5 Manual Page 49 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Animation Stand Focusing A different value is needed for an Animation stand to be able to focus on the table throughout a move The infinity offset is simply the distance from the lens zero point to infinity focus However with an animation stand normally the lens is on a slide and the exact infinity focus position is not known In addition the software has to know exactly how far the camera is from the table This cannot easily be measured as measuring from the precise position of the film plane can be difficult However there is a set up ro
16. The modes are None Prompt Other Eye and Auto Take Other Eye These are pretty self explanatory and allow you to set the machine to prompt before it take the other eye or simply automatically do it It would be a good idea to have checked the entire move for both eyes in a non record mode before you did this single stepping The rig will automatically go to the alternate eye position for each frame Scaling Scaling is a sophisticated addition to the target tracking facility It allows the user to take an existing target tracking move and scale it up or down to match between a model and the real item or any 2 objects so that the move path is exactly the same shape but moved and scaled from the master move on the master item onto the slave item The move that is entered normally is referred to as the Master Move and the scaled or adjusted move is the Slave Move How it is defined There are 2 ways of defining the scaling for a slave move Both methods require reference points on the master item and on the slave item to tell where they are in space 1 point scaling only requires one point on each and the user manually enters the scaling factor to tell the computer how much to scale the move up or down In 2 point scaling there are 2 corresponding points on the Master and Slave items which serve to inform the computer of the relative sizes and positions of the master and slave items Once these are defined then the actual 3D M
17. You can theoretically zero it and add an offset but 1t is easier and quicker to zero at infinity Flair Version 5 Manual Page 41 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Rev Motor If the motor moves negative as you move it away from infinity the focus calibration will not work This button automatically changes the direction of the focus motor and reverses the sign of any entered values Set Travel Set the maximum limit of the focus axis to the current motor position Very useful for setting limits and also getting the travel of the lens for setting up a mimic controller Axis Set up Pulls up the axis set up dialogue box for the axis which is currently assigned to Focus Type Output Data The data displayed below these buttons is for information only and cannot be directly changed The Focal Length is the focal length of the current lens in millimetres the Lens Factor and the Scaling fields are the values to be calculated by the program when the Calc button is used The Lens Factor calculated should be approximately twice the focal length in metres e g for a 50mm lens the Lens Factor should be approx 0 1 but it can vary from a small negative value up to 0 5 The scaling MUST be positive and is usually somewhere between 0 05 and 0 001 These are values for standard prime lenses in the range 24mm 100mm Lenses outside of this range or zoom lenses may give different results Once the Calc butt
18. be panned and tilted around The focus button can be used to drive the target away from and toward the camera Locked View Locked View is like Locked World except that the directions that the camera move in is dependent on the orientation of the camera The best thing to do is to try it out and see what it does It is a cross between View and Locked World Locked Roll This is basically the Locked principle applied to the Roll Mode As with many other parts of the software the best way to find out about this is to try it out and see what it does Roll and Locked roll methods are best used with Horizon Relative They will work in horizon level but then it is the same as View and Locked View and it will work with horizon independent but then the orientation of the camera changes and you get an arcing effect Caveat There are a couple of situations that can cause the rig to move very suddenly when in Cartesian Control ands these should be understood and avoided 1 Never drive the View Point of the Camera into the Target point the camera will attempt to turn through 180 degrees instantly and the rig will lurch 2 Unless you are sure you know what you are doing do not let the rotate get more than about 75 80 degrees from straight ahead or straight back When you the rotate approaches 90 degrees the track will move very fast and this will also affect the quality of the move Extend the arm out or use the Angle if you have
19. centimetres and feet are also supported Export FOV The export of the Field of View as calculated by the system is optional The accuracy of this data really depends on how well you have set up your lens and since the field of view is really dependant on the format and many other considerations it should be considered as a guide rather than an absolute Feedback and suggestions from customers on this topic would be welcome Flair Version 5 Manual Page 216 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control gt Waypoints Only If selected then only the waypoints of the move are exported which can create a smaller file for testing rather than having to export the entire move Additional data 1 6 Sometimes the movement of other axes can be important for CGI work In order to provide a means to put all this data into one file the user has the option of outputting positional data of up to 6 other axes with the standard CGI data file This could be from model movers or any other axis A blank label indicates that the option is turned off otherwise simply select the axis whose data you want to output and click on the Export button Export Transformations When data is imported from CG very often they want to have the data back again as it is usually modified or changed slightly to make it more workable You can use the import transformation used when data was brought in to convert the export data back into the sa
20. gives a very good guide to what you might actually seen on the video assist or camera monitor in terms of markings and viewable area The various choices are self explanatory In many cases the actual image area is given in terms of the viewed Flair Version 5 Manual Page 169 of 265 CHAPTER 12 RIG MODEL DISPLAY KO Mark Roberts Motion Control NASA area s height and width in inches of millimetres Inches were the norm for film cameras and now HD chips tend to use millimetres You can choose selection 0 which is a Custom Ground glass and allows you to define the ground glass in Inches Aperture Outer Lines Inner Lines Width and Height These 6 boxes allow you to define the custom ground glass is selected in Inches giving the outer aperture and optionally 2 inner markings such as A safe area and a 4 3 area to be protected If in doubt you will have to get in touch with the manufacturer of the Camera to get these exact details Show Frustum When selected a frustum giving the outer corners of the viewed area is projected into the Perspective and Orthogonal displays Line to Target Adds a viewing line from the camera to the target which can assist in seeing what the camera is doing Show Frame Displays the current move frame count on the Perspective and Orthogonal displays Show Name If there is a name in the CGI export then this can be burned into the display Show XYZ Pos Burns the current camera position into the display
21. might be gentler and closer to the path it will also move further The Run Up modes also have the Quick and Along Path options but these modes will drive the rig to a calculated pre roll position before it goes into Ready To Shoot This generally requires a little more distance for the run up but is more comprehensible for most people as they do not understand why it starts going in the wrong direction in the normal preroll mode Also note that the Ready to Shoot Flair Version 5 Manual Page 144 of 265 CHAPTER 10 JOB TYPE KO Mark Roberts Motion Control gt position is NOT the same as the start frame of the move when this form is being used and the move starts at speed Stop quickly path run past quick run past along path As above but this relates to Postrolls When a move is stopped either by the user or when it comes to the end of a move the rig if still moving will go into a Postroll As with Prerolls the action will last as long as the greatest time needed by an axis to Postroll and the other axes will stop in their own time during the Postroll when this toggle is in the Stop quickly state When in Stop along path all axes will take the same time to slow down and the resultant movement will more closely follow the move path If however while this is happening the user presses a stop button again all the axes will immediately stop as quickly as they can at full deceleration The Run Pa
22. or it can go round indefinitely When the axis can go round indefinitely then you usually use a Datum switch to zero it and it doesn t really matter which turn it is on as there is no difference from one to another unless the motor to output gearing is not an even number If the axis can turn less than one revolution you can use limit Zero or datum Zero whichever you like If the axis can turn more than one turn but not indefinitely it is termed a Limited Rotate axis and it introduces its own special set of problems Since a detection of a normal datum switch does not inform the axis in which rotation it is and since going too far can cause the wiring to be torn out there is often some special gearing done and a special zeroing system made If this is the case then it will have to be set up by Mark Roberts Motion Control to avoid undue problems but the system is explained here if you need the data A special disc is set up that represents the travel of the axis and this disk turns less than 1 turn for the entire travel of the axis There is a vane on half the disk and a sensor to detect the vane From this sensor the computer can detect if the axis is in one or other half of its travel Sometimes there is also a datum limit on the axis which operates just as this sensor is changing state from one half of the travel to the other The vane by itself it not accurate enough Often this disk can also have limit switches on it to prevent the
23. reference manual than a guide The quick guide is intended for a new user who just wants to make some simple moves It assumes that the system has been fully set up and is ready for use For more in depth information turn to the relevant sections of this manual Given a system that is correctly set up and has been left in 1ts correct zero position a new user should be able to start shooting moves within a very few minutes As you read this guide do each step as it is described and you will discover how easy the system is to run Don t read through the whole section first and then try to use it as you need to actually use the system to fully understand each step Several of the functions described here can be done with either the mouse or with keys on the Hand Held box This guide has been written using the mouse features in every case but you can also use the hand held box if you find it easier or quicker Mouse Operation Select Move Axis e Store Move Axis 1 The program is designed to run with a 3 button mouse it can be run with a 2 button mouse but this is NOT recommended The left hand button fulfils the normal mouse function of select When the cursor is over an item pressing the left hand mouse button will cause that item to be selected and if it is a push button of any kind it will be pushed Active or selected items often have a red or black highlight around them so you can easily tell which item is activ
24. the most likely use then the axis speeds of the Pan and Tilt are limited based on the Pan and Tilt Hand Held Box velocities Note that this is different from the normal Pan and Tilt velocities when in Encoder Vel mode This is for safety as in Cartesian Control the rig moves around to compensate to hold the nodal point stationary as you pan and tilt Limits There are positional limits in the Cartesian Set up display but as mentioned in the Chapter on Set up these do not detect every condition and it is better to know the limitation of your rig and exercise caution when moving the rig around The Cartesian limits do not work very well as of Version 5 11 and so should be set to large numbers Positional Readout In Cartesian Control some of the axis positions are replaced by the related Cartesian Co ordinates of the Camera and Target If an axis position appears in red then it is showing that it is a Cartesian position not a true axis position If the position in red is above one of the large axis such as Track Lift or Rotate then it is the XYZ co ordinate of the Camera per the above axis alignment The positions above the Pan Flair Version 5 Manual Page 165 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control PAATA AAC and Tilt are actual studio pan and tilt angles e g if the arm is rotated to 20 degrees and the camera is panned to 30 degrees the actual studio pan angle is 50 degrees as the pan and rotate both p
25. these curves have the advantage that you can change the shape of the curve without changing the actual plotted points because each Bezier point except the first and last has 2 control points that affect the way the curve arrives at and leaves each waypoint Linears make straight lines between each point but this will not work well as it makes for huge accelerations at the points Cubics work quite well except they tend to use higher accelerations at the waypoints This may be desirable If you find that splines have too floaty a feel then cubics may work for you Quadratics do not work and will cause the system to crash Flair Version 5 Manual Page 145 of 265 CHAPTER 10 JOB TYPE KO Mark Roberts Motion Control gt Quintics are a fair approximation to the splines but have a quicker calculation time with multi point moves and in fact your software will switch you into Quintics if you enter more than about 40 points Qwik Cubics are experimental and work much like Quintics with the exception that you are provided with a toggle control in the graphics setup with which you can change the slope of the graph at the waypoints Bounces will produce almost linear moves but will use the last few frames to abruptly change direction set the number of frames through the Fairings Set up FSplines will force the system to use splines even though you have more than 40 or so points Be warned that as you add points the calcula
26. transport the film and slow down as the shutter is about to open and run at constant speed through the exposure part of the cycle and then whip the shutter round to the beginning of the next exposure cycle If the rig is moving during this time it will give the effect that you are exposing for longer than 1 2 of the movement and therefore will give a greater motion blur as well as shooting the move in as little time as is possible If you cannot dial in a shutter angle of greater than 180 into your light meter then the exposure time is increased by the ratio of the real to the virtual shutter angle You must enter the exact camera shutter angle into the Real Shutter entry box and the desired shutter angle into the Virtual Shutter Angle box You cannot currently use a smaller virtual than real shutter angle Due to the huge accelerations needed to achieve this effect you may want to use this feature cautiously and be aware that high virtual shutter angles greater than 270 are hard to achieve without placing a lot of strain on the camera If you use this feature and the camera trips out then you will have to reduce the shooting speed or reduce the virtual shutter angle Tuning For details on tuning see the relevant section under Axis Set ups in this manual Please note that maladjustment on the tuning of a camera can cause camera flicker You are strongly advised not to change these values once the camera has been flicker tested and to re tes
27. which one performs the motion described on the left hand side If you have any questions contact Mark Roberts Motion Control as an error in this set up will prevent Target Tracking from working If an axis does not exist on your system then select Not Installed Auxiliary Axes Aux XV Aux YV Aux ZV Aux XT Aux YT Aux ZT These are axes which can be used to adjust a Target Tracking move Their use is fairly advanced and covered under the Target Tracking section of the manual One simply selects which axis is being used for the function or selects Not Installed if you are not using the axis Axis number MM Pan MM Tilt MM Roll If the rig is looking at model mover with up to 3 degrees of freedom then the rig can be locked to the model mover and when the model mover is adjusted the rig stays in the same relative position to the item on the model mover If you do not have a model mover installed or you are not using this function these MUST be set to Not Installed Model Mover X Position Y Position Z Position These define the position for the model mover relative to the 0 0 0 of the rig This is normally in the centre of the turret on the floor if the rig has been set up correctly Only relevant if you are using the model mover with the rig locked to it Camera Height at Zero In order to make the 3D views provide a comprehensible representation of the studio the rig needs to know where the floor is This value is actua
28. you are prompted to confirm this action There are several selections for clearing data Reset All deletes the move as above but also re reads the configurations of the axes and the system from the default values stored on disk Reset Warnings re enables any warnings that have been disabled by the user e g Move exceeds remaining film in magazine Flair Version 5 Manual Page 92 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt Simple Load Job Simple Save Job Open Job Append Job Save Job Save As Reset Job Path Job storage is a means of saving a job that one has run so that it can be run at a later date simply by retrieving it off disk and running it again Further data is covered in the Job Storage section of this manual File Backup and Backup Location Normally a Mark Roberts Motion Control system comes fully configured with the Flair software already installed for the customer All the customer has to know about the software files is how to start the program Flair as in the section Starting Flair However we recommend you also make regular datasaves of you system and keep some copies for yourself and also regularly send copies to Mark Roberts Motion Control Datasaves are simply copies of your configuration files and Flair program version for backup and diagnostic purposes These datasaves are vital for restoring a
29. 0fps HHB Speed 50 Diagram shows position and velocity graphs for the same two waypoints but with different fairings Track 10 fairings Lift 30 fairings Rotate 50 fairings Extend 10 up fairing 70 down fairing Exponentials Introduction The idea of exponential moves is that you can state the ratio between the start velocity and end velocity of a move This can be used to create unusual speed effects and also to provide a constant rate of change of field size as you pull out from an object A normal faired move as above has the ratio between the end and starts velocities of 1 to 1 and is a special form of exponential Flair Version 5 Manual Page 128 of 265 CHAPTER 7 MOVE ENTRY OO Mark Roberts Motion Control gt When exponentials can be used An exponential ratio can be entered for between any 2 points where the motor comes to a stop at both ends So you can have an exponential for most 2 point moves and for between any 2 points in a multi point move as long as the axes comes to a complete stop at each end of the exponential Exponential moves utilise fairings to start and stop and these can be adjusted through the fairings display The exponentials can also be used in Target Tracking The same theory as above is applied to the speed with which the target and viewpoint traverse their paths Note When in Target Tracking the values entered into the first axis are used to set the Target Tracking exponenti
30. 45 1 147 3 51 84 507 569 7 589 23 235 45 250 274 198 4 70 13 497 856 11 236 20 560 40 137 22 214 5 76 46 490 256 6 257 54 000 39 639 20 256 6 242 62 447 366 5 555 52 267 35 223 191 Frames Column The frame count column is down the left hand side of the screen and frame count numbers are entered in here by selecting the number you want to change with the mouse so that a black square appears around it and then typing in the new value followed by the Enter key Frame counts can start at a non zero value though this is meaningless but they cannot reduce as you go down the screen they must always increase There are several additional features provided for ease of use and these are described here 1 You can store the system current frame count into a line by pressing the mouse store button with the cursor over the frame count that you want to modify This is particularly useful when you are inserting a waypoint into a move the best way to do this is to part run the move to the frame count that you want to modify insert a line adjust the positions of the motors as needed store in the current frame count of the move as above and then store axes positions 2 Once a series of waypoints have been added you may want to allow more or less time between 2 waypoints this can be done by adding the increase say 25 frames to the frame count at the second of these points entering that new value and then continuing all through th
31. A Eini saN 17 TA ORUA AAEE E E E E EER 17 Modifying Move meceni cion 18 Recording a Move s iian a e a T eae E E A E aR 19 CHAPTER 4 SETUPES 20 AXIS Set Up AAA 20 Basic Fabiano oeiee on eE e EEEE EIEE O RETRE R OE O EEE E 20 Control Taban Sees sae e tee eR ns hae a a Me a aa a E N 25 PUI ta o ENE PEA A ATAA E A T 29 Setting UP AN AXIS cccssccsseesesscecssscsscsesesssesseseseesseesesesenesssesssesecsseaseessscssensesnsessseesessenessoessoessesoees 31 Carts Staph O OO 34 IEAI EAE A A A A T connconn cono cn nncn nooo roca ncon coca rosa noss 35 Focus Calibracion lle D la al 40 LOMO tadas 43 TS Cal Az 45 Setting up a Gear Driven Lenin is da dida 46 Setting up a Non Gear Driven Lens oooooconccnnconoonconoconcconconncnn nono nonononn non ron n naar rn nn corn rn nr nn nr non rannrnn rra nan 48 Animation Stand a IA Ale 49 Hand Held Box Set up cssccsscssssssssssessssssessssssssssssssssscesssesessssesssesesessseesscsseesssessssscssensecnseossees 53 Camera Axis Set UP oocooonooononnnonnonnnonnnonnncnnocanoonnconaconnonnnono cono connconncnn non nccn roca nconnconncon roe NEEE SE coca noon es 55 Qutput Controls a e el nando Deo elo a o de e e dd 58 SELLA UP a Camera A daa 60 External Camera Set UPocoocoocnonnoonnconnconnoonnonnnonncnancnnnconncanocnoonnconncon nooo nono non conconn cono con non coca nooo nconnccn non Sss 62 Synchronisation dida 62 Timecode Set up amp Frame Overlay Set up scssscsssssc
32. Colour Off Generator Base Flair Only available on the new RT10 hardware An OEM timecode comparator is available for use with the older style rootboxes but has limited functionality and cannot generate only read timecode See Serial Devices TCReader Save Saves the current set up to an ASCII file in the configs directory called Timecoder ini This file has the same format as other ini files See section Advanced Configuration and can be edited by the user It is read only when the program starts up Use Sends the current settings to the timecode device Exit Closes the display Burn In The current timecode can be burnt into the video image if it is routed through the RT10 and this option can assist with lining up multiple passes The Position on Screen is only relevant when this option is selected Comparator Mode The options are Off TC Comparator and Store Start TC In Comparator mode the timecode that is running is compared to the requested start timecode and if there is a match the move is triggered at that point Store Start means that when the Shoot button is pressed the timecode at that time is stored and may be used later to trigger the move at the same time as 1t was manually triggered Mode Switches between 25 frame PAL base timecode and 29 97 NTSC based timecode Flair Version 5 Manual Page 66 of 265 CHAPTER 4 SET UPS lt a
33. Control for wiring assistance and then the system can be synchronised to your external camera at any speed up to 300 0 given that your camera produces a stable regular pulse to be synchronised to CA External Camera Set up Eek pa External Camera Setup K Save Apply Exit Test Ext Camera Any y Synch Input Film Sync y Ext Control Cont High x Synch Source Root Box X Arri Shutter Ang 0000 Ramp Frames E Sync Frames 10 Ext Cam Board 15 Ext Cam Port 4 Pulse Length ticks Phase Shift 20 A _ Save Apply amp Cancel This dialogue box supports the standard buttons for storing the Set up data to disk implementing any changes that have been made or rejecting any changes Test This button brings up a diagnostic box that allows you to study the incoming synchronisation pulses and see if they are coming in and what frequency they are arriving at This can be used to determine the precise frequency of the incoming pulses and to find out if they are coming in at all The current incoming frequency will be displayed in pulses per second and a label will say Sync Pulse if pulses are coming in and will be No Pulse in otherwise Abort Frequency 29 962 Sync Pulse Max Hz 29 990 Min Hz 29 933 Max Inc Hz 0 05 Max Dec Hz 0 029 Max Inc 0 192 Max Dec 0 096 Ext Camera This switch tells the system whether there is an external camera in use or not Whe
34. Display Basic principle When an axis is zeroed by the computer it is moved in a certain direction set by the Zero Velocity value until it reaches a sensor once the sensor is detected the axis slows down and stops If the sensor is not detected within a certain time Zero Time then the zeroing will stop and an error will be reported Once the computer has stopped on a sensor it moves the motor slowly away until the sensor can no longer be detected and this point is used as a reference point to zero the axis The axis is then moved further away from the sensor by an amount set in the Zero Offset value to its standard Zero point and then the axis position is set to the Zero At value which is usually but not always 0 0 Reference Points There are basically 3 different types of reference mark which the computer uses These are the Slipping Clutch Datum Switch and Limit Switch There are 2 variations of each of these last 2 types of switch The slipping clutch method depends on the axis being driven to one extent of its travel and then the slipping clutch allows the motor to continue moving even though the axis has stopped moving When this has happened the axis is at a known position and this is taken as the reference point The Limit switch and Datum switch are the same type of switch but are wired in a different way The Limit switches are wired so that the axis automatically trips out under all circumstances except when zeroing when
35. Mark Roberts Motion Control gt TC Display Selected whether to use the internal or external timecode for triggering If you select the internal timecode you must also switch on the timecode generator Position on Screen Positions the timecode burn in which must be selected for this function to work See above similarly named section for details of operation Text Colour See above similarly named section for details of operation Bg Colour See above similarly named section for details of operation Generator Sets if the timecode is generated by the RIC or not Base Options are Flair and the other standard timecode time bases When Flair is selected then the timecode base is the current camera speed This may not work with other timecode systems and therefore is not recommended except for burn in purposes Serial Devices Set up There are several serial devices that can be connected to Flair to add additional functionality to the system These devices all have a separate screen to define their operation and their serial communications protocol The basic screen looks like this i Serial Device Setup 4 101 x YTR1 Save Accept Cancel vTRI On x Port Com2 y Speed 33400 y Parity odd y Data Bits la y Stop Bits 1 Protocol R5232 y The standard Save Apply and Cancel buttons operate as expected The top pulldown is a selection is the Mode Selector which turns off the serial device or set
36. Motion Control 1 Point Scaling 2 Point Scaling 3D Fairings 3 D Graphs 3D view Acceleration Accuracy Add Graph Add Line Addline Adjust xyzs Adjusted Move Adjusting Phase Shift Advanced Configuration Algorithmic Algorithmic Axis Algorithmic control Anamorphic Angular lift Animation Animation Stand Animation Table Calibration ANIMOKO Aperture Arm Length at Zero ASCII ASCII information Assistance Auto Mimic Auto Save Autofocus Automimic AVI Ax Internal Scale Axes 2 Mimic Axes configuration files Axes Raw Axis Board Axis Configs Axis Direction Axis Display Scale Axis Fairings Axis Name Axis Numbers Axis Port Axis Positions Column Axis Safety Axis scalings Axis Set up Axis Type Azimuth Back Length Back Run Back Step BACK 1 Button Background plates Banana effect BCK RUN Button BCK STP Button Bedgraph Bezier Edit Bezier Form Beziers Blank Entries AAA INDEX 192 Blur 192 Bounces 70 Boundaries 154 Brake 154 Brake 23 Browse 192 Browsing 120 Bugs 108 Cam FPS 104 Camera Acceleration 194 Camera Axis Set up 196 Camera Dummy 207 Camera Height at Zero 235 Camera Output Controls 248 Camera Ramp Frames 20 Camera ramps 111 Camera Side Offset 222 Camera Speed Editing Graph 85 Camera Zero Offset 110 Capping shutter 49 Capping Shutter 50 Cartesian Control 75 Cartesian Control mode 170 Cartesian Graphics 77 84 Cartesian position 223 Cartesian Priority 214 Cartesians 2
37. Nilson of Denmark The principle is similar to 1 point scaling in that you set the size but the orientation of the camera between the master and slave points determines the difference in orientation of the master and slave moves This method does NOT account for tilt mismatches and only works for rotations about the vertical axis Tilt mismatches are ignored but may be added with a later version The concept is that if you grab a freeze frame on the master and store that point then line up on the slave and store that point it should set all the offsets etc that you need 2 Point Scaling This method works well where you do not know the scale between the items or they are not located in exactly the same orientation in space You are basically using the rig to survey the Master and Slave items so that the system knows where they are what orientation they are and what their size relationship is Accuracy is very important in 2 point scaling and care must be taken You also have to be careful that Master Item reference point 1 corresponds to Slave item reference point 1 and that Master item point 2 corresponds to Slave item point 2 As with 1 point scaling it is not really important where the rig is it s the point that you are looking at that is important however putting the rig somewhere near the move path is a good idea You have to log the first reference point on the Master item into the first column and enter the distance to the reference
38. Roberts Motion Control NASA controlled to act relative to the arm The other options on this list are Head Level in which case it will act to keep the axis of pan vertical Head Ninety in which case it will keep the axis of pan horizontal Head Cranp which is developmental and should not be used except under direct instruction from Mark Roberts Motion Control and Head Up which will keep the head vertical but pointing up during the move The range of movement may be restricted in this mode depending on the construction of the rig Roll Moves With the Angle axis swinging the head over the top of the arm 1f you are panned to one side this will result in a roll motion This roll motion may not be desirable so the computer can compensate for this action to keep the horizon level Roll Level This of course is fine unless you want to be able to add some roll motion to the move In this case the selection Roll Relative allows you to program roll motion that is relative to the horizon rather than being relative to the zero position of the roll axis so regardless of action that the roll motor is doing to compensate for the angle axis the roll will also move clockwise and anticlockwise as you have programmed Please note that in Head Level this function is irrelevant and should be left as Roll Moves In roll relative the roll axis positions are displayed in Green to indicate that they are not true axis motor positions When you
39. There are 2 options Override On and Override Off The axis which is currently selected in the numeric display is affected and its limits can be turned off or back on It should only be used in emergency situations such as a broken wire Temp Save Saves the current automatically to a file named Temp job This allows a single button push to save the job before initiating a major change Temp Open Restores the job last saved as Temp job If the major change didn t work out you can easily restore the system to a previously workable job MSA20 The MSA20 Archiver is a software utility developed by Mark Roberts Motion Control to interface the PC with an MSA20 Handwheels or Joystick console Help This pull down menu contains a selection of items that can assist the user These include viewing and editing the system initialisation file Valid ONLY when the system nest loads viewing the system output file as well as an About screen recent changes list and a few extra system tools About Displays data about the version of the software and its author as well as contact information Version Info Displays the versions of the various pieces of software including axis boards etc This data can be useful to ensure that the version that you expected is running It may also be useful information for Mark Roberts Motion Control to see what features should be functional Version Data This displays data about the versions of the
40. This is most commonly found on animation cameras Board and Port Every Axis board has 4 spare output ports and these can be used to control the above listed functions You specify in the relevant box which board and which output port controls which function If you have any trouble with knowing which function is wired to which board and port then contact Mark Roberts Motion Control Cap Shutter The operation of the capping shutter can either be Manual or Automatic In the manual mode the user is responsible for opening and closing the capping shutter In the automatic mode the system will automatically open the capping shutter before taking a frame and close it again after the frame is taken The user is always responsible for ensuring that the capping shutter is closed before winding film back Shutter Delay If the capping shutter takes a couple of seconds to open or close then this figure should be set to reflect that so that the system will pause giving the shutter time to open before the frame is taken Fast Pulldowns amp Virtual Shutter Angles When a camera is running half of its time is spent exposing the film and the other half is spent moving the film forwards one frame while the shutter is closed This can vary with some cameras with less than a 180 degree shutter When you are running at very slow speeds half of the time is then spent waiting for the camera to move the film forwards a frame which doesn t have to take
41. When pressed this causes the camera to take as many frames as are set up in the Camera Axis Setup display The slate will be shot at the speed set in the camera Set up unless it is set to 0 in which case it will shoot at the currently selected move speed Neither of these functions are available on video Live Action Camera Please note that when the camera is running the hand held box is active If you are trying to shoot a lock off then do not touch the hand held box or else turn it off The up side of this is that you can move the camera around while it is filming using the hand held box or Grip Sticks and so use it like a normal camera crane Moves performed this way will not be recorded see the chapter on Mimic for this feature Flair Version 5 Manual Page 137 of 265 CHAPTER 8 RUNNING A MOVE lt a Mark Roberts Motion Control gt CHAPTER 9 JOB STORAGE Introduction When a job has been shot it is quite often useful to be able to store that data onto a disk for later retrieval and re shoot In order to do this a job storage facility has been incorporated into the program When a job is stored all the move data along with the vast majority of the system configuration at the time is stored so that when it is read back in not only is the move retrieved but also the accompanying Set ups that will allow it to be repeated exactly It is also possible to only read in the move data if so desired this is quicker and avoids rese
42. a Goto 3 b Goto 4 SON oOo hon gt co at aa ar an a MAD 600 0 5050550 0050555905055S Joysticks The joysticks can be assigned to any axis that you wish simply by selecting the relevant box and typing in the axis s number If the joystick moves the axis in the wrong direction simply change the sign of the axis number by entering a negative number If an axis is assigned to a joystick it will not then move on a button even if one is assigned to it Keys There are 2 sets of 30 keys laid out in six rows of five keys One set is the Normal Keys and the second set is the Shift Keys The Normal Keys operate when the shift key is up and the Shift keys operate when the shift key is down Any key can either be a motion key or a function key A list of the available functions and axes is given on the display on the right hand side Function keys are designated by letters and motion keys are designated by numbers followed by a or a The is assumed by default and does not need to be typed in There are 3 specialised functions keys which are Stop Shift and Limit O R These keys must be assigned to the same key position in both the Normal Keys and the Shift Keys layout The Limit O R key allows you to override the soft limits on an axis for manual movements and is only active while the button is depressed When you are in Shift Mode an S is displayed on the HHBox LCD and when you are in Limit Override mode an O is d
43. a disk this would usually indicate a corruption of some kind of the file It is also possible to get this message when you are first installing a new version of the program In this case contact MRMC there may be a simple handling for it Error occurred reading axis data to from disc Job write retrieval aborted Flair Version 5 Manual Page 244 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt Some error has occurred when data was being read to or from the hard disk This would also indicate some kind of data corruption This can also occur if you are trying to read jobs created with a different version of Flair Try again and if you have no success contact Mark Roberts Motion Control Error occurred reading writing data from to Root Job write retrieval aborted When data is stored to disk with a job the majority of the data is taken from the Root computer If there is an error in obtaining this information then this message will appear Make sure that the system is not in a run state and try again Job Check Error occurred reading data from file Job retrieval aborted Job Check Error occurred invalid job file Job retrieval aborted Error occurred invalid job file Job retrieval aborted When a job is read in it is checked to ensure that the job and the system have the same basic configuration and that the data is stored in a readable form If this is not so then you w
44. a move Most moves start with all axes at rest but in some cases the axis will need to be moving right at the start of the move In this case the axis will move away from its start position and will then run up to speed so that it reaches the required speed right at the beginning of the move This occurs after the Shoot key has been pressed and the system status will change to Prerolling while this is occurring A Postroll occurs at the end of the move or when any move is stopped if an axis is moving It is very similar to a pre roll but is done to slow the axis down and then return it to its correct position Axes will pre roll and post roll differing amounts depending on their speed their maximum acceleration and their pre roll and post roll factors See Axis Set ups for data on how to adjust these Please note that moves that start or stop very fast may produce tiny prerolls and postrolls This is a by product of the preroll and postroll system and is not an error However it may produce a variable timing issue in the triggering of the move The best handling it to add a single frame hold at the beginning or the end Flair Version 5 Manual Page 132 of 265 CHAPTER 8 RUNNING A MOVE lt a Mark Roberts Motion Control NASA Preroll and Postroll paths The movement of the rig during a preroll and a postroll is the combination of the motions of all the axes Depending on how long the axes take to pre and post roll this can vary wild
45. accepted by the user Y Scaling Calculator Calc Apply Exit Reported Distance travelled 16 594 Actual Distance travelled 16 211 Current Display Scale 3 8146973 Corrected Display Scale 3 726666 Corrected Internal Scale 0 037266 Axis Direction This switch can be used to reverse the direction of the motor When an axis is moved its position will increase or decrease for target tracking it is very important that axes are considered to move in the correct direction For pan and rotate axes ve movement is considered to be to the left looking from the back of the camera For a roll axis this is anti clockwise looking from the back of the roll For any lift axis a positive movement is that which moves the camera higher For a track positive movement is along the track in the direction that the camera is looking when the pan and rotate are correctly zeroed For a focus axis forwards is moving away from infinity focus Display Scale Units This is a pull down selection of various units types that when selected will calculate the correct Internal Scale Based on the Display Scale Once the Display Scale has been correctly worked out so that the motor position is displayed in the desired units select the pull down menu to the right of the Display Scale Units label and select the units you have scaled the axis in supported units are Metres Centimetres Millimetres Inches Feet Degrees and Radians When the unit is sel
46. allow This value affects the number of frames required to get the camera up to speed For a Mitchell high speed camera the value has been found to be about 40 0 This means that it will single frame at 4 0 FPS and will get up to live action speed in about 10 frames of film Zero Offset The signed fraction of a frame between the encoder zero marker pulse and the correct zero position for the camera This would normally be set up once at installation time and not changed When the camera axis is engaged it automatically zeros itself by seeking in wider and wider arcs for a zero marker pulse on the encoder Once it finds the zero marker pulse the camera comes to rest at Zero Offset away from the marker pulse To set this value up first set it to 0 0 and engage the camera The camera will do a seek and stop on the encoder zero marker pulse If this is not within 1 8 of a turn of the correct zero position then the motor or encoder should be turned until it is as this will prevent film exposure during Zeroing Then disable the motor and turn it to the correct zero position Place the mouse cursor over the zero offset box and click the right hand store button The amount you have moved the camera will then be stored into this box Save and Apply the changes and re engage the camera then check that it zeros correctly Shutter Backoff The fraction of a frame that the camera can safely turn backwards without exposing the previous frame This is used
47. and thereby avoid hitting them Flair Version 5 Manual Page 250 of 265 GLOSSARY KO Mark Roberts Motion Control gt Hot Key Any key or combination of key presses that causes some action to occur in the program Generally this is considered to be faster than accessing the same function through the mouse Independent Axis Any axis that whose move is not affected by any other axis compare Target Tracking Axis Algorithmically Dependant Axis Infinity Offset The distance in metres that a lens moves through from the zero position to get to infinity focus This is set up in the Lens Set up Display Input Focus The place to where input from the host computer s keyboard is being directed This term is used with graphics user interfaces and is used to control where key presses go to If you have many possible input boxes on the screen then the input focus controls which box the key presses go to Input focus is often indicated by a highlight around the box or item that has input focus and you can usually set a box or item to have input focus by clicking the left hand mouse button while the cursor is over it Interocular In a Stereoscopic shoot setup the interocular distance is the difference between the left eye position and right eye position Job All the data associated with a move plus the Set ups in the system which will affect the way in which it is executed Limits Checking When the user requests a move to be run forwa
48. appears whenever you attempt to read or write a job The box is basically the same for both one being an Open File Dialogue box the other being a Save File Dialog box These boxes will automatically open in the File Details mode to make it easier to sort and select jobs Look in f Jobs y er EJ Name Size Type Ee lcurrent 59KB Task Object Fr D24_Setup 45KB Task Object Ee lmovel 51KB Task Object EXrashad 1KB Task Object lt File name Files of type Job Files job y Cancel Flair Version 5 Manual Page 138 of 265 CHAPTER 9 JOB STORAGE KO Mark Roberts Motion Control gt Since this is a standard Windows Dialogue Box you can also delete jobs and create new directories in the usual manner however it is a single file selection box and only one file can be selected moved or deleted at a time When you save a job to disk if you have selected Auto Inc File Names in the miscellaneous setups the computer will automatically add a number to the end of the last file name or increase the value if there is already a number there This can make life much easier when storing multiple versions of a job for example when you are shooting multiple takes of a move and there is a slight variation between each Single Click Job Storage It is a smart idea to save versions of the job as you go so that you can easily undo any changes that are not desired It is also vital to save any mimic moves as they
49. are invalid The frame counts cannot go backwards they must always increase as you go down through the job Check these are correct and re try You could also try re displaying the screen information by selecting Display Numbers and check to see if the data has been corrupted Axis cannot be reset check limits The system has attempted to get an axis to engage but the limits are tripped The axis may be out of the allowed range of its travel or it is possible that there is a wiring fault Zeroing cannot be done at runtime When the system is ready to run or is running you are not allowed to home or zero any axes Stop the system and try again Flair Version 5 Manual Page 243 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt Axis Disabled This message occurs when you attempt to home or zero an axis which has been disabled Re enable the axis and it should work fine Bad Move There is something wrong with the job Normally the error message would be more specific than this is there are any problems contact MRMC for help Scaling to 0 frames not allowed If you attempt to shorten the length of a job to 0 frames the computer will catch this as an error possibly you did not select the correct box when you typed in the new number of frames and the number was not registered Less common errors and system errors Memory Allocation Error Fatal There is a limi
50. axes it is simply the motor position scaled to be in workable units Flair Version 5 Manual Page 106 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt Input Focus The mobile black square When a box on the numeric display is active a black rectangle appears around it and when entries are made the keys typed if legal in that context will appear in the black box The black box can be moved around by selecting different boxes with the mouse or it can be moved from one box to another by using the cursor keys on the keyboard In addition if you are on the last line of a job then simply by pressing the down arrow key you can add a new line at the end of the job This can simplify move entry for those who are quick with a keyboard Slider Bars If your system has more than about 8 axes there may not be sufficient room to display them all on the screen at the same time In order to overcome this problem the axes are displayed as data shown through a window and to access the later axes you have to scroll the data underneath the window If you click on the arrows at the right hand end of the scroll bar or click on the scroll bar and drag it across any hidden axes to the right are displayed The names change to indicate that you have scrolled across and the positional data changes To get back to the earlier axes simply drag the rectangular section of the scroll bar back to the left hand side or click on the left
51. be entered into the box below this button up to the maximum speed of the camera and down to 0 001 The default values of this can be changed if needed by MRMC but otherwise it will usually be set to 25 00 This button has an additional function when you are running a move with a varying camera speed see the chapter on Variable Camera Speed for details Cam FPS This is the speed the camera will run during the move Most of the time the camera speed will be set to the move speed and if you change the move speed then this value will change accordingly Occasionally you want to run the camera at a different speed to the move This occurs occasionally but please note that moves shot with different camera speeds but the same move speed will NOT match If you wish to change the speed of the move and the camera simply enter the desired speed in the Move FPS entry box A right click in this box will copy the current move speed into the camera speed box This box defaults to a disabled state to reduce the change of inadvertent changes occurring To enable this box click on the box above labelled Cam FPS Camera Ramp Frames Just to the right of the speed entry box is a number which indicates how many frames of film will be exposed while the camera is ramping up to speed If it is 0 it means you can single frame the camera otherwise it tells you how much film will be used on the ramp up and the ramp down will be the same length This i
52. before the rig actually arrives at the location If you do not understand this don t change this value before calling MRMC General Purpose This is for diagnostic purposes and should not be touched Flair Version 5 Manual Page 87 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Frames Per Foot This sets the speed at which the footage of film is adjusted based on the camera speed Standard 35mm is 16 frames per foot but 16mm is different as is vistavision etc Toggle Buttons Comms Test Displays data on the back screen to show if the main axis pipeline is communicating OK or if there are errors When first switched on there will be a number of errors displayed but none should occur after that A very occasional error is not a problem but numerous errors indicate a wiring problem axis board problem or noise grounding problem Sync Data When synching to an external camera data as to the incoming sync pulse can be printed onto the back screen using this toggle This is not really needed now as the External Camera Set up has a Test display which gives information as to the incoming synch pulse etc HHB Comms Test Data is printed out to show if the communications to the Hand Held Box are in error or running OK Normally a few errors are not a problem as this is not a vital process but a high number of errors indicates noise or a wiring problem Timings Test When ON data is printed to the back screen giving
53. blocks a light or restricts the motion The same camera position can be achieved by flipping the pan tilt and roll through 180 degrees This function will flip the axes but leave the move the same It is only fully operational in Target Tracking moves Repeat Allows you to simply repeat the same programmed move again and again For example if you repeat a 3 waypoint move 3 times you will end up with 9 waypoints on screen If a move goes from A to B to C there is no time defined for moving from C back to A the user is required to enter this time in the dialogue Replicate allows you to take an existing move or part of an existing move and repeat that move several times Occasionally a basic move will be plotted which you then want to repeat for several times Rather than re enter the lines again and again the replicate function can be used to achieve this You simply have to state the waypoint at the start of the section the waypoint at the end of the section to be replicated and how many times you want to replicate it You are strongly advised to save any move to disk before you use this feature in case it does not operate as you had intended Any disabled axes will not have their move replicated If you have a move that runs through a series of points say A B C D If you replicate it 2 times the resultant move will be A B C D C B A B C D It walks forwards and then backwards over the move You can also state whether you want the rig
54. but not during the Set up Go into AXIS SET UP for the FOCUS axis and select an internal scaling about 0 005 is a good starting point Set the maximum and minimum limits very large to facilitate setting up the lens 200 and 200 for e g Move the lens to infinity focus and DIRECT ZERO the lens there using the Zeroing pulldown menu on the Top Menu Bar Move the lens through about 1 2 of its travel making sure that the current position reads as a positive number If it reads negative then the axis direction is wrong and must be changed in the focus axis Set up to correct this In the LENS SET UP box for that lens press the CALIBRATE button A box will appear as described above Enter the object distance at which the lens is now focused into the second Object Distance box leave the first one as infinity and store the current focus axis position into the second Focus Position box using the Mouse Store Button right hand button The object distance is entered in your standard measure units usually centimetres or inches the focus axis does not need to be engaged to do this Now move the lens to the closest focus position being careful not to exceed its travel Enter the Object Distance and Focus Positions into their respective last boxes and press the Calc button in the Lens Calibration Display Check the calculated scaling and lens factor to see that the scaling is small and positive and the lens factor is small and somewhere
55. button is pressed This is particularly useful in live action situations where the director will call camera and then call action a little later and then after the move has stopped he will call cut In this way the three actions can be separated out to conform to the way shots are most often done If you trigger the move in such a situation from an external trigger the move will start when the camera reaches the next frame NOT when the trigger is received Though at live actions speeds this should be within 1 10 of a second This method will also work with an external camera Once the camera is up to speed you can press the shoot button The system will them launch itself into syne with the camera and run until the end at which point the move should stop and the camera continue You are strongly advised to test this before relying on it in a shoot condition If the camera is fully set up and ready to shoot you can start the move with the camera in dummy and switch it into record during the move When this happens the camera will ramp up to speed and locking into phase with the motion of the axes The reverse is also true you can turn the camera off during the shoot This may be done as often as you like during the actual move though I can t imagine why you might want to as long as both the move and the camera are running forwards Do not try this is you are running a variable camera speed move of any kind Flair
56. by a short beep to let you know it has occurred and a message will appear Once this has been done then you can select Gear Driven Lens to YES and this new Set up will be automatically downloaded whenever you select that lens The above is described for the Focus axis but the same applies to the Zoom and Iris if they are driven by motors Calibrate When pressed this button causes a box to appear that allows you to automatically calibrate a lens for follow focus Focus Calibration The focus calibration display consists of 4 buttons across the top Calc Apply Exit amp Help a series of 6 data entry boxes for the user to enter measurements into and 3 data output displays The Target Distance measurements are done in your selected measure units e g centimetres or inches Flair Version 5 Manual Page 40 of 265 CHAPTER 4 SET UPS lt Mark Roberts Motion Control gt 1 Focus Calibration Sel Calc Apply Exit Help Focus Position Target Distance 0 000000 0 001034 60 00 0 006509 12 00 Curr Int 0 000000 Curr Disp 0 000000 Zero Focus Rev Motor Set Travel Axis Setup Lens Scaling 0 0035734 Lens Factor 0 088 Focal Length mm 24 00 Measure distance in Centimetres Focus Positions amp Target Distances Each line contains an Object Distance and a matching Focus Position when the image is sharp The Object Distance is measured in the same units as you use in measuring Target Tracking distances usual
57. camera The technical data on the triggers should explain how to make the correct connections if there are any problems contact MRMC for assistance You may also synchronise to a signal coming in to an Ulti Head In this case the Sync Source is switched to be the board number of the Ulti Head not counting any mimic boards MSA20s For the standard Modula Rig this would be Board 2 where Board 1 is running the Track Lift and Rotate Flair Version 5 Manual Page 204 of 265 CHAPTER 16 SYNCHRONISATION OO Mark Roberts Motion Control PAATAAAG Phase Shift While the computer is maintaining the same speed as the incoming pulse it also maintains the same relative time relationship to it It s like having 2 cars driving down the motorway if they are driving at the same speed then the distance between them will not change The phase shift is how far apart they are and with this software it can be adjusted to have one car 1 2 length up on the other or 1 2 length behind The practical upshot of this is no matter where in the frame the sync pulse comes you can adjust your system to synchronise correctly to it Also if you are shooting a TV screen you can adjust the synchronisation phasing until the sync bars are out of the safe area Given that the camera has sufficient shutter angle to be able to expose a whole field Stability Synchronisation will work with almost any speed up to 150 FPS as long as the incoming pulse is stable If the
58. can be expected to change the shape of the picture somewhat What you see on the film and what actually appears on the screen when it is displayed may well be two different things The Telecine process can crop scale and squeeze the image and may not give you full gate with the correct aspect ratio The video import process can also change the aspect or pixel ratios and this can lead to the image not matching the CGI world A handling for this is to make up a large grid of exact known size and shoot a few feet of this for each lens Then after the Telecine and video import compare this image to a virtual grid which you can create on the CGI system If these two do not match then you can identify the problem and correct it It is also important to make sure that the centre of the grid is in the centre of the cross hairs so that you can see if there is any lateral or vertical shift Lens distortions Since Lenses vary with manufacturer model and serial number there is no way of modelling them all accurately in CGI The above test is also a good way to tell how much your lens is distorting This is usually not critical if the objects of interest stay centre screen If they move towards the edges then lens distortion can create some image mismatch In this case the CGI image may have to be animated to provide correction Be particularly careful of Zoom lenses Typical aberrations include non linear zoom tracking banana effect and distortion of the im
59. can use Y amp Z Nodal offsets with a rig that has a tilting pan axis e g Cyclops Milo Overhead etc but these offsets will ONLY work when you are in Keep Horizon Level or Keep Horizon Relative If you are not in this mode or if this mode has turned itself off then the move will not necessarily match the programmed move This is particularly true when you are importing XYZ data The X Nodal and Z Nodal Offsets each have an automatic Set up routine that is invoked by pressing the right hand mouse button over the relevant entry box These boxes each have a help button that explains how they operate and their operation is not further discussed here save to mention that you can change the offset while the system is in Cartesian Control without having to turn it off and then on again This greatly speeds the Set up time for these values Please be aware that the accuracy of the Set up of your rig will have a huge effect on the accuracy of these routines m Find Nodal Exit Nodal Offset 0 100 Line Up Adjust Test Measure Optical Offset This is an offset used by target tracking to give the exact location of the target in space relative to the rig It is the distance from the intersection of the pan and tilt axes to the measure point measured parallel to the optical axis For a snorkel lens it is the distance from the measure point to the Snorkel Reflecting Point this measurement is in the direction of view of the lens which is at 9
60. configured to operate with your system then you will be able to see the current time code and the move start timecode displayed The Curr Entry is the currently read timecode and is not editable The Start entry is the currently set start time of the move It is set by using the Inputs Set up display or by directly entering a number into the box You can either right click with the mouse to set the current Curr Timecode into the box or you can type the timecode number into the box You do not need to type the s Curr 0 00 00 00 Start 0 00 00 00 Cap Open View Pos TUs Tensioned Camera Fwd Show Mimic This button puts up a fully featured mimic control screen over the normal numeric display leaving just the top 3 positional lines exposed This display makes it easy to switch axes into and out of mimic and is fully explained in the Chapter on Mimic When this display is shown the normal Mimic Off Learn button is disabled Cap Open Cap Closed This button controls and shows the state of the capping shutter if so configured You can operate it manually or set it to operate automatically when you are single framing See Chapter of Set ups Internal Camera section View Pos Take Pos Older animation cameras used to be able to be racked out of the way of the lens so that you could look through the lens or project through the lens Though not much used nowadays this switch allows you to move the came
61. control is similar except that the axes are relative to the viewing direction This means that the X direction is towards the target the Y direction is side to side and the Z direction is up and down For example if you were pointing directly at a target and pressed the Y Camera button and held it down the camera would swing right round the target following it all the way round If you use the X button then you can zoom in and out of the target The XYZ movements also apply to the target but since the target is a virtual point rather than a real point like the Flair Version 5 Manual Page 163 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt camera it can be tricky to control this effectively Please note that the roll position does not affect the directions you move in so you have to look at the rig not necessarily the monitor when using this control Roll In roll mode the concept is very similar to the view mode except that the axes are adjusted depending on the position of the roll axis and so if you move using the Y button the image on the screen should slide side to side regardless of the orientation of the roll orientation of the camera Locked World In this mode the camera is moved around as in the world mode but the target point moves with the camera This means that if you move the camera to one side the target moves as well The Target motion is as in the View relative mode and the target can
62. corrupt program copying Flair to a replacement PC either because of PC failure or simply for PC upgrade and reporting bugs to Mark Roberts Motion Control The minimum that should be backed up is the configuration directory in the Flair program directory default C Program Files Flair Configs and the Flair initialisation file flair ini but ideally the whole Flair directory excluding actual job files should be backed up The advantage of sending a copy to MRMC is that we have a safe copy for safety and if you report a problem it will help us diagnose to find a solution Flair features an Auto Backup option which can be enabled from File Backup Location Auto Backup Stored Jobs If this box is ticked Flair will run automatic backups of your data periodically Flair will additionally save any job you store to disk to the alternate backup location Print Numerous options are provided for outputting data from the system either for permanent recording of Set ups or for data output into other systems such as 3D graphics machines From this function you can also control the destination of the data See the section on Data Export for more information The bottom button Debug provides access to a set of options which are for diagnostic purposes and do not usually concern the user during normal operation CGI Import CGI Export These will produce dialogue boxes to allow the user to import or export data between F
63. derives the position of the carriage and the focus motor based on the Set ups and a notional camera height and a notional image height As one uses the hand held box buttons to move the carriage and or focus the computer is actually moving a notional camera height and a notional image height and moving the camera and focus based on these These notional heights above the table are displayed on the screen in red in the Track and Focus axis columns Switching in and out of auto focus changes between the two modes The track position and column of positional data actually reflects the notional camera height above the table in the measure units that the system is set for usually inches or centimetres The focus position and column of positional data reflects the height of the object target relative to the table This value would normally be 0 0 and stay that way but you can use this feature to pull focus onto thick objects placed on the table or to pull an image in or out of focus should this be desired When autofocus is switched off and then on again the focus will shift back to the table top When you switch on autofocus the computer looks at the current positions of the carriage and the lens and works out the height of the lens above the table based on that data it then pulls focus on the table with the lens at that height Moving the axis up and down in autofocus adjusts that height above the table The limits on the travel are restricted by ho
64. designated for moving the rig through a move The default value 0 is not recommended as this is normally the largest axis and you do not want to move this axis when you think you are going to move along the move A good axis to designate would be the zoom or similar Transfer Speed This sets the computation that converts frames into seconds The default value for this is 24 0 fps and so 1 second on screen is 24 frames Regardless of the shooting speed film is normally transferred at 24 25 or 30 so that the times displayed on the numeric screen are not shooting time but screen time If this value is set to 0 then the current film speed will be used as the transfer speed The above 4 settings can be saved through the use of the Save button however the following are not so saved Some of them may be set to new defaults through adjustments to the file Flair ini or FlairNT ini Read the Advanced Configuration section later in this manual Numerical Buttons Debug Level This sets the current debug level for the software and this determines how much operational information is printed out in the Flair log file You should not normally change this unless so directed by MRMC personnel Position Delay Adjusts the delay between calculating positions and sending them to the axes boards The units are in ticks 1 50ths of a second and this feature is used when exporting real time XYZ data so that the video images can be processed
65. displayed here is merely meant to be indicative of size If you require more detail please contact MRMC In the Focal Length and View Angle modes you can directly enter focal lengths or view angles as numbers and the reported current position of the zoom axis will reflect the current focal length in millimetres or the current view angle in degrees When you are in Focal Length then the positions column for the zoom axis is shown in blue if you are in View Angle then it is shown in green These states may also be selected from the Axis Context Menu which is brought up by right clicking on the zoom axis name Iris is independent in stops When the system has an iris axis that is fully configured to drive the iris ring the iris axis can be programmed in stops rather than in axis positions This means that you can program a stop change by typing in the stop numbers e g 5 6 to 11 This can be useful for changing light conditions and also is used when you are using the system s Variable Camera Speed option When the iris is in independent mode then it acts just like a normal axis When in the stops mode the current position of the iris axis will display the current stop on the lens and will be in red These states may also be selected from the Axis Context Menu which is brought up by right clicking on the iris axis name Lift Current Position as units degrees Toggles the display for the lift between Degrees and Units This may also be sele
66. effects work You can also use the scaling feature to tip a move of off level and when in the Roll Up mode this will not affect the shape look of the move An Up Point is created whenever you store a target tracking waypoint and if you are in Roll Up mode then these points are splined in exactly the same way as the other target tracking paths are splined Target Tracking Pan Tilt amp Roll Standard Target tracking with the Flair software has always defined positions for the camera and also for the target and the splining of these points has produced a camera path and a target path A new version of target tracking has been added which treats the camera position in exactly the same way but instead of splining the target position the computer splines the camera orientation in terms of the direction it is looking and the roll of the camera The 2 systems are both quite valid and which one you use will depend on the effect you want to create If you are looking at a stationery target as you move the camera around you will almost definitely want to use standard Target Tracking as you would if you had to pull focus on something that was intimately connected with the camera path and target path As an example of the 2 systems imagine a move in Target Tracking that was simply a 2 point pan from 90 to 90 with a target at 100 00 units away A standard Target Tracking move would plot an almost stationery camera with a target pa
67. fast using the hand held controller When pressed the system will need to move to the current frame count of the move before going into the Browsing Flair Version 5 Manual Page 115 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control PAATAAAG state The current frame count is shown by the position of the slider bar Please take note of this as it may not be where the rig is or where you expect it to be This button will also allow you to Browse a goto Goto can drive the rig rapidly in an unexpected fashion and should be executed with care This button allows you to Browse the goto as if it were a normal move allowing you gentle variable speed control over the goto If you see a goto that is longer than you expected it is always wise to Browse the goto rather than just execute it If your move is very fast or has no fairings at either end please be sure to browse the move slowly to prevent undue stress on the rig the rig will not preroll or postroll at the ends of the move it will just come to a stop Stop Stops any ongoing action or will take the system out of a run state e g Ready to Shoot if needed Video Control Box The control box is slightly different for a video system It has no footage counters or camera specific buttons Cam Speed etc but there are extra features to allow for controlling a VTR FWD RUN FWD STP VTR Record EE 0 01 32 15 Shuttle In Out Browse BCKRUN BCKSTP Play
68. focus 8 Locate an object at a close distance from the lens and pull focus on this object 10 11 In the JOB TYPE display select FOLLOW TARGET or FOLLOW OBJECT A target distance will be calculated by the computer and will appear in the focus axis Current Position box Compare this distance to the actual target distance and set the LENS FACTOR to the difference between them Verify that the reported target distance is now correct Check the focus at various distances Flair Version 5 Manual Page 48 of 265 CHAPTER 4 SET UPS KE Mark Roberts Motion Control NASA 12 13 14 15 16 17 18 19 Once it is correct you may want to set the lens up to not zero at infinity In this case set up the zeroing to where you want it to go and zero the lens then move it to Infinity and using the right hand mouse button over the Infinity Offset box in the lens Set up display store this distance as the Infinity Offset Once the zeroing is set up the soft limits for the focus axis can be adjusted in the standard focus axis Set up Once all is set up copy the data from the Focus Axis Set up into the Lens Focus Axis Set up so that it is permanently recorded with this lens data This step is very important to do correctly so that you don t have to set up the lens each time you use it To do this Apply the Focus Axis Set up if not already done go into the Lens Set up for that lens Place the mouse cursor over t
69. frame s which were mis exposed and then you can carry on Single Frame VTR control is only available with PAL systems not NTSC Shooting and Stepping Since you can step a move when it is ready to shoot it is also true that you can shoot the move in this case If you have an animation sequence to shoot you can shoot any holds continuously with a part run then go into stepping and when the animation is completed finish the shoot simply by pressing Shoot instead of one of the step keys In fact you can run the job forwards letting it run till you reach the animation sequence then press the mouse stop button let the rig stop go straight into single stepping without having to do anything else and then straight back into continuous shooting when this is finished Browsing a Move Browsing through a move forwards and backwards at variable speed can be very useful for checking the move out looking for camera flares and a multitude of other reasons This feature has been provided for with the Browse function This function is accessible through the Browse button on the Control Box When put into the browse mode the rig will effectively execute a normal run of the move starting at the current frame If a goto is required you will be so prompted but when it is in the right place it will go straight into Browsing mode When in this mode the position of the rig along the move is adjusted through the hand held box pressing the as
70. good idea to smooth the graph after you have made any changes like this to ensure a smooth junction between the modified and unmodified sections of the move Start at and Make This with mimic Start At and Make This are useful features for offsetting programmed moves They also work with Mimic moves and a mimicked axis can be offset so that the motion is the same simply shifted as needed A good application for this is replaying a Pan and Tilt in a different location for a background plate If the move is correct but not panned into the desired location one simple offsets the pan axis to make the move execute in the right place This does not change the move itself simple where the move executes Used incorrectly of course this can change the camera motion and so lose the purpose behind replaying mimic move You would not offset the Tilt or Zoom for example Show Mimic Display A new display has been added to Version 5 0 which is designed to make setting up and running mimic moves easier and faster When the Show Mimic button on the side menu bar is clicked a display pops up that has all the required buttons and setting for configuring and running mimic moves In this move the normal Mimic Off Mimic Learn button is not required and is greyed out 0 000 0 000 0 000 0 000 0 000 0 000 0 000 0 000 100000 00 Frame Peen Target Track Rotate Extend Angle Roll 99 00 0 000 0 000 0 000 0 000 0 000 0 000 0 000 0 00
71. hand arrow as needed The vertical scroll bar fulfils a similar function but it is for the waypoints There is no practical limit on the number of waypoints that you can have in a job however we would strongly recommend that you keep it under 30 otherwise navigating around the waypoints becomes very tedious and also too many waypoints too close together can often cause the move shape to develop unwanted curves Should you have more than one screenful of data the left hand vertical scroll bar can be used to access any data that is not immediately visible Moves of up to 750 waypoints have been run but this is unusual and very slow in storing to disk Side Menu Bar Next to the numeric display on the right hand side of the screen is a vertical menu bar which is divided into 2 menu sections The top button switches between the 2 menus that are available and they are titled Editing Menu and Control Menu As the names imply the Editing Menu is related to the editing and manipulation of a job The Control Menu buttons are related to how the job is run and special features These buttons are multi state buttons and every time you click on it it will cycle on to the next state most of the buttons have only 2 states but some have 3 or more If you press the middle mouse button on one of these toggles it will return to its default state The function of each button is described here Flair Version 5 Manual Page 107 of 265 CHAPTER 5 MAIN DI
72. have to have at least 3 points to create a curve Curve Form The actual behaviour of the computer curve fitting may not be exactly what you wanted for example if you had a move followed by 2 positions exactly the same a hold the computer generated curve would naturally go from the first point to the second point then overshoot it and end up at the third point This would not be the desired effect but it is the smoothest way to execute the move as planned This particular occurrence can be prevented by informing the computer that 2 identical positions next to each other are a hold and the motor is not supposed to move between them This is done through the Job Type Display see the relevant section of this manual for more information Flair Version 5 Manual Page 124 of 265 CHAPTER 7 MOVE ENTRY lt a Mark Roberts Motion Control gt Frame 105 Pos 9 15 Graph showing move with holds are still Frame 197 Pos 10 99 Graph showing same move with holds can move Notice the curve reversal overshoot described below Curve Behaviour The above example is rather trivial but there are more subtle effects that have to be watched for One particular effect has been termed curve reversal In our use this term means that while moving between 2 points an axis moves through a position that is not between the 2 points If for example you had 3 points on the tilt each with 50 frames bet
73. in the range 0 1 to 0 5 If either value is outside of this range check that the points have been entered correctly and check that the focal length is entered correctly Flair Version 5 Manual Page 46 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt 14 15 16 17 18 19 20 21 22 23 24 25 26 Now use the Apply button to put these values into use and use the Cancel button to remove the Lens Calibration Display Apply the Lens Set up and in the Job Type display switch the lens on to Focus Follows Object and run the lens back and forth and verify that throughout its range the distance calculated by the computer and displayed above the Focus Axis Header button on the main display matches the distance from the film plane to the object If your measure hook that you will usually measure from is not at the film plane then enter the distance from the film plane to your measure hook measured in metres into the Measure Offset in the Lens Set up Display Save and Apply the Set up In the JOB TYPE display switch the focus control back to Independent Select a zero point for the lens at a known fixed point Infinity is recommended as most lenses have this clearly marked Set up the lens to zero in this position using your preferred method see Chapter on zeroing Then zero it there Move the lens from its zero position to infinity focus then go into the Lens Set up Displa
74. incoming pulse varies by 5 then the sync will not be stable and it is possible that the move will become rough as the computer tries to keep pace with an erratic incoming pulse Testing the incoming frequency If you want to check the incoming sync pulse as to when it is actually arriving and also at what frequency there is a status box in the External Camera Set up display Simply pop up this display by selecting it from the Set ups menu bar select the Test button on this display and a new box will pop up showing the current incoming frequency in the Source Frequency box and the label to the right of this will say Sync Pulse if pulses are coming in and No Sync Pulse otherwise In order to assist with determining what may have caused or be causing timing problems with synchronisation there are boxes which inform the user of the maximum detected frequency and the minimum detected frequency as well as the deviation in cycles per second and percentage These values can be reset through use of the Zero button and you can see if there is significant variation in the detection of the synchronisation pulses A percentage deviation of 5 would cause the system to drop synch Zero Abort Frequency 24 001 Sync Pulse Max Hz 24 010 Min Hz 23 972 Max Inc Hz 2 100 Max Dec Hz 1 800 Max Inc 3 210 Max Dec 2 880 Running an external Camera This option is labelled Ext Camera and has 2 options None and Any When
75. intended position of the camera and target Typical Target tracking axes are Lift Pan Tilt etc Master Type This is a specialised axis which behaves just like an independent axis but whose position is important to the Target Tracking geometry because it affects the camera s position Typical Master axes are Angle and Extend Focus Type This is used to identify the focus axis to the system so that it can be used as a computer controlled focus when a lens has been fully set up see that section of this manual for more details There may be only one focus type axis Zoom Type This is used to identify the zoom axis to the system A zoom s motion can be controlled in special ways so that the focal length is known or so that the apparent field size changes in a linear fashion There may be only one zoom type axis Iris Type This is used to identify the iris axis to the system so that it can be used to change the stop on the lens in a specified manner and so that it can be used to adjust for changes in exposure due to changes in the camera speed You are also allowed only one iris type axis FDX Type is used for a Fade Dissolve system Mostly used on animation stands the FDX axis can be programmed to automatically do a dissolve between one scene and the next Shutter Used to identify an axis that has direct linkage to the shutter angle of the system It can be programmed normally as an independent axis and also can be used t
76. interface Edit Point Move Waypoint This allows the user to pick up a 3D waypoint on one of the 2D representations and move it to another position When the mouse button is clicked you will pick up the closest waypoint on the closer path and then a green box will appear to show where you are moving it to and as you move it around the co ordinates or where you are moving it to will show in the top left hand corner of the screen When the waypoint is placed then the paths on all 3 2D representations will be recalculated and re drawn to reflect the change you have made Note that it is easily possibly to move a waypoint to a non attainable position E G you could lift the camera to 2 metres off the floor but not have a rig that can achieve this height Editing in this display should be done with understanding and caution If the point jumps to a different position than the one you have moved it to then you are either moving it to a position that the rig cannot attain or the maths has found a different solution than expected to the positions you have dictated in this case you are probably moving a point more than you should Target Tracking moves should be entered in the standard way and only minor editing should be done in this manner Warnings may appear on screen if a point is moved outside of the stated envelope of the rig If this occurs then check the 3D co ordinate limits in the Carts Set ups and either move the point to withi
77. into that waypoint Adding Waypoints When more waypoints are wanted at the end press Add Line in the Side Menu Bar and a new line will be appended to the move then move to the correct position for that waypoint and repeat the storing process Alternatively you can cursor down from any column of the positions display except the frame count and a new line will be added Inserting Waypoints If you wish to insert a waypoint in the middle of an existing move then you must select the waypoint which you want the new line to be inserted before e g if you have a 2 point move and you want to put a new line in between simply select the second waypoint and then press Insert Line in the Side Menu Bar If you are going to insert a line in an existing move the best way to do it is to position the motors to the correct Flair Version 5 Manual Page 123 of 265 CHAPTER 7 MOVE ENTRY KO Mark Roberts Motion Control gt position for the intended waypoint BEFORE you insert it then insert it and then store the positions You can also insert a waypoint by positioning the cursor as above and pressing the Ins key on the keyboard Modifying a Move Once the move is entered in its basic form you may find that it is not exactly the move you wanted The first thing to check is that it is correct at the waypoints If it is not change these until it is and only start adding waypoints when you cannot effect the change you want with the ex
78. it is at the start of the move the computer will go into the Ready to Shoot state and by pressing the Shoot button the move will start Job checking Before a move is calculated it is first checked to see if it is complete This makes sure that there are at least 2 positions that there are times entered for the waypoints as needed and that the frame counts increase through the job and do not reverse Any errors at this stage will produce an error message stating the error If you are going to shoot a target tracking job there are other stipulations that the move must obey and these are covered in the Target Tracking section of this manual Once the move has been verified as OK to calculate the computer makes a path for each axis and then checks each axis individually to ensure that it does not exceed the limits of its travel does not exceed its maximum velocity or acceleration Often while you are programming a move you may need to process a move so that when you go into the graphs the curves are displayed in range or you want to find out if the rig will run the move without actually getting it into a Ready to Shoot or Ready to Goto state This can be achieved with the Check Move button which is in the Run Job pulldown on the top menu bar If the move is OK and will run the message Move checked out OK appears on the screen otherwise the normal form of over limit or over speed warnings will appear Error Handling If an
79. lift pivot On an actual Panther Dolly this value is 0 0 Column lift Jib Length Lift Constant Not needed should be set to 0 0 Rail Radius Not needed should be set to 0 0 Strut Length Not needed should be set to 0 0 Kink Angle Not needed should be set to 0 0 Jib Length The length of the jib from the centre of rotate to the centre of pan measured horizontally vertical dimensions are irrelevant Back Length Not needed should be set to 0 0 Swan Neck Not needed should be set to 0 0 Lift Offset The distance from the centre of rotate forward to the lift pivot Flair Version 5 Manual Page 83 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control NAS AAG Strut Lift mn Arm Length Back Length B Lift Constant Kink Angle i ici A Outer Arm Strut Length Length m Lift Offset iE Radius Lift Constant This is the height of the arm pivot above the lower lift pivot Rail Radius The horizontal distance from the arm pivot to the lower lift pivot The vertical portion of this is the Lift Constant above Strut Length The length of the strut from the lower lift pivot to the upper lift pivot when the front arm is horizontal This is the required position for the lift zero Kink Angle The angle in radians between lines drawn from the main arm pivot to the upper lift pivot on the strut ball screws and from the main arm pivot to the front arm pivot Contact MRMC if any d
80. lined up exactly and storing this information as a move This will then locate the image in 3D Flair Space and you can export the data to the CG package model the same object in CG and see that the real world and CG worlds line up By using 2 or more points you will be able to determine the rotational and translations adjustment needed to get the 2 to match As well as any scaling factors This technique has also been used in reverse with good results Generate a move in the CG world that exactly locates points that will appear in the real world then when the data is imported you will know how to get them to line up through rotations and translations Flair Version 5 Manual Page 222 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control gt Additional Data When shooting a move that will subsequently be exported into the CGI world take some measurements of specific parts of the scene relative to the rig Also shoot a pass with an object of exact known size and position in the centre of the screen A one meter cube is good for most live action situations Smaller and larger cubes should be used as per the scale of the shoot e g tabletop etc The cube is lined up parallel to the rails and shot with a simple pass preferably with no zoom This can then be used to correct the translations to achieve the best match Often in the heat of the moment on a shoot these extra actions can get squeezed out but they can
81. long then increase this factor or set the maximum acceleration correctly Postroll Factor As above but this controls the end of the move or the end of the part run It also controls the stopping speed when you stop the motion in the middle of a move If you press the stop button the rig table will use the maximum acceleration reduced by this factor to slow down and stop If you press the stop button twice then the rig table will use the full maximum acceleration to stop WARNING For both the Pre and Post rolls if these values are set too low i e 0 1 or such then the rig may do huge pre and or post rolls possibly exceeding its limits of travel and or colliding with the set These factors should initially be set high at least 0 5 and only reduced when the rig is fully set up Zeroing setup Zero Datum Zero vl Zero Velocity 500 Zero Time 1500 zero Offset 5000 Zero At 0 000 Zero There are several zeroing styles which the user may need to know about For a fuller description see the Chapter on Zeroing There are 2 basic versions either Flair Version 5 Manual Page 24 of 265 CHAPTER 4 SET UPS Mark Roberts Motion Control NASA Direct Zero which sets the position at which the axis is now to zero so it is up to the user to position the axis correctly or any of the other methods which seek a reference point and then move a known distance away from it Zero Velocity The speed at which the axis will
82. lt Jf _ Review BACK gt 1 stop From 0 To a 100 FLAIR MOTION CONTROL Additional VTR specific buttons VTR Record This is a toggle that allows you to select between VTR Dummy VTR Record and VTR Play In Dummy the VTR is not involved in running a move at all in Record the move is recorded to the VTR starting at the timecode specified In Play the section of the tape specified is played back in sync with the move EE PB EE means Electronics to Electronics and in this mode the VTR passes the video signal through from the source to the monitor PB means Playback and in this mode you will see what is on the tape in the monitor Shuttle Jog Currently inoperative but great things are planned In Causes the VTR to shuttle to the currently set record In Point Out Causes the VTR to shuttle to the currently set record Out Point Play Plays the VTR lt lt Sets the record into Fast Reverse Search gt gt Sets the record into Fast Forward Search Review Causes the VTR to review the last recording made Timecode Display Window This window shows you the current timecode that the VTR is at It updates as you move the tapes forwards and backwards Shuttle Slider Bar The shuttle slider bar allows you to shuttle the VTR forwards and backs at different speeds depending on how far you move the slider Once released the slider will return to the middle of the ba
83. move from a different orientation View Manipulation You can use the mouse to move the image in the graph These control are based loosely on those in Maya tm One can dolly the view up down and left right by pressing the Alt button and holding down the middle mouse button while moving the mouse Zooming is down by holding down the Alt button and holding the left and middle mouse buttons while moving the mouse Rolling the view around the centre of the screen tumbling can be done in 3D views using the Alt and moving the mouse with the left button depressed Cartesian Graphics The Cartesian axes X Camera Y Camera Z Camera and X Target Y Target amp Z Target or Pan Tilt amp Roll Xup Yup and Zup Lens Focal length Interocular distance and Convergence can be graphed against time in the same way that an axis position can be graphed against time These graphs can be edited and modified in exactly the same way that the axis positions can be edited See that section of the manual for details When in PTR Target Tracking the target graphs are replaced by Pan Tilt and Roll There is a potential confusion here as these are NOT the same as the axes Pan Tilt and Roll These are the orientation of the camera in space which is a composite of the mechanical pan tilt and roll axes as well as the other axes particularly the Angle or Outer Arm axis on a Milo or Cyclops Motion Control Rig Flair Version 5 Manual Page 156 o
84. move to fix it onto a scene of a different scale such that the path shape and relationships between the camera and the target remain the same One use of this would be to enter a move on a man then replay it as a slave move onto a model In this case the 2 moves would look identical Slider Bar A bar that is used to set a value to a variable amount or is used to show the current value The bar has a small block in the middle which is used to display the value within its allowed set of ranges The numerical value is often displayed just above this block Snorkel Lens See Periscope in Glossary Soft Limits Soft Limits is short for software limits which are the maximum and minimum allowed positions for an axis entered into the software Set ups This value is checked by the software to make sure the move does not exceed this value Speed Profiling Changing the speed at which a move is executed without affecting the path or the overall time that it takes to shoot the move Target Tracking A mode of operation in which the move is viewed as a 2 paths one for the Camera View Point and the other for the Target Point The computer moves the axes so as to produce a specific path not simply moving axes as a collection of Independent Axes Target Tracking Axis Any axis that whose position affects the path of the Camera View Point or Target Point Examples of these axes are Track pan amp tilt compare Algorithmically Dependant Axis Inde
85. must be issued this amount of time prior to the desired recording The specific command is Edit ON per the standard Sony RS422 protocol Edit Delay Ticks This is a secondary internal timing factor that should be 0 or 1 It is best to leave it as 1 unless specifically instructed otherwise by MRMC personnel Move Sync Ticks This is a timing factor that relates the position of the timecode to the actual position of the motors Without getting heavily into it it delays the VTR slightly so that the exact right part of the move is being recorded Minimum Preroll Normally when you issue an edit command to a Sony machine it will preroll 5 seconds before the desired In point start playing and when it reached the In point it will being recording 5 seconds is quite a long time but it is the recommended delay I have personally cut this down to 3 seconds with no apparent ill effects If you are doing a lot of single framing it will save a lot of time to cut it down to 3 seconds or maybe even less but otherwise leave it at 4 or 5 seconds to be safe 100 or 125 frames on PAL Servo Lock Ticks Not used replaced by the above Fairing Set up For a description of fairings and how they work see Chapter 7 Move Entry The fairings pull down menu allows you to select from up to 4 possible options Axis fairing axis waypoint fairing 3D fairings and 3D waypoint fairings The Axis Fairings Set up allows you to modify the fairings for each axis for th
86. normal axis The units on the translational set ups are in metres as that is the standard units for the Cartesians as used by the Flair system The soft limits are then in terms of metres of travel for the linear axes When you are in the Pan Tilt or Roll Cartesian set up then the units are in degrees The soft limits are set in the same way as with a normal axis you can either type in a value or store the current value using the mouse store button It is recommended that you have the rig in Cartesian control when you are doing this Due to the complexity of the geometry in a rig it is virtually impossible to have limits that will prevent the user from ever hitting some part of the set or floor with some part of the rig unless the limits are set so prohibitively as to restrict full use of the rig For this reason it is always the operator s responsibility to know exactly what the rig is doing and how close it is to parts of the set and the floor or rails and particularly any people who may be near the rig As of Version 4 00 the soft limits in the Cartesian Display do not function well and should be set to very wide If the motion of an axis in Cartesian Control appears rough you may be running into this phenomenon The units for the speed and acceleration are currently also in metres and degrees as applicable with speed being in metres per second degrees per second and the acceleration being in metres per second per second degrees per sec
87. number Lift Axis number Extend Axis number Outer Arm Axis number Pan Axis number Tilt Axis number Roll Master Track Extend Camera Height at 0 Column Lift Flag Strut X Lift constant 00 7050700 Rail radius 0 6122000 Swing strut 0 7477900 Kink angle 0 0400450 Back length 0 7500000 Slider Angle 8 0000000 Tilt 90 Zone 0 0000000 Axis number Aux y Not Installed v i A i Flair Version 5 Manual Page 73 of 265 CHAPTER 4 SET UPS Mark Roberts Motion Control Flair Version 5 Manual Page 74 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt CYCLOPS is named after the Large Mark Robert s Motion Control Rig whose basic configuration is a track upon which there is a rotate on this there is a lifting arm which can extend at the end of the arm is a secondary shorter arm which ends in a pan and tilt head This configuration also works for the Milo and the configuration can be called MILO PANTHER is named after the Panther dolly This one has a track rotate and lifting jib arm and a head that is automatically kept level and a pan and tilt head SIMPLE DOLLY this is similar to the panther except that there is no means of moving the camera across the track side to side as you would have with a rotating jib arm This target tracking model does not do true target tracking and will not output true XYZ data but it will follow the target The camera can be on a jib and may be posi
88. of the current waypoint Its function is similar to using the mouse store button in the positions column except that Store directs the data into the current waypoint Start At allows you to modify a move to start at the current rig position but the amount of motion on each axis remains the same This would really only be useful on linear axes such as the track Any inactive axes are not affected by this The action does not occur immediately a Confirm box appears before the move is modified Flair Version 5 Manual Page 108 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt Extend Move allows you to state a frame at which you which to extend the move and the number of frames to extend it by Basically choose the point at which the move is going the speed you like select this frame as the point at which to extend then state how many more frame you want of this sort of motion An extra line is inserted and the subsequent positions are all increased by the extended amount This function is experimental at this time v4 02 and should be used with caution Make This Make this 3D Make this works in 2D and 3D and is used to offset axes of motion real or virtual by a specific amount If the system is set at a frame of the move and then the camera position is adjusted the entire move can be offset to make the adjusted position the camera position at that frame of the move One can select whic
89. of the fairings will be reduced to fit within the move if they are too great and if a fairing is set to 0 then that axis will pre roll or post roll Follow Focus Follow Focus is a mode of operation whereby the focus axis is controlled in order to maintain focus on a stated target This may be moving or stationary Front Nodal Point See Nodal Point in this glossary Gate The gate is where the film is held in place when exposure occurs in a film camera Pins hold the film in place in the gate Go Motion This is frame by frame animation but where the camera is moving while exposure is occurring This gives a feeling of continuous camera movement during playback different to stop motion Go motion is called Moving Step in Flair and is sometimes also referred to as Motion Blur Goto A movement of the system to go directly from one position to another not as part of the move See also Move To Hand Held Box or HHB The Hand Held Box is a box connected to the computer system that is used to move the rig around in space It also has a screen on it to supply some information about the current rig state and also some function keys to allow you to run the job etc Called a Jog Box on some competitors systems as it allows you to jog the axes around Homing See also Zeroing A process whereby the exact position of an axis relative to a fixed reference point is established In this way the axis can know where its ends of travel are
90. on top of the graph Please note that the camera MUST be in forwards fwd not reverse when you do this or the graph will be off screen Notes 1 Velocity checking of the move is adjusted to compensate for change in camera speed and acceleration however moves should be checked in as much as possible at the highest intended camera speed to eliminate standard over speeds caused by moving too fast Errors then produced will mostly be due to changing the camera speed too quickly 2 If you make the camera change speed too quickly it will attempt to execute the change you have programmed This will most often be caused by putting 2 points of different speed too close together in time In many cases you will get away with it as the camera can often change speed faster than you would think However it is up to you to ensure that no damage is done to the camera on extreme speed changes 3 Very slow camera speeds e g 0 will not work if the move changes speed with the camera as the slower the move goes the slower the camera changes speed and everything will basically grind to a halt Very slow speeds are OK with the move not compensating with the camera if you like that sort of thing Programming the Compensation Exposure will be adjusted based on the initial programmed camera speed and the initial entered position of the compensation axis on the first line of the move That is to say that if the camera starts at 25 FPS and the first line of
91. one after the other When the system is first powered up no motors are enabled for safety Once the system is correctly set up all the active axes can be enabled or disabled simply by pressing one of these buttons All axes should be disabled when the system is turned off at the end of a shoot The correct sequence is to disable all axes before pressing in the emergency stop switch Of course if there is an emergency it is OK to press the emergency stop as quickly as you can If an axis has tripped out because of position loss or has been moved whilst disabled then it cannot be re enabled through the use of this button and has to be explicitly re enabled by clicking on its name button on the numeric display Flair Version 5 Manual Page 99 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt Stop Fulfils the same function as the mouse stop button and is used to stop any ongoing action such as a move a goto a movement on the hand held box or even stop data output from the print menu It is also used to get the machine out of a Ready to run state When the computer has been told to run a job it will usually go into Ready to Shoot or Ready to Goto when this happens move entry and many other functions are inhibited Pressing this button or the mouse stop button will return the computer to normal input mode and data can be modified or entered Override Allows the user to TEMPORARILY override the limits on an axis
92. or are used to input additional motion in degrees that is to be added to the Pan Tilt and Roll respectively when in PTR Target Tracking Inverted Move Allows the user to define an inversion plane by the height of the camera in the slave column and the Master move is inverted about this plane This is really the same as a reflected move with a horizontal reflection plane but is simpler The roll can be expected to behave correctly using this mode its motion will be negated Move Miniature This setting is for working with a real time hanging miniature where the miniature is in the foreground and has to follow a scaled down version of the camera move to make it appear like it is not moving in respect to the background The reference points here are used to define the location of the miniature and also where the corresponding place that the miniature is supposed to appear One would normally program the larger Master move on the camera and define the scale of the miniature to the camera gt 1 0 if the miniature is less than full size and then the Min Aux axes will move the model as needed to match the camera motion the pan and tilt of the camera is irrelevant and you have to have set up the nodal point of the lens accurately Slave amp Miniature A slightly more complicated version of the above except that the Master move programmed is on the miniature and the Slave move is for the Camera AND the Min Aux axes In both of these la
93. or squeezed to run from the start of the move to the end You can edit this data in the graphics display and pull or push around the curve to achieve the exact motion you want as well as being able to smooth out any resultant bumps Flair Version 5 Manual Page 184 of 265 CHAPTER13 MIMIC MODE Mark Roberts Motion Control Flair Version 5 Manual Page 185 of 265 en lt Lo Mark Roberts Motion Control gt CHAPTER 14 SPECIAL EFFECTS The Special Effects set up allows the user to alter settings that mostly apply to stop motion special effects normally used in traditional single frame motion control but also includes scaling Pan and Tile Also called the Tyler or a Tesselator this feature can be used to shoot large panoramas or backgrounds by shooting small sections which are then stitched together in post The software allows for different methods of specifying the total area number of tiles and the amount of overlap between the tiles Flair Pan amp Tile Tool LastJob Tyl 5 8 1 2 3 4 6 7 9 Goto Start Step Take Stop Current Status Ready A On Top Setup Load Save Close Flair Pan amp Tile Tool LastJob Tyl Method 1 Method 2 Method 3 Method 4 Capture Area Capture Field Parameter Entry Derived Parameters Overlap fi 0 000 Field Size Number of Tiles Pan 21 902 Tilt fi 6 894 Pan a Tilt m m Total Area Pan 179 200 Tilt 168 940 Pan 173 200 Tilt 1 000 Total Ar
94. output and you should contact MRMC for any assistance How to synchronise In order to syne the system to an external source you have to select a sync option The sync pull down has several selections None VTR Sync and Film Sync In special cases additional options may appear The most usual selection would be Film Sync in this case the system will attempt to synchronise the move to an incoming pulse on either the Video Input or the Film Input Whenever a move is run in Record mode I E the button on the Control Bar says Record on a film system or VTR On on a Video system The speed of the move MUST be set to the speed of the incoming sync pulse If your move is set to shoot at 25 0 FPS and the incoming frequency is at 12 5 FPS the move will stop very rapidly VTR Sync is a special mode used when you are controlling a PAL VTR that locks the system timing to the incoming video signal This is vital for accurate single frame recordings Before the move starts When you press the button to shoot the move the first thing that happens is that the system waits for a few frames to allow the camera to get up to speed This is set up in the External Camera Set up display by the box Ramp Frames If your camera starts slowly and needs some time to get up to speed then this value can be changed to allow that to happen With a video system this value can be set to 0 and the step will be missed out After th
95. point View relative mode Virtual Shutter Angles VTR VTR Setup VTR Sync Waypoint Waypoint Waypoints Where is Zero Work hours World Relative X Nodal Offset X Y amp Z Adjust X Y amp Z Adjust XYZ data Y Nodal Offset Z Nodal Offset Zero at Zero marker pulse 82 19 137 63 116 69 95 36 148 163 58 135 67 69 63 16 17 105 257 123 227 233 163 36 193 219 75 87 37 37 25 90 226 Zero Marker Pulse too close to Limit Switch 229 Zero Offset Zero Velocity Zeroing Zeroing more accurate Zeroing Homing Zeros ZM Zoom Control Zoom lenses careful of Zoom Linearisation Zoom Type Axis Flair Version 5 Manual Page 263 of 265 INDEX 226 226 226 227 33 96 221 90 143 221 43 21 Mark Roberts Motion Control AA APPENDIX A 37 WA Y GPIO WIRING Most MRMC systems use a 37 way D type connector with the following connections A diagram is also supplied showing typical types of wiring made to the inputs and E ROL z 2k Lp ot YK ROOT BOX CINTERNAL o outputs TRIGGER INPUT amp OUTPUT CONNECTOR 37 WAY D TYP FEMALE ON ROOT BOX 1 OUT1 20 OUT1 RESERVED CAMERA CONT 2 OUT2 21 OUT2 3 OUT3 22 OUT3 4 OUT4 23 OUT4 5 OUT5 24 OUT5 6 OUT
96. product Due to this it is possible that some work may have been done on adding a feature but that feature has not yet been completed If this happens and you try to access the feature you will get the above message Contact Mark Roberts Motion Control for a release date for forthcoming features Clear Job Failed Incorrect run state for clearing the Job The attempt to Clear a Job failed Try again The most likely cause would be that the system was in a run state of some kind such as Ready to Goto etc If it was in a run state then get it out of that state and back into the normal idle state before re trying Use the mouse stop button Printer out of paper Printer off line Printer I O Error Various printer errors which need to be handled with the printer to get it to work No output currently open You have tried to output data but have not stated where it is to go or the attempt to direct the output to a location failed Select the output correctly through the Print Print to menu Incorrect run state for axis Set ups You have tried to adjust the axis Set ups when the computer is in a run state or a zeroing state Get it out of that state or let it complete before trying to set up an axis Illegal Stretch Entry Range of stretch was reversed You have tried to stretch a section of the job but the frame counts are the wrong way round Re enter the correct numbers Invalid Time Entry One or more of the frame counts
97. rest position For an animation table the table Zero position is usually when the camera is looking directly in the middle of the table For a target tracking axis the Zero position is very important and must be set correctly particularly for rotational axes The track position is not so important and can be chosen by the user the rotate Zero position is with the arm pointing directly down the track the lift Zero position is usually with the arm level This can vary contact MRMC if you have any questions If there is an outer arm its Zero position is with the pan axis absolutely vertical the pan Zero is looking directly ahead and the tilt axis Zero is looking absolutely level If the rig is properly zeroed you can run the track up and down and the viewed point on the far wall does not move Different Styles of Zeroing Direct In Direct Zero the axis is considered to be at 0 wherever it is The motor does not move and search for a sensor This method is usually used when there is some accurate witness mark to reference off and the axis can be moved by the user to this point and then Zeroed This can also be used as a quick means of setting an axis to 0 if exact positioning is not important Note that if you have set a Zero At value then whenever you direct zero an axis its position will be set to the Zero At value Limit Zero There are several styles of Homing which involve using sensors and this is one of these The limit in
98. rig in a manner that is safe All high speed moves should be checked at slow speed and gradually speeded up rather than run at full speed immediately and as stated above in the safety section of this manual someone should be ready at all times that the system is under power to press a stop button or hit the red emergency stop The Preroll and Postroll extends of the move can be viewed and checked using the Goto Preroll Postroll Extent on the Top Menu bar Flair Version 5 Manual Page 131 of 265 CHAPTER 8 RUNNING A MOVE KO Mark Roberts Motion Control gt Shooting When the move starts the axes move along their paths and the frame count changes through the move To indicate the progress of the move the Control Box Slider Bar moves showing the current frame count If you are shooting the job forwards it goes from left to right and if you are shooting the job backwards it goes for right to left and the frame count you are actually at is shown just above the block Gotos A Goto will occur whenever the motors need to get from where they are to a specific position The difference between a move and a Goto is simply that a Goto is a move from wherever the motors are to where they need to get to It does not follow a path it is a straight line move very like a simple 2 point move Gotos move in straight lines as far as each axis is concerned and takes no account of sets or other obstacles that might be in the way A goto will o
99. rig is This subject is complicated when you have more axes than you have data to start with and is also complicated by there being more than one way to get a camera to be in one position and to look in a certain direction Imagine a camera looking forwards now pan through 180 degrees and tilt down through 180 degrees and you are in the same place looking in the same direction Although rolled 180 Both of these are acceptable solutions to the reverse kinematics but you cannot just jump from one to the other There is considerable math inside of the software to keep track of such things Now imagine a target tracking move that is plotted with the camera at 0 and a target of 100 00 units at frame 0 at frame one there is a waypoint with a target of 100 00 and the pan and tilt are both at 180 If you run this move out of target tracking the pan and tilt will move backwards and forwards as you run the move If you run it in Target Tracking the camera will remain still throughout the move as as far as it is concerned neither the camera nor the target has changed position Now press back run and see what happens The camera will ask for and execute a goto to the entered end positions and when the move is run will stay in that position Again the same camera position and orientation but a different set of axis positions Assuming you are in keep horizon level Some users have run into this The phenomena is that the rig will do a massive goto a
100. roll axis positions if you are in roll relative The reason this works is that once you are in Cartesian Priority the camera position is maintained no matter where you put the Target Tracking axis positions However the Pan and Tilt initial positions are solved to be the closest to the entered waypoint data This way you can force the pan and tilt to flip whilst maintaining your framing Editing Cartesian Priority Moves When you are in Cartesian Priority changing the axis positions does not change the move This can be a little surprising so once you import a move or switch into Cartesian Priority you must remember this However you can edit the move by changing the graphs or by storing or entering data into the Numeric Carts display The other incidence where storing axis or Cartesian positions does not change the move is if the Cartesian is a mimic playback axis so watch for this also if a move is not being changed as expected Speed Profiling Speed profiling is a means of modifying the speed that the path is traversed without affecting the shape of the move With the normal curve fit splines that is traditionally used in move generation the shape of the path is affected in some cases severely by the times allotted between waypoints Therefore if you try to change the speed by adjusting the waypoint times you will also affect the shape of the move Speed profiling is provided as a means to avoid this and will operate both with Bez
101. run Moving Step will work but Stop Motion will not operate the triggers Flair Version 5 Manual Page 210 of 265 CHAPTER 17 INPUTS AND OUTPUTS Se Mark Roberts Motion Control gt Output Triggers Setup DER Trigger 1 Setup Save Apply Exit Prev Next Trigger Name BLOOP Trigger Active lt l Test On Frame Off Frame 0 00 1 00 124 00 125 00 168 00 169 00 000 E 1o 12400 125 00 E a a CC CN EE EE m P CC a EE EE a There is an additional way to use the triggers to produce a repeating series Program in the repeating series you want as an on and off time leave the next on time blank but program into the off time at what frame count you want the series to repeat A series of numbers on 1 0 off 2 0 followed by a blank on and then 3 0 in the off column would cause a trigger to turn on and off for one out of every three frames This is called a Cyclic Trigger The Insert and Delete keys can be used in the triggers display to insert or delete line entries and the subsequent entries will be shuffled up or down to suit Triggers may be caused to occur before the actual move by programming in a negative frame count for the trigger When the shoot button is pressed the system will go into a preroll state and the trigger will fire at the appropriate time before the move When a move is run backwards the triggers before the start will occur after the system has run back t
102. seek its reference point The direction is set by the sign This should be set low at first It is in display scaled units just like the maximum velocity Zero Time This is the time allowed for the axis to find its reference point If it does not find the point within this many seconds then the zeroing process will stop Zero Offset Once a reference point has been properly located the axis will move a given distance from this point back to its normal zero position this is known as the Zero Offset When the mouse store button is clicked over this box the axis current position is added to the value currently displayed This is useful for making small adjustments to an existing zero Alternatively you may set this value to 0 first or use the mouse middle button then the current position of the axis is entered into this box Zero at Once an axis is zeroed its position is set to 0 0 If the best position for it to zero at is not necessarily zero then a value can be set to its position once it has completed the zeroing process This can be useful for conditions when axes are offset see the Chapter on Zeroing for more data Control Tab Basic Control Tuning Hand Held Box Settings HHBox el 20 00 HHBox Acc 50 00 HHBox Jerk 0 000 HHBox Vel This controls the maximum speed of the axis when being controlled by the hand held box The hand held box should not normally drive the axis at maximum speed about 50 is useful howe
103. set the Input Number to 0 Move Input Bit If a valid edge is detected on this input when the system is at Ready to Shoot then the move will be started Cam Input bit A valid input here will cause the camera to start rolling when you are at Ready to Shoot and the camera is engaged and not in Dummy If you want to use this trigger to start the camera you must check that the take ups have been tensioned the camera is engaged not buckled and not in dummy Step Input Bit Used to trigger the system to take a step forwards along the move path This will only work when the system is at Ready to Shoot or Ready to Step Edge A voltage level can rise fall or pulse Each input can be set to obey only a rising edge only a falling edge or both The button at the bottom of the screen tells you which Flair Version 5 Manual Page 208 of 265 CHAPTER 17 INPUTS AND OUTPUTS KO Mark Roberts Motion Control NASA input is in which state Open indicates a low state and Closed indicates a high state Please note that the inputs to the root box have logic in them to ignore switch bounces and this can make the system miss a state change if it is preceded or followed by switch bounce Please use de bounce circuitry for any mechanical switches or relays Preroll Length If your move requires there to be a preroll before the move actually starts then this will occur after the input has been activated and the actual move will not s
104. step to advance in the Frames Per Step box and Apply Where does the exposure occur Consider a simple move with 2 positions lasting one frame When this is shot the exposure will occur with a slight blur from when the camera shutter opens about 1 4 into the move until it closes about 3 4 through the move In effect you are recording the centre area between the first position and the second position When you are shooting steps in Stop Motion you can adjust where the exposure occurs from right at the beginning through the move up to right at the end This is an extension of the Take Before Step Take After Step feature which exists on the older Mark Roberts Computers See the Special Effects chapter for more details Moving Step If you are shooting a move that the rig can do at real time but you want to animate something you are often stuck with using stop motion photography which removes motion blur and can give a stark feel to the resultant film The handling for this is to shoot the move in Moving Step This effectively Part Runs every single frame of the move and allows you to animate in between frames The rig will expose each frame at the same speed as if it were shooting continuously and moves shot using moving step can be matched to moves shot continuously Continuous Step If you are not actually animating between each frame then having to press Fwd Stp for every frame can be very tedious In order to get round this
105. target tracking should be fully available Being able to view the 3D motion of the camera relative to the artwork can reveal the more direct effects of moving points around in space Also having the rotate axis modelled in the software will allow one to use it more fully For example if you want to turn about a part of an artwork that is Flair Version 5 Manual Page 166 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt off centre of the table it is almost impossible With target tracking on one should simply be able to rotate in Cart Control with the current image held in the centre of the lens and then plot the 2 points and because the camera does not move relative to the art work the target tracking axes N W and E W should compensate for the Master axis Rotate From this one can deduce that Track N S and E W must be assigned as Target Tracking axes and that Rotate must be a Master axis in the axis Set ups Table Auto Focus Auto focus is not really a target tracking concern but since there are similarities it is being covered in this section of the manual Auto focus gives one the ability to move a camera closer and further from a piece of artwork but to keep the image sharply focused Since standard Target Tracking can also do this in a similar way there are similarities and differences here You do not need to have Target Tracking switched on for auto focus to work When auto focus is engaged the computer
106. that this passes is controlled by the speed profile curve The default value is to have virtual time passing at the same rate as real time so that default graph is a straight line from bottom left to top right If you add points to this graph and edit the graph you can affect the speed of the camera and target along their respective paths If you cause the curve to bow upwards starting with a greater slope and then flattening out the camera or target will start moving along its path faster at the start and then will slow down As with Bezier curves the best way to learn is to play around with it before you try to use it in a shoot It is also possible to cause the camera or target to move along its path change direction and move backwards and then change again This effect is not normally used but gives you some idea of the flexibility of the speed control Fairings Form Speed Profiling As with other speed profiling you can use this method of speed profiling to modify the speed of the camera or target along its path In this representation the graph should appear more like a velocity graph starting usually in the bottom left corner increasing up to a constant speed along the path and then slowing down to the bottom right corner This is a more normal representation of a speed profile and it also works well with holds in the move which the other form of speed profiling do not Holds are Flair Version 5 Manual Page 160 of 265 CHAPTER
107. the lens will vary from lens to lens Due to this a different axis Set up is needed for each lens and also different soft limits zeroing etc etc When this flag is set to YES then if the lens is selected and the Set up is accepted the Axis Set up associated with that lens is downloaded to the Focus axis so that the focusing works and the lens operates correctly This is also true when the program loads If the default lens has this flag selected as YES then an Axis Set up will automatically be downloaded to the Focus axis If you have a slider focus mechanism on your camera then this flag should be NO This flag MUST be set to NO until the lens is fully set up and operational Only set this flag to YES once the focus axis has been fully set up and that data has been copied across into the lens Set up Focus Zoom Iris Axis Set up This allows you to view and modify the axis Set up associated with the selected lens This Set up is used when this lens is selected with Customised Focus set to YES This Set up is not changed when you are setting up a lens the method for setting up is to use and adjust the Focus axis Set up from the Axis Set up pull down menu Once the focus axis is correctly set up for a lens then place the mouse on the FOCUS AXIS SET UP box on the Lens Set up Display and press the right hand mouse button This will cause the current Focus axis Set up to be copied into the Focus Axis Set up for this lens it should be accompanied
108. the gain and 2 0 for the Frictions and Stiction are good starting points When you press the Apply button the settings are automatically applied to speed setting up They will not be saved unless the Axis Set up Save button is pressed Please ensure that you are ready to press Stop or even the emergency stop button when setting up the Grip Sticks as they can produce very fast motion Acceleration and Velocity settings Since the operation of a Grip Stick is different from the Hand Held Box and also different from normal axis use the Grip Stick operates with its own Acceleration and Velocity settings During Grip Stick operation the axis will follow the limits of velocity acceleration and travel but the major difference with a Grip Stick is that the axis responds to pressure on it as a demand for acceleration whereas a normal joystick produces a demand for velocity You will really have to try it out to see how it responds Contact MRMC for details and costs Grip Stick operation is set up in the Hand Held Box Set ups section Flair Version 5 Manual Page 26 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control CIRIA Mimic Settings Mimic Encoder Pos v Controller No Controller ha Damp 1 50s second 10 Speedboat Deadband 0 Handwheel scaling 10 0000 Manual Scaling Auto Scaling _ Mimic Control When an axis is mimic controlled it can be controlled by an encoder or it can be controlled from t
109. the graphic rig representation Some of the files may be missing if they are not applicable to your system and if you have multiple applications then there may be more files Additionally there are normally some documentation files including this manual Flair Version 5 Manual Page 11 of 265 CHAPTER 2 INSTALLATION lt Mark Roberts Motion Control gt Directory Tree Overview of typical installation Additional files than the ones listed may be present this lists the minimum files normally installed Flair JOBS CONFIGS BTLS Flair5 exe Job files AXIS DBF AXIS 403 BTL Flair5 ini LENS DBF Quad_Axis BTL CARTS DBF RIC BTL CONFIG DBF ROOT BTL VTRS DBF RTC BTL SERIAL DBF SERIAL BTL KINE XXX Winroot5 BTL There may be some additional log files that are generated while running Flair to aid in diagnostics These include Flairout txt FlairLoad txt FlairData txt Rootout txt and Flairout txt The amount of diagnostic data that the log files contain depends on the Debug Level specified in the Flair Configuration File Flair5 ini New program versions may be added See the section Advanced Configuration Flair Version 5 Manual Page 12 of 265 CHAPTER 2 INSTALLATION Mark Roberts Motion Control Flair Version 5 Manual Page 13 of 265 en OO Mark Roberts Motion Control CIS CHAPTER 3 QUICK GUIDE The Quick Guide This is a very short quick start guide to Flair The rest of the manual is more of a
110. the hardware Damp 1 50s second This is the smoothing window to be used with Encoder Pos control It is the number of samples at 50 Hz over which it smoothes the motion Thus 0 the default value is no smoothing and 20 is very heavy smoothing Note that heavy smoothing will also introduce a slight lag into the response of the system Controller If an axis is controlled from an encoder you have to inform the software which encoder is controlling it Usually there are 4 possible mimic controlled inputs so the controlling axis will be Mimic 1 Mimic 2 Mimic 3 or Mimic 4 If the axis is mimicking itself auto mimic then the controlling axis is No Controller See the Chapter on Mimic Control for more details Handwheel Scaling An encoder controlled mimic axis can move at a faster or slower rate than the encoder that controls it The desired ratio of velocities between the controller and the controlled is entered here i e if you want the controlled axis to go twice as fast then double this number If you want it to go backwards then change the sign These numbers must not be changed while the axis is moving For an axis that is controlling itself this value is automatically set to 1 0 by the software When you are in Speedboat control the scaling affects the how the motion of the encoder relates to the speed of the axis With a scaling of 1 one turn of a 1 000 line encoder will produce full speed Flair Version 5 Manual Page 27 of 26
111. the switch opens and the Datum switch is wired so that the computer can detect when it opens but no other action takes place Switch Accuracy Since a magnet or roller switch is not very accurate when one of these types of switches is used the zero marker pulse a very accurately marked position from the encoder of the motor is used in conjunction with the switch to make zeroing more Flair Version 5 Manual Page 226 of 265 CHAPTER 19 ZEROING KO Mark Roberts Motion Control gt accurate Once the switch has stopped being detected the computer waits for the next zero marker pulse from that axis and uses that as a reference point Using the zero marker pulse is more accurate if there is no possibility of the motor moving in relationship to the load With a slipping clutch of any kind it would be impossible to use the motor zero marker pulse as this would not be in a known relationship to the travel of the motor If the motor has no zero marker pulse or the load moves then you can use another type of switch which is more accurate than a magnetic or mechanical switch This is normally an Optical Electronic switch Opto for short When one of these switches is used it is considered accurate enough by itself and the motor zero marker pulse is not used Where is Zero Unless you are working with a target tracking axis Zero is wherever you want it to be Usually Zero is about in the middle of the travel of an axis and in its normal
112. the timing is to use the Ripple Through feature This allows the user to change the time between 2 waypoints without affecting the others Normally if you increase the frame count of a waypoint you make the time between those waypoints more but you automatically make the time to the next waypoint less unless you add the same amount of frames to every subsequent waypoint This is done automatically for you when you use Ripple Through Simply type in the number of frames you wish to change the waypoint by and press the key if you want to add them and the key if you want to subtract them The computer will then automatically modify that waypoint and all subsequent waypoints by the amount you have entered The effect is rippled through all later waypoints Fairings Introduction When you are running a move with the user defined fairings and it is a 2 point straight line move the axis will go from rest up to a constant velocity continue at that velocity and then ramp down to a stop We term the ramp up as the Up fairing and the down ramp as the Down fairing or the Start and End fairings The ramps are not linear but change the velocity of the axis in an S shape this allows a smooth acceleration or deceleration When fairings can be used A start and end fairing can be entered for between any 2 points where the motor comes to a stop at both the start and end points So you can have fairings for any 2 point m
113. the user is responsible to make sure the data is accurate and sensible The Data that can be imported is categorised into Axis Data Camera Internal Data Camera External Data Kinematics Data or Miscellaneous Data Headings in the file determine what category the following data will be assigned to if it is valid The headings are entered in the file as the Category e g Kinematics Internal Camera External Camera Miscellaneous or the Axis Name The actual information is entered in much the same was as above here is an example Kinematics Arm Length at Zero 1 92 Rotate Maximum Acceleration 30 0 HHB Acceleration 8 0 The valid titles in each category follow along with the options or a brief description For full details please refer to the relevant section in the Setups Chapter of the manual Axes Type Integer or Independent Algorithmic Target Tracking Text MasterType FocusType ZoomType IrisType FDXType Shutter D to A Min Aux Display Scale Float Display Scaling Factor Internal Scale Float Internal Scaling Factor Direction Integer or Forwards or Backwards Text Brake Integer or No or Yes Text Board Integer Board to which axis is connected Port Integer Port on board to which axis is connected Maximum Velocity Float Maximum speed in display units Flair Version 5 Manual Page 239 of 265 CHAPTER 20 TECHNICAL I
114. this distance is usually 0 0 For a snorkel lens this is from the Front Nodal Point of the lens to the Snorkel Reflecting Point The Z Offset is measured positive going up The picture below is of a Mark Roberts Motion Control Slimline camera mounted on a Pan Tilt Roll head The camera is mounted so that the optical axis of the camera is at the same height as the tilt pivot so there is no Z Offset The Optical axis of the camera Flair Version 5 Manual Page 37 of 265 CHAPTER 4 SET UPS Mark Roberts Motion Control NASA passes through the centre of the pan so there is no Y Offset either The Nodal point of the lens is however a small distance in front of the Pan Tilt intersection point and thus there is an X Nodal Offset of somewhere around 0 310 Metres X Nodal Offset WT I Optical Axis Front Nodal Pan Tilt Plane Intersection The diagram below shows a stylised drawing of a camera with a snorkel lens to illustrate how the X and Z nodal offsets are measured in this case With a snorkel lens the light is reflected on a mirror in the snorkel and the location of this mirror is important The centre point of this mirror is termed the Snorkel Reflecting Point Flair Version 5 Manual Page 38 of 265 CHAPTER 4 SET UPS Se Mark Roberts Motion Control gt Lens Optical Lens Nodal Plane Camera Optical Snorkel reflecting point i Pan Tilt Intersection Notes on Y amp Z Nodal Offsets You
115. this will automatically do so Not fully functional as of Version 5 0 Regenerate Targets An advanced feature for use with normal Target Tracking moves Does not work with PTR Target Tracking moves If you have a move with a target that is too close to the camera you can get undesirable motion in the orientation of the camera as it tracks the target This can often happen with an imported move if the CGI package has put the target too close In this case the system must be in Cartesian priority One simply enters the target distance required in the Target Column and then regenerate targets creates new target points at the distance entered in the same line as the original one It could also be used to bring the targets closer as needed SFX Special Effects See the Special Effects Chapter for a full description Mimic Axis Mimic and 3D Mimic Mimic is used to manually record axes of motion and play them back exactly as recorded See the Mimic chapter for a full description Axes Convert This function allows any waypoint move on any axis to be converted into a mimic move so that there are no waypoints This can be useful since mimic axes can be edited graphically in ways that are not possible or too difficult with a waypoint move 3D Convert Does the same as above but with 3D axes for example X Y or Z of camera Motors Enable Disable Causes all the active axes to be enabled or disabled
116. to allow a higher single framing speed The camera must be able to move forwards and backwards by this amount either side of the zero position without any adverse effects Most cameras allow about 1 8 of a turn 0 125 This value should be left at 0 0 as it is not fully implemented as of version 4 00 Shutter Fwdoff The fraction of a frame that the camera can safely turn forwards without exposing the next frame This is used to ramp that camera up to speed when you are single framing The camera will not be up to speed until this far through the frame In most cases this value can be set to 0 25 Too low a value here will prevent single framing You should be able to single frame easily at 4 00 fps and possibly up to 6 00 fps if your camera can do that Slate Speed The speed at which the camera will shoot a slate when the button Shoot Slate on the Side Menu Bar is pressed If this value is entered as 0 0 then the slate will be shot at the current camera speed as set on the Run Control Bar Slate Frames The number of frames that will be taken when a slate is shot not including the ramp frames if any Min Ramp This number determines the minimum number of frames needed to ramp the camera to speed The main use of this would be to force the heads and tails of shots done at different speeds to be the same length For example passes at 4 FPS will have no ramp frames but passes at 25 FPS might have 12 frames at each end To simplify composit
117. to hold at the end of each cycle by entering the length of the hold in the Hold Frames Cycle box An entry of 0 means that there will not be a hold Redistribute A move is often planned as a series of positions the camera must go through without really defining the timings If you have set up such a move and want the timings of the waypoints to be evenly distributed proportional to the distances between them this button will allocate the total length of the programmed move based on those distances with a little extra time at the start and end to allow the rig to get up to speed and allow it to ramp down This feature is only available in Target Tracking Flip Move exchanges the move end for end Triggers associated with the move are not adjusted Mostly used if you have programmed the move from the end to the start and would rather run the move forwards than backwards Please note that the Flair Version 5 Manual Page 98 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt positions are changed and the move re calculated so depending on other settings it may not exactly match the move run forwards Drop Keys Allows the current motor position to be automatically entered into any waypoints that are disabled Place Keys Allows key frames to automatically be generated every X number of frames based on the existing move For example if one wants to turn a 3 point move into a 20 point move then
118. to the same Board and Port The axis does not move with the job even though it has waypoints assigned If the axis does move on the hand held box but will not move as a part of the run then it is either in a mimic control state or it has an invalid axis type Make sure that you are not mimic controlling that axis and then check that its axis type is correct You may have to select an incorrect axis type and then the correct one again to force the system to change the value The axis moves but ticks or jumps and quite often trips out This can be caused by a peculiar hardware fault in the axis board You should turn everything off and try again Re booting generally does NOT fix this you have to turn it off and on again The move cannot be modified and trying to enter numbers into boxes has no effect The computer is in a run state during which data entry is invalid Take it out of the run state by pressing the stop button on the mouse or on the top menu bar Flair Version 5 Manual Page 247 of 265 Troubleshooting KO Mark Roberts Motion Control gt GLOSSARY If you don t find the word you require in the Glossary always check the index as it may be defined within the Manual text Active An active axis will run moves and will operate on the hand held box When moves are run the move is normally checked against the limits of the axis and any excesses are communicated to the user In this state the axis name in the numbers
119. to the target it can also work out exactly where the target is in 3 dimensional space This data is calculated for each waypoint entered and a 3 dimensional curve is fitted to the camera positions and to the target positions These curves are referred to as the Target Path and the Camera Path The exact point that is considered as the camera point or view point is defined relative to the Front Nodal Plane of the lens For a more detailed description refer to the Lens Set ups section of this manual When the move is actually executed the computer moves the axes so that the camera follows its plotted path and always looks at the target as it moves along its path The advantage of this is that you can make the camera lock onto a target and hold it in frame throughout the move while the camera moves along the path you want Since the target is also defined as a path you can lock onto a stationary target or a moving target just as easily hence the name Target Tracking Target Path Camera Path Flair Version 5 Manual Page 148 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control NASA Target Tracking Move Entry Entering a move is very similar to the normal move entry plot the waypoints you want the move to pass through and at each waypoint measure the distance to the target and enter this into the target box for that waypoint If you have the focus axis in follow target mode when you store posi
120. turned off the power or has disconnected a communications lead There are many possible causes and if the problem does not resolve easily contact MRMC with details This message will disappear is communication is restored It appears that an axis board has ceased functioning This indicates that the communications between the main transputer and the axis board has stopped working Either a error has occurred on the axis board causing it to Flair Version 5 Manual Page 245 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt cease working check the red error light on the axis boards or there has been some interference to the communications pipe line either the cables have been unplugged or damaged If the fault corrects itself the on screen message will disappear if not you will have to re boot You are able to save the job you were running in this case Unexpected Interrupt Flair5 exe has encountered a fault This is a fault in the PC which has cause the PC program to crash If this problem occurs frequently or repeatedly contact MRMC with details When this happens however the main program running in the root box will probably still be running You can re load the PC program without having to re load the root program and the whole system will come back up almost as though nothing had happened You may have to check that the move speed and frame counters are correctly set
121. various firmware that might be loaded onto the axis boards and what functionality is to be expected Changes Recent changes to the Flair software are recorded here to inform the user about recent improvements and bug fixes License The Flair software requires a license to read and write jobs and to import and export CGI data If a license is needed the system code can be obtained from this display and sent to MRMC for an update Send Report Bug reports or feature requests can be sent directly from the Flair Computer to MRMC if the machine has internet access Memory Reports on the memory that is being used by the root code and also the maximum amount used during this load This is mainly useful with the transputer Flair Version 5 Manual Page 100 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt code to see is the memory limit is being approached 1MB or 4MB depending on the hardware The RT10 has much more available memory Move Info Is used to provide some basic information about the move It will display the time it will take to shoot a move as well as the expected screen time depending on the transfer speed being set correctly For Target Tracking moves the camera motion extremes are also calculated Calculator Simply brings up the system calculator Flair User Manual When the Manu programme is installed You can access the entire Flair Manual using this button Timecode Calculator Calcula
122. will be reflected by a line in the bottom of the LCD on the Hand Held Box If you are using Cartesian Control and moving the target then it is best to have the focus axis in one of the computer controlled modes as this makes the positioning of the target easier Control Assignments The XYZ controls are achieved by the buttons that control the motion most similar to the one you are trying to achieve i e Track will move the camera in X Rotate will move it in Y Lift will move it in Z The target is moved in X by the Focus Button Y by the Pan button and Z by the Tilt Button Master axes are controlled as per normal but note that as you move a master axis the other axes will move to hold the camera stationary as you are not actually moving the XYZ of the camera The Hand Held Box should indicate which form of Cartesian Control you are in Master Axes are most commonly found on Milo and Cyclops rigs In some kinematics models there are options as to which axes are master axes and which are target tracking This will change the operation of the buttons on the hand held box so please note this and get used to the response in different modes Control by Handwheels If you have an axis controlled in Encoder Velocity Mode that would otherwise move a Cartesian axis you can use the handwheel to control it It will be active whenever you are in Cartesian Control and the Hand Held Box is on If you are controlling Pan and Tilt in Encoder Vel mode
123. wire is not plugged in or is damaged or the power has not been turned on to that board The axis will not engage The axis name goes black and the axis position goes black but the axis does not move and if you try then the axis position goes white again This could be caused by not releasing the Emergency Stop button by an amplifier fault or possibly by a blown fuse or otherwise Check that the amplifier is healthy and is powered Also check the wires to the motor and that the motor is healthy and not shorted or open circuit The axis position stays black even when the axis is disengaged This can happen if you have the axis assigned to a nonexistent board In this case the motor you are actually trying to move will not do so Flair Version 5 Manual Page 246 of 265 Troubleshooting KO Mark Roberts Motion Control gt The axis engages but trips out after a few seconds This indicates that the limits are tripped The extent of travel limits will be ignored for about 5 seconds after you try to re engage the axis to give you a chance to move it off the limit If the axis is not on a limit and this happens it is almost definitely a wiring fault This can be investigated with the Limits Test option under the Set ups menu The axis powers up but will not move This is due to the soft limits or axis velocity preventing it from moving having a ridiculously large scaling so that it moves but very slowly or possibly by assigning 2 axes
124. you directly zero it then the motor encoder is not connected properly If it goes black when directly zeroed and then turns white again after 5 seconds then the axis limits are not connected properly Handle so it goes black and stays black Now turn on the hand held box and set the hand held box to slow by pressing the Slow button and move the axis momentarily Adjust the hand held box speed Fast and Slow as needed and the HHBox velocity if the speed is much too high Don t forget to Apply any changes you make Conditional If the axis runs off briefly and then turns off then it usually means that the motor leads are reversed Handle and retry Tune the motor referring to the section above on motor tuning 12 Note the direction the axis is moving in If it moving the wrong way correct by changing the direction in the axis Set up and accepting the Set up Next adjust the scaling Move the axis to a known position and directly zero it there then move it a known distance away the further the better and read what distance the computer thinks the motor has moved Then adjust the display scaling per the following formula correct display scaling old display scaling actual position reported position When this is correct the reported position will match the measured position To do this you can use the scaling calculator which can be accessed by clicking on the Calc Scale button next to the Display Scale numeric entry
125. you must verify that the rig is properly set up Tip Warnings and Limitations The entering and running of scaling moves is one of the more complex parts of the program and it does require a good understanding not only of the system but also of exactly what you are trying to achieve Get the move worked out in your head in terms of a 3D path and then imagine what the resultant path will look like on the slave item and see that this move is in fact achievable Once you have a good idea of roughly what the slave path will look like and where it will be then you have a much better chance of getting it right Don t forget that not only is the move scaled up but the distance to the target is also scaled up or down No system is exactly perfect and the accuracy of any target tracking or scaling move depends on the accuracy of the Set up of the physical parameters of the rig and also the accuracy with which the distances are measured and points lined up Whilst target tracking itself is reasonably forgiving and will not show up minor errors scaling is very unreasonable and will tend to show up any inaccuracies in the axes scaling or zeros In addition if you are scaling up a move then the inaccuracies will be scaled up too The normal target tracking limitations as listed above also apply to scaling but with a couple of additional items You cannot turn the rotate through more than 90 degrees from straight ahead during a scaling master o
126. 0 0 Zero Velocity Float Velocity to start seeking zeroing sensor limit Zero Time Float Time in seconds to allow to find sensor or fail Zero Style Integer or Direct Limit Zero Datum Zero Limited text Rotate Slip Zero Opto Datum Zero Opto Limit Zero Signal Gain Float Gain to be used in motor tuning Tacho Gain Float Feedback dampening gain to be used Integral Gain Float Offset positional correction gain Units Integer or No Units Metres Centimetres Text Millimetres Inches Feet Degrees or Radians Gripstick Velocity Float Maximum velocity to use when under Grip Stick control Gripstick Float Maximum acceleration to use Acceleration Gripstick Gain Float Gain to use to amplify gripstick signal Gripstick Moving Float Friction to apply proportional to speed Friction Flair Version 5 Manual Page 240 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS Mark Roberts Motion Control Gripstick Static Friction Gripstick Deadband Motor Size Internal_ Camera Maximum FPS Maximum Acceleration Encoder Lines Zero Offset Forward Offset Back Offset Slate Speed Slate Frames Direction Cap Time Signal Gain Tacho Gain Integral Gain Shutter Angle TU On Board TU On Port TU Dir Board TU Dir Port
127. 0 99 00 ith 99 00 9 000 9 000 9 000 0 000 0 000 0 000 0 000 0 000 99 00 AAA O o E Leam Leam Playback Scale Scale Scale Scale Scale Scale Scale Scale Scale 0 0000 0 0000 0 0000 0 0000 0 0000 3 0000 5 0000 0 0000 3 2450 Scale Scale Scale Scale Scale Scale Scale Scale Scale 0 D Zero Zero Zero Zero Zero Zero Zero Zero No Conti No Conti No Conti No Cont No Cont Mimic1 Mimic2 f No Cont Mimic3 Mode Mode Mode Mode Mode Mode Mode Mode Mode HH Box y HH Box H H B0x HH Box y HHBox y Enc Vel EncVel gt HHBox y EncPot y The top 5 buttons on the display control the state of the axis Mostly they are off and as such no colour is displayed Any axis that is another mode is show in red so they are easily discernible Clicking a state puts the axis directly into that state with a single click All axes can be put into the Off state by right clicking in any off button and all Learn or Add axes can be put into the Playback state by right clicking on any Playback button This does not work the other way around Flair Version 5 Manual Page 181 of 265 CHAPTER13 MIMIC MODE KO Mark Roberts Motion Control gt Below these state buttons are all the settings you might need for controlling a mimic axis you can set the scaling the mode and the controlling axis These are the same as the values which you wil
128. 0 degrees to the normal direction Measure Normal Offset If the measure point is not close to the centre of the lens then you tend to get an inaccuracy when measuring items which are very close to the lens The handling for this is to tell the program how far the measure point is away Flair Version 5 Manual Page 39 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control PAATR AAC from the optical axis This distance is measured normal to the optical axis If you measure with a tape that is held parallel to the optical axis then this value should be left as 0 0 Snorkel Yes No When a lens is being used on a right angle snorkel mounting then this flag should be set to YES otherwise it must be NO A straight snorkel borescope is simply a normal lens with a very large X Nodal Offset The Snorkel must point straight up when at zero and this should be tested to ensure best accuracy Snorkel Locked Yes No If the snorkel body is locked to the tilt axis so that roll motion causes the image to roll then this flag should be set to YES otherwise it should be set to NO If the snorkel Yes No flag is set to NO then this flag has no effect This feature is non functional as of version 5 00 Customised Focus Zoom Iris The following is described for the Focus axis but the same applies to the Zoom and Iris if they are driven by motors If the focusing mechanism involves driving a lens through its own ring gear then the scaling of
129. 00 100000 00 Editing Menu Fi P Target Track Rotate Extend Angl P Tilt Roll Focus rame osns arge ra Otate en ngle an oO ocu Add me 0 1 26 16 568 669 67 256 52238 33825 89579 43072 46 329 26 16 100 2 48 00 542 445 57 000 51 456 45 000 32 520 21 210 37 963 48 00 ngenang 147 3 51 84 507 569 23 235 45 250 27 449 74764 30 711 34193 51 84 Delete Line 198 4 70 13 497 856 20 560 40137 22321 31 Store a4 5 76 46 490 256 s4000 39639 20173 a Control Edit Toggle Start At 256 6 242 62 447 366 52 267 35223 19 336 88 Extend Move Make This Top Menu Input Focus Box Stretch Move Editable Slider Bar Sidebar Menu Run Control Bar Goto Slider Bar Show Mimic Camera Fwd FWD RUN FWD STP Cam Dummy Move FPS Shoot Slate Turnover Browse BCK RUN BCK STP BACK gt 1 24 000 Ramp 8 Take STOP From 0 To gE 100 0 Frames used Film used 0 FLAIR MOTION CONTROL Oo A n 1 Track is 0 000 vel 0 000 NDO TT Mimic conve Back gt 1 8 0 fps HHB Speed 50 Top Menu Bar The Top Menu Bar is composed of a row of buttons across the top of the screen these buttons allow you to access the various features of the program and are always visible to the user File Edit View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override TempSave Temp Open MSAZ0 Help File New deletes all existing waypoints and any data associated with them Before actually deleting all the data
130. 000 0 000 Offsets used when last move was imported 0 000 0 000 0 000 Translate to current None Target C Camera Rotate to Camera No Yes Rotate Move 45 0000 Last Rotation 0 0000 Translations Rotations Reset xfer Import Causes the data to be imported with the currently set configuration Test Checks if the file is in a correct format and has a recognised header Browse The import file can either be typed straight in or you can use a standard file selection dialogue to select the file you wish to import from It is the user s responsibility to make sure that the file conforms to MRMC standards of import format Please see the Technical chapter for more data Read Granularity If you do not want to import every single line of 3D data you can select to read every 2nd or 3rd line or more In this way a large move can be read in without having a waypoint for each frame Obviously if you want it to follow absolutely exactly you would leave this at 1 In many cases when you are importing data I would tend to import only as much data as is needed to rough the move in unless you need it followed very closely A large number of waypoints is very hard to manage and almost impossible to edit or scale in time This figure can be set to a high number when you are working with a move to get it imported and working out the best offsets to use and then set back to a low number when these are figured out Scale Movement The impor
131. 11 TARGET TRACKING Se Mark Roberts Motion Control gt automatically plotted on the move as a double position on the graph at 0 which is how a hold should appear as it will occur with 0 speed However in order to make full use of this feature you MUST put the holds in the move before you start editing the speed profile or it will not add them to an existing speed profile In the fairings profile the vertical axis is relative speed and no absolute speeds can be read off the graph File View Setups Zero RunJob Goto Jobtype SFX Mimic Motors Stop Help C EditPoint Ed Frame 69 Pos 78 94 C Zoom E Timelock 200 00 Camera 0 20 40 60 80 Frame 25 Pos 203 12 100 120 140 160 180 Targe o 0 20 40 60 80 100 120 160 180 200 Mouse Help gt L Move Control x2 910 y 0 591 z 1 087 M Reset Point R Reset Path HHB Speed 50 Speed Checking As you modify the speed that the move path is traversed you will also be affecting how fast the motors are running to achieve that path If you make the speed along the path high at some points it is possible that the motors will not be able to achieve that speed and therefore when you try to run the move you will have a speed error reported The handling is to lessen the speed along that section of the path allow more frames or reduce the camera speed In any case heavily profiled moves should be checked at slow speed before ru
132. 167 14 24776 9 91823 14 06550 5 00000 2 166 77565 30 76334 28 48014 21 13271 27 66877 10 00002 Specification Further explanations are in the Data Import Export chapter e Any line starting with FP is ignored and can be used as a comment Several comment lines are generally exported with a Flair Export giving the time date filename of the saved file and other useful information that does not directly affect the camera path e Each line is terminated with a CRLF character which is 10 13 in Dos and just 13 in other systems e Lines should not be more than 120 characters long and should be constrained to 1 screen width if possible 80 Characters Flair Version 5 Manual Page 233 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt e All separate entries are white space delimited Either Tabs or Spaces are recommended e The first valid characters in the file should be DATA TYPE This is followed by a string that indicates the data designation which can be one of CARTS RAW CARTS _CRV EULERS RAW EULERS CRV AXES RAW AXES CRV 3NODE RAW or 3NODE_CRV e The next string designates the co ordinate system being used and can be one of the following MRMC_ COORDS SOFT COORDS KUPER COORDS MAYAY COORDS or MAYAZ COORDS e The following string designates the units used and can be one of the follo
133. 32 Carts 2 Mimic 248 Carts Curve 88 Carts Off 111 Carts Raw 179 Carts Roll 171 Carts Setup 22 Carts View 184 Carts World 223 CGI 215 CGI Data 21 248 CGI Export 223 CGI import 22 CGI Import 22 32 Check Move 70 Circle of Confusion 20 Column lift 76 Comms Test 21 Computer Fairings 105 Continuous Step 90 Continuous Stepping 221 Contra zooms 20 Control Menu 20 CONTROL MENU 194 Control point 83 84 86 Convert to Master 18 Coordinate System 135 Co ordinate zeros 114 Copy 219 Crash Store 221 Crashed Job 114 Cubic Curve 114 Cubic form 155 Cubic path 155 Cubics 159 Current Job 146 Current Positions 106 Current Velocities Flair Version 5 Manual Page 258 of 265 INDEX 115 111 163 147 134 146 216 105 28 135 135 232 115 57 55 114 76 58 115 133 79 199 57 112 58 248 34 156 165 158 153 184 215 111 215 165 34 165 165 249 214 214 214 217 130 83 88 142 134 110 43 107 110 155 194 215 222 103 138 138 146 159 159 145 138 106 106 Mark Roberts Motion Control Curve Behaviour Curve data Curve fitting Curve Reversal Curve reversal handling Curve Type Cyclic Trigger Cyclic Triggers Cyclops CYCLOPS DtoA Data Export Data Import Data Link Datasaves Datum Switch Datum Zero Debug Level Deck Height Default Defining the scaling for a slave Delete Line Delete lines Deleting waypoints Depth of Field Dialogue Box Direct Zero Disable Disablin
134. 5 CHAPTER 4 SET UPS Se Mark Roberts Motion Control gt Manual Scaling If you are controlling a lens focus zoom or iris from an encoder pot with only 1 Turn you can set the scaling so that one turn of the pot will give you full range of travel according to the set soft limits Set the soft limits of the axis and when you click on the Manual Scaling button a dialogue box will appear prompting you for the number of lines in the encoder Enter the number of lines e g 1000 2000 etc and click on Calc and the scaling for the axis will be set appropriately Auto Scaling You can scale an axis to follow a controlling mimic axis using this dialog The dialog allows you to move the controller to its limits and then the mimic scale will be set to allow full range of travel on the controlled axis Misc Axis has brake Iv Lookup Table Axis has brake This is a toggle which states whether the axis has a brake on it or not This will not affect whether or not the brake is released when the axis switched on It is used to tell the software that the axis should not move when it is switched off If your root box has a software controlled e stop emergency stop then if the axis is detected to be moving when the brake should be on it will drop the e stop This is only available on systems that have this specific hardware Please contact MRMC if there is any question about this Lookup Table This button calls up a
135. 6 25 OUT6 7 OUT7 26 OUT7 8 OUT8 27 OUT8 9 OUT9 28 OUT9 10 OUT10 29 OUT10 11 OUT11 30 OUT11 12 0V 31 0V 13 IN1 32 INl RESERVED SYNC INPUT 14 IN2 33 IN2 15 IN3 34 IN3 16 IN4 35 IN4 NOT USED 17 IN5 36 IN5 NOT USED 18 IN6 37 IN6 NOT USED 19 12V TYPICAL APPLICATIONS As Ex Ey zs g P INPUT TRIGGER ae aes pee L g e OUTPUT TRIGGER es Core oa RELAY kn eas O y USE A TRANSISTOR stove Lic ors yp Flair Version 5 Manual Page 264 of 265 APPENDIX A 37 WAY GPIO WIRING 2 2K lt
136. 77 IMUvVO Redistribute Curr 0 00 00 00 Start 0 00 00 00 TUs Slack Camera Fwd b er Browse This option is provided by setting the TC Reader Mode Selector to TC Comparator If you select Store Start TC then the system will record the timecode at which the Flair Version 5 Manual Page 68 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt move was triggered when you last ran it You can use this mode to record the start TC and then switch to the normal TC Comparator mode to play back in sync Please note that recording in sync with Timecode can be a complex subject and a fully study of it is recommended before committing to a shoot RT Data Output Off 50Hz XYZ Synch XYZ 50Hz Axis Synch Axis Ascii RT Real Time This option will only work if you have purchased the real time data output option for Flair and had the correct hardware added to your system Normally the button will be left as Off when in 50Hz mode the computer will output one packet of XYZ camera and target data every 20 milliseconds When in Synch the packets will come out depending on the incoming synch pulse Please note that the packets will still be sent at the end of the internal system tick 20ms but the data will be adjusted to match the timing of the incoming sync pulse The Axis positional option works similarly and the Ascii option is simply a different data format For more information of these formats con
137. APTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt KineModel Text Kinematics Model Choices are Panther Cyclops Juno Simple Dolly Head Orthogonal OffHead Overhead Table contact MRMC for specifics Debug Integer Set the software debug level ScreenWidth Integer Screen width in pixels if different from full screen ScreenHeight Integer Screen height in pixels if different from full screen AutoStoreJob Boolean Auto Save the job when run DisableWayp Boolean Default value of disable waypoint option StopContinue Integer Default value of Stop Continue option ModelBoards Integer Number of model mover axis boards inserted in the axis chain before rig axis boards ModelBoardl Integer Actual Board Number of the 1 Model Mover Board ModelBoard2 Integer Actual Board Number of the 2 Model Mover Board ModelBoard3 Integer Actual Board Number of the 3 Model Mover Board FrameQut Integer Frameout None Horita or RIC TCReader Integer TCReader None Horita or RIC SpaceMouse Boolean TRUE or FALSE Datalnput Boolean Start Program with DataInput enabled DataOutput Integer Start Program with DataOutput enabled HotBoot Boolean Attempt to Hot Boot the Root code RootCode Text Default is root exe Reset Text Default is btls winroot rta PPI Timeout Integer PPI
138. Any is selected then the system will attempt to run an external camera whenever a move is run The main difference when this switch is on is that the system will not complain if you are in record but the internal camera is switched off If the internal camera is on it will also be run but the external camera is assumed to be the more important Also note that when this option is selected and the Turnover button is pressed the system will run the external camera in preference to the internal camera Flair Version 5 Manual Page 205 of 265 CHAPTER 16 SYNCHRONISATION KO Mark Roberts Motion Control gt External Control One of the trigger outputs on the root unit is dedicated to running an external camera and also you can specify an output trigger on one of the axis boards to run an external camera The trigger can either be pulsed to start and stop the camera Pulsed or can be held continuously high during the time the camera is supposed to run Cont High Most cameras operate with the Cont High mode In the Pulsed mode you can also specify how long the pulse is Normally a single tick 1 50 of a second is enough but some systems such as video camcorders do not detect this and need a longer pulse Consult the camera documentation or MRMC if you have any questions The axis board output trigger is selected through the Board and Port entries in this display this is not normally wired to any specific
139. Back 2 1 Last Part This selects if the Back 2 1 should drive the rig all the way back to the start of the move or back to the last used start frame It is not fully tested Limits Test Inspect Axis Limits Ema tx Exit Track state is 0 0 0 2M1 Engaged 1 Each axis has 3 limits and can sense the state of the zero marker pulse on the encoder It is occasionally useful to be able to check these to see what state they are in When the Limit Test dialogue appears use the mouse to click on a position box for the axis you want to test This is any box below the axis name not the actual axis name itself if you need to you can scroll the axes sideways using the bottom scroll bar to get to later axes When this is done a line will appear stating the state of the limits for that axis The first 3 numbers are O or 1 and indicate the states of End Limit 1 Datum Limit 2 and End Limit 3 respectively The number after ZM indicates if a zero marker pulse has been detected and is set to 1 when there is one and 0 otherwise The zero marker pulse is so fast you are unlikely to see this number change its main use is to check the sense of the zero marker pulse It should read as a 0 99 9 of the time The last number after Engaged indicated whether the axis has been engaged by the user 0 indicates the axis is off and 1 indicates an engaged axis Axis Safety The axis safety dialogue box is only applicable for users who have the
140. Cap Board Cap Port Rack Board Rack Port Ramp Frames Sync Frames Sync Type Float Float Integer or Text Float Float Float Float Float Float Float Integer Integer or Text Integer Float Float Float Float Integer Integer Integer Integer Integer Integer Integer Integer Integer Integer Integer or text E gt Constant static friction Deadband range for gripstick Normal Medium Small Maximum speed of the camera Maximum acceleration of the camera usually around 40 Frames per second per second Encoder lines per frame exposed Fraction of a frame between the zero marker pulse and correct camera zero position Fraction of a frame that the camera can turn before the shutter starts opening Fraction of a frame that the camera can turn backwards before the shutter starts opening Speed at which the slate should be shot Number of frames to expose on each slate Forwards Backwards 5 Seconds of time required for capping shutter to close Gain to be used in motor tuning Feedback dampening gain to be used Offset positional correction gain Shutter Angle on camera usually about 180 0 Board which controls the Take Ups On Off Port which controls the Take Ups On Off Board which controls the Take Ups Fwd Back Port which controls the Take Ups Fwd Back Board which controls the Capping Shutter On Off Port which controls the Capping Shut
141. Case is ignored but we would recommend keeping Cartesian Pan Tilt and Roll is capitals for ease of differentiation and this may be adopted into the standard at a later date The H points are the Up points for the camera to make the horizon correct and are ONLY valid with 3Node camera data e If you are importing Cartesian data the strings Pan Tilt and Roll are assumed to be Cartesian data if you are importing Eulers format data before they are interpreted as axis data e If you wish to leave a column entry as blank then use a comma to delimit the data and a blank entry will be assumed EG 12 324 34 543 23 45 12 89 will give 5 entries the fourth of which is blank Flair Version 5 Manual Page 234 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control PAATA AAC MRMC Co ordinate description The X axis is positive forwards along the track the Y direction is horizontal at 90 degrees to the track and is positive going to the left when viewed from behind Z is vertical and positive is upwards Pan is positive to the right Tilt is positive up and a positive roll rotates the camera anti clockwise so the image turns clockwise All 3D co ordinates are relative to the camera track and the 3 origins and orthogonal axes do not move as the rig moves around The zero values for the co ordinates vary but in general 0 in X and Y is in the middle of any rotate when the track is zero and ze
142. Error The likely errors that you may run into are listed here as well as any pertinent information No Job There is no job entered to be run either there is only one waypoint or the start and end times are the same No Target Distance Entered A Target Tracking Job has been entered but the target distance has been omitted in one or more waypoints No Time for Waypoint The time value has been omitted from a waypoint that needed to be set Target Tracking Not Selected You have tried to do a target tracking function but this flag is not on The most likely occurrence is when you try to look at the 3D graphics but have forgotten to turn on Target Tracking Frame Count may not go negative Negative frame counts cannot be entered into the system but it is possible to use one of the speed modifying functions and attempt to generate a negative frame count This is an error and is flagged as such Flair Version 5 Manual Page 242 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt Job has a length of 0 frames Self explanatory If the move as you see it does not have 0 frames try clicking on the numbers display under the Displays button on the Top Menu Bar the screen will be re displayed and it is possible that a change occurred but did not get reflected on the screen Function not yet implemented We at Mark Roberts are dedicated to the expansion and development of our
143. Horita Frame and Horita Time are for the Horita Serial Titler which inserts the data sent to it into a video signal this allows easy matching of frame counts between playback and the move and is a very useful tool which can be used on most any motion control job The ASCII option sends the data out as an ASCII stream and can be used in other applications one of which is slaving a Perception Video recorder to the system Though only at slow lt 4FPS speeds This functionality has been built into the newer hardware RT10 and you do not need the Horita device In this case use the Frame Overlay Set up Please note that the frame count is not absolutely frame accurate as it depends upon the update speed of the titler and also on the video speed At higher than live action speeds the video still only runs at 25 29 97 and you may find an increasing offset between the actual frame count and the number on the screen Flicker free video tapes exacerbate this situation However used right this is an extremely useful tool TCReader The time code reader option is for another Horita product which reads the Timecode from a standard SMPTE track and can run below speed and up to 3 times normal playback speed When this option is enabled in the start up config file then a display will appear in the right hand control menu showing the currently read timecode and the desired starting timecode More of this is in the Chapter on Inputs and Outputs WULU
144. If this happens then it is likely that the frequency of the sync pulse is not stable and the computer is having trouble locking in to it It is also possible for the sync pulse to stop completely in this case the computer will wait a reasonable time for it and then will post an applicable message Adjusting Phase Shift If you need to adjust the Phase Shift between the move and the external source then you can do this as the move is running The simple way is to put in a long hold and shoot that While it is running adjust the Phase Shift slider in the External Camera Set up display until the correct phase shift is achieved and then use that phase shift value for your moves When shooting a video screen you can either look through the gate and get the bars out of frame or if you have a revolving mirror look through the viewfinder and get the sync bars in frame Once found a phase shift value should not need to be changed but it is always a good idea to double check before you start exposing any film Please note that the sync lock does not work when you are using the Turnover feature you have to actually be shooting a move Please note that you can often see syne bars on a video assist screen which have to do with the phase relationship between the video you are shooting and your video assist so don t use a video assist when setting this up Flair Version 5 Manual Page 207 of 265 CHAPTER 16 SYNCHRONISATION Se Mark Roberts Moti
145. In this mode all the mouse buttons are functional and provide full editing control The left hand button allows the user to click on a waypoint and move it the middle button will delete the nearest waypoint not first or last and the right hand button allows the user to set a waypoint at the current position of the mouse The waypoints can be edited in time and speed except for the first and last waypoints which have a fixed time Slope This function changes the ramp which the camera uses to change speed Generally these ramps are set by the maximum acceleration of the camera Ramps can be lengthened by using the left hand button to move the ramp point blue circle further to the left If a slope is edited to be quicker than the camera s maximum acceleration then it will drop back to that maximum rather than adopt the new incorrect ramp The middle mouse button allows you to reset the slope at any given camera speed point back to the default which is the current maximum camera acceleration Not yet implemented The right hand button will reset the graph to a constant speed at the currently set camera speed deleting all entered points Frames Snap amp Speed Snap With a long move it can be difficult to set the camera speed point at the exact position required The Snap facility has been added to make this easier This is modelled on layout programs that cause the positioned point to snap onto the nearest set unit of distance The spe
146. It could be up to 1 frame out of sync at normal timecode speeds If you are doing ANY form of complex timecode work with off speeds or other variations you should always have some form of backup check to make sure that the move is working in sync with the sound as you expect as an error here can be hard to detect and impossible to correct afterwards The calculator here is quite complex and any slight mis setting will cause a poor result and the presence of the calculator does not absolve the operator of his responsibility to make sure that the shoot goes correctly Trigger Point This is the calculated value of the timecode at which you should trigger the move to ensure that frame 0 will line up with the timecode entered into the Move Start box Outputs Introduction The user has control over 10 output triggers These can be controlled to change state during the move at exactly repeatable times For each Output called a trigger the user can change the name of the trigger whether the trigger is active or not and at what frame counts the trigger goes on and off There are 2 columns provided with 15 entries in each The user can switch any trigger on and off up to 15 times within the move The frame count fractional if desired at which the trigger is to turn on is entered in the left hand column and the frame count at which the trigger is to turn off is entered in the right hand column The move can be shot forwards or backwards or part
147. MATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt for user information about times and timing and may help to provide work hours after a shoot A second file FlairOut txt is newly created every time the program starts which contains diagnostic information Every time the program is started the previous file is overwritten FlairData txt records every time a move is saved or run in camera record mode Job stores are saved with the appropriate filename and time stamp move execution is also time stamped and has the move frame counts recorded as well Output amp Input Data Format Here are a few samples of output data format The full interface is continually improved and refined and new features added but the following samples should indicate the basic layout Sample outputs Example 1 Flair Export file from Flair 3 5 Wed Apr 5 12 24 39 2000 Job name is CARTS JOB DATA TYPE CARTS RAW MRMC_ COORDS IN METRES POINTS 3 SPEED 25 00 TIME 0 08 Frame XV YV ZV XT YT ZT Roll 0 3 92808 0 00000 0 00039 5 73808 0 00000 0 00056 0 00000 1 3 92808 0 00000 0 00039 5 73808 0 00000 0 00056 0 00000 2 3 92808 0 00000 0 00039 5 73808 0 00000 0 00056 0 00000 Example 2 Flair Export file from Flair 3 5 Wed Apr 5 12 56 41 2000 Job name is EULERS JOB DATA TYPE EULER RAW MRMC_ COORDS IN_INCHES POINTS 3 SPEED 25 00 TIME 0 08 Frame XV YV ZV Pan Tilt Roll 0 154 64876 0 00000 0 01537 0 00000 0 00542 0 00000 1 160 71220 15 38
148. Manual Page 231 of 265 CHAPTER 19 ZEROING KO Mark Roberts Motion Control gt CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS Assistance If you have arranged telephone support for your system then you can call Mark Roberts Motion Control during normal office hours or leave a message on the answer machine and we will attempt to resolve your problem as quickly as possible If you are reporting a problem or a fault please follow the guidelines for doing so If you simply have a technical question please check that it is not fully answered in the manual first but if you really cannot sort it out don t hesitate to call Reporting faults or problems If you need to get technical assistance due to a problem or fault then it is vital that the data you report is accurate and complete Statements like It doesn t work or It went funny are not likely to lead us to help you resolve the problem There are many component parts to the software and the hardware and an accurate report of what happened can often help us to track down the problem quickly The data that is needed can be summed up as 1 When and how often did the fault happen 2 What part of the program were you in when you observed it 3 What sort of problem is it a glitch or a complete crash etc 4 Description as accurately as you can give it of what happened 5 Other data that is useful is the status of the lights on the front of the root box i e is the E
149. Mark Roberts Motion Control Axis safety card installed on their system This card compares the speed sensed from an axis with the intended speed of the axis on a continual basis so that if the motor turns when it should not do so then the axis is tripped out by the safety system This feature may be retrofitted to early systems contact MRMC for details Flair Version 5 Manual Page 90 of 265 CHAPTER 4 SET UPS lt Mark Roberts Motion Control gt o Axis Safety Setup ajaja Save Apply JE Tacho Scaling Encoder Lines 6 00 2000 EL 2500 Not Installed f 550 2000 Not Installed 450 1000 Axis The axis to be monitored Not Installed if no axis is attached to that safety port Usually which axis has been connected will be designated by MRMC Tacho Scaling This is the voltage from the tacho per 1000 rpm of the motor If the tacho is directly connected to the motor then this figure is just the voltage constant of the tacho if the tacho is geared then the voltage constant has to be appropriately scaled Encoder Lines The number of lines on the encoder of the axis being monitored If an axis that has the tacho monitor on it is detected to be moving by the program despite having been tripped then in versions of the hardware where the e stop can be controlled by the software the software will drop the e stop This is no way relieves the operator of his responsibility of ensuring the system is saf
150. NFORMATION ASSISTANCE AND ERRORS Se Mark Roberts Motion Control gt Maximum Float Maximum acceleration in display units Acceleration Maximum Jerk Float Maximum Jerk in display units Not Used Maximum Limit Float Maximum amount positive axis can travel Minimum Limit Float Maximum amount negative axis can travel HHB Velocity Float Top speed of motion on the Hand Held Box HHB Acceleration Float Acceleration used with the Hand Held Box HHB Jerk Float Jerk used on the HHB can be 0 or about 3x the acceleration Mimic Controller Integer Mimic Axis controller Use Axis number Mimic Scaling Float Scaling from controller axis to controlled axis Mimic Deadband Float On SpeedBoat type range of no motion on controller in encoder slots Mimic Window Integer Samples or mimic data to smooth 0 20 Mimic Type Integer or H H Box Encoder Pos Encoder Vel or Text Speed Boat Postroll Factor Float Fraction of max acc to be used on postrolls Preroll Factor Float Fraction of max acc to be used on prerolls Goto Factor Float Fraction of Axis Vel amp Acc to be used when doing a Goto Run Factor Float Fraction of Axis Vel amp Acc to be checked against when doing move checking Zero Offset Float How far to move off from the zeroing sensor to get to the correct zero position Zero At Float Position to be set to once zeroing is complete Usually
151. Roberts Motion Control gt and enter the slave move as its own move with a waypoint for each position You can then adjust the slave move around with the normal move editing features Please note that when you do this you will be editing a move and it will no longer match to the master Please save the master move to disk before converting the slave as you will lose the master move Note that when you do this you will be running reverse kinematics on the Slave Cartesian Positions The Section above on Reverse Kinematics also applies A Slave move that has been converted to a Master may not exactly match the original Scaled Master This is because the new positions may be in a different orientation and the curve fit may not be exactly the same Note on Cartesian Priority When you are scaling moves up or down the motion of the master axes may have to be different between the master and the slave move However if you simply change the master axes positions then you will alter the master move and thus you will not get a match between the 2 moves The handling for this is to select Cart Priority in the Job Type display once you have calculated or run the master move and then you are free to adjust the master axis positions without changing the Cartesians which will still be scaled as expected Please be sure to save the job before and after you make changes so that no work is lost Read the section above on Reverse Kinematics for more data on this and
152. SPLAY lt a Mark Roberts Motion Control NASA Control Menu Editing Menu HHB On Add Line stop Motion Insert Line Single Step Delete Line Mimic Off Store Triggers On Start At Tracking Off Extend Move Master Move Make This Head Ind xe Make This 3D Roll moves Stretch _ Move Editable __ Auto Exp Off y EDITING MENU Add Line adds a waypoint to the end of the job no matter where you currently are in the job This waypoint has blank axis positions and its frame count is usually 100 more than the previous frame This default increment can be changed by MRMC if desired Insert Line inserts a line before the current waypoint the current waypoint being indicated by the location of the black square on the numeric display Like Add Line Insert Line creates a waypoint with blank data but the frame count is left blank The frame count is usually set to half way between the previous and next waypoint unless the camera is part way through the move between the waypoint when the frame count will be set to the current frame count of the move Delete Line removes the current waypoint If you delete a line all the data associated with the line is lost The current waypoint is indicated by the location of the black highlight square It is a good idea to explicitly select the line you want to delete first Store takes the current axes positions for all axes and puts that data into the positions
153. Set up for the iris axis to be copied into the Iris Axis Set up for this lens it should be accompanied by a short beep to let you know it has occurred and a message will appear Once this has been done then you can select Customised Iris to YES save the Set up and the new Set up will be automatically downloaded whenever you select that lens You must have one and only one axis selected as Iris Type in its axis Set up Flair Version 5 Manual Page 44 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt Calibrate When pressed this button causes a box to appear that allows you to automatically calibrate an iris ring so that it can be read in stops Iris Calibration Iris calibration is done through entering up to 10 stops and motor positions The computer will then fit a curve to the entered points and use this curve to convert motor positions to stops and vice versa The points are entered as per normal simply decide where the iris is to zero and zero it then move the iris by hand through each of its marked stops entering the stop on the right and using the mouse store button to read the iris axis position into the column on the left The positions must not reverse direction nor can the stops but otherwise they can be increasing or decreasing The scaling of the iris axis is not important but I would recommend something that gives you a number from 5 50 for the full travel of the iris and make sure that the internal
154. Stop the big red button used to totally disable all motors on the rig Enable To enable an axis is to click on its name at the top of the numerical display screen so that its name turns from white to black or red if it is a mimic axis The intention is to get the motor to turn on and hold its position under computer control If this works and the axis current position goes black then the motor is said to be engaged Flair Version 5 Manual Page 249 of 265 GLOSSARY KO Mark Roberts Motion Control gt Engage See above under Enable To engage a motor is to cause it to be controlled by the computer This is normally indicated by the current position of the axis being shown as black or dark blue if it is in velocity read out mode Fade Dissolve Any of a series of actions that can be taken to affect the exposure on film by changing the length of time that light shines on the film With a constant speed camera this is usually done with a movable shutter Fade Dissolves range from fading out to black or white fading in or doing a total mix between 2 scenes Fairings Also called Eases Buffers or Ramps fairings are basically the way in which the axis or axes accelerate from rest to a velocity With simple 2 point moves an axis accelerates up to speed during the up fairing travels at a constant velocity and then decelerates to a stop during the down fairing Fairing can be expressed as frames or as percentages The sum
155. Type of hardware attached to the system None or Text Transputers Buffer Intime Developer Boolean TRUE or FALSE TargetTracking Boolean Does the system have Target Tracking MouseJog Boolean Can you use the mouse button over the current position to Jog the axes Flair Version 5 Manual Page 235 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS Se Mark Roberts Motion Control gt KeyboardJog Boolean Can you use the keyboard when the cursor is over the current position to Jog the axes A amp Z Axisl S amp X Axis2 etc SoftAxes Integer Axes controlled by system not including camera etc LoadBoards Integer Number of Axis Boards to load with software ShownAxes Integer Number of axes displayed on the screen at one time default is 8 10 is wise maximum ShownPos Integer Number of shown positions waypoints in the screen default is 14 you can squeeze in about 20 22 Boards Integer Number of boards required for system VTRs Integer Number of VTRs attached ComputerFocus Boolean Computer controlled focus Lenses Integer Number of available lens configurations TableFocus Boolean Does the system have a table focus system Scaling Boolean Is the scaling feature available CamExternal Boolean Can the system sync to an external camera CamInternal Boolean Does the system have a camera axis CamHasCap Boolean Can the capping shutter be contro
156. Version 5 Manual Page 136 of 265 CHAPTER 8 RUNNING A MOVE KO Mark Roberts Motion Control NASA Video System On a video system simply change the button that says VTR Off to VTR On and any move shot thereafter will be recorded onto the VTR When the move is run you will be asked for a starting timecode for the recording This is simply typed in and then when the move is shot the VTR will be controlled to record the move onto tape The move once recorded can be reviewed using the Review button if your VTR supports this facility Alternatively to typing in the frame count you can use the mouse Store Button to store the current timecode into the starting timecode entry box The Timecode Entry box also has buttons to allow you to select the new start point as the current timecode on the device the last In Point or the last Out point Independent Camera Control There are 2 ways in which the camera can be controlled independent of the move One is using the button on the Control Box labelled Turnover just above the Take button When this button is pressed the camera if engaged and in record mode will start shooting film at the currently selected move speed It will keep on going until a stop key is pressed or the Turnover button is pressed again The camera will run in the currently selected direction when this is done The other means of control is to use the Shoot Slate button at the bottom of the Side Menu Bar
157. a filename to save it as well as a size of the screen and a frame rate Once these are set and the Capture button is pressed you will be asked to select from the various codecs that are installed on your machine This is machine specific and you should choose the one that is most commonly available followed by the one which gives best compression H264 is a good choice if it is available Uncompressed files are generally huge Set Size will cause the AVI to be as big as the current rig display 14 AY Output Settings Set Up AVI output Capture Help Exit Avi File Browse FlairRig AWI Width 320 Set Size AWI Height 240 AV fps 30 000 Failures in creating AVI files may cause application to Clase Please only use this feature at a non Critical time Flair Version 5 Manual Page 171 of 265 CHAPTER 12 RIG MODEL DISPLAY KO Mark Roberts Motion Control NASA Through This defines the camera through which you are looking The default is a perspective camera Persp which may be moved around the scene as desired much as the perspective camera can be moved around in the 3D Graphics display The interface for moving the camera around has 3 basic actions which are controlled by holding down the Alt key and a combination of Mouse Buttons Left Button is Orbit Middle is Dolly Left and Middle Or Right is Zoom In Orbit and Dolly mode the movement of the mouse is matched by an appropriate Dolly or Orbit In Zoom m
158. a is on or off Cyclic Triggers Any trigger can be set to repeat in a cycle throughout the move Enter the first On and Off Frames defining the duration of the trigger Leave the next On Frame blank and enter trigger repeat frame into the next Off Frame box For example to enter a trigger that flashed during exposure time set the first On Frame to 25 the first Off Frame to 75 and set the second Off Frame to 1 0 For a trigger that flashes once every 10 frames enter 0 and 1 0 in the first line and enter 10 into the second Off Frame as the trigger cycle length These triggers work forwards and backwards but do not work outside of the normal move i e during preroll or postroll Please note that cyclic triggers do involve considerable processing and if many are used with a Target Tracking move it is possible that the system will run out of time to do the move calculations If this happens reduce the number of cyclic triggers you are using It is unlikely that this will occur Flair Version 5 Manual Page 212 of 265 CHAPTER 17 INPUTS AND OUTPUTS KO Mark Roberts Motion Control gt Triggers On Off There is a switch which allows you to turn all the output triggers on or off This button is on the side Control Menu and toggles between Trigs On and Trigs Off and refers only to the output triggers This feature has been added so that physical effects which you may want to fire at specific frames do not keep turning on and off wh
159. a long time whereas the exposure must be done at the slower speed Fast pulldowns and virtual shutter angle can be used to take advantage of this and to make shooting faster You can also get the effect of more motion blur by setting a shutter angle greater than 180 degrees These features will only work if you are running the camera at 1 0 FPS or slower Fast Pulldowns These are relevant when you are single framing the camera When fast pulldowns are enabled the camera will take the exposure half of the frame at the camera speed as stated on the run control bar However the transport part of the cycle will occur as Flair Version 5 Manual Page 58 of 265 CHAPTER 4 SET UPS Se Mark Roberts Motion Control gt fast as the set acceleration of the camera will allow This can significantly reduce the time it takes to shoot in single step motion This mode will only work effectively when you are taking single frames Real amp Virtual Shutter Angle This is a more complicated version of the above which works when you are shooting continuously The basic concept is that by slowing the camera down during the exposure part of the cycle and whipping it around very fast on the transport you can get the effect of a larger shutter angle than you really have You have to enter the camera s real shutter angle into the computer and then enter the virtual shutter angle you would like it to emulate Then the camera will accelerate as fast as possible to
160. act you could mimic every axis in this way one at a time A saved move can be re learnt simply by setting the toggle back to On or you can return it to a normal motion control axis by setting this toggle to Off When an axis has its move saved then its name will remain red on the numeric display to remind you that it will not follow any entered waypoints Self Mimic Self mimic also called auto mimic is a special case of mimicking when an axis learns the positions it is being pushed through and can then replay those It requires that the axis be able to be back driven or moved in some independent way and it must be disabled from computer control It can be done on some dollies where the track gearbox is not too stiff or can be done on an pan and tilt head if you can fit handwheels over the motors The motor obviously has to be re enabled to play back the move Please note that there will inevitably be some difference between the learn and the playback depending on the stiffness of your system Only tests will indicate how much this is Mimic Storage A learnt mimic move can be stored to disk just like any other and can be restored as needed It does however slow down the process quite a bit as a lot of data has to be saved The user need do nothing extra the recording is handled automatically by the software Stopping a Mimic Learn If you stop a mimic learn while it is recording you are given the option to shorten the length of
161. ag out of position until the corrective force matches the displacing force Having an integral gain will detect this offset error and will increase the corrective force to minimise the error General Tips Motor tuning is highly motor dependant and is also related to the resolution of the encoder However start with signal and tacho gains set to 5 and with low integral gain and increase and reduce the signal and tacho until good behaviour results The signal and tacho gains want to be about the same unless you have a low resolution encoder less than 1000 lines when the signal gain may have to be appreciably higher than the tacho As a general principle 5 5 5 are good setting for small motors smaller than your hand 12 12 12 for larger motors Pan Tilt etc and 20 20 20 for big motors Track Lift Stepper Motor Tuning When you are running a MRMC stepper axis board the motor tuning is not actually critically involved in the motor control as there is no feedback from the stepper motor However for the stepper board to work the Tacho Gain MUST be set to 0 It is recommended that you set the other gains to 10 Setting up an axis The basic procedure for setting up an axis is as follows 0 Set the axis board and port numbers on all axes according to the board and port the motors are connected to consult MRMC if any problems Ensure that no axes share the same board and port and this includes the camera An axis that refuses to mov
162. age while zooming Flair Version 5 Manual Page 221 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control NASA pincushion effect In addition to this the exact position of the eye point nodal point moves as you zoom up to 1 5 feet on some lenses There is no easy way to determine the exact field of view even if you have a rough read out of the zoom axis position Further research is ongoing at Mark Roberts Motion Control to see how far these factors can be predicted but for the moment be aware that these things can cause image mismatch Shooting a chart while running through just the programmed zoom can assist calibration This should be done on a chart that has clear markings and recording exactly how far the chart is from the lens This can be used to create a virtual grid and lining it up with the exposed image will give a good idea of the actual change in focal length Note that the important distance to record is the front nodal point to the chart Since the front nodal point moves this causes further problems which you will have to work with or around It can also be a good idea to shoot a pass with no zoom motion to help to eliminate problems in the line up Non standard lenses such as Macros and Anamorphic raise further issues Co ordinate zeros The typical co ordinate zero for a Mark Roberts Motion Control Rig is on the floor in the middle of the rails under the centre of the turret when the rig is
163. ainst accidental loss of data Stopping the printing While you are printing out data you are prevented from doing anything else as this may change the move and thereby invalidate the data If you start printing some data and realise that you want to stop simply press the mouse stop button and the printing will stop Flair Version 5 Manual Page 224 of 265 CHAPTER 18 DATA EXPORT amp IMPORT Ke Mark Roberts Motion Control gt Flair Version 5 Manual Page 225 of 265 CHAPTER 19 ZEROING KO Mark Roberts Motion Control NASA CHAPTER 19 ZEROING Introduction The process of Homing or Zeroing both meaning the same is used to let the computer know exactly where each axis is The process usually involves moving each axis to a known point either by the user or the program and referencing from that known point The accuracy of this depends on how exactly that known point can be sensed by the user or computer Once zeroed an axis can be controlled to not hit its limits of travel and can be used to provide accurate Target Tracking information When the computer powers up it assumes that all axes are at zero and before a move is shot it is a good idea to Zero all the axes If the system is properly zeroed it is possible to shoot the same shot weeks apart and still have them match even though the rig has been turned off and on many times Styles and variables connected with zeroing are set up for each axis in the Axis Set up
164. al ratios for all Target Tracking axes How to define an exponential Exponentials are achieved by entering a ratio between the start and end velocities other than 1 0 to 1 0 If you enter 1 0 in both columns the start and end velocities will be the same and you will have a standard faired move If you wanted to get a constant rate of change of field size on a move you could achieve this by measuring the field size at the start measuring the field size at the end and entering these numbers directly into the exponential ratio for the move See Exponential Set ups for a more detailed description of the entry of exponential ratios Frame 36 Pos 16 10 Axis with 1 10 exponential ratio move Flair Version 5 Manual Page 129 of 265 CHAPTER 7 MOVE ENTRY lt a Mark Roberts Motion Control gt CHAPTER 8 RUNNING A MOVE Forwards or Backwards Any move once programmed can be run forwards or backwards Press either the Fwd Run or Back Run button on the Control Box and the computer will check that the move is complete and there is no omitted data calculate paths for each axis and check that each axis can run the job as entered If everything is within allowable limits the computer will compare the axes current positions to the move start position and if they are different the computer will go into a state of Ready to Goto Once the Goto button is pressed it will then move straight to the start of the move Once
165. al Point Noise Non target tracking waypoint NTSC Numeric Display Numeric Entry Numeric Targets Objects OFFHEAD Optical Axis Optical Electronic switch Opto Datum Opto Limit Orthogonal ORTHOGONAL Outer arm Outer Arm length Outer Arm Pivot Offset Output accuracies Output At Boundaries Output Data Format Outputs Outputs Setups Over limit warning Over speed warnings Overhead OVERHEAD PAL Mark Roberts Motion Control Flair Version 5 Manual Page 261 of 265 INDEX AAA 180 PAL sync signal 63 176 Pan and Tile 186 183 Pan Handling 88 196 182 PANTHER 75 182 Panther or Modula 79 179 Panther lift 82 21 Part Runs 133 23 Periscope 158 21 Periscope 253 86 Phase Shift 63 205 57 Pincushion effect 222 104 Plan View 154 217 Poorly matched scaling 193 18 124 Position Delay 87 110 Positioning Waypoints 123 81 Positions Column 103 30 Positive movement 22 29 Posthold 189 99 Postroll 33 131 132 145 122 Postroll Factor 24 105 Pot Potentiometer 253 15 133 Power failure 138 102 Pre and Post Holds 136 15 33 Prehold 189 115 Preroll 33 57 63 131 132 144 189 209 197 Preroll Factor 24 113 Prime Lens 254 96 Print Menu 223 208 Priority to 147 26 Priority to Axis 147 158 50 Priority to Cartesians 147 219 110 134 188 Problems 232 148 Profile Type 146 17 Programming a move 17 123 235 Programming the Compensation 201 87 Progress Bar 139 100 PT amp R Target Tracking 150 154 75 PTR Target Tracking 156
166. allows you to specify which waypoint you want to change the fairings on It is not shown in the default fairings display only in the waypoint display when this can be used to set which waypoint you are going to change the values on If you have selected waypoint 2 then the Up value will change the way in which the motion leaves point 2 heading to point 3 and the Down value will affect the way in which the motion approaches point 2 having come from point 1 On the first waypoint the Down value has no significance and on the last waypoint the Up value has no significance Up Down In these columns you state how many frames how much percentage of the move you want the fairing up or the fairing down to last for In Percentage mode permissible values range from 0 to 100 in frames mode 0 to 999 Overlaps between the up and down fairings are truncated Note Very short up or down fairings will of course require larger accelerations Type The type of a fairing affects the shape of the speed up or slow down curve When 0 is selected the axis will accelerate harder earlier in the fairing and with 9 it will accelerate harder later in the fairing The permissible values are 0 9 the middle value 5 is a symmetrical S shape CrvRev This field indicates whether curve reversal handling is in operation for that axis at that waypoint A 1 indicates that any curve reversal will be handled a 0 indicates that no curve reversal handling will be done S
167. an expected Goto this can be used to find out why before sending the axes off to an unknown position The display contains buttons to execute the goto or set the system into Browse Goto mode Stored Positions There are 4 banks you can choose from Stored 1 to Stored 4 These are positions of the rig which the user can store and then cause the rig to go back to at some point The primary use of these is for positions to check zeros or for a camera loading position These positions are NOT saved with a job and are reset when the program is reloaded Preroll Extent and Postroll Extent If a move or section of a move starts or stops with the rig moving then the rig will have to run on after the move or back up to get up to speed before the move starts The rig cannot instantly start or stop The distance that is required to Preroll or Postroll is dependent on a number of factors but primarily upon speed and the acceleration of the major axes involved It is very important to know that the rig is not going to run into someone or something while it is prerolling or postrolling and this Goto is to allow you to view the numerical values of the extend of the Preroll and Postroll and also to move the rig to those positions to check that it is not going to hit anything Use of this function does NOT absolve the operator or his responsibility for ensuring that the rig is operated in a safe manner and any Preroll or Post
168. an indication if the processor is handling the needed calculations in time or if it is running into problems Tilt90 Handling Off Detect Handle For Tilt90 Target Tracking corrections this has to be set to Handle However Tilt90 handlings are still under development and this should not be used except for tests Auto Save This toggle allows you to select whether or not the computer stores the job to disk whenever it has changed and you attempt to do any kind of forward or backward run This can save some time with rapid editing and testing of a long job but you run the risk of not saving it before making an editing mistake or before a power failure etc Stop Continue Yes No Prompt Whenever the stop button on the mouse is pressed during a move the computer assumes that you would like to continue the move from the point that you stopped it Based on this it calculates a run from the stop point to the end of the move If you do not want this to happen automatically select this switch to No If you would like to be prompted as to whether or not to continue the move then select Prompt Measure Units Metres Centimetres Feet Inches FeetNinches You can change the default value by editing the ini file but once you have loaded the software you can select between units and any currently entered values will be re displayed For FeetNinches the integer part of the number is the feet e g 12 06 means 12 feet and th
169. an the camera but in different ways This is particularly helpful if you have an Angle axis and are not in keep head level Warnings and Limitations The use of Cartesian Control is an advanced feature and only experienced users should attempt it In this mode you can enter Cartesian soft limits in the Carts Set ups box as well as control Cartesian velocities and accelerations but in the current release the system is NOT aware of axis limits and will bypass all Target Tracking axis soft limits In addition the restrictions and limitations that apply to Target Tracking apply to Cartesian Control with the added warning that the rig will attempt to resolve Tilt90 and Rotate90 situations with possibly violent movements of the pan tilt and track axes You must not get close to these situations when in Cartesian Control and also must not drive the camera point to or through the target point Should any of the above situation occur it is very likely that Cartesian Control will be switched off Having said this with a practised eye and some understanding of these limitations and 3 dimensional space Cartesian Control can be extremely useful is setting up moves that might otherwise involve a lot of multi axis manipulation just to achieve certain framings and positioning Turning Off Cartesian Control Cartesian control can be turned off simply by going into the Side Menu Control Menu and switching the Cartesian Control selection to Carts Off and
170. and display scales are exactly the same If you do not have enough stops marked on the lens to fill the whole table then blank out any unused fields If you have more stops on the lens than positions then make sure that you calibrate to the extremes and leave out one or more points in the middle as outside of the calibrated range the results are not going to be entirely accurate i Iris Calibration DER Apply Exit Iris Position F Stop 0 000000 2 00 1 625000 2 80 2 452000 4 00 4 189000 5 60 5 348000 8 00 7 382000 11 00 8 519000 16 00 10 826000 pene Pa Once all the needed points are correctly entered you can click on the calibrate button and you should get a message Iris splined OK If there are any problems the computer should inform you of exactly what is wrong It is also a good idea to enter the soft limits for the iris at this time to make sure that you do not go outside of the calibrated range Once all is set up and the axis speeds etc have been verified as OK it is a good idea to copy the Set ups for the iris axis into the lens iris axis Set ups to ensure that when this lens is next selected the calibration data and soft limits are not lost This is done in much the same way as with a focus calibration click the mouse store button over the Iris Axis Set up button and the Set up for the iris axis will be read into the lens Set up ready for use Next select Customised Iris to Yes and wheneve
171. anual Page 170 of 265 CHAPTER 12 RIG MODEL DISPLAY Se Mark Roberts Motion Control gt Controls the appearance of a few objects that can be placed in the scene and viewed Flair is not a full blown CGI system but a view through the lens of the camera is not a whole lot of use unless there is something there to look at This display provides 3 simple coloured cubes that can be moved around and viewed through the lens The cubes and Red Green and Blue and default to approximately the size of a man a car and a large table respectively Import Scene Allows the user to open an FBX scene file and navigate the tree of objects selecting specific object to import Currently under development Red Cube Green Cube Red Cube Checking these will select which ones are displayed Size cm The length height and depth of these cubes can be type in centimetres Position cm The position of the cubes in centimetres Rotation For the sake of simplicity only rotations about the vertical axis are allowed These are defined in degrees and occur about the corner of the cube defined by the Position entry AVI It is often useful to be able to show a prospective client exactly how the rig would do a specific move If you can program the move or import it from CG then the rig display can be used to export the motion of the camera as an AVI file Set up whichever display you want to export and press the AVI button You will be prompted for
172. ar there is also one on the Hand Held Box or you could simply press the F2 key on the keyboard When one of these buttons is pressed the move is calculated and if the move is not too fast the computer will prompt you with Ready to Goto which means that the current motors positions are not the same as the move start positions and the motors must move to the start position before they can run the move There is a control box at the bottom of the screen which displays the status of the job and holds the control buttons for running the job In order to make the system execute a goto you press the Goto button with the mouse The motors will then move to their respective start positions and the message will change to Ready to Shoot In this state or any of the Job running states you cannot input into the system At this point you can run the move Press the Shoot button the motors will start moving and the slider at the bottom of the screen will also start moving to show the frame count as the move progresses When the moves completes the motors will come to rest and the system will return to its normal input state SHOOT FWD STP Cam Dummy Move FPS Cam FPS Shoot Slate Turnover Browse BCK RUN BCK STP BACK gt 1 24 000 24 000 Ramp 8 Take STOP From 141 To 0 l 256 0 Frames used Film used po oO 6400 Frames left SHOOTING Film left 400 In Track is 513 263 vel 16 125 UNDO Edit Time Goto 0 00sec Back gt 1 8 0f
173. are learnt so that you can replay any good takes To avoid having to pull up the job store dialogue box every time you can store retrieve the job with a simple click on the box above the Frame and Posn buttons which normally displays the current job name Left clicking on a valid job name will prompt you if you want to read that job in Middle clicking will prompt if you want to overwrite the job of that name and right clicking will auto increment the job name and save it or prompt you if a job already exists of that name Job Storage Progress Bar Writing a large job to disk can sometime take a while especially if you have mimic data recorded with the move If a job is of 400 waypoints or more a box may appear when you read or write a job that lets you know that job storage is progressing This box has a small bar that fills up to let you know it is progressing and a cancel button if you change your mind and want to stop writing or reading the job If this button is pressed the current job is cleared out if you were reading a job and if you were writing a job then that name is deleted from the system You are advised not to use this button unless you are sure you want to Exporting Jobs Since the jobs are stored as simple files it is very easy to copy jobs out of your computer and onto a flash drive or external media In this way old jobs can be removed from the computer and stored elsewhere if needed or even sent to MRMC for
174. arting point If the axis takes a long time to get started and a long time to slow down then this value is probably way too low Grip Stick Settings Gain 20000 Velocity 60 0000 Fluid Friction 1 3000 Acceleration 40 0000 Moving Friction f 2 3000 Dead Band f 50 0000_ Stiction 1 2000 Grip Stick Settings This section allows you to alter the tuning values assigned to that axis for use with a Grip Stick There are 4 tuning values Gain Fluid Friction Moving Friction and Stiction There are also settings for the Deadband and the maximum Velocity and maximum Acceleration to be used while under Grip Stick control Gain Amplifies the pressure applied to the Grip Stick so that full acceleration can be easily produced Too low a gain and the axis will be sluggish too high a gain and it will take off too fast and will not respond to small changes in force on the Grip Stick The Friction and Stiction values are used to slow the system down if pressure is released or reduced The Stiction effects how the axis starts moving from stationary the moving friction is a constant effect to slow the axis down and the fluid friction is a similar effect but is proportional to the speed of the axis Dead Band is a setting that determines what range of force produces no motion at all Since a Grip Stick is somewhat temperature sensitive this value should be set to about 200 or more to reduce the possibility of drifting Values of 5 0 for
175. aster move path is moved and scaled from the master item onto the slave item For example you could have a full size person standing near the rig and have a move that starts looking at his feet and lifts up and around to look at his right ear If the user enters into the system reference points on the full size person and then enters the exact same reference items on the model the move can be executed on the model so that the actual shape and relationship of the move is identical Flair Version 5 Manual Page 190 of 265 CHAPTER 14 SPECIAL EFFECTS lt Lo Mark Roberts Motion Control gt Scaling Setup TER Apply Help Exit Master Slave Store Store Store Store Goto Goto Goto Goto Target 80 32 79 00 79 00 80 00 Track 266 000 230 000 33 000 780 000 Lift 0 000 0 000 0 000 Rotate 0 000 0 000 0 000 0 000 Extend 0 000 0 000 0 000 0 000 Angle 0 000 0 000 0 000 0 000 Pan 0 000 0 000 0 000 0 000 Tilt 0 000 0 000 0 000 0 000 Roll 0 000 0 000 0 000 0 000 Focus 0 000 0 000 0 000 0 000 Adjust Y Adjust Z Adjust 0 000 0 000 0 000 Azimuth Elevation Roll 0 000 0 000 0 000 Scale 0 000 Scaling Refs 2 Poit x Scale to Target X AdjustXYZs Conwertto Master Entering and Running a Scaling move Scaling is a sophisticated feature of the program and requires considerable understanding from the user to gain the most from it The first thing to do is to work out in your head what the desired
176. at zero itself XYZs are measured relative to this point The typical zero on a CGI system is where the main object is placed at the origin This means that even if the axes are matched and scaled properly our values are in metres then the mismatch in the zeros may cause some confusion The correction for this is simply translations in the three axes of the move and of the interest point This can be done once the move has been imported or can be done by offsets which can be set up in the import software The amount of translation can be worked out by measurements but could also be done by eye correcting for the line of vision at the start and at the end of the move If you have a specific frame where the target is exactly in the centre of frame you can use that for the line up but the distance from the object is harder to match as it may be a Focal Length or Field of View adjustment that is needed Matching Co ordinate Axes Of course everybody agrees that up is up but there is no guarantee that what the Camera thinks of as forwards is directly aligned with the CG world A good handling for this is to select a couple of points that are common to both the real world and the CG world In many cases there are walls or objects that are in both or can be set up in both or possibly even the actual product if it is a commercial Use the Flair Camera System to survey 2 or more points measuring the distance from the camera to them with the cross hairs
177. ate Iris_ The scaling for the lens is worked out by moving the lens on its slider or by working out the gear ratios etc It is crucial that this value is correct especially if you are going to go through 1 1 This will normally be done by Mark Roberts Motion Control If the lens is actually fixed to the carriage and the camera moves away from the lens then this value is worked out the same way but the Lens moves flag must be switched to No The scaling must be done so that the physical scaling is in metres and positive motion moves the lens away from the camera The track axis must also be scaled so that its motion is positive upwards and is in metres Also note that the focus axis must be assigned to Focus Type and the kinematics set up must be completed for this to work see later section on Table Kinematics Calibration of these 2 unknown values infinity offset and table offset has been automated and is relatively simple Press the Calibrate button and the Lens calibration dialogue as shown below will appear Move the Camera to near the top of the column and then move the lens until the image is sharp Store the Track position into the top right hand entry box using the mouse store button and store the focus axis position in to the top left hand entry box again using the mouse store button Then move the lens out to its furthest limit and track the camera down until the image is sharp this could well be through 1 1 it depends o
178. ation If you have not installed Flair before then choose a new installation but if you are only upgrading the Flair version and don t want to lose your configurations then you MUST choose Upgrade If you do not it will overwrite your existing configurations and you will lose the set up of your rig It is strongly recommended that you make a backup of the Flair directory prior to any upgrades for total security Once installed you can access Flair Flair documentation and various additional functions through the Start Menu in Windows Starting Flair To start Flair either click on one of the Flair shortcut icons on screen or select Flair from the Start Menu If you have made a new installation of the program Flair will check you have a suitable license installed If you do not it will allow you to run the program but certain functions will be disabled Please contact MRMC if you require a new license If you are using Flair to run some hardware the program will bring up various messages indicating which board it is currently loading Remember to have your hardware plugged in and switched on or else the program will fail to load When completed Flair is ready to run Hot Booting Hot booting is the action of reloading a previously run program without losing axis positions For example the user may have accidentally closed Flair or a software conflict may have caused Flair to quit unexpectedly Hotbooting will re start Flair without resetting al
179. ation loss 207 TABLE 75 Table Auto Focus 167 Table autofocus 52 Table Graph 96 Table Target Tracking 166 Table Zero position 227 Tacho Gain 31 Take 115 Take ups 112 Take Ups 19 TALOS 75 Target amp Camera Profiles 146 Target box 149 Target Column 104 Target Tracking 110 148 256 Target Tracking axis 149 Target Tracking Axis 20 256 Target Tracking Mimic 183 Target Tracking Move Entry 149 Target Tracking Pan Tilt amp Roll 150 Target tracking waypoints 149 Flair Version 5 Manual Page 262 of 265 INDEX Mark Roberts Motion Control Targets Tcreader Technical Information TECHNOCRANE Telecine Tilt 90 Tilt90 Handling Time code readers Time Format Time Lapse Time lock Timecode Timecode calculator Timecode reader Timecode Set up Timings Toggle Button Top Menu Transfer Speed Translate to curr Transputer Trigger Number 1 Trigger wiring Triggers before the move Triggers On Off Trip Out Trouble Shooting Truncate the move Tuning Turnover Types of Mimic Control Unexpected Interrupt Values Displayed Variable Camera Speed Velocities Velocity Velocity graph Velocity Readouts 95 68 232 75 76 221 151 152 88 208 216 188 162 19 209 112 64 66 200 256 92 87 219 220 256 213 213 212 213 257 246 180 59 115 136 176 246 106 147 198 223 23 120 122 pe Vertical Lift Mechanisms Video Video system Video systems View View Offset View
180. axis pulling its own wiring out Slip Zero A slipping clutch zero is just another way of referencing an axis It is most commonly used for applications like driving lenses as these can be hard to fit limit switches to especially if they are hired in just for one shoot The axis as normal will move in one direction at a speed set up in the Zero Velocity box for a specific time when the Zero Time expires the computer will consider that the axis has travelled all the way to one end of its travel and will use that as a reference The axis will then move away by the Zero Offset Once the axis has moved this amount the position will be set to the Zero At value which is normally 0 but can be changed if convenient In order for this system to work the axis must have a joint that can slip somewhere in the drive mechanism or it would simply trip out when it got to one end The tightness of this slipping clutch is critical both to repeatable operation and to zeroing Consult MRMC if you have any questions regarding this Opto Datum amp Opto Limit These are the same as the Datum Zero and Limit Zero respectively but these styles use a more accurate switch and do not depend on the zero marker pulse of the motor Also can be used where the travel of the motor is very limited Flair Version 5 Manual Page 228 of 265 CHAPTER 19 ZEROING KO Mark Roberts Motion Control gt Errors Time Out If the sensor is not found within the Zero Time th
181. ay Run Control The run controls are just to the right of the Slider Bar and consist of 9 buttons a i The lt and gt keys will drive the rig to one end of the move lt and gt cause it to jump to the next keyframe Flair Version 5 Manual Page 173 of 265 CHAPTER 12 RIG MODEL DISPLAY KO Mark Roberts Motion Control gt lt and gt play the move forwards and backwards The middle mouse button anywhere in the screen acts as a stop button The final loop button causes the rug to run through the move on a loop when selected These buttons control the motion of the rig model and NOT the rig on the move Pre rolls and Post rolls Since rig pre roll and post roll is an important part of safely running a move any time a pre roll or post roll is needed by the rig the rig model will also show you the same pre roll and post roll This can be surprising as it is never seen in a CG package but can be very helpful to see what the rig might do when you run it These motions are not however included in the AVI capture Flair Version 5 Manual Page 174 of 265 CHAPTER 12 RIG MODEL DISPLAY Mark Roberts Motion Control Flair Version 5 Manual Page 175 of 265 en KO Mark Roberts Motion Control gt CHAPTER13 MIMIC MODE Principle of operation There are times when it is desirable to have manual control over one or more axes while the rest are controlled by a computer generated curve This need can occur
182. be Metres Centimetres Inches Feet or Feet and Inches When a line of data is stored and the system is in Target Tracking with Focus Follows Target option selected See Job Type Section then a target distance will be suggested to the user based on the focus axis position LE if the lens is set up and focused on 3 metres a distance of 300 centimetres will be entered into the target column on the relevant line by the Flair Version 5 Manual Page 104 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control IIA computer This value can be used or ignored and overwritten The currently used units can be changed by adjusting the setting in the Miscellaneous Set ups Clicking the mouse of the actual Target button itself will cause a dialogue box to appear with a depth of field calculator in it Right clicking on this button will cause the Lens Setup Display to appear for the currently selected lens Axis Positions Column The rest of the screen is filled with axis positions in vertical columns with the axis name at the top and a position stored in each waypoint that is registered If there are more than about 8 axes then the axes can be scrolled sideways so that you can get to them and study or modify their positions The button at the top of the column has the axis name on it If the name is in white it shows that the axis is disabled If you want to enable it click on it with the mouse and it will
183. being fully open The relevant axis must also be selected as shutter type in the axis Set up box see Chapter 4 for more details Iris Compensation As with shutter compensation the computer in this mode will attempt to move the Iris to compensate for the stop gains or losses There must be an axis driving the iris itself and it must be selected as Iris in the axis Set up box see Chapter 4 Axis Set ups for more details Additionally the iris must be correctly linearised With an iris ring motor motion does not translate directly into F or T stops and thus the relationship between these has to be defined to the system in order for this to work The exact procedure for setting this up is covered in Chapter 4 Lens Set ups Once correctly set up the iris must also be selected as operating in F Stops by selecting that option in the Job Type Display After that the procedure is as covered above Shutter amp Iris Compensation Sometimes too large a compensation is required to be achieved by just the iris or just the shutter also the change in motion blur or change in depth of field can detract from the shot In both of these cases the compensation can be split between the iris and the shutter so that a greater range can be achieved or the same range but with lessened change in depth of field or motion blur Running the move Once the move has been entered and the variable camera speed has been profiled you can run the move a
184. box See section above for details on use If you have target tracking software enter the internal scaling so that the units are metres for translational movement and radians for rotational movement Use the Display Scale Units pulldown to do the calculations for you If you have scaled an axis in other units then work out the relationship between your units and metres radians and work out the internal scaling appropriately Now that the axis is scaled correctly set up the maximum speed This is done by putting in a move on the axis in question and running it in shorter and shorter time until the axis trips out The move should be run with computer fairings selected in the job type display If the computer reports that the move is too fast then increase the axis velocity in the axis Set up or increase the axis acceleration if it is reported to be too hard an acceleration This is only being done for set up purposes normally these values are not changed Remember to Apply any changes in the Set ups as you do this Now reduce the axis velocity until the computer reports that it needs more frames for the move and the axis will actually do the move at that speed Flair Version 5 Manual Page 32 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Using the move above with 25 more frames and a similar principle set up the maximum ac
185. cal lengths and field sizes that you entered will be saved onto disk and may be viewed whenever that lens is selected Once all the above has been done you can view and use the fruits of your labours by going into the Job Type Display and setting the Zoom lens from Zoom is Independent to Zoom is linearised Zoom is in focal length or Zoom is in view angle In the last 2 of these the actual zoom axis will read as focal lengths or as a view angle and can be programmed as such The mode of each axis of the sort Focus Zoom Iris etc may also be changed by using the axis right click pull down menu Note that the actual view angle and focal length may not match what the lens says This may be due to the method you used to measure the field size This will not adversely affect the linearisation but if you want to correct this you should contact Mark Roberts Motion Control and ask for assistance Iris Axis Set up This allows you to view and modify the axis Set up associated with the iris motor for the selected lens This Set up is used when this lens is selected with Customised Iris set to YES This Set up is not changed when setting up the method for setting up is to use and adjust the Set up for the iris axis from the Axis Set up pull down menu Once the Iris axis is correctly set up for a lens then place the mouse on the IRIS AXIS SET UP box in the Lens Set up Display and press the right hand mouse button This will cause the current
186. caling is a feature whereby a camera and target path can be moved in space and scaled in size so that the shape remains the same but the size of the paths and their physical location in space is changed This can be used to match 2 moves on different scale items together See Master Move and Slave Move and the end of the chapter on Target Tracking for a fuller description 2 Scaling also refers to the number required to convert the position of the axis motor in encoder pulse counts into useable units There are 2 axis scalings one is the Display Scaling and the other is the Internal Scaling The Display Scaling converts the position of the motor into units which the user wants to see usually inches degrees etc and the Internal Scaling converts the motor position into scientific units Metres and Radians Scroll Bar A control bar used to display a large amount of information through a small screen The data is viewed as though through a window and using the scroll bar one can slide the data underneath up and down or side to side so that all of it can be viewed Flair Version 5 Manual Page 255 of 265 GLOSSARY KO Mark Roberts Motion Control gt Select To click the left hand mouse button while the mouse cursor is over an item on the screen so that its action is undertaken or to make that item active so that information or data may be entered into it Slave Move The slave move is the result of scaling a standard target tracking
187. camera or the target moves along its plotted path This feature can be used to create effects that normal splines will not allow you to Since the camera and the target are 2 totally separate paths you can control them independently or you can have the speed profile of the target locked to that of the camera so that as the camera speeds up along the path so does the target This feature is also provided for on the Speed Profiling Display and can be used after the move has already been plotted See the Target Tracking chapter under Speed Profiling for more data Waypoint times are Free Locked When you are running Target Tracking move in Beziers the timings of the waypoints are essentially ignored for the target and camera move If you explicitly want the Flair Version 5 Manual Page 146 of 265 CHAPTER 10 JOB TYPE KO Mark Roberts Motion Control NASA waypoints to be passed through at the times you have stated then this flag should be set to Locked before you start programming the move Should you have already programmed the move then the waypoint times can be locked afterwards Consult the chapter on Target Tracking for more data Speed Profile Axes TT Only TT amp Mstr All This facility allows you some more flexibility in speed profiling Normally when you speed profile a move the Cartesian data is speed profiled but not the master axes You might find that this could lead to some problems with the master axes lagging be
188. ccelerations in the Track and Lift and this may affect the move adversely I have often reduced the X Nodal Offset of a lens to a low and incorrect value if I knew it was not important for later effects such as CGI Data integration or Scaling Mimic Data In the internal workings of the system a move is generally stored as a series of positions against time waypoints Whenever the computer needs to work out how to move an axis it will calculate a curve to fit these positions and then use the curve to work out where the axis needs to be at any given time You don t need to know this other than to know that when you mimic record a motor s position the positions are recorded 50 times per second and stored as a large quantity of discrete data This is different from a normal axis move that is plotted through waypoints Flair Version 5 Manual Page 183 of 265 CHAPTER13 MIMIC MODE Se Mark Roberts Motion Control gt There is nothing intrinsically wrong with storing the data as a large number of discrete positions other than it is slower to save and recall the data There is an advantage to it in that you can more easily mould the motion of the axis as there is lots of data to work with rather than a few points The second advantage to this form of data input is that if you have to input a motion that an axis has to follow very closely such as importing 3D data then it is much easier to manipulate this form of mimic data than to have to
189. ccur whenever you run a move and any axis is not in the correct start position for that move whenever you ask the system to move to a certain point or frame in the move and whenever the system moves to zero The length of the goto is determined by the slowest axis and all axes take the same time to move during a goto The fastest an axis will move during a goto is at its maximum velocity reduced by the Goto Factor which is set in the Axis Setups If axes are moving too fast or too slow the usual handling is to adjust the Goto Factor for the relevant axis Whenever a Goto is required a message will appear at the bottom of the screen next to the HHB Speed message which indicates the length of the Goto If you expect a small short goto and this box indicates a long one check what the rig is going to do and make sure it is safe BEFORE pressing the Goto button The position that each axis is going to and the time that each axis needs can be displayed using the Goto GotoData button on the top menu bar As mentioned above all axes take the same time for a Goto but this display will show which axis is taking the longest and thus setting the length of the Goto Browsing Gotos is a safe option and a smart way to go in most cases as it allows you to move through the Goto under hand held box control and see before anything untoward happens More About Prerolls and Postrolls A preroll occurs when an axis needs to be moving at the start of
190. ce secede cisetecaetucecd ovscessesecessedsessesssetessssevteoesesesevsedecessoeseetucctsossecesesesutssccdesdesstetueescevecevectecesse sueses 190 XY amp LAS di A oi inna emai aM ain dol abe 193 Azimuth Elevation and Roll ccccccccccccccccssececsssceceessececeesseceesseeeceesseeecessseceesssseceesaeeecesseeeserseeeesenes 194 BANG EIS Rs Gy dh Si a E EOE 194 Initing axes in Scaling vi cisecccdecccsscvesces isa 194 Convert to Masten icc ssciccessiscece cessive iona a i tages e EIEEE RTE dees E EE E 194 CHAPTER 15 VARIABLE CAMERA SPEED esessesesesescssescssesesescssescssesesesocscsossesesescssesossesesese 198 A O O E A ET E 198 PDT SN ET 198 Speed Change and Exposure Compensation cesccssecsseesseeseeeeceeeceseceseceeeeaecnaecseecaeeeseeeeeenetearenes 198 Camera Speed Editing Graphic ai facies 199 Notesi an e a n A ida 201 CHAPTER 16 SYNCHRONISATION ccccccssseeeeeseeseeeeeeeeeneeeeseaeeeeeeees 204 THEO GUCHON eee h sealer ce em ata lt da A 204 PHASE A A O RA 205 O 205 Running an external Camerd cai aa a En 205 External Control mirrata na e A E ie da od NO Mee 206 How to SynChtoniSe O e e 206 CHAPTER 17 INPUTS AND OUTPUT S oocooooncccnonoconocnnnnccnonnnnanancononananennns 208 PUS i iiie EEG EERE AE EREE E A E E EE R R E 208 Opus E E E PE EEE E eh EE E E T ET 210 Trig gers ONO P e bado ed ta 213 CHAPTER 18 DATA EXPORT amp IMPORT cccccssseeeeeeenseeeeseeeeeeeeeees 214 Intro ducho 1 a
191. celeration Use User Fairings in the Job Type display and set the fairings on this axis to 50 up and 50 down with type 5 then run the job with shorter and shorter fairings until the axis trips out this is the acceleration limit of your axis Now get the computer to reject the move that the motor will not do by setting the maximum acceleration lower and lower until the computer refuses to run it Adjust this value so that any move that has too hard an acceleration will be rejected by the computer The maximum velocity can also be set by trying out different values in the HHBox Velocity field Keeping increasing this amount until the axis trips out then reduce by about 10 for safety HHB Speed as displayed on the Hand Held Box LCD should be at maximum Set the Run Time Factor to 0 9 for safety Set up the Zeroing Style for you axis A detailed explanation of zeroing is covered in the Zeroing Chapter of this manual and use this to determine the correct style and also refer to this section for error handling Set the Zeroing Velocity so that the axis moves slowly toward the selected reference point A typical value would be between 3 and 10 or negative Set the Zeroing Offset to 0 0 the Zero At to 0 0 and the Zeroing Time to about 20 seconds Now Home Zero the axis If it runs out of time just zero it again until it reaches the reference point and stops completely Now move the axis with the hand held box to the correct zero position T
192. ck Length The length from the arm pivot to the pivot where it connects to the slider 0 55 same as the Back Length on a Fisher 11 Swan Neck The length of the swan neck from the front arm pivot to the centre of the pan s rotation This is a horizontal distance the vertical height is a constant and does not affect the Kinematics In some cases this will be 0 0 if the head is mounted directly above the pivot Slider Angle On the Fisher dolly the back pivot of the arm runs on a slider mounted inside the dolly This slider is angled from the horizontal by a small amount On the Fisher 11 it is 0 04821 Iradians 2 76 degrees Miscellaneous Set ups The miscellaneous Set ups allow the user to change some miscellaneous control variables and certain Set ups The latter would usually only be used on instruction from MRMC However it is recommended that you study this section to see if any of the options are of interest and so that you can use them if needed The control variables that you can change are Goto Control and HHB Control Both of these comprise a slider which will go from 1 to 100 percent They affect the speed at which Gotos are performed and the speed at which the Hand Held Box operates One would normally set up each axis to perform Gotos and run on the Hand Held box at acceptable speeds If however you were working on a small model and needed to move very slowly on the hand held box then you can reduce the overall speed of the Hand H
193. cted from the Axis Context Menu which is brought up by right clicking on the lift axis name FDX Shutter leads trails On a camera that has a shutter there are 2 half moon shutter blades than move relative to each other in order to open and close the shutter one of these is in a fixed relation to the gate and the other moves If the moving blade leads the fixed blade when running forwards then this toggle should be in the FDX Shutter leads state if the moving blade follows the fixed blade it should be in the FDX Shutter trails state Start quickly path run up quick run up along path This toggle applies to Preroll as covered in Chapter 8 Running a Move When the system has to Preroll in order to get up to a specific velocity to start a move or section of a move each axis works out how long it needs for this Preroll and the actual Preroll takes as long as the longest axis with each axis starting to move at their own time this can result in the rig moving in an unusual way before the move actually starts In extreme cases this can lead to the position of the rig leaving the desired move path sufficiently to be potentially hazardous in a tight set In this case when Start along path is selected all axes Preroll together and the preroll path will approximate the move path much more closely It is highly advised that you experiment with these switches and their effects BEFORE you use them on set Whilst Start along path
194. d then press and release the mouse left hand button while over this item This mouse button is also called the select button Prime Lens A prime lens is a lens with a fixed focal length i e not a zoom Qwerty Keyboard This is the name given to the standard English language keyboard The name is derived from the top row of alphabetic keys q v When q v occurs after a word in a definition in this glossary it means that word itself is defined in the glossary and you should refer to it if you are not sure of its meaning in the context that it is used It is a normal dictionary abbreviation and comes from the Latin quod vide which means literally which see Radians Radians are scientific units used for measuring rotation 1 radian is approximately equal to 57 degrees Radio Button A series of buttons that show different states Similar to a toggle button but each state has its own button and when any one is selected any other selected button are automatically deselected See the Mimic Display Reverse Kinematics Refers to the process that converts camera position and orientation information into motor positions Reverse kinematics is complicated by extra axes such as the Milo s angle and extend axes and in these cases multiple solutions are possible Flair Version 5 Manual Page 254 of 265 GLOSSARY KO Mark Roberts Motion Control gt Rig A term used to encompass the mechanical structure supporting the camera A
195. d E di ns 214 A O E O RS 214 EOI A ai dadas 217 MRMC Format XYZ Information cia cti 221 Matching Motion Control to CGI occoocnoonoonnonnnonnnonnnnancnnncnnncnnocnocanoonnoonncon nooo nono nono coo cono conncanncnocanoonss 221 Other ExportData The PrintM En ici oa 223 CHAPTER 19 ZEROING acacia Ae ee eee 226 Ito duce tints Piette MRL cetera tii A e Ata race 226 Basic principles O dente EE E eit OS ides ates E OS 226 POTS ss eres A eee sce ci sas E ea i eMC nv 229 What Kind of zeroing style to Use ais Bal hue hein a dci 229 Setting up anaXis to Zero da 230 Re Zeroing after a system Shutdown cccecccesscsscceseceseccecseecseeeseceneeeeeeeeeeeeeseseaeenaeeaeeeaeeseeeaeeenes 231 Flair Version 5 Manual Page 5 of 265 CONTENTS KO Mark Roberts Motion Control gt CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS iaa Rice 232 SA A ONO 232 Reporting faults or problemas aseado 232 Flair Software Wish Request and Problem Report Forms ocooocconnoonnconnonnnonnnonononnconnconncnnncnnosanoonos 232 O AA T TO 232 Output amp Input Data Format ieee id edo 233 MEME Co ordinat description as 235 Advanced Configuration ecccssisccessssocvecsesessoiecsesoosesesenssssosvensebosondessesvossedonsosecsesvessesoseodessosussosesoesesss 235 Text Config Files a iaa inde 239 O A AS 242 Error MESAS a it dect 242 Less common errors and system errors c ooooccooonnoonncnonnnnconononnnonononnnnnnoononnn nono nonocn nooo nonnn
196. d now show the same image as the virtual camera sees minor differences in lens distortion not withstanding Now the camera is in the right place to match the virtual camera So import the camera move with the translations and rotations set to 0 0 and the option Translate to Current set to Camera and Rotate to Camera set to Yes If you have got this right then the positions shown in the numerical read out should closely match the current axis positions If you run the move the camera should stay almost exactly where it is with maybe only a slight Goto If you have that right then you have discovered the rotational and translational differences between the 2 systems so Xfer those values into the Translations and Rotations switch the Translate and Rotate flags off and you are ready to import the actual move Once done for a set up it should work with the same values from there on out as long as nothing changes in the Real World or Virtual World s space Please also read the section below on Matching Motion Control to CGT as this will also have a major bearing on what you are doing Flair Version 5 Manual Page 220 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control KS MRMC Format XYZ Information The XYZ data is printed out in the form that we understand and use for Target Tracking It may not match the way other 3D computers think about 3D space See t
197. de for each frame can easily achieve the desired effect The stereoscopic setup allows you to define the interocular distance and also the convergence mode of the move as well as how you want to shoot the passes Interocular Defines the interocular distance in metres Converge to Is a pull down menu with a list of options Infinity Convergence Target Focus Distance Converging to infinity means that the camera will simply move side to side with no convergence toe in You can set the desired convergence distance and the camera will converge on that and you can also have the camera converge onto the entered target tracking target or the entered focus distance Flair Version 5 Manual Page 189 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt Convergence Allows you to set the desired convergence point if that mode is used Again in Metres Right Eye This flag is used to determine is you are shooting the left eye or the right eye By default the left eye is deemed to be the master and the right eye is the one that is offset from the programmed target tracking move If the flag is left unchecked then the left eye is shot for any pass If you check the flag and an interocular distance is set the right eye pass will be shot This is valid for shooting one eye and then the other Stepping Mode is valid when you single step through a move and want to shoot the left eye then the right eye
198. dialog box that allows you to state the relationship between a controlling axis and the one you are setting up The first thing to ascertain is the controlling axis that you are going to use Once this has been set then you can simple store the related positions of controller and controlled by using the mouse store button Please note that values must increase or decrease through the table and cannot change direction Old values may be cleared out of each column by pressing the middle mouse button on either the Controller labels or the Position label Once this table has been applied it should be viewable but not editable in the Table Graph display These points will be editable in the graphic display in a later release Algo Setup Apply Exit Controller Lift y Controller Position O o fo 000 ft fo 0 20000 po 000 800 fo 000 fg fo 000 f 50000 O 000 TI f 2000 Flair Version 5 Manual Page 28 of 265 CHAPTER 4 SET UPS OO Mark Roberts Motion Control gt Tuning tab Basic Control Tuning DSP Ulti Axis Tunings Only valid for DSP based Axis Cards Motor Type e Step Pulse uS 5 Home Current 30 Temp Limit 150 Current Limit 200 Trip Limit Enc Edges 250 PWM Type Unipolar DSP Ulti Axis Tunings These settings are only valid for systems with DSP based axis cards This section allows the user to assign different motor types and configurations to different ports on the sa
199. display is shown on a button which has a 3D look to it When an axis is de activated the button appears flat and the axis will not move though it will remain under power and will hold position In the de activated state it will not have moves generated for it and no limits checking etc is done and it will not move on the hand held box Algorithmic An algorithmic axis is an axis that is controlled by the position of another axis based on a lookup table For example one may want the focus axis to be dependent on another axis of motion but the relationship is not linear so a lookup table is used It is a type of mimic axis Auto Mimic A form of mimic control where instead of the axis being remotely controlled by a button or a hand wheel the axis is actually moved by hand while learning and that motion is then replayed exactly as it occurred Axis Board Name given to the special board developed by Mark Roberts Motion Control that is used to control up to 4 motors Perhaps it should really be called an Axes Board but it is called Axis Board for historical reasons Bezier Bezier Curve There are numerous ways in fitting a curve between 2 or more point One of the most popular curve types is a Bezier curve named after the man who first used them In a Bezier curve section there is a start point an end point and 2 control points The control points are used to control the direction that the curve leaves the start point and the second cont
200. e This is important to know as key presses on the keyboard are only directed at the active window or item i e if you want to type something into a box you have to click on it select it first This button is referred to as the select button and if you are instructed to select an item that means move the cursor above the item and click the left hand button Flair Version 5 Manual Page 14 of 265 CHAPTER 3 QUICK GUIDE KO Mark Roberts Motion Control gt The middle mouse button has a special purpose which is to stop Whenever it is pressed whatever the software is doing is stopped If it is pressed while the move is running then the move is stopped If it is pressed while something is being printed then the printout stops If you press it while the rig is already stopping it will stop even faster This is a safety feature to aid the user it does not replace the emergency stop button and should not be regarded as fail safe This button is referred to as the mouse stop button It does not work if the mouse is off of the program screen or on the border of a window In certain graphical displays this button may be used for other purposes Additionally the tilde key and the space bar can also function as stop buttons The right hand button is used to store data If you want to store data into the program then pressing the right hand button over a box will store relevant information into that box This button will be r
201. e It is measured in 50th of a second Some cameras need a very short pulse but many need a long enough pulse for them to detect the pulse Typical values are 10 ticks 1 5 of a second Phase Shift This slider bar allows the user to adjust the timing relationship between the system and the incoming synchronisation pulse This value is the amount of a frame between the start of the frame in the system and the arrival of the sync pulse This slider can be used to adjust the system so that when you shoot a TV screen you Flair Version 5 Manual Page 63 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt can get the sync bars off screen This value is immediately used by the system you do not need to Apply the value Getting rid of the sync bars also depends on the camera shutter angle The units are in percentage of a frame 50 WARNING With a slightly unstable pulse you should not attempt to adjust the phase shift more than 35 as the system may become unstable and the move could be stopped Please note that if you are shooting a video screen due to the design of the camera and its shutter the sync bars could be off screen when the screen is in one area of the shot and back onto the screen when you are in another area of the shot It is best to use a camera with a 180 degree shutter to minimise this effect The reason for this is that the exposure time varies across the shot and up and down due to the rotational mo
202. e set up a lens check the Chapter on Lens Set ups for additional information about saving this data with the relevant lens Re Zeroing after a system Shutdown If the system is improperly powered down for any reason then when the system is re started you are offered the option of zeroing the rig at its last known position This can assist in bringing the axes back to their normal zero position for re zeroing If the lift was high in the air with the pan and roll turned through more than 180 degrees and the power to the system was suddenly shut off you will be faced with having to bring the arm down and move the pan and roll around to get them into a position to zero When the system is re powered you should be presented with the option of setting the axes current positions to the last known positions and then you can do a Move To Home and you should be close to the normal Zero position of the rig from which is it easy an imperative to re zero This feature works by recording the current positions of the axes to a file every few seconds When the program is closed down this file is deleted When the program is fired up and this file is found to exist it assumes that the last time the program closed down it was done improperly and so offers to zero the axes at their last known positions Please note that this was the last saved position and can be slightly wrong if the rig was moving Always re zero afterwards Flair Version 5
203. e Chapter on Target Tracking for more details To the right of this button is a Convert button which allows you to convert a Cartesian Move back into an axis move See the Section on Reverse Kinematics in the Target Tracking chapter for more details Note If there are any other buttons in your job type box that are not listed here then you have had an update or upgrade in the software beyond this revision of the manual in that case check in the back of the manual for any addenda or contact Mark Roberts Motion Control for additional data Flair Version 5 Manual Page 147 of 265 CHAPTER 10 JOB TYPE OO Mark Roberts Motion Control NASA CHAPTER 11 TARGET TRACKING Principle of Operation Hold your fist directly in front of your face and move it away from you in a straight line As you do this you can see that your wrist elbow and shoulder all operate independently to create the desired movement of your hand You know the path you want your hand to follow and the different muscles motors and joints axes are driven to achieve that path This is the simplicity of Target Tracking rather than trying to control individual axes to generate the path you want you define the path you want and the axes move to achieve it Viewpoint Camera Path and Target Path When in target tracking the computer knows the shape and arrangement of the axes that drive the rig and it can work out exactly where the camera is and from the distance
204. e and observing the axis starting and stopping If it starts and stops too violently decrease the relevant factor The optimum Preroll Factor is such that a fast move does not shake once you are into Flair Version 5 Manual Page 33 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA the move and the optimum Postroll factor slows the rig down rapidly but without mechanical strain Please note that in the Job Type Display the option Starts quickly along path should be set to quickly as should the Stops option 31 The Mimic settings are not relevant to general axis Set up and are covered under the Mimic Chapter of this Manual 32 If this axis has a brake on it set the Brake flag to YES otherwise set it to NO 33 Set the HHB Velocity and Acceleration to values that allow you to move the axis effectively without shake and without long slow decelerations The Jerk can also be set of this value is available to you Start with a value of about 3 times the axis velocity and experiment until you are comfortable with it 34 Save and Apply all the changes that you have made so far 35 Repeat this procedure for all axes Carts Set up Carts set up allows the user to define the speed acceleration and soft limits for each Cartesian axis which are used when in Cartesian Control mode You can also set up the mimic controller for each Cartesian axis in much the same way as you set up the mimic controller for a
205. e at all times Saving Setups Zip Setups Zip Setups prompts you for a file name to zip your setups into It is a wise idea to put your company name and the date into the title of the zip file so that is can easily be identified The files that get zipped are all the setups that define your system and this zip file will back up your system fully Unzip Setups Restore setups from an archived zip file All current settings will be replaced with the restored values Email Setups Sending your setups to Mark Roberts Motion Control is very important as the software is very dependent on your configuration and many software issues can easily be resolved if MRMC has copies of your setup files MRMC should be sent your setups when you install the system and any time you make a significant change Flair Version 5 Manual Page 91 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt CHAPTER 5 MAIN DISPLAY When the program first loads you will be presented with the Main Display which is composed of the Top Menu Bar the Numeric Display the Side Menu Bar on the right and the Control Box at the bottom Each part of this display is described here in turn File Edit View Setups Zero RunJob Goto Jobtyge MoveFX SFX Mimic Motors Stop Override TempSave TempOpen MSA20 Help currentjob 0 000 0 000 0 000 0 000 0 000 0 000 0 000 0 0
206. e axis of pan If you can move the pan and the image rolls rather than pans then you are in this situation This is referred to as Tilt 90 and is a mathematical problem as the exact position of the pan is indeterminate when this occurs The indicators of this are extremely large frame counts being requested for a move on the pan and or tilt axes and if you go into the graphics display you will see the pan or tilt axis graph going right off the screen The handling is simply to plot the move in a way that does not encounter this situation see note below Rotate 90 If you have a fixed length arm there is another mathematical problem that occurs when the arm is at 90 degrees to the track In this case there is no way for the rig to control the position of the camera in a side to side manner and in order to overcome this the track is moved rapidly backwards and forwards over this period This will almost undoubtedly produce an unacceptable move and can be handled by modifying the waypoints to avoid going to or through 90 degrees This applies to 90 and well as 90 This problem can be worked around if you have an extending arm In this case the axis that drives the arm must be a target tracking axis this is usually possibly Flair Version 5 Manual Page 151 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control KS only with the Mark Roberts Motion Control Milo or Cyclops and then the Track would have to be a master axis Chec
207. e despite a reported changing position is either the wrong board and port not connected or is being overruled by another axis in the same port on that board 1 Ensure the motor is connected and plugged in but leave the emergency stop pressed in 2 Go into the axis Set up for that axis and set the motor tuning levels to 5 5 and 5 Select the axis type as Independent 3 Set the display scaling to a sensible value you can use 1 0 but it is unlikely to be greater than 500 or less than 01 4 Set the soft limits to 500 and 500 Flair Version 5 Manual Page 31 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control PAAT A AAC 10 11 13 14 15 16 Set the Goto factor to 0 3 the Runtime Factor to 1 0 and the other factors to 0 75 Set the axis velocity to the expected speed for that axis If you are scaling a rotational axis in degrees then about how many degrees per second do you expect it to go If in doubt set this value low Enter the same value into the axis acceleration Repeat for the HHBox Velocity and Acceleration and Apply the Set up Release the emergency stop and engage the axis you want to set up Conditional If the axis runs off briefly and then turns off then it usually means that the motor leads are reversed Handle and retry If the axis engages and the current position is now reported as black instead of white then the axis is probably properly connected If it is stays white even if
208. e driven to change the field size in a smooth manner Normally the field size change does not move at all steadily with a constant movement on the zoom lens The feature makes it easier to do contra zooms zoom in and track back to change perspective without apparent change in object size and also makes it easier to match the end of one zoom to the beginning of another Field Distance In order to work out a field of view or a focal length given a field size the computer must know at what distance the field size is being measured This distance is referred to as the field distance for want of a better term When one is setting up a zoom lens in this manner it is quite usual to ignore the movement of the nodal point in working out the zoom angle calculations In this case the field distance must be as large as is feasible It is best also to leave the focus as close to infinity as possible when doing these measurements I would try not to use a field distance of less than about 30 if I had a 10x zoom or greater Field Size Focal Lengths A zoom lens can be linearised by entering the field sizes against the motor position or the focal lengths against the motor positions In the case of a Zoom Lens that has good calibration marks on its barrel it is often easier to use the marked focal lengths If you Flair Version 5 Manual Page 43 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA are doing some very critical work it may b
209. e entire move The Axis Waypoint Fairings allow you to specifically select which waypoint you wish to change the fairings on Please note that changes in the Axis Fairings will overwrite any changes made earlier in the Axis Waypoint Fairings The second 2 options 3D Fairings will only be available if your system supports Target Tracking In this case you will have the same 2 options for changing the fairings on the XY amp Z of the Camera path and the XY amp Z of the target path for the whole move or for specific waypoints These displays are similar and are not shown individually The main difference apart for the Axes listed is that in the non Waypoint display the Waypoint entry button is not shown in the Waypoint display the Save button is not present and there is no fairing Type column Flair Version 5 Manual Page 70 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt AAA 3 Apply Fairings as Percentage Up Type Down 30 Apply alg T a a E Apply Track Lift Rotate Extend Angle Pan Tilt Roll Focus Zoom ow o uo ja ow o Qu o ow o ow e oo cul oo i E oa oo ow ol a ow o oo o Iris Shutter ow o Qd ws RNE HAE ORAR PHATE PRA ow o ou o Cry Rev 0 Allow 1 Prevent Frames Percentage This is a toggle which allows you to change between stating the fairings in frames or in percentage of the move Waypoint This field
210. e fractional part is 2 numbers indicating the number of inches e g 12 06 is 12 feet 6 inches 7 02 is 7 feet and 2 inches Please note that this does not change values already entered into any lens calibration display Pan Handling Original Flip Tilt Flip Pan When you are in target tracking there are always 2 solutions to solving where the pan and tilt axes should be If you pan tilt Flair Version 5 Manual Page 88 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA and roll through 180 degrees on each axis the camera will be in the same position looking at the same target Due to this a solution needs to be chosen when it is determined that the tilt has flipped across the 90 threshold The original handling works in many cases with occasional problems on Data Import If you find that the camera is sort of in the right place but looking in completely the wrong direction then try Flip Tilt or Flip Pan and see if the problem is solved Note that this can also occur on scaling moves Init Scaling When you are scaling a move the start position on the scaled move is often nothing like the start position of the master move Due to this the motor positions are not normally initialised to the start positions of the master move When set to On then the scaled axis start positions will be the closest solution that can be found to the master move start positions Please note that if you are running with t
211. e more accurate to use the field sizes method Zoom Positions Nodal Positions Field Size Focal Lengths Each line contains a Zoom Motor Position at each of the points the user can enter the position of the Nodal Point the focal length or field size at a specified distance The actual units of the field size do not matter that much but the stated Field Distance must be in the same units As of version 5 00 the position of the nodal point is NOT used and this column is best left blank To blank out all the entries in the column click the middle mouse button on the label at the top of the column Once these figures are all entered press the Calc button and the computer will fit curves to the entered points If you have entered only field sizes this curve will be used for zoom linearisation if you have entered only focal lengths then the corresponding curve will be used You may fill in either column or both columns and observe the results It is a good idea to test any lens you are not familiar with before using it If the Linearise calculation fails there will normally be an error message but the cause is usually a change of direction in one of the relevant table otherwise these linearisation curves can be applied to the current lens Once that has been done when that lens is accepted these newly worked out curves for linearising the zoom will be put into effect If the lens Save button is used then the zoom positions fo
212. e move adding 25 to each frame count If you didn t do this the section of the move subsequent to your change would also be changed A shortcut is to simply select the second waypoint type in the number of frames you want to change it by and press the key to increase that and all subsequent frame counts or press the key to reduce them This feature is called ripple through as the effects of any changes you make are rippled through the move The standard maths features Flair Version 5 Manual Page 102 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt are all available ending any number sequence with or will perform that mathematical function on all subsequent frame entries If you entered 2 in the first frame count position it would double the length of the move Since only integral numbers are allowed in the frame column to convert a frame count from 24fps to be the same time as when run ay 30fps one could type 30 lt enter gt then 24 lt enter gt Please be sure to always multiply up before you divide down 3 When a move has been entered the entire move can be scaled up or down to make it shorter or longer There is a button labelled Scale on the Editing Side Menu Bar and when this is pressed a dialogue box appears prompting you to enter the new total number of frames If your move goes from 0 to 300 you can type in 600 in this box press OK and th
213. e ramp frames is completed the system will start locking sync with the incoming pulses for as many frames as you have set up in the Sync Frames value this is really just a buffer and need only be a couple of frames During this time the Status Bar will display Locking Sync Preroll If any pre roll is required on the move then this will occur immediately after the sync frames and the axes will be moved back and then into the move with the computer keeping sync to the incoming source During the Move As the move runs the computer will detect every incoming pulse and maintain the internal speed of the system to match that incoming pulse Even if the pulse changes speed slightly throughout the move the system will keep track with it and will maintain the same relative phase shift to the pulse This means that moves shot using this feature should be able to be matched frame for frame Flair Version 5 Manual Page 206 of 265 CHAPTER 16 SYNCHRONISATION KO Mark Roberts Motion Control gt Synchronisation loss If the timings between the system and the incoming pulse vary by too much an error will be reported There are 2 possible errors either the frequency of the incoming pulse has varied too much in which case the system will report that synchronisation has been lost or if the phase relationship between the system and the incoming pulse varies by more than 1 4 frame then the system will state that Phase Lock has been lost
214. e this feature with caution Update Text Config Overwrites any values in a text config file with the current settings allowing you to update only those fields that are required Imported Files lists the file name of the files that have been imported so you can review which config files have been read in Import Camera Ramp Export Camera Ramp View Camera Ramp This feature allows the ramps to be imported or exported normally for CGI use when doing complex Camera Varispeed moves Edit This menu gives you access to different UNDO options and settings The Undo feature of the Flair software operates by storing the move state in memory when the user changes the numeric display or the positions in the graphic display Beware that not every action is undoable and you are STRONGLY RECOMMENDED to save your data before trying to undo any action Typically dialogue box changes are not undoable You have the option to disable or enable the UNDO feature as well as specify the size of the undo buffer in memory The default number of successive action you can undo is 15 Flair Version 5 Manual Page 94 of 265 CHAPTER 5 MAIN DISPLAY lt a Mark Roberts Motion Control BAAS AAG View Pressing this button gives you several options to choose from Numeric which will display the Numeric Display as described below The next 2 options Graphic and Targets allow you to view the move graphically once it has been ent
215. e user but it can be displayed and edited in the Numeric Carts Display When this display is selected a screen very similar to the normal Numeric display is shown except that the axes names are not Track Lift etc but X Cam Y Cam Z Cam and X Targ Y Targ and Z Targ The PAN TILT and ROLL Also X Up Y Up and Z Up Lens Interocular I O and Convergence there may be other axes to the right but ignore them The positions listed below are the plotted XYZ positions of the camera and target for your move These positions can be manually edited stored using the mouse button and generally modified in much the same way as you can with the numeric axis positions The Numeric Cartesians that are valid in standard Target Tracking are X Y amp Z Camera and X Y 8 Z Target In PTR Target Tracking they are X Y amp Z Camera and PAN and TILT of Camera Please note this is not necessarily the same as the Pan and Tilt axes and it is important to know and understand the difference In Roll Up mode then X Up Y Up and Z Up are used Warnings This display was originally intended to display information to the user should he so desire to see it You may edit the data but please be aware that you will only be modifying the move when you change these positions if you have set the Priority to flag in the Job Type display to Cartesians Once this is set then the Target Tracking axes positions become irrelevant except that the entered p
216. e whole move and any associated waypoint frame counts will be scaled up to make the whole move last 600 frames This is also done automatically by the computer if your move is too fast and you Apply the number of frames the computer asks for in order to shoot the move See section under running a move 4 The stretch feature is an extension of scale If you want to extend or compress only part of the move it involves both a scale of that section and a ripple through for the rest of the move If you press the Stretch button on the Side Menu Bar then you are prompted for the waypoint number of the beginning of the stretch the waypoint number of the end of the stretch and the desired frame count for the new end of the stretch In this way the speed of the move through a series of waypoint can be changed without changing the timings of the rest of the move Please note that a new curve will be generated through all the waypoints with the new times and areas outside of the stretched section may also be changed slightly Incremental Frames Seconds Column The frames column by default displays absolute frames but can be toggled to display different formats Seconds Incremental Frames Incremental Seconds and Timecode In the Seconds modes the time is shown as a timecode number with the format HH MM SS FF Can be adjusted through the miscellaneous set up to not show Hours and Minutes The seconds values are a direct translation from the
217. e with a portable rig that is not as stiff as a studio rig it is sometimes necessary to let the rig settle down after each step to allow any shake to dissipate This is not a problem when you are manually stepping through the move but when you are continuous stepping this can be a problem This value introduces a delay between steps when you are continuous stepping either in Stop Motion or Moving Step The value entered is the number of seconds of delay between each step Time Lapse Similar to Step Delay except that each step is shot at a specific time after the move is started Where step delay is relative to the last step Time Lapse steps occur relative to the start of the move and are therefore more accurate Will only work where you are running in Continuous Step mode either Stop Motion or Moving Step If you stop the rig while it is running a Time Lapse Shoot the move will lose its continuity Exposure Position This affects the position of the exposure relative to the position at each frame Consider a simple move lasting one frame it has a start position and an end position When this is shot the exposure will occur with a slight blur from when the camera shutter opens about 1 4 into the move until it closes about 3 4 through the move In effect you are recording the centre position between the first position and the second position When you are doing stop motion you can vary where in this region the exposure will occur using
218. e zeroing will Time Out and a message will appear The handling for this is to increase the time allowed start the axis closer to the switch or find out why it is not detecting the switch depending on the situation Axis Disengaged This means that you have tried to zero a disengaged axis Engage the axis and try again Axis Inactive This means that you have tried to zero an inactive axis Reactivate the axis and try again Axis Tripped The axis was engaged but tripped out The most common cause for this is that the emergency stop button is pressed in Other causes are some motor or amplifier fault preventing that axis from moving or the axis is already on a limit could also be caused by a wiring fault The handling is to get the axis to power up and move normally on the Hand Held Box and try again Zero Marker Pulse too close to Limit Switch This is an error specific to the Limit Zero and Datum Zero styles of zeroing Since they reference off the zero marker pulse if it occurs too close to the sensor edge then this can cause errors In this case move the motor or encoder relative to the load by 1 2 turn and try again This error should only occur when you are setting up the axis This error means that the Zeroing MIGHT be inaccurate it does not mean that it failed just that you could be 1 motor turn away from the intended zero Zeroing Stopped This occurs when an axis is stopped by the user during its zeroing process
219. ea Origin Pan 0 000 Tilt 1 000 Enter the picture overlap as a percentage Total rea End Area Origin Position al el sf Ready to Run Overlap Percentage Min 0 000 Max 99 000 On Top Setup Flair Version 5 Manual Page 186 of 265 CHAPTER 14 SPECIAL EFFECTS Mark Roberts Motion Control Film Effects e Special Effects Setup Apply Help Exit Wedge Frames Po o Wedge Setup Time Lapse o Seconds Frames per Take ma Frames Frames per Step Poo Frames Pause before Take Poo Seconds Pre Hold Poo Frames Post Hold Poo Frames Exposure 0 Wedge Frames The wedge frames is the number of frames that will be shot at each single frame position and the exposure on these frames can be altered to allow the user to shoot a selection of exposures for testing or other purposes These exposures are set through the Wedge Setup display If one is not shooting a wedge this would normally be set to 0 Wedge Setup Using the wedge setup you can specify the normal exposure at each frames and up to 4 over exposures and 4 under exposures which are defined as a number of stops fractional if desired A blank setting or a setting of 0 0 if ignored Each row has the option if using the shutter to assist with the exposure compensation if the system has a shutter and it can be opened or closed to achieve the desired exposure If you are using the shutter you also have to specify the shutter angle at the ba
220. eaes 157 Speed Profiling atado 159 Cartesian Control ioc fessasces tases fe Ea das assi 163 CHAPTER 12 RIG MODEL DISPLAY cssccceeseseeeeeeeeeneeeeseeeeeeenees 168 Rig Model Menu Bar sscsssssssssssssessscsssssssssssssssssessescsssessssssscsecnssssssssssesensssesssessessssessesscssoess 168 Ola EEE ns e no oo e ee E 170 AV A a NERENN E 171 CHAPTER13 MIMIC MODE ccccccesseeeeeeeeeeeeeeseeeeeeeeeeaeneeessaaeneeeeees 176 Principle Gf operations ss eo asc cscs bl BHA Rae AK GAG RR 176 What controlssa MITO ARIS i i A et hee ati 176 Types Of Mimic Controls erresa aaa is 176 Mimic Add ics tien coves Sites ie adh EAR E ea this coe Cade eos eileen 178 Erre a Move 3 ov cesave iva ileal E dias RS 178 O 179 SAVING a MOVE nda 179 A A AEE E O ROA 179 Mimie Storage AA italia 179 StOppitig a Mimic Le A con Sade a ola 179 Recording Axes before the MOVE inenen nnet e e E uent ba e oiana 180 Flair Version 5 Manual Page 4 of 265 CONTENTS KO Mark Roberts Motion Control gt Target Tracking Midi titles 183 Mimic Dita ie shaw 183 CHAPTER 14 SPECIAL EFFECTS ccccccssseeeeeeeeseeeeeeeeeeeeeeseeeneeeseas 186 A chsosceusle seaveseadesueesoneasesas sevwessovosenses E 187 Wedge Frames 5 oo 187 Wid GE SOUP iria 187 Stepping Etiectscx te8 dad dada 188 Pre aiid Post Holds Wi a A a teed cae 188 Stereoscopic set p Optional cscs ses ces Roi Reha Ra ek es eA RE 189 Sealing s
221. earance for this Flair Version 5 Manual Page 8 of 265 CHAPTER 1 INTRODUCTION Se Mark Roberts Motion Control gt 6 Turn the system off whenever you leave it or at least disengage the motors and depress the emergency stop If you are leaving the rig alone then the area should be locked or someone should be there to ensure no unauthorised persons get near the system 7 Always test fast moves slowly and bring them up to speed bit by bit This is particularly true if you are part running or running with preroll or postroll as the size of the preroll or postroll increases as the square of the speed i e if you double the speed the movement will quadruple 8 Always announce loudly when the rig is about to move if there are actors or crew in the studio as they may not always be able to see the rig 9 Do not operate the system while under the influence of alcohol or drugs even medical ones unless fully cleared by your doctor About the software The best way to learn to use the software is to try it out There is a negligible possibility of damaging the computer or software through use so if you want to know how it will work try it out However it is possible to damage the rig particularly if not properly or fully set up If you are concerned about this keep the emergency stop nearby at all times and try all moves slowly before running them at full speed as covered above This manual is intended as a user s guide to the soft
222. earnt move being displayed on the system you have the option of smoothing it L Select Zone A single press allows the user to drag a box showing the range of time over which the move will be smoothed M Smooth Clicking this button causes the selected zone to be smoothed each subsequent click smoothes the move more and more Each smoothed graph is drawn over the top of the last graph so you can see the effect as you smooth it Shift Clicking in this mode will do a Super smooth this means that the number of mimic sections in the selected range will be halved which has a dramatic smoothing effect and should be used cautiously R Done When clicked the graph is redrawn showing only the smoothed path Display Axes Pressing this button calls up a dialog box with every axis listed on it If you select an axis its graph will be added to those displayed if it is not already on the screen You can add as many of the graphs as you like but when there are more than 8 they become rather hard to read and use Edit Range This alters the range over which a graph is altered when the data is recorded as a mimic move or discrete samples rather than as curves See the chapter on Mimic for more data on this Flair Version 5 Manual Page 120 of 265 CHAPTER 6 GRAPHICS DISPLAY Se Mark Roberts Motion Control gt Dock Wnd This feature allows you to tear off the graphics display as a separate window This is only really useful if
223. ected then the Internal Scale is worked out based on your selection and the Display Flair Version 5 Manual Page 22 of 265 CHAPTER 4 SET UPS Mark Roberts Motion Control NASA Scale for that axis and the Internal Scale window will be disabled Note that the Internal Scale will be automatically updated if you change the Display Scale If you have scaled your axis in an unsupported unit then you will have to work out the correct value to convert the axis position into Metres or Radians contact MRMC if you need assistance Vels Accs setup Axis Welocity 200 00 Axis Acceleration 140 00 Max Limit 180 000 Min Limit 100 000 Run time Factor 1 000 Goto Factor 0 250 Preroll Factor 1 000 Postroll Factor 1 000 Axis Velocity This is the maximum speed the computer will allow the motor to go It is in display units per second If your motor is a rotational motor scaled in degrees then the velocity is in degrees per second Any motor will have a top speed this is governed by the motor its supply and the mechanics it drives The Axis velocity should be set to the maximum speed the motor or your nerves can take In general the user will have been supplied with the approximate maximum speeds of the axes and these can be typed in directly More detailed setting up is covered later It must be noted that changing this number will not magically make the motor go faster it is only a number which is used to work
224. ed and frames snap are used in exactly the same way you either type in the exact speed and position you want and edit or add the point or you can enter the nearest round number to snap to e g 10 Frames or 5 FPS and then when added or edited the point will only be at exact multiples of the entered values These boxes can also be blanked out with the backspace delete key and this will disable editing of that axis The result is undetermined when adding a point When editing with the snap facility enabled the point cursor will move around only to legal positions thus clearly showing where the edited point will be Add Point This button will cause a waypoint to be added at the current setting in the Frames and Speed snap boxes It is simply an alternative way of setting the waypoints exactly where you want them Timings This button produces a report on the intended move as currently programmed stating the different frame counts at which speeds are achieved the time taken in real seconds to get to that point and the speed that is attained This can be used to plan and trigger events to coincide as desired Flair Version 5 Manual Page 200 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control PAATR AAC Resetting the Path You can reset the camera speed path back to the default which is a constant speed at the current camera speed Select the Slope option on the editing buttons and click the right hand mouse button
225. ee Sections later in this Flair Version 5 Manual Page 71 of 265 CHAPTER 4 SET UPS lt Mark Roberts Motion Control gt manual for a full description of Curve Reversal and its effect This field is more easily changed through the graphics displays Apply This button is pressed if you wish to apply the value in the All Axes box to the corresponding value for each axis Axes Different fairings can be set for each axis simply select the relevant field and type the required value in the box The applicable box for each axis is listed next to its name If there are more than about 8 axes then a scroll bar will be provided to access the later axes Exponentials Set up For a description of exponentials and how they work see Chapter 7 Move Entry o Exponentials Setup DER Apply Exit a z aa Down 1 0 Apply 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 Apply 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 1 0 10 0 a te Em MW to 10 MM to 10 MM 10 Em MM to Em MM to 10 MM to EE to Em MM to 10 Em Up amp Down In these columns you state the relative proportions of the start and end velocities i e if you want the end of the move to be twice as fast as the start you can enter 1 0 in the start and 2 0 in the end This is in fact identical in effect to typing 0 5 in the start and 1 0 in the end Negative values are not accepted Exponentials are turned off by enteri
226. ee dd aces at cas Shia ha 81 Web ft WO CIS 2 svc siscasaissceavedcase sctitsccavacsvsucs NOR NA 82 Miscellaneous Set up sccssccsssssscssssssessssssscsssssscsesssssssscesesnsessseesesesesessseesesssssssessesssnsscnsesnsesseoes 86 A A taps beeeseuceeratpasdtphavseceetinesh N E 87 Pog ele Buttons A A O E CR 88 LM di onc ssnssvewsssossosseassnasocacednnsadennesenadoowed suenosts nesuanooeasssensoedens saeesenass svsoocmaadsnnesenadoonwsecenneveassoness 90 AXES SA LOY A NO 90 SAVING SOLUPS fice A A E O ON 91 CHAPTER 5 MAIN DISPLAY cccccceeseeeeeeeeseeeeeeeeeseeeeeeeeneeesseeeeeeeseaaees 92 TOP MEU Bat Aia 92 TEE O ea 93 Numero Display a ia 102 Side MEDI Des 107 Control Bo A AA a 113 CHAPTER 6 GRAPHICS DISPLAY ccceceeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeees 118 Graphic Move Representa ii isa 118 CHAPTER 7 MOVE ENTRY sccccccesseeeeeeeeseeeeeeeeeseeeeseaeneeesseeeneeeseas 122 Moving the Motors ici o 122 Programming a Mov cdo RR 123 LA Pam gs A AT od cee taecseeFi coadteadoens E E 126 FO ds 127 Exponent a S sctec Sat etecscesnececcesovys Wades E TEE E E E eos TT RO aan E A 128 CHAPTER 8 RUNNING A MOVE c cccceccesseeeeeeeeeeeeeseeeeeeeeseaeeeeeenees 130 Forwards or Back WaldS iii 130 ME e Re 134 Browsing AM A casan 135 Recording Mi i 136 ASA ue EERE poses sieeigs O a EAT 137 Pave A ction Ea ol e e ay 137 Flair Version 5 Manual Page 3 of 265 CONTENTS KO Mark Robe
227. eferred to as the mouse store button and its exact operation is covered under relevant sections of the manual As with the stop button this function is used differently in certain graphical sections of the programme In some cases when it is appropriate a right click will cause the setup appropriate to that button to appear Generally store works for numerical boxes and setup for push buttons where it is appropriate Using the Mouse to Move an Axis The Mouse has an additional function in that it can be used to move any axis around Often this function is done using the Hand Held Box but the mouse can be used instead or in addition to the Hand Held Box To move an axis one places the mouse pointer over the number shown above any axis name on the main numerical screen which will shortly be described and presses the left or right mouse buttons to move the axis in a positive or negative direction respectively Numeric Entry Motion Control is intimately connected with numbers and you will sometimes have to type numbers in to let the program know different values e g camera speed etc etc Numerical entry is consistent throughout the program and is done in the following manner 1 Select the relevant box 2 Type the value in newly you can t edit the existing value 3 Press either of the Enter keys on the keyboard If you make a mistake while you are typing you can correct it with the backspace delete key usually marked wit
228. eginning to the end Back Run runs the job from the end back to the beginning Part Run allows you to run the job from any frame count within the move to any other frame count within the move Timecode Run is similar but instead of entering frame counts you define the start and end times by their relative timecode This is only functional when you have a start time code selected in the Inputs Setup or on the start TC entry box at the bottom of the right hand screen menu In this case the time codes you type in will define how far into the move you want it to start and stop These time codes have to be within the move or the system will run as much as it can of the time code period you have entered Repeat Run allows you to enter how many times you would like the job to be run and then runs the job forwards and backwards that many times usually used for demonstration or test purposes Entering 0 will cause the system to run the move continuously until stopped by the user As with the displays also listed on the pull down pane are the hot keys which can be used to access these functions from the keyboard Usually F2 can be used for Forward Run F3 for Back run and F4 for Part Run Goto A Goto is when the user wishes to move the axes to a specific position directly without worrying about the path of the move or any other factors Using Goto the user can move the system to any specified frame count or po
229. eld Box to a fraction of its normal top speed If you moved the slider to 50 then the hand held box would only operate at 1 2 of its normal top speed The Slow and Fast buttons will still operate on the HHB but in this reduced range giving you more accurate control of the rig This is true in a similar way for the Goto Control If you are in a tight situation and you want to be extra careful with Gotos their speed can be reduced with the slider to make Gotos execute at a fraction of their normal speed This is particularly useful if you are working around actors who are unfamiliar with the rig and get worried if it moves very fast Flair Version 5 Manual Page 86 of 265 CHAPTER 4 SET UPS Mark Roberts Motion Control Miscellaneous Setup Save Goto Control Apply HHB Control Browse Axis Zoom Debug Level General Purpose X Transfer Speed Below Values are NOT saved to disc 0 Comms Test HHB Comms Test Tilt90 Handling Auto Save Stop Continue Pan Handling Original Tool Tips Yes TC Display H MM SS FF Misc Info Move Miniature Back21 last part Position Delay Frames foot Sync Data Timings Test Fast Job Store Disable Wayps Measure Units Init Scaling Limit stop Auto Run Repeat Auto Inc Files Easy Select Compact Part Run Dialog Browse Axis This selects which axis is
230. en you are rehearsing the move The default state is On Trigger Number 1 The first trigger on the system is dedicated to operating an external camera if your system is set up for one If the option External Camera Set up appears on your Set up menu then the first trigger is assigned to start and stop the external camera If you are synching to an external camera then this trigger will operate to start the camera The system will wait for the camera to get up to speed See External Camera Set up for more data and then the move will be shot This trigger will stop at the end of the move and that should stop the external camera More data on this trigger is available in the section on External Camera Set up in Chapter 4 Unlike other triggers this trigger is operational when you are stepping If you have set the system up to have an external camera and it is active then you cannot really sync to it if you are single stepping in stop motion However this trigger will go active for a frame every time you step This can be used to trigger an external frame store device etc If you are stepping more than one frame per step the trigger will go on for a longer time Also note that if you do have the internal camera as an axis camera running at the same time this trigger will activate AFTER the internal camera has taken a frame With an RT10 this trigger is propagated down the axis pipe to any Ulti Board and will cause the external camera t
231. en lift mechanisms 5 Juno Screw Similar to the Milo but has an extra offset 6 Fisher Lift Specialized lift for encoding the fisher lift using an encoder on the pivot of the arm Panther lift The model shown below is of a Modular Rig Back length Kink Angle Swan Neck Jib Length Lift Constant Strut Length Rail Radius e UE 7h JJ Lift Constant This is the height of the lift pivot above the rotate ring when the arm is level This is the required position for the lift zero It is measured vertically from the arm pivot to the lower swing strut pivot Rail Radius The effective radius of the rotate ring Strut Length The length of the strut from the rotate ring to the back end of the arm Flair Version 5 Manual Page 82 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control PAAR AAG Kink Angle The angle in radians between the front arm and the back arm Measure from the pivot points Contact MRMC if you have any difficulty setting this value Jib Length The length of the jib from the central pivot on the arm to the front pivot Back Length The length of the arm backwards to where it connects to the strut from the main arm pivot Swan Neck The length of the swan neck from the front arm pivot to the centre of the pan s rotation This is a horizontal distance the vertical height is a constant and does not affect the Kinematics Lift Offset The distance from the centre of rotate forward to the
232. en the axes move Head Angle This is the angle that the head has been mounted at to the end of the arm It is normally 0 but when the head is tipped it will change in multiples of 45 degrees Head Order PTR PRT This is the order to the rotational axes on the head Most Heads are PTR meaning Pan then Tilt and then Roll Some heads are a different order specifically the Libra III head which has the roll axis before the tilt In almost all cases this should be set to PTR Lift Column Flag See section below on lift models Flair Version 5 Manual Page 80 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt MotionBase Also know as a Stewart Platform 6 DOF platform or a Hexapod Flair5 on Windows TEST ONLY 16 July 2008 Version 5 0k NO HARDWARE File View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override Temp Save Temp Open Help Help Live Rebuild Setup Objects AVI Through Persp 7 Play O 24 00 1 lt J te _ J gt oi gt gt ones Init XYZ pos to current positions Back gt 1 8 0 fps HHB Speed 50 Strut 1 through 6 These are the strut axis numbers in an anti clockwise direction starting to the left of the Xaxis looking from the top The X axis runs forward from a point on the bottom triangle and a side on the top Rotate Under The axis number of the rotator that is underneath the motion base If there is none select Not Installed Ro
233. en you can select Customised Zoom to YES and this new Set up will be automatically downloaded whenever you select that lens Linearise When pressed this button causes a box to appear that allows you to automatically calibrate a lens for linearised zoom Flair Version 5 Manual Page 42 of 265 CHAPTER 4 SET UPS Se Mark Roberts Motion Control gt Zoom Linearisation The zoom linearisation display consists of 3 buttons across the top Calc Apply Exit and a series of data entry boxes for the user to enter measurements into that relate to the motion of the zoom axis The field size and distance measurements are usually done in your selected measure units e g centimetres or inches The Nodal Position measurements must be done in metres Zoom Calibration DER Calc Apply Exit zoom Position Nodal Position m Field Size Focal Length 0 000000 23 00 70 00 0 342800 44 25 50 00 0 673200 53 00 40 00 1 194000 65 00 35 00 1 836000 73 00 25 00 2 328000 85 00 14 00 Field Distance 86 50 Basic Principle By telling the computer the position of the Nodal Point Focal Length and the size of the viewed image at different points for the zoom travel the computer can work out for any other positions of the zoom travel what the respective Nodal Position Focal Length and Field Size values are This means that you can plot a move on the zoom axis in terms of field size and the zoom will b
234. ens with a large X Nodal offset e g borescope endoscope The centre of the 90 degree mirror is the point at the end of a right angle snorkel where the optical axis changes direction and is hereafter referred to as the Snorkel Reflecting Point For a prime lens the X Nodal Offset can safely be set to the Measure Offset the Lens Factor with a fair degree of accuracy until you are ready for setting it exactly The exact value of this is not vital for good Target Tracking But it should be accurately set up for data export or move scaling Y Nodal Offset The sideways distance from the centre of the pan to the front Nodal Point of the lens This can be measured as the centre of the lens is a known position Usually the film plane and centre of the lens are on the centre of the pan rotation but not always This is especially true with video cameras This measurement is positive going to the left when viewed from the rear The drawing below is a view from in front of the camera of a normal geared head showing the Z and Y Nodal offsets These are usually quite small and determining the centre of pan and the centre of tilt can be quite difficult particularly the tilt Centre of Pan Centre of tilt Z Nodal Offset negative Optical Axis Pan Tilt Head gt Y Nodal Offset positive Z Nodal Offset The vertical distance from the centre of the tilt axis and the front Nodal Point of the lens again
235. er to determine which way it is looking Due to this you must enter a Z offset for any snorkel lens no matter how small You may find that if you enter 0 0 it will come back as 0 001 Moving the Up axis If your scaled move is rolled such that the horizon plane is not parallel to the master horizon plane then the roll axis will not work properly between the Master and Slave moves unless the master move was programmed and shot in Roll Up mode The best way to gain experience and skill with the scaling feature of the Flair program is to use it and practice on simple moves until you really understand what is happening when you shoot a scaling move then try more and more complex moves As you go along try making intentional errors in your input and see what the result is so that if it happens on a set you are more likely to know how to handle it Experience has shown with scaling that if it is going badly wrong then it is usually a major Set up error or an entry error If it is going a bit wrong but is generally right then it is more likely a minor Set up error such as a zero or the rails aren t straight etc more likely on portable rigs Also to be noted is that if you drag the move slider bar to a frame count or do a Goto Frame the rig will go to a specific frame of the slave move when you are in Slave Move mode However Goto Position will still send the rig to the listed position in the Master move Additional Sca
236. er of frames will have been exposed so the exposed film will be of the same length and exactly match as if it had been shot at constant speed Speed Change and Exposure Compensation As the speed of the camera rises and falls the exposure has to be compensated for This can be done by dimming or raising the lights opening or closing the iris or by opening and closing the shutter if the camera has one The triggering of external lights can be done through the output triggers and the frame counts on those will match the frame counts in the camera speed programming graph so these can easily be aligned In this case colour compensation may be a problem but that is outside of the scope of this manual Iris compensation and shutter compensation can be achieved through use of the program s automatic compensation feature When variable camera speed is selected in the Job Type display the user is given several different choices which are briefly described here is fixed No camera speed change varies Camera speed changes with the move no exposure compensation is performed shutter comp Camera speed changes with the move the shutter can be used to compensate for exposure changes iris comp Camera speed changes with the move and the iris can be used to compensate for exposure changes shtrtiris comp Camera speed changes with the move and the iris and shutter each compensate for 1 2 of the exposure change varies w o mo
237. ered Further information is contained in the Target Tracking and Graphic Move Representation sections of this manual The following options Numeric Carts and Graphical Carts are for numeric and direct graphics representation of the move in terms of camera and target position See the Chapter of Target Tracking for more data Speed Profiling with which you can affect the speed of a target tracking move without changing the curve Consult the Target Tracking section of this manual for more data Vary Cam Speed allows you to vary the speed of the camera during the move see the chapter on Variable Camera Speed There are some hot keys to allow you to access these displays from the keyboard These are listed in the pull down menu Iconic is a simple view intended for Broadcasting applications mainly with a user friendly design interface Moves are displayed simply as images from the move and are loaded by selecting the image using a mouse This design lends itself easily to a touch screen interface If desired a separate appendix will be available for this display Main Camera gt Camera 1 Live Video Source Logitech QuickCam Web 0 00 01 08 0 00 01 16 READY TO SHOOT Rig Model is a view in which you can find the 3D model of the rig It allows you to RUN and BROWSE through the move This is very handy since you can ha
238. es DoPartRuns Boolean TRUE or FALSE Default is TRUE EasySelect Integer Default is 1 OneBox Integer Default is 1 CurrposPoint Integer 16 Would be 16 point 12 is default etc DefaultPoint Integer 1 E GraphicsPoint Integer E 7 StatusPoint Integer l GraphicsTitlePoint Integer i a LineMenu Boolean RootServerAddress Text Address of the root server default is 127 0 0 1 RootServerName Text Name of the root server default is Localhost RunA gain Integer Default is 0 DebugPort Boolean Default is FALSE Tyler Boolean Default is FALSE RigModel Boolean Default is TRUE FilmBox Boolean Default is FALSE Iconic Integer Default is 1 Off RICMimicBoards Integer Default is 0 Do not set different to one above RICServoBoards Integer Default is 0 RICStepperBoards Integer Default is 0 MimicCheck Integer Default is 1 On FastBoot Boolean Default is TRUE ResetRIC Integer Default is 1 No other choices are 2 Yes and 3 Query KilIRtApp Integer Default is 1 No other choices are 2 Yes and 3 Query KillRtConsole Integer Default is 2 Yes other choices are 1 No and 3 Query TabbedSetups Boolean Default is TRUE RemoteServerAddress Text Default is 127 0 0 1 RemoteServerName Text Default is Localhost UseRemote Boolean Default is False
239. es video cameras as their recording rate is not under the computer s control The Set up that allows you to control this interface is under the External Camera Set up lt 0 External Camera Setup B ga External Camera Setup LE Save Apply Exit Test Ext Camera Any X Synch Input Film Sync X Ext Control Pulsed X Synch Source Root Box X Arri Shutter Ang 0 000 Ramp Frames 10 Sync Frames Ext Cam Board 15 Ext Cam Port Pulse Length ticks 0 Phase Shift 0 Lost Synch In earlier versions of the software a synchronised move would stop whenever the system detected that the camera was out of phase with the move by more than a certain level or if it was running at a speed significantly different from that of the move Given that most modern cameras are crystal locked and the Flair system is crystal locked the most common reason for the appearance of this could be noise on the cable connecting the camera to the Flair system It was decided therefore that if the synch is lost the move will continue along but a warning box will be put onto the screen to let you know that synch has been dropped It is then up to the user to decide whether or not to cut the shot depending on the circumstances Connections There needs to be some electrical connection into the root box consisting of either a standard video signal being plugged into a BNC in the case of video or some wiring into the input triggers in the case of a film
240. esentation of the camera on the camera path and the target on the target path located at the current position in the move If you stop the move half way through and look at these displays the camera will be in the middle of the move looking at the target which will be at its respective position on its path In the 3D representation there is a grey grid that indicates the floor level and also an arrow marked with an X that indicates positive X motion In the 2D displays of the 3D data there may be grey lines which are an approximate representation of the range of motion of the rig This is for assistance when importing moves into the system to make sure that they are within the bounds of motion of the rig In PTR Target Tracking there will only be a camera path Bile Eck Yew Setups Zero Run Job Goto Jobtype MoweFX SFX Mmi Motors Stop lempSawe lempOpen Help Zoom C EditPoint EditContol Displey Taras Zoom in Zoom Out DockWnd 3D VIEW SIDE VIEW dl 6 00 0 22 752 851 PLAN VIEW FRONT VIEW 4 100 1503 177 T Mouse Help shift functons gt L Zoom All M Rmv Graph R Flip Screen x3546y 3547 22 242 UNDO Edit Position Back gt 1 80fps HHB Speed 50 3D Graph Control Buttons As with the axis Graphic Display the exact operation of each mouse button differs depending on which mode you are in Zoom Zoom This button operates in the same way as the zoom feature on the 2D graphs When the graph disp
241. ew curve over the top of the old one the right hand button is Done and when pressed will redraw the graph with the final smoothed curve If you do not define a smoothing zone with the mouse select button then pressing the middle button will smooth the entire graph Smoothing will quickly remove sharp corners or small bumps in the move Please note that a smoothed move and the original learnt move will not be exactly the same and will not repeat though a smoothed move will repeat subsequently Super Smooth is a smoothing mode that actually removes some of the data points and so results in a much smoother curve however overuse will rapidly flatten a graph and it should be used responsibly One would usually do one or two Super Smooth only to start with and then use the normal Smooth to do the rest Mimic Restrictions As a general rule you may not mimic an axis if the position of another axis is dependent on it For example you cannot mimic the lift axis when you are in Keep Head Level you also may not mimic one of the algorithmically run axes such as the focus or zoom when it is under special control The results of doing this may work for the shot you are doing but I cannot guarantee that it will repeat exactly between the learnt and playback moves If you wish to mimic the pan and tilt axes but are not in keep head level then the horizon will tend to tilt as you pan and tilt In this case keep head level will work bu
242. exactly A second use of this feature is when you are importing a move The system will automatically switch into cart priority and then you can adjust the motion of the master axes without changing the imported data at all as long as you stay in cart priority When you have the move worked out you can of course perform reverse kinematics based on the new positional data that you have You additionally have the capability of adjusting the positions of the Master Axes whilst in Cartesian Priority to find the fastest speed at which the rig will run without having to move to each position adjust in Cart Control store and re run There are other tricks that can be done using Cartesian Priority for example if you want the tilt arm to be on the other side of the pan and still have the same camera move you can do the following 0 Run to the beginning of the move 1 Switch into Cartesian Priority 2 Add or subtract 180 degrees from the entered pan positions using the ripple through feature 3 Change the tilt axis positions by 180 making sure you are still within the limits of the tilt axis motion 4 Browse the move Flair Version 5 Manual Page 158 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt carefully making sure that the rig runs correctly 5 Use the Convert feature as above 6 Switch the priority back to Axis Positions so you can continue editing the move You may have to change the underlying
243. expect a switch to remain closed while they are supposed to run If this field is set to other than None then the computer will always trigger an external camera a number of frames earlier than the move depending on the setting of Ramp Frames and Sync Frames below This will affect the required preroll time for the move Ramp Frames You must enter here the number of frames the camera takes to get up to the speed that you are going to run the move at This data will most likely be obtainable from the manufacturer or by experimentation This value is 0 for a video system or if you allow the motor to get up to speed before you trigger the move In the case of a camera that is being triggered by the computer this allows the camera to get up to speed before the move actually starts Sync Frames This is really just a buffer of a few frames to ensure that the system has locked sync before the move starts It needn t be more than a couple of frames at most Ext Cam Board The external camera can be switched on using one of the general purpose axis board outputs This number assigns the board discounting mimic boards which will be used to switch on the external camera Ext Cam Port As above this assigns the port on the above assigned board which switches on the external camera Contact MRMC for wiring connections etc Pulse Length ticks Where the output to control the camera is selected as a Pulse this value sets the length of the puls
244. f 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Ele Eck View Setups Zero Run Job Goto Jobtype MoweFX SFX Mmk Mors Stop lempSawe Temp Open Heb e Zoom C Edit Slope Posivel C Curve Smooth DispleyAxes EditRange 10 Dock Wnd Tr 0 00 Frame 123__ Pos 1 65 AS ack h271 N Pan gt A 8 1u pea d 34 55 1 70 gt T 100 200 9 100 200 pooo Frame 137 Pos 31 16 Gn 0 46 Frame 22 Pox 0 36 Tin 0 00 e ne I 0 24 L__2 ee 100 ___209 A a m 100 200 fig ga Frame 162 Pox 4 71 Rotate 1 00 Frame 2 Pos 012 Roll a 00 0 001 a o0 100 200 9 100 200 100 Frame Y Pi 22 Extend 1 00 Frame 42 06 Focus og iof 0 100 200 o 100 200 Mouse Help shit tunctions gt L Zoom Al M Rmv Graph A Flip Screen Stop the timer UNDO Edit Position Bock gt 1 80fps HHB Speed 50 Adding points on the Cartesian graphics display will add a blank line with a waypoint on it for only that axis As covered above this is not recommended practice Nor is deleting waypoints for one Cartesian axis Controls in the Cartesian Graphics are identical to those in the Axis graphics and are not described here Reverse Kinematics and Cart Axis priority The whole principle of reverse kinematics basically depends on working out from the position of the camera and target or camera orientation in the studio where each axis of the
245. f the axis is used to convert the motor position into standard scientific units of Metres and Radians See Axis display scale for more data Axis Display Scale All motors have encoders on them these produce pulses which the axis boards count The scaling factor is used to convert pulses into usable units such as inches degrees centimetres etc The correct value can be set up by zeroing the axis directly at a known point moving it through a known distance then adjusting the display scaling until the distance reported on screen matches the measured distance For example point the camera at something zero the pan directly and then turn the camera right around until it is looking at the same target again This should give a position read out of 360 degrees If it doesn t then adjust the scaling factor until it does The Internal Scaling can be calculated from this See Display Scale Units below Calc Scale This button will pop up a box that allows you to correct the axis display scale if it is incorrect Once the axis has been moved an exact known amount pop up this box and enter the distance the axis has actually travelled not the distance the computer says it has travelled When the Calc button is pressed the new scaling will be calculated and will appear on the pop up box If the user wishes he can then press the Apply button and this new value will be entered into the Axis Set up but will not take effect until that Set up is
246. forwards along the track Y to the left and Z is up Pan is positive to the left Tilt is positive up and Roll is positive when the image rotates clockwise Softimage Softimage co ordinates are different and are common to many 3D packages In their system Y is vertical with up being positive X is to the side with positive to the right and Z is positive backwards along the track Kuper Kuper s coordinate system is similar to Softimage s but there are subtle differences Maya Y Up This is the default Maya co ordinate system and the MRMC co ordinates are manipulated to match Flair Version 5 Manual Page 215 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control PAATA AAC Maya Z Up This is not the default co ordinate system and is not recommended though it does share Z up with the MRMC system However a tilt of 0 0 will point a Maya Z up camera at the ground Lightwave Lightwave tm has yet another way of representing the camera and target and this mode is provided here 3DMax Likewise for 3DMax tm O R or Append Allows you to select if you are going to overwrite any existing data with this output or append it to the bottom of an existing file If Append is selected and the file already exists it will be opened and the data will be appended to the end of the file otherwise a new file will be created Job Name Includes the name of the job into the file as a comment if Yes is se
247. frame count entered and are converted based on the transfer speed set in the Miscellaneous Set up The incremental mode displays the difference in the time between waypoints Either frames or seconds The Timecode mode show the time of each waypoint assuming that the move starts at the starting timecode shown in the Input Set up Move Start This would mostly be useful for Music Videos Promos as events can be timed against the running timecode of the song Left clicking on the Frames button at the top of the column will enable the camera axis if one is configured to run as an axis in the system Right clicking n the Frames button will bring up a context menu allowing easily zeroing the camera or access the Internal and External Camera set ups as applicable Positions Column The next column is the position number and is to let you know which line you are on If you have more than about 16 lines then they will scroll up and down and then this line numbering becomes vital In addition you can use this column to copy information from one line to another Select the position box on the line which you want to be the destination line and enter the position number of the line you want to Flair Version 5 Manual Page 103 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control NASA copy AND PRESS ENTER Then all the data from the source line will be copied into the destination line Any data in the destination line wil
248. g a waypoint Display Scale Units Display units Dissolve Dissolve Dolly Dummy Easy TT Edge Edit Delay Ticks Edit Graph Edit Range Editing Menu EDITING MENU EE PB Elevation Emergency stop Enable Enabling motors Encoder Lines Encoder Pos Encoder Pos Mimic Encoder Pos versus Encoder Vel Encoder Vel Encoder Velocity Mode Engaging a motor Engaging the camera Entering a Scaling Move Erratic incoming pulse Error Light Errors Errors while zeroing E stop E Stop Eulers Raw Exponentials Export File Export FOV Exposure Exposure Compensation Exposure Position 125 146 124 120 125 71 145 211 212 77 75 21 214 214 249 11 226 227 87 170 107 142 190 108 104 18 53 249 227 99 104 22 106 21 104 250 19 114 136 120 181 177 177 165 122 136 191 205 232 140 163 232 242 229 91 249 215 72 128 215 216 217 134 198 188 ERD Exposure Position slider Extend Move External Camera External Camera Setup Factors Fade Fade Dissolve Fade Dissolve system Fade Out Fairing Duration Fairing Shape Fairings Fairings Form Fairings Profiling Fairings Setups Fast Pulldowns FDX FDX Shutter FDX Type Axis Feetninches Field Distance Field Size File Data Format Film Effects Film Sync Film system Film System Fixed Lenses Flair log Flairout txt Flip Move Flip Pan Arm Fluid Friction Focus Calibration Focus Type Axi
249. g up the track in the positive track direction Orthogonal Camera Side Offset at 0 This is the distance from the centre of the track sideways to the optical axis It is relatively unimportant and can be set to 0 0 It allows you to set the side to side zero for XYZ output Overhead Rig Outer Arm length This is the length of the outer arm also called the Angle or Pitch The distance is from the axis about which it rotates to the tilt axis Arm Length The length of the arm This is the distance from the lift pivot forward to the outer arm pivot measured horizontally when the arm is horizontal Flair Version 5 Manual Page 79 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt Lift Pivot Offset The horizontal distance of the lift pivot forward from the centre of the rotate The absolute height of the lift pivot is irrelevant as far as the kinematics is concerned as it is a constant and does not change when the axes move Jib Length Outer arm Length Camera Height atZero Juno or Talos or Technocrane or Animoko Outer Arm length This is the length of the outer arm also called the Angle or Pitch The distance is from the axis about which it rotates to the tilt axis Lift Pivot Offset The horizontal distance of the lift pivot forward from the centre of the rotate The absolute height of the lift pivot is irrelevant as far as the kinematics is concerned as it is a constant and does not change wh
250. ge appears stating that the camera is buckled then the limit wires have not been connected properly or the buckle switch is tripped Handle and repeat step 5 Conditional If an error message appears stating that the Axis Zero Timed Out then the axis either didn t move amplifier fault wiring error etc or no zero marker pulse was found encoder has no zero marker pulse mis wired or the Encoder Lines value is wrong Handle and repeat step 5 a Set the camera speed to 1FPS switch the camera into RECORD not dummy on the Run Control Bar and if you have Take Ups then engage them Then press the Take Button Observe that the camera is running in the correct direction If it is not then check the Reverse Direction box 6 Compare where the camera is to the correct zeroing position for the camera Usually with the shutter closed and half way through the transport phase If this amount is greater than about 1 8 ideally less than 1 16 of a turn then the motor or encoder will have to be adjusted so that the zero marker pulse on the encoder is closer to the correct zero position Get this corrected 7 Disengage the camera and move it manually to 1ts correct zero position Then go back into the camera Set up display and using the mouse store button enter the current camera position into the Zero Offset This value should be between 25 and 25 at the very worst and should be between 1 and 1 for best results and
251. gger 2 etc but if you have a trigger wired up for a specific purpose you can change its name e g call it Flash Gun or Tape Start etc On Off This controls whether the trigger is active or not When set to off the output trigger will not activate during the move Test Can be used to turn the trigger on and off manually When depressed the trigger should activate and deactivate upon release Frame Counts There are 2 columns provided with 15 entries in each The user can switch any trigger on and off up to 15 times within the move The frame count fractional if desired at which the trigger is to turn on is entered in the left hand column and the frame count at which the trigger is to turn off is entered in the right hand column The move can be shot forwards or backwards or part run and the triggers will operate at the expected time Moving step will also work but stop motion will not operate the triggers In order to blank out fields select the box in the standard way and press the backspace delete key You can set up a trigger to fire before the start of the move by entering a negative frame count If a trigger is set to fire before the move then the pre roll for the move will be extended to at least as long as the earliest trigger The length of this preroll will be displayed in the Input Set up once the move has been calculated see above This can be used to provide a consistent preroll for a move regardless of whether the camer
252. go black Likewise if you want to disable it and it is black just click on it once and the axis will turn off and the motor will be disabled and any brake will be engaged to prevent the axis from moving If the axis trips out for any reason its current position read out just above the axis button will go lighter then click it once to disable it then again to re enable it If you click the mouse stop middle button while the cursor is on this button the button will assume a flat look and the axis will be inactive This means that although it will still hold position it will not move either from the hand held box of from a programmed move This state is the default for any axes not immediately displayed on the screen and is useful for axes that are not involved in the move as they will not be involved in limits checking curve generation etc Right clicking on the Axis Name will bring up a context menu pertinent to that axis having various options on it including the control state for that axis as applicable The axis can be zeroed sent to home or a known position etc The control mode of the focus axis for example can be switched between Independent and Follows Object or Follows Target Axis positions are modified in the same way that frame counts are simply select the number you want to change so that a black square appears around it and then type in the new value followed by Enter Positions can also be stored into axis po
253. h an arrow pointing left and directly above the large Enter key The value is entered once an Enter key is pressed If you change your mind half way through typing in a new value pressing the Esc key will abort the change and return the number back to its original value In numerical entry only certain keys are valid these are the number keys the decimal point the Enter keys and the backspace delete key The minus keys and the decimal point key are only valid if the value can be negative or fractional respectively Alternatively in certain circumstances the mouse store button can be used to directly enter a numerical value For example when you are storing an axis position you can place the cursor over the box you wish to store the data into and by pressing the mouse store button directly enter the data into that box Flair Version 5 Manual Page 15 of 265 CHAPTER 3 QUICK GUIDE lt a Mark Roberts Motion Control gt All numeric entry buttons also support a rudimentary calculator function If you would like to add or subtract an amount from the value type the amount and then press the or key You may also multiply and divide by an amount by typing the amount and then typing the or key If the box is for integer values only then you will not be able to type in a non integral operand If the value resulting is out of the range of the box you will get an error and the original value wil
254. h axes are to be offset In the virtual world adjusting the camera without adjusting the target could have odd effects and it is a good idea to know exactly what you are trying to do before you start using this feature and as with any adjustment feature one should save the job before you start For example if you had a move that was correct in every aspect except it needed to be adjusted up Say the real talent was taller than the stand in In this case pick a frame count where the adjustment is most crucial and move the camera to the frame count Then raise the camera to the desired point and do a Make This 3D on the ZV and ZT axes Frames column settings This is a pull down list which allows you to choose what the frames column should display The frames column by default displays absolute frames this button can be toggled to display different formats Scale When a move has been entered the entire move can be scaled up or down to make it shorter or longer When this button is pressed a dialogue box appears prompting you to enter the new total number of frames If your moves goes from 0 to 300 you can type in 600 in this box press OK and the whole move and any associated waypoint frame counts will be scaled up to make the whole move last 600 frames Stretch The stretch feature is an extension of scale If you want to extend or compress only part of the move it involves both a scale of that section and a ripple t
255. hange with the mouse so that a black square appears around it and then typing in the new value followed by the Enter key The next column is the position number and is to let you know which position line you are one If you have more than about 16 lines then they will scroll up and down and then this line numbering becomes vital The next column Target is optional and may not appear on your system it is not necessary for simple moves and is therefore covered later in the manual The rest of the screen is filled with axis positions in vertical columns with the axis name at the top and a position stored in each waypoint that is entered If there are more than about 8 axes then the other axes can be scrolled sideways so that you can get to them and inspect or modify their positions Axis positions are modified in the same way that frame counts are simply select the number you want to change so that a black square appears around it and then type in the new value followed by Enter Normally positions are entered into these boxes by telling the computer to store the current axis positions using the mouse Store button Flair Version 5 Manual Page 16 of 265 CHAPTER 3 QUICK GUIDE OO Mark Roberts Motion Control CIRIA Moving the Motors When the system is first powered up no motors are engaged the user has to enable them The first thing to do is to turn on the power to the amplifiers by letting out the red emergency stop but
256. hanged by setting the number of Frames per Step see the Special Effects section of this manual for more data At each end of the slider bar are small output boxes titled From and To These inform the user of the start and end frame counts of the move as it is being run Frames and Footage Counters In the bottom left and right hand corners are frame and footage counter boxes which are used to show how much film has been used and how much remains They do not appear on a video system When you turn on the system it considers that you start with a full 400 foot magazine of film and therefore you have 6400 frames to shoot If this is not right you can enter the number of feet you have into the Feet Left box and the Frames Left will automatically be updated to match If you instruct the computer to run a move that it thinks will use up all the existing film it will issue you with a warning to that effect This is only a warning and the move can be shot if needed This can also be used if you reverse load the film simply state that you have Flair Version 5 Manual Page 113 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control NASA used 400 feet and that there is 0 feet left The system assumes that there are 16 frames per foot this can be modified if needed and is covered in the Miscellaneous Set ups section The Control Box is used to control the operation of the recording mechanism and is also used to actua
257. have the roll being controlled in this way you may not zero or home any of the axes that affect its positions 1 e Lift Angle Tilt Pan you must first take 1t out of roll control to do this If the roll trips out or it turned off when in Roll Level then when it is switched back on it will request a Goto to the level position Roll Up is a third option which is only valid in normal Target Tracking moves It avoids the problem of looking at the floor and ceiling when there is no horizon it basically assigns a point that defines where up is and moves the roll axis to follow that as it moves Algo Off Algorithmic control links the motion of one axis to the motion of the controlling axis This is normally done through a look up table which is defined in the Axis Set up of the controlled axis Once the relationship has been defined the controlled axis must be selected as a Mimic Controlled axis and then Algorithmic control is turned on This will normally result in a Goto to place the controlled axis in the correct start position and it will thereafter be slaved to the controlling axis Carts Off The options for this are Cart World Carts View Locked World Locked View Carts Roll and Locked Roll These options are fully explained in the section Cartesian Control in the Target Tracking chapter of the manual Autofocus Off If your system is an animation stand that has been configured to focus on t
258. he chapter on Technical Information for more data on this Incidentally it seems that every CGI and Motion Control system uses a slightly different co ordinate system Matching Motion Control to CGI The first thing to know is that this process requires some skill and understanding One cannot expect to import or export the data and have it work perfectly first time On the other hand with some care and a little experience it should be relatively simple to get a good match System Set up Any XYZ data imported into a 3D software package from the Motion Control system is only as good as the system set up If the scalings or the zeros on the rig are not correct then the data will be incorrect to that degree An angular offset of as little as 0 1 can make a difference so it is important to make sure that the rig is set up as well as possible Even the lens used can make a difference to the exact position of the tilt and pan axis zeroes if they are not properly aligned Experience will tell you what is important and what is not Even the stiffest rig will bend and flex under gravity and the XYZ co ordinate output cannot be expected to be perfect From our experience final output accuracies of 5 10 mm are good but this really depends on what you are shooting Image transfer Images shot on film are generally Telecined and then imported into the CGI system via tape or disk recorder or some storage medium The film to tape Telecine process
259. he rotate beyond 90 degrees then the scaled move will put the rotate back to within 90 degrees unless you set this toggle Tool Tips No Yes Tool Tips are the small text boxes that appear when you position the mouse over a button and hold it there for a moment They usually give some useful information about the button This feature can be turned off if the user finds it to be distracting Limit Stop No Yes Normally when an axis hits a limit and trips out or trips out for another reason the entire move will stop In case this is not desired set this switch to No but the recommended setting is Yes TC Display H MM SS FF MM SS FF SS FF When the frame count is displayed as a timecode the format of this data can be modified Often a move will not last Minutes let alone Hours so showing only Seconds and Frames could be desirable Auto Run Repeat No Yes When the system is repeat running the move you can select whether 1t will automatically start each run or if you have to trigger each start Misc Info No Yes Additional information about the system and its operation can be printed out as the system is running by selecting this option It would normally only be used in conjunction with MRMC to diagnose a situation Auto Inc Files No Yes After a job has been stored to or retrieved from the disk and has been assigned a name the system will automatically suggest an incremented name fo
260. he axis Blank Entries If a waypoint exists but a related box is blank that means that no position has been stored for that axis In fact if you simply add waypoints without storing any data you will get entire rows of blank boxes The boxes will stay blank until some positional information is stored in them The significance of a blank box is exactly what you would expect it does not hold a position and therefore does not affect the move in any way If you have data in a box but want to blank it out select the box by clicking on it and then press the backspace delete key on the keyboard You may not have blank entries in the frames column Values Displayed The numbers displayed in the axis positions boxes are generally in display units When the axis is set up it is specified what the relationship is between the motor turns and the distance the axis moves This means that the computer can interpret motor movement in turns or centimetres or inches or degrees The units that appear on the numerical screen will be in the units that the motor has been scaled for One exception of this is the focus axis which is displayed in display units like the other axes when it is acting as an independent axis but is in terms of focus target distance when the computer is controlling the focus see Job Type Section and Target Distance data immediately above There are other specialised axes that can display their data in other forms but for most
261. he button labelled Focus Axis Set up and using the mouse store button read the data from the Focus Axis Set up into this Lens Focus Axis Set up If this works you will hear a short beep and a message will appear If you then press the Focus Axis Set up button you will enter the Lens Focus Axis Set up for that lens and the values should be the same and the ones you just set up for the Focus Axis Do not select Customised Focus Now set up the X Nodal Offset The value to start with should be set to the distance from the tilt axis to the film plane plus the lens factor less the focal length in metres It can be found more precisely using Cartesian Control but is not explained in this section A good rough estimate for a prime lens is the distance from the tilt axis to the front glass element of the lens Enter in the Z and Y Nodal offsets as measured from the intersection of the pan and tilt axes The Y offset is positive going to the left looking from the back of the camera and the Z offset is positive going up The View Offset is the distance from the nodal point to the assumed view position This is normally at 0 to put the viewpoint on the front nodal point but can be adjusted to change the look of the move The last 2 fields in the Lens Set up now need to be set these are for Target Tracking purposes and do not affect the operation of Follow Focus but are important for accurate Target Tracking Scaling and XYZ Data output
262. he hand held box if using Grip Sticks you should also select H H Box GripStick This pull down allows one to select from the different available options of control The options currently available are Encoder Pos which directly controls the axis from another encoder Encoder Pot ensures that the mimic controller and the motor always stay in Sync whenever mimic control is turned back on the motor will first go to the current position of its mimic controller before the user can control it again to bring the two in sync This is normally used with a controller that has a specific limited movement range like a focus hand controller that cannot move more than one turn Encoder Vel if selected is active even if mimic is turned off and while copying closely any changes made with the controller such as a handwheel it pays attention to the maximum velocity and acceleration of the axis and won t allow them to be exceeded even if the handwheel turns faster Speed Boat which gives you a speed controller for the axis very like the speed throttle on a boat The centre position is off and forward moves the axis in one direction backwards moves it in another Speedboat Deadband With the speedboat control it can be very hard to find the exact position for stopped Due to this there is the facility to allow a wide area of motion to equate to stopped This is in encoder slots so the actual range of movement it reflects will depend on
263. he table as the camera moves up and down you switch the lens into follow focus using this switch Once the lens is set up as covered in the Lens Set up section turning on this toggle will normally cause the system to prompt you with a Goto that will move the lens and camera into a focussed position thereafter as the camera is moved up and down the focus will be adjusted to stay sharp on the table The various options that control the rig in a special mode Head Control Roll Control Cartesian Control etc are selected by choosing the state you want When this is done either the control function will be activated or a Goto will be required and once the Goto is finished the control function will be activated If the Goto is interrupted or for some reason the control state is not activated the label will switch back to reflect this Only one should be selected at a time and once its Goto is Flair Version 5 Manual Page 111 of 265 CHAPTER 5 MAIN DISPLAY OO Mark Roberts Motion Control NASA finished another option can be chosen Please note that if you are in Keep Head Level 1t makes no sense to use any of the roll controls as the roll will automatically behave normally in this case Lower Control Menu There will be a series of buttons at the bottom of the right hand menu bar which control a variety of function in the system The exact buttons depend on the configuration of your system Timecode If you have a timecode reader
264. he target and the roll angle once per frame MRMC 3Node As with the Carts Raw data but instead of a roll axis the Up Point is exported This mode is ONLY valid when in Roll Up MRMC Eulers Euler pronounced oiler angles are the 3 angles that define the direction in which something is looking Pan Tilt and Roll are a good enough model of these angles for our purposes In this format the Location of the camera is output in MRMC Co ordinates and the Pan Tilt and Roll angles are presented with Pan positive being to the left and Tilt positive being up and the Roll is as above MRMC Axes Here just the raw axis positional data is exported for Track Lift Rotate etc This has been provided for those who would model the rig themselves or for interfacing to cranes and dollies with encoders Kuper format Exports data in the same form as Kuper motion control software Lightwave format Exports data in a Lightwave motion file Old version MRMC Carts Curve This output format has been developed in order to improve interfacing with certain CGI packages The data is exported as curves instead of discrete per frame information and this format should only be used with special software that can interpret the data Please note that in the Kuper format none of the later options have any effect and in the Lightwave format only the units makes a difference Coordinate System MRMC The standard Mark Roberts coordinate system which has X
265. held box speeds on the lens are very important when you are in auto focus as the speed with which the camera approaches the table is firstly limited by the maximum speed of the carriage and as you get closer it is limited by the maximum speed of the lens Therefore the maximum speed of the lens and its maximum acceleration as well as maximum limit must be set up properly Flair Version 5 Manual Page 52 of 265 CHAPTER 4 SET UPS Se Mark Roberts Motion Control gt Depth of Field Calculator Depth of Field Exit Focal Length rmm 24 00 Circle of Conf 0 0010 F Stop 8 00 Hypertocal Dist 283 46 Near Dist Focus On Far Dist 53 54 66 00 86 03 Distances measured in Centimetres A Depth of Field calculator is provided for the user when the Target button on the Numeric display is pressed This calculator works out the depth of field following one of the accepted formulae and uses the settings as shown in the calculator display The user is free to adjust the Circle of Confusion in 1000ths of an inch or the F stop if it is not computer controlled A hyper focal distance is shown as well as near and far focus distances in the currently set target distance The hyper focal distance will always present a read out but the near and far focal distances will only be displayed if the focus is set up and in Focus Follows Target or Focus Follows Object mode This calculator is intended as a guide only and you should test o
266. hen you are at the exact end of the move The move will normally be run backwards at 1 3 of the camera speed but you can set the run back speed by setting the camera speed to the runback speed you want and then using the mouse store button Right Hand Button over the Back 1 button A message will appear telling you what the run back speed has been set to Please note that the output triggers will NOT fire during a Back to 1 Also note that this runs the move back to the start along the move path and is different than a Goto which would not run the camera along the move path Camera Dummy Camera Record This button is a toggle that sets the move to be a dummy shoot or a recorded shoot When in Dummy the whole move will be executed but the camera will not run When this is changed to Record the move will be shot with the camera rolling If the system camera is off i e disabled and External Camera is ON then the move will be shot synchronising to the External Camera If you are running an internal camera then this button is active during the run and can be used to start and stop the camera running during the move as long as the Flair Version 5 Manual Page 114 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt camera and move are both being run forwards Do not try this is you are running a variable camera speed move of any kind Move FPS This is the move speed in frames per second Any positive value can
267. hile a Part Run is being executed Focus is independent follows object follows target The focus axis can be driven as a normal axis running between entered points and when this switch is in the is independent state that is what happens There are 2 other states in which the focus is driven to hold focus on a target which moves In this way target distances can be measured and the focus will automatically maintain a sharp image of the target or a soft one if you want These 2 modes are follows object and follows target When in follow object the distances entered in the focus column are taken as distances to an object a curve is fitted through these and then as the move is run the focus is moved to maintain focus on the object as it moves follow target is only valid when you are in Target Tracking and the focus is driven to maintain focus on the Target as worked out from the target tracking maths Follows Object can be used in target tracking and would be particularly applicable if you wanted to target track one particular object but focus on something else When you are in Follows Target the focus column holds a copy of the Target column and this will be displayed in brown When you are in Follows Object the distances in the focus column are focus distances and are displayed in yellow The Convert button to the right of this entry will prompt you if you want to copy distances from the entered Target Positions
268. hind or too far ahead of the rig so that the move will not run Profiling the Master axes means that the time factor that is being passed to them is the same as the one being used to profile the carts You can also use this profiling to vary the speed for the other independent axes such as model movers etc This mode will only really work when you are using normal curves and not Bezier curves Camera Speed is fixed varies Turns on and off the variable camera speed functions and sets the exposure compensation option You can also select to have the move being at fixed speed but the camera speed to vary You of course could not shoot repeatable passes at different speeds but this may be a desirable option See chapter on Variable Camera Speed for a full description of this feature Priority to axis positions Cartesians A Target Tracking move can be represented as axis positions or as Camera and Target Cartesian positions When you start editing one of these the 2 representations of the move do not match exactly and this toggle allows you to select which one has priority When you are in Priority to Axis Positions the Cartesian positions are modified whenever the axis positions are changed When you are in Priority to Cartesians the move is based upon the Cartesian positions which are set when the flag is switched and can only be edited directly not through adjusting the axis positions This is quite a complex topic see th
269. his position is up to you for an axis that is not target tracking but for target tracking axes this position can be VERY critical consult Mark Roberts Motion Control if you are unsure Once the axis is correctly positioned go into the Axis Set up Display and store the axis current position into the Zero Offset box using the mouse Store button and Apply the changes Now zero the axis again and verify that it returns to the correct Zero position If it is desired to Zero at a position that is not 0 0 enter the desired value in the Zero At box Set the Zero Time to be the amount of time it takes the axis to get from its furthest position from the reference point to the reference point when you are zeroing it Save and Apply what you have done so far Set the Maximum and Minimum limits of the axis travel Move the axis to its greatest extent of travel and store that position into the Max Limit box using the mouse Store button You may have to extend the limits first Repeat for the minimum limit by moving the axis to its most negative extent of travel Alternatively set these amounts to known values i e if you know the tilt can go up 30 degrees and down 30 degrees then enter 30 in the Max Limit and 30 in the Min Limit If these values are entered the wrong way round then the axis will not move at all Now set the Preroll and Postroll factors This is done by part running the move over just the middle few frames of a mov
270. hrough for the rest of the move When pressed you are prompted for the waypoint number of the beginning of the stretch the waypoint number of the end of the stretch and the desired frame count for the end of the stretch In this way the speed of the move through a series of waypoint can be changed without changing the timings of the rest of the move Move Editable makes the move un editable by the user and ensures that no changes are made inadvertently The flag should be set once you start shooting a move The Head Control state and the Roll Control state are NOT locked as these do occasionally need to be turned on and off as with the move speed and the camera speed It is also possible that with diligent effort one could find another way to change the move when this flag is set so it is an aid to the user not a guarantee Flair Version 5 Manual Page 109 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt CONTROL MENU HHB Off is a toggle button with 3 states HHB Off HHB On and HHB Grips It defaults to HHB Off and must be explicitly turned on before you can move axes on the Hand Held Box Its main use is to deactivate the motion functions of the Hand Held Box as a safety precaution and to allow the user to easily turn off the Grip Sticks if they provided A right click will pull up the HHB Setup Dialogue Stop Motion is a toggle button that has 2 states Stop Motion and Moving Step The s
271. ide View Signal Gain Simple Dolly SIMPLE DOLLY Simple Read Single framing speed Single Step Slate Slave Move Slider Bar Slider Bars Slip Zero Slipping Clutch Slope Smooth Snorkel Snorkel Snorkel Lens Snorkels Soft Limits Softimage co ordinates 127 111 164 111 111 136 245 255 62 255 151 220 69 69 19 96 17 130 191 24 8 103 109 218 194 190 255 190 255 179 67 30 60 46 48 31 20 103 107 57 115 LE Software Problem Report 232 Software Wish Request 232 Sony BVW75 69 Sony RS422 70 Source Frequency 205 Space Mouse TM 166 Special Effects 99 SPECIAL EFFECTS 186 Speed Boat 177 Speed Boat Mimic 27 Speed Profile Axes 147 Speed Profile Copy 163 Speed Profiling 90 95 159 256 Speed sense 90 Speed Snap 200 Spline 145 Start along path 144 Start At 108 Starting Flair 10 Stationary target 148 Stationery target 150 STAUBLI 76 Step Delay 188 Stepper Motor Tuning 31 Stepping 134 Stepping Effects 188 Stereoscopic setup 189 Stiction 26 Stop along path 145 Stop button 24 Stop Motion 110 188 Stop Motion will not operate the triggers 210 Stop quickly 145 Stopping a Mimic Learn 179 Store Axes 108 Stored Pos 1 97 Straight Line Moves 124 Stretch 103 109 Strobing effect 110 Strut Length 82 84 85 Strut Lift 84 Styles of Zeroing 227 Swan Neck 83 84 85 86 Sync bars 64 205 207 Sync Frames 63 206 Synch Input 63 Synchronisation 62 204 Synchronis
272. ier curves and with normal splines though it operates in different ways There is a potential confusion here which is to do with the shape of the curve The move path can be created with different curves including cubics and Bezier curves The speed profile can also be created with cubics and Bezier curves To make the distinction we refer to the speed profile as being a Bezier or cubic form and the actual path as being a Bezier or cubic path Speed profiling can be achieved through adjusting the timing of the move achieved with speed profiling options Bezier Form or Cubic Form or through adjusting the speed along the move achieved with the Speed Profiling Option Fairings Form Bezier Path Speed Profiling When you create a move path with Bezier curves then the waypoint times are actually ignored the only times that matter are the start and end The move path is considered as a distance to be travelled and the speed profile for a Bezier path is simply a graph of time along the horizontal axis against percentage of path travelled up the vertical axis Shown in frames of the move In the default Bezier path profile the profile starts slowly in the bottom left hand corner of the graph indicating a slow speed along the path the profile line is almost horizontal indicating a slow change in distance over a larger change in time therefore a slow speed then as the move progresses the slope of the curve increases showing increased movemen
273. ifference especially when up close When you are in Scaling move Slave the 3D graphs will display the slave moves for both the target and the camera This can be useful in trying to isolate any mismatch between the master and slave moves X Y Z Adjust The Slave move can be moved around in 3D space by using the X Y amp Z adjust buttons Any entry into these boxes will move the slave move around by the distance entered in Metres If you attempt to edit a scaled move in the 3D Graphics display any movements made with the mouse will not edit one specific waypoint but will be applied to these XY amp Z offsets and will affect the entire move Adjust Y Adjust Z Adjust 0 000 0 000 0 000 Azimuth Elevation Roll 0 000 0 000 0 000 Scale 0 000 Scaling Refs 2 Point v Scale to Target X Adjust xY Zs Convertto Master Flair Version 5 Manual Page 193 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt Azimuth Elevation and Roll These rotational angles are only available in 1 point and Line Up scaling modes They are 3 rotational angles that can be used to rotate the slave move around in 3D space They are not for the faint of heart and are for seasoned professionals only don t try this at home Consult MRMC if you have a specific need in this regard The Azimuth is basically a rotation of the slave move about the vertical axis based on the 0 0 0 origin normally this wou
274. ifficulty setting this value This is not shown on the diagram It is a small angle usually a negative number like 0 04 radians on a Milo Arm Length at Zero The length of the jib from the arm pivot to the front arm pivot Back Length The length from the arm pivot to where it connects to the lift strut Swan Neck The length of the swan neck from the front arm pivot to the centre of the pan s rotation This is a horizontal distance the vertical height is a constant and does not affect the Kinematics This is only used for Panther systems it does not affect Milos or Cyclops and should be set to 0 in these cases Lift Offset The distance from the centre of rotate forward to the lift pivot With the Milo this value is usually about 0 20 and with the Cyclops it is about 0 55 This value is negative as the lift pivot is behind the centre of rotate Flair Version 5 Manual Page 84 of 265 CHAPTER 4 SET UPS OO Mark Roberts Motion Control NASA Angular lift Jib Length Lift Constant Not needed should be set to 0 0 Rail Radius Not needed should be set to 0 0 Strut Length Not needed should be set to 0 0 Kink Angle Not needed should be set to 0 0 Jib Length The length of the jib from the centre of rotate to the pivot point for the head Lift Zero would be when the arm is horizontal with the centre and front pivots at the same height Back Length Not needed should be set to 0 0 Swan Neck The length of the swan
275. ill get an error message It means that you cannot read in the job and it must have been stored from a different program or a different program configuration The Job Check prefix means that this error was spotted while the program was testing that the data structure of the job was intact Error occurred file corrupted please re load program This is very similar to the above but in this case it has been decided that the data read in may be suspect and there could have been some data corruption You are strongly advised to re load the software You could also try reading in the job with the Simple Read function as this will read in only the actual waypoints and not the entire job You cannot use LPT1 for printing the rig is controlled through it You have attempted to open LPT1 for data output This is not allowed as LPT1 is used to control the rig Using LPT1 would guarantee a system failure This applies when you have a PC host computer if you are using some other hardware platform then the response may be different Could not open your selected output The output you selected to use could not be opened select a new output General Errors Error Communication to the root box X More than 5 errors are fatal Retrying This means that the PC or host computer has tried to communicate with the Root computer and failed The most common cause of this is the root computer has stopped working often this is because someone has
276. ill start The preroll at the start of the move will then be at least as long as the prehold you have stated Post hold You can enter the number of frames that the camera will run after the move is shot As above with Prehold If you start the camera before the move by pressing the Turnover button when you are at Ready to Shoot and later trigger the move if there is a posthold that will be executed at the end of the move and the camera will then stop If you do not want the camera to automatically stop in this case set the posthold to 0 Stereoscopic setup Optional Bu Stereo Effects Setup Apply Help Exit Interocular Axis Ed Interocular Metres IO Animated Rig moves Camera Help Converge to Infinity Help Convergence Axis TILT Convergence Metres Shoot Right Eye Stepping Mode Prompt Other Eye Help One of the additional special effects you can create with Flair is shooting a left and right eye pass for stereoscopic shooting Live action of course requires a stereoscopic camera but animation and model shooting can be shot with one camera doing single frames of left and right eye or shooting the left eye and then the right eye Mostly with puppet animation you would shoot single frames of each eye as you go along model can be shot either way With normal scale or miniatures the interocular distance is often so small that you could not easily mount 2 cameras side by side so moving the camera a little side to si
277. in a live action shoot where the subject is not pre programmed and manual control of some axes can allow the talent to be kept in shot In addition it can be required for a movement so generated to be played back to produce matt passes Mimic Mode does just this it allows the operator to have total manual control of as many axes as he can control throughout the move and records any movements on these axes for replay if needed In addition some people feel that a computer controlled move can be too smooth and prefer to have a more organic feel which mimic can provide What controls a Mimic Axis An axis can be controlled when it is mimicking by several different sources 1 The hand held box 2 A handwheel or encoder connected to the mimic board in the Root box if there is one 3 Grip Sticks attached to the rig or 4 Itself When an axis is controlled by the hand held box it operates exactly as normal When it is controlled by an encoder the motion on the encoder is used to determine the movement of the driven axis Types of Mimic Control H H Box This form of mimic control allows the axis to be controlled exactly as though it were being controlled on the Hand held Box during the move or using Grip Sticks and the motion will be learnt and recorded Encoder Pos In this mode of control the motion of the axis will EXACTLY duplicate the motion of the controller Moving the controlling handwheel around and returning it to an exact po
278. ing frequency Independent axis Independent Axis Independent Camera Control Infinity Offset Init Scaling Initialisation of Cartesian Control Input Data Format Input Focus Inputs Insert a waypoint Insert Line Insert lines Installing the program Integral Gain Internal camera Iris Calibration Iris compensation Iris Compensation Iris Control Iris Type Axis Jerry Scaling Jib Length Jib Position NWES Job Job checking Job Type Job Type Display Joysticks Juno JUNO Key xyzs Kinematics Kinematics configuration ZAR 26 Kink Angle 83 84 86 55 Kuper format 215 55 137 176 Kuper s coordinate 215 25 122 Learning a Move 178 53 Lens Configs 224 177 183 Lens Configuration 35 176 Lens distortions 221 27 Lens Factor 50 165 Lens Set up 35 75 Lift Column Flag 78 80 Lift Constant 82 111 LIFT MODELS 82 110 Lift Offset 83 84 85 111 Lift Pivot Offset 78 111 Limit O R 54 76 Limit Override mode 54 88 Limit Switch 226 86 Limit Zero 227 110 Limited Rotate 228 25 Limits checking 105 25 Limits Checking 131 161 25 Limits Override key 23 124 Limits Test 90 143 Linears 145 226 Live action 136 158 176 95 Live Action Camera 137 178 Lock Move 109 206 Locked Roll 164 24 Locked View 164 53 Locked World 164 95 Lookup Table 28 222 Loss of data 224 221 Lost Synch 204 219 Macros 222 218 Magazine of film 113 205 Magellan Space Mouse 166 149 Main Display 92 20 251 Make This 109 137 Make this 3D 109 50 Mark Robert
279. ing the shots one could force 4 FPS to have 12 frames of ramp and in that way all the takes would be the same length A high setting here can affect the amount of preroll time the system needs Flair Version 5 Manual Page 57 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA Controller Specifies which Mimic input is to control the axis In controlling the camera axis you are not controlling its position as you do with other axes but you are controlling its speed See the section on Variable Camera Speed for more data Handwheel Scaling It is the scaling factor of the Mimic controller to Camera Speed Right clicking on this entry box will bring up the Camera Speed Scaling Calculator which is similar to the Manual Scaling Calculator for an axis but additionally allows you to define the amount of change in camera speed you want the Ramp Range and shows the controlling encoder s position as well as the scale and the resultant camera speed were you to be running the camera in a mimicked speed move Output Controls There are several control functions associated with running a camera and these may be controlled through the software These control functions are the switching on and off of the take ups the direction of the take ups the cap shutter and rackover Rackover is found on some cameras and allows the camera to be mechanically or optically moved out of the light path so that the image can be viewed
280. ings Viewpoint The point from which we consider that we are viewing In most cases this is simply the camera but in certain effects e g scaling its exact position can be of importance It is the place that the person s eye is considered to be viewing from Viewpoint Offset This is the distance from the front nodal point of the lens forwards to the viewpoint Usually either set to 0 or to the focal length of the lens in metres X Nodal Offset The horizontal distance from the intersection of the pan and tilt axes to the front nodal point of the lens This distance is measured in metres Y Nodal Offset The horizontal distance from the intersection of the pan and tilt axes to the front nodal point of the lens This distance is measured in metres and is positive if the nodal point is to the left of the pan tilt intersection looking in the same direction as the camera Z Nodal Offset The vertical distance upwards from the intersection of the pan and tilt axes to the front nodal point of the lens This distance is measured in metres Waypoint A waypoint is any assigned position through which an axis moves By assigned is meant that a position has been stored and usually a frame count assigned This term is interchangeable with Keyframe Zeroing See also Homing Process whereby an axis is moved to a specific point in its travel where its position is determined to be 0 Flair Version 5 Manual Page 257 of 265 GLOSSARY Mark Roberts
281. into the Follow Focus distances which could be a good starting point if you are switching from Follows Target to Follows Object These states may also be selected from the Axis Context Menu which is brought up by right clicking on the focus axis name Zoom is independent is linearised in focal length in view angle Tracking in on an object and zooming in both produce a change in the field size at the object you are tracking in on However while a constant speed track in will produce a constant change of field size this is not true of most zoom lenses If you want to create a smooth zoom that looks like a track ignoring perspective changes you have to linearise the motion of the zoom The actual zoom linearisation is done through the lens Set up which is described in Chapter 4 of this manual however once this Set up is done you can use this data in several ways If you are in Zoom is Linearised then the computer will drive the zoom axis to try to achieve a consistent change in field size You can also do this and display the data as the focal length of the lens or optionally as the view angle Please note that the view angle may not be what you would normally consider to be the view angle as that depends on many factors such as Flair Version 5 Manual Page 143 of 265 CHAPTER 10 JOB TYPE KO Mark Roberts Motion Control NASA the format and whether you consider view angle as horizontal vertical or diagonal The number
282. investigation if there is any problem with a move In fact the easiest way for us to check out suspected faults is to send us the job on a disk or via email In order to do this it is necessary to have some familiarity with the operating system being used on your computer Do not attempt to edit the job file as it is not in any recognisable format File Backup As you save jobs they can also be written to a secondary location without any additional input from the user In the unlikely event of a hard disk crash the job can then be loaded onto another computer and you can be up and running again in a few minutes This functionality is accessed through File File Backup and File Backup Location menus on the top menu bar This is described further in the Main Display Chapter q v Flair Version 5 Manual Page 139 of 265 CHAPTER 9 JOB STORAGE KO Mark Roberts Motion Control gt Errors There are quite a few possible errors that can occur during job reading or writing most of which are self explanatory and usually boil down to an error in naming a file or some sort of typographical error There are some system errors that can occur and if these do occur note them down and inform Mark Roberts Motion Control soonest for advice If the reading or writing is aborted you can always retry making sure that the computer is not in a run state such as Ready to Goto etc When you read or write jobs the system should be in the norma
283. ion Control gt Setup Configures the display in terms of clipping planes ground glass and details of the displayed rig Draw Rig Settings Draw Rig Settings Save As Read Apply Help Exit Near Clip cm 2000 Near Far crn 3000 0 Vertical Fov deg 50 000 Ground Glass 20 Red4k_235 222x125 mm gt Aperture Outer Lines Inner Lines Width Height Width Height Width Height 0 961 0 539 0 000 0 000 0 000 0 000 E E Show Frustrum Line To Target Show Frame a Show Name a Show XYZ pos a DeckHeight cm 0 000 Weight ifarm gt cm 250 000 Head setup zamera Head Best Guess Head Height 40 0 Tiltto Side 20 0 Camera setup Camera Length 25 0 Camera Width Camera Height 15 0 Save As Allows you to save your settings into a ini file for later review and or use Read Opens a File Dialog box to select an appropriate ini file to read in See Advance Configuration for more data about ini files and what settings can be saved with them Near Clip amp Far Clip Defines the clipping planes to be used in all modes in centimetres Vertical Fov Degrees Defines the angle of view used by the system when you view in the Perspective or Orthogonal views The angle of view of the rig view is controlled by the lens settings Ground Glass Selects from a wide variety of choices which ground glass should be used in the Rig display mode When you are looking through the rig s lens This
284. is has been done the axis will be controlled by the controller that you have set up Learning a Move Enter the move that you want on any other axes in the standard way not worrying about the stored positions of any mimic controlled axes if you are using Mimic On Move the mimic controlled axes to their move start positions and run the move As the move executes you are free to move the mimic controlled axes as you wish and Flair Version 5 Manual Page 178 of 265 CHAPTER13 MIMIC MODE KO Mark Roberts Motion Control gt the movements so created are stored as they occur The move is then learnt and at the end of the move the waypoints on the mimicked axes are modified to reflect the mimic movement Replaying a Move Once a move has been learnt you can replay it The first thing to do is to turn off Mimic Learn or else you will destroy any recorded move then simply run the move again All axes will go to their start positions and when executed normal axes will do the usual thing while the mimic controlled axes will replay whatever motions they went through when the move was learnt These learnt moves can be replayed as many times as wanted Saving a Move If you have recorded a mimic move and one of the axes is to your liking but another one needs to be re learnt set the correctly learnt axis to Save in the Mimic Set up Display and then its move will be saved and replayed without danger of re recording it In f
285. is no lag as long as you do not use the smoothing window and the position of the handwheel will match the position of the axis exactly as you use it This can also be a problem as you can run the axis too fast and trip it out and also run it into a hard limit Encoder Vel has processing to greatly reduce the possibility of this though you can still do it if you really want to However due to this there is a slight lag that you will notice on fast starts and stops One of the other drawbacks with Encoder Pos is that you have to be in Mimic Learn for it to work and going into Mimic Learn requires that the handwheel be totally stationery Encoder Vel is active whenever the Hand Held Box is on and you can do pretty much what you like with the handwheels otherwise Encoder Vel is great for positioning the axis and getting line ups and for slow mimicking Encoder Pos is good for that precise control of the pan and tilt which is often demanded by cameramen Another use for Encoder Pos is for mimicking a focus axis The advantage being that as long as you make sure that the scale on the handwheel matches the scale on the focus whenever you switch on mimic learn then the scales will always match The disadvantage is that it is very easy to move the handwheel too fast and trip the focus motor out in which case you have to turn off mimic learn re engage the axis make sure the scales match and then switch Mimic Learn back on not to mention the fact tha
286. isplayed Function Keys If you want to assign a function key find the designation letter by looking at the list down the right hand side of the display then choose the key that you want to do that function select that key with the mouse select button and then type the relevant letter Flair Version 5 Manual Page 54 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA on the Qwerty keyboard then use the Enter key on the Qwerty keyboard to enter the data If there is any other key also assigned to this function 1t must be removed by selecting that key and then deleting the assignment by using the backspace delete key Motion keys The keys can also be used to move axes The keys are assigned to an axis in the same manner as the joysticks are Get the axis number from the list on the right hand side of the display select the key you want to assign and type in the axis number followed by a if you want it to move the axis backwards and then type Enter on the Qwerty keyboard to enter the data There is a difference with motion keys as opposed to the joysticks as you have to assign a positive direction key as well as a negative whereas the joysticks automatically handle both directions Grip Sticks The Grip Sticks settings allow you to allocate up to 16 Grip Sticks to any of the motion axes The number of Grip Sticks that you can have depends on the number of Grip Stick connections boxes you have purchased The minimu
287. isting waypoints Adding a waypoint is best done by finding the frame at which the departure from the intended move is greatest you can do this by watching the move and seeing where the slider bar is when the move leaves the desired path by the most Then run the move to the place where it is worst insert a waypoint at that point of the move then correct the positions so that the correct path is more closely followed and store the necessary positions Then run this and continue correcting as needed to get the path right Again it is usually better to use fewer rather than more points Deleting Waypoints Waypoints can be deleted by selecting the line you want to delete then pressing the Delete Line button on the Side Editing Menu bar or pressing the keyboard Del key A waypoint may also be disabled to see if that produces the required effect before deleting it In this case press the middle mouse button over the waypoint position number and the number should grey out This waypoint will not be removed from the system but will not be factored into any move Re enable in the same way Curves and Straight Line Moves A path can either be a straight line or a curve If you have only 2 points then the usual path is a straight line between them when there are more than 2 points the path is usually a curve When there are numerous points the computer will calculate a smooth path that passes exactly through all the points You usually
288. k the state of the Master Track Extend value in the kinematics Set up Note Even if you have plotted points that are not going to these points or through them they can be encountered when the rig executes the move If this occurs just move far enough away from this zone to handle the problem this would be typically about 5 or 10 degrees away from the 90 degree position Please also note that if your camera path for any reason goes outside of the allowed side to side range of the rig the rotate will simply go to 0 and there may be discontinuities in the Rotate s motion If you see the rotate either staying at 0 the whole time or dropping to 0 this usually means that you have encountered the problem above Tilt 90 Handlings The most usual way to get around a tilt 90 problem is to reposition the move or the subject such that you are not running the tilt across 90 degrees You can run the tilt from positive down to 85 or from negative up to 95 it is crossing the 90 zone that causes problems The same problem actually occurs at 90 but that is not a position that most cameras can go to The handling for this condition with a rig that has an Angle axis can be to re position that Angle axis so that the 90 position is not used during the move For example a lift from the floor to maximum height with a Milo rig will cause you to go through tilt 90 if you are looking straight ahead However offset the move to the side by a couple of fee
289. l Display are followed but the rest of the move can be adjusted as desired The button when pressed causes the existing move to be time locked if you then modify the move you will have to press this button again to make it time lock This feature is not available on the fairings form profile as of the current release Flair Version 5 Manual Page 162 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Speed Profile Copy It is possible to copy the camera profile onto the target if this is desired Simply click the Cam Targ button on the top line of the display Errors In Bezier form and Cubic Form the speed profile slope can go up and can also go down indicating that you have reversed direction and are going back along the path however the slope must never become vertical or curve back on itself These conditions are caught by the computer on the whole but very nearly vertical lines can cause the rig to lurch If you have plotted a target tracking move that follows its target nicely but when profiled fails to follow the target this usually means that one of more of the set ups on the system is incorrect Target Tracking by itself is very forgiving and will appear to work even if something is very wrong speed profiling however is not so forgiving If this happens check the 3D displays to see if you can spot any obvious discrepancies and check the lens Set up and possibly even the kinematics Set u
290. l be lost If you wanted to add a hold at the end of the move you would press Add Line then type in the position number of the old last line into the newly added line and that would automatically give you a hold at the end of the move The position column is also used for a short hand store feature If you press the mouse store button while the cursor is over the position column then the current positions of the axes will be stored into this line This allows quick data storage with minimal movement of the mouse Keyboard entry over this column can also be used to Insert or Delete lines When you have selected a positions number pressing Delete on the keyboard will delete it and pressing Insert will insert a line before the one you are currently on You also have the capability of disabling a waypoint so that it is not figured into the move This is done by pressing the middle mouse button over the position you wish to disable The buttons number should then grey out To re enable simply press the middle mouse button again This feature can be activated or de activated through a set up in the Miscellaneous Set ups It is not recommended that you leave a lot of de activated waypoints as it may confuse editing or programming the move If it is not good delete it if it is keep it FDX Column The FDX Column contains data for mixes fades and dissolves and will only appear on your system if this option has been purchased and y
291. l find in each axis setup but made accessible specifically got Mimic Control Below the Scale Label is the current handwheel scaling for that axis This number is taken straight from the axis set up and when it is changed the value in the axis set up is directly changed The Set Scale button pops up the same calculator that you would use in the Axis Setup when you press the Manual Scaling button Zero allow you to zero the controller which is vital for use with End Pot mode Just above the Zero button is a read out of the controller position which is helpful to see if you are correctly set up for mimic control Please note that the facility to record data before the move is not provided in this display and you will have to use the normal MimicLearn mode However this display is very useful for rapid setting up of multiple mimic axes An additional difference with this mode is that when you read a job back the axes will go into the mimic mode that they were stored with With the other system if you were out of Mimic Learn then any job read in is also out of Mimic Learn regardless of how it was stored Mimic Smooth Data stored in the mimic form can be smoothed Smoothing is selected by choosing the Smooth option at the top of the graphics display The mouse select button can be used to define the smoothing zone the middle button will then smooth the curve every time it is clicked and will draw the n
292. l idle state when it will display the normal rest state message such as Flair Motion Control Flair Version 5 Manual Page 140 of 265 CHAPTER 9 JOB STORAGE Mark Roberts Motion Control Flair Version 5 Manual Page 141 of 265 en lt Lo Mark Roberts Motion Control gt CHAPTER 10 JOB TYPE The Job Type Display is composed of various switches which affect the way in which the system operates and how jobs are run Each switch has a name on the left and on the right is a toggle button or a pull down combination box that allows you to change the state of that switch Clicking with the left hand mouse button on the toggle button will advance the setting to the next state Clicking with the mouse stop button middle button will set the state back to the default state Save Apply amp Cancel Like many of the dialogue boxes changes you make are not automatically accepted You can check that the changes are to your liking before you Apply or you can throw away the changes just by pressing Cancel If you want to set default values for the toggles so that every time you turn the system on they start in a certain state simply select the desired states and use the Save button to store these to disk This will ALSO save the state of the Target Tracking toggle which is on the Control Side Menu Bar a Job type Setup DOR JOBTYPE SETUP Save Apply Exit Help Fairings Computer Holds Mimic Moves Don t Speed Check Par
293. l remain Numeric Display When the program first loads you will be presented with the Numeric Display The numeric display is composed of lines containing data about frame counts and motor positions for those frame counts Each of these lines is called a waypoint and when the move is executed each motor is driven from one waypoint to the next at such a speed that it arrives at the position specified in the next waypoint at the correct time If there are more waypoints it will then continue on to the next one This is the simplicity of Motion Control When the program first loads there is only one line and the positions for this line are blank after few lines have been added the display could look like this 0 000 0 000 0 000 0 000 0 000 0 000 0 000 0 000 100000 00 Frame Pasns Target Track Lift Rotate Extend Angle Pan Tilt Rall Focus 0 1 26 16 568 669 4 256 67 256 52 238 33 825 89 579 43 072 46 329 26 16 113 2 48 00 542 445 8 005 57 000 51 456 45 000 32 520 21 210 37 963 48 00 147 3 51 84 507 569 7 589 23 235 45 250 27 449 74 764 30 711 34 193 51 84 198 4 70 13 497 856 11 236 20 560 40 137 22 321 91 754 45 060 43 490 70 13 214 5 76 46 490 256 6 257 54 000 39 639 20 173 95 989 40 603 41 060 76 46 6 242 62 447 366 5 555 52 267 35 223 19 336 88 199 28 207 28 054 242 62 The frame count column is down the left hand side of the screen and frame count numbers are entered in here by selecting the entry you want to c
294. l the axis boards and will save the axes positions To do this hold down the CTRL key when clicking on the Flair icon to start the program Assuming that the fault was not hardware related or that the hardware has not been switched off Flair will load with all the current axis positional data You will have to read the last stored job from disk to get the move data back Older versions of Flair used to save the move data but this feature has been lost in exchange for faster programme execution Flair Version 5 Manual Page 10 of 265 CHAPTER 2 INSTALLATION KO Mark Roberts Motion Control gt The Importance of Datasaves Normally a Mark Roberts Motion Control system comes fully configured with the Flair software already installed for the customer All the customer has to know about the software files is how to start the program Flair as in the section Starting Flair However we recommend you also make regular datasaves of your system and keep some copies for yourself and also regularly send copies to Mark Roberts Motion Control Datasaves are simply copies of your configuration files and Flair program version for backup and diagnostic purposes These datasaves are vital for restoring a corrupt program copying Flair to a replacement PC either because of PC failure or simply for PC upgrade and reporting bugs to Mark Roberts Motion Control Doing a Datasave has been fully automated and is listed at the bottom of the
295. lair and CGI systems See the Chapter on Data Import Export for more details Text Configuration Files It is possible to have Text configuration files to automate making minor changes in the system These files can be viewed and edited through the software or with any standard text editor such as Notepad or WordPad but should not edited with an advanced word processor which might add additional unsupported characters Only ASCII is allowed The default file extension for such files is asc but this is not compulsory A typical use for this could be changing the length of the arm at Zero if you have different length arms and simultaneously reducing the Rotate Maximum acceleration as this is sometime compromised with a longer arm It is irritating to have to change Flair Version 5 Manual Page 93 of 265 CHAPTER 5 MAIN DISPLAY aD Mark Roberts Motion Control gt multiple settings each time you switch out arms and setting up a simple text config file for the short arm and the long arm makes this much easier You could also have different operators who like faster or slower settings on the hand held controls etc Almost every setting on the axes Camera and Kinematics can be changed through these files You can also read multiple files in so for example you could read in ShortArm asc then Peter asc and finally FriesCamera asc to set you rig up for a specific shot The basic format of the file is to have a title
296. lator Y Camera Speed Scaling Calculator Calc Help Exit Ramp range 0 00 Encoder Lines 2000 Zero Lines Speed fps 0 0 0 The Ramp range is the amount of speed change you want from one end of the controller s motion to the other It is generally a good idea to make this as small as possible so that the camera speed change is as smooth as you can make it High changes in camera speed will cause the rig to trip out and the shot to be lost Once you have set the number of encoder lines and the desired range pressing the Calc button will work out the scaling and then the display at the bottom with show you the change in camera speed as you move the controller The zero position of the controller is very important as every time you switch Mimic Learn on the controller will be zeroed out and changes from its zero location will increase or decrease the camera speed and also affect the shutter and or iris Like a normal mimic axis you can learn and replay speed changes if they are working as desired Speed change cannot currently be smoothed or otherwise adjusted Flair Version 5 Manual Page 203 of 265 lt Mark Roberts Motion Control gt CHAPTER 16 SYNCHRONISATION Introduction The basic concept involved in synchronisation is to get the system to run at the same speed as an external camera so that moves can be matched even though the recording source is not fully under the control of the system This includ
297. lay Basic Tab EJ Axis 2 Setup Lift Copy Axis Save Apply Exit Help Prev Next Basic Control Tuning Scaling setup Axis name Lift Type Target Tracking E Board 1 gt Port 2 y Pipe Main y Axis Internal Scale 0 0250000 Axis Display Scale 2 5000000 Reverse Direction Vv Units Centimetres y Calc Scale Axis Name This is a text area and any name can be typed in here as you wish Note that changes to this field will only be permanently recorded if the Save button is pressed Axis Type There are several types of axes The 2 most commonly used ones are Target Tracking and Independent This field sets up how the motor is controlled Independent An independent axis will simply move exactly as it has been programmed from point to point Its motion is programmed in numbers and it will execute that motion regardless of other axes Algorithmic This mode allows a motor to be controlled by the position of another motor or encoder input through a relationship table See below Lookup Table Target Tracking A Target Tracking axis is one whose position affects where the camera is or in which direction it is looking When you are in the program s Target Tracking mode the position of a target tracking axis is determined not directly from the entered numeric positions but from the Flair Version 5 Manual Page 20 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA
298. lay is in zoom mode you can select the top left corner you wish to look at depress the mouse button drag the cursor to the bottom right corner you wish to look at and when the button is released the graph will change to fill that screen with the area you defined Note that the shape of the zoom area is fixed due to the scaling of the axes If the mouse button is double clicked in the window it will return to normal full view The 3D window is different and zooms are achieved by use of the Zoom In and Zoom Out buttons A double click in the 3D view will Flair Version 5 Manual Page 154 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt return this view to its original state The shape of the zoom box is controlled by the scaling on the axes and you can only set the size of the zoom window not its shape Rmv Graph When clicked the current graph will disappear so that the remaining graphs can be more closely inspected Flip Screen Used to switch between viewing the one graph you are on and all the graphs Additional Zoom and Dolly You can also Zoom and Dolly in the 3D displays using the mouse and holding down the Alt key When the Alt key is depressed the mouse Middle button will allow you to dolly the graph around holding down Shift as well locks one dimension If you hold down the Left and Middle mouse buttons moving the mouse will zoom the display This is similar to the Maya
299. ld be a vertical line through the turret of the rig when it is at zero This can be used to rotate the move to the left or right or even 180 degrees around The Elevation is a rotation about the horizontal side to side axis Y which would be similar to a tilt but this occurs after the azimuth rotation and the axis of elevation is not affected by the azimuth rotation If you pan and then tilt the camera the tilt axis has moved with the pan however the elevation rotation is not affected like this It gets even more complex with the Roll rotation which is like a roll with the camera at zero There are several caveats with doing this not the least of which is the limitation in scaling of going outside of a quadrant on a rotational axis see below and also if you use the Elevation or Roll rotations then the horizon will not match from one move to the other Scale To Scale To is a feature that allows the user to define the point about which you are scaling as the camera point or the target point When a move is only scaled up or down one point will stay in the same place and everything else moves about that point This toggle allows you to state whether it is the camera that you are scaling about or the target Since you have no target in PTR Target Tracking then one should scale about the camera Also if you are shooting a background plate and have no target to scale about you can also use this method of scaling when you are in normal Target T
300. le Type Bezier Form Cubic Form Fairings Form cceccesesccssesseeeecneeeeceeeeeceaeeaeeseeneeetenee 146 Use Cubic Curve No Roll Roll amp Master 0 0 cceccscesccssescessecseeeecneveeceaeeeessecseesecnevseeeaseecaecaeeaeeneeetenee 146 Target amp Camera Profiles are separate are locked 000 cee eecececeesceesceeseeeeceeeeeeceseeeseeaeenseeeeeaeeenes 146 Waypoint times are Free Locked o oo eee eceecceescessceseceecesecsecseecaeeeaeeeseeeeeseeeeenseenseenaeeneenseesneenes 146 Speed Profile Axes TT Only TT amp Mstr All oo cecceccececeseeseeeeceeeceeecesecesecesecaecnaecaeecseeeaeeeeeeneeeneeas 147 Camera Spe ed is fixed varies lia a ia 147 Priority to axis positions CarteSians cccccescesscesecesecesecseecseeeseeeseeseeeseceseeeseenseeaecaeensesaeeaeeeaes 147 CHAPTER 11 TARGET TRACKING oocccccoocccccoconcnonocnnnnnnnnononananennnnanannnnns 148 Principle of Operation aia ad de 148 Target Tracking Move Entry cccccccsesssessceesceesceecesecsecsaecaeecaeeeaeceaeeeeeeceseenseseseeaecaecaeeeeeaeeenes 149 Target Tracking Pan Tilt Rollerne iii eieiei aE EE E EE ERE E decide 150 Limitations uns iii dlls O EAA 151 Cartesians Numeric and Graphical cccccecccesscesseesecesecesecscecaeeeseeeneceeeeceseenaeenseenaecnaeenaeceeeneeeaes 152 SS E eee 154 Cartesian Graphics ii ado 156 Reverse Kinematics and Cart AXis PriOrity cccccsccesccssecssecseecseeeseeeseeeeeeeceseeeseeesecaecnaeenseeaeease
301. lected Lens Name Includes the name of the lens into the file as a comment if Yes is selected Current Aperture The currently set aperture is displayed here so you can include it in the file if so desired The camera aperture is not controlled or defined by Flair but you can select it in the Rig Model display and this data is useful for transferring data to and from CGI Aperture Select Yes to include the aperture in the exported file Bloop Output It is very useful to have the data as to which frame the Bloop fired on together with the CGI Data This toggle allows you to state which output was used for a Bloop and then the first 5 firings of that trigger will be listed in the CGI output file as a comment Output At Boundaries or Frames This could also be described as Centre Shutter Closed or Centre Shutter Open In a standard move the position at frame 0 and frame etc are the shutter closed positions the data for export to CGI usually requires the shutter open position Select Frames for the shutter open position and Boundaries for the shutter closed position If you output a 100 frame move on boundaries you will get 101 lines of data in frames mode you will get 100 Time Format Frames Seconds or None Frames is a more universal format as the Seconds format is camera speed dependant Units The Flair system works in metres internally and is the default output mode however inches
302. ling Options The pull down menu in the control menu has several options listed under the standard two Master Move amp Slave Move These options are Reflected Move Adjusted Move Adjusted Targ Inverted Move Move Miniature Slave amp Min Scale Zoom These options are for advanced users only and will be covered in an addendum distributed to interested users but briefly Reflected Move The 2 Master and Slave reference points designate points on a VERTICAL mirror in which the move is to be reflected The master points locate the mirror for the Object Master move and the slave points locate the mirror from the Image Slave points This is to handle the likely occurrence of the rails being moved from one shot to the next Adjusted Move In this case the Target Tracking move is run with the designated Miniature Auxiliary axes being used to adjust the motion of the Camera and Target The axes designated as XV YV ZV in the kinematics setup are used to input Flair Version 5 Manual Page 196 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt motion in Metres that will be added to the camera and target move If you are in PTR Target Tracking the Pan Tilt and Roll axes are unaffected Adjusted Targ In this mode the XV YV ZV additions move the Camera as expected and the XT YT ZT axes are used to input motion in Metres to add to the target move if in normal Target Tracking
303. ling job then the best solution is to use the Extend as a Master axis and this is done by setting the Master Flag to Extend Master If you have no Extend axis then this flag has to be set to Extend Master Lift Column Flag See section below on lift models Arm length at zero TlT__ LL a Outer arm pivot offset o A Strut Length ig Outer arm length Camera height Rail pa at zero Radius Lift pivot offset Auxiliary Axes Aux X Aux Y Aux Z These are axes which can be used to adjust a Target Tracking move Their use is fairly advanced and covered under the Target Tracking section of the manual One simply selects which axis is being used for the function or selects Not Installed 1f you are not using the axis Flair Version 5 Manual Page 78 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Panther or Modula For the first section of the Kinematics Set ups see the section headed Lift Models further below Simple Dolly This is in fact identical to the Panther Set up the only differences are that there is no rotate axis and the addition of the jib position flag Jib Position NWES This indicates the presence and position of the superjib If there is no superjib and the pan tilt head is mounted directly on the lift column or simply at a fixed height this value should be set to NONE Please note that regardless of the jib position the pan zero is lookin
304. ll be displayed in the Trigger Point timecode box Even starting at the beginning of the move the rig needs some time if only to get the camera up to speed Above on the display the computer also tells you the intended start frame of the move you are shooting usually 0 but can be later for part runs This data is only valid when you have given the computer all the data about the move If you later change a camera speed or switch the camera into or out of record then the data it gives you will not be accurate and you have to calculate the move and go back into this display to get the now correct data Calculating the move would involve telling the computer to run it with a forward run or part run or using the Check Move button and allowing it to present you with Ready to Goto or Ready to Shoot If you leave this box on screen while you change things the data will not be updated you have to call up this box after all the prerequisite steps have been taken If you are starting the camera before the move by using the Turnover button then the rig will not need the camera preroll time when you trigger it In this case you should process the move with the camera in Dummy to get the correct trigger point and then switch it into Record This is more complex and I would not recommend it unless you have pressing reasons for doing so It is also prone to be slightly less accurate in terms of matching the move to the timecode exactly
305. lled CamHasTus Boolean Can the take ups be controlled CamHasRack Boolean Can the Viewing Image be racked to Take Position TuAxNo Integer Axis number of Take Up axis tension control TuMajor Integer Port Number of Take Up tension output TuMinor Integer Board number of Take Up tension output MimicBoardl Integer Board number of the first mimic board MimicBoard2 Integer Board number of the second mimic board MimicBoard3 Integer Board number of the third mimic board MimicBoard4 Integer Board number of the fourth mimic board FDX Integer 0 no FDX number FDX mechanical design type Acode Text Default code to load on axis boards AcodeN N 1 9 Text Axis board specific code Link Text Name of the Link device to load the rootbox over This is usually RB1 Rcode Text Code to load into the Root usually root btl Tcode Text Code to load into the RTC usually rtc btl Scode Text Code to load into the Serial Tram usually serial btl LensDit Text Directory path to the stored lenses LensStoreDir Text Directory path Default is configs JobsDir Text Directory path to job storage IconicDir Text Directory path to Iconic jobs storage ConfigDir Text Directory path to the configs TextDir Text Directory path to the Text config files DataDir Text Directory path Default is dataW Heads Integer Default is 1 Flair Version 5 Manual Page 236 of 265 CH
306. lly of no use to the system but it does make the numbers easier for the user and interfacing with other systems This value is set to the height of the Nodal Point off the floor when the rig is at its zero position Tilt 90 Zone This is the range of tilt position either side of tilt 90 that the computer has to use special maths handlings in order to operate correctly in Target Tracking The basic problem is that the camera pan axis acts only as a roll when you are at tilt Flair Version 5 Manual Page 76 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt 90 also 90 though that is rarer The tilt 90 handlings are developmental as of version 5 00 and cannot be expected to operate entirely correctly As well as each rig having a different kinematics model each one can also have a different lift mechanism for example a Cyclops can have a motor that rotates the jib arm about a pivot to lift the arm called an angular lift or it can have a strut that extends from the base to lift the arm called a strut lift Following the description of the kinematics models there is a description of the different lift options which are applicable to some rigs Talos E Rig Window Heip live Rebuild Setup Objects Avi Through Persp Pay Cyclops Or Milo Outer Arm length This is the length of the outer arm also called the Angle or Pitch The distance is from the axis about which it rotates to the tilt axis
307. lly shoot the job The box differs slightly between a film system and a video system but the top row of buttons is common to both and is described next The rest of the box is described separately for a video system and for a film system In each case the complete box is described though not all features may be available on your system Main Buttons The top row of buttons on this box allows you to shoot the move goto a start position or other position in the move or step through it FWD RUN GOTO SHOOT This button normally says FWD RUN but when the system is ready to go to a position it says GOTO and when the system is ready to run is says SHOOT These three functions are all combined into one button to increase ease of use BCK RUN Used to run the move from the end to the beginning The camera direction is independent of this FWD STP Only valid when the system status is Ready to Shoot or Ready to Step and when pressed under these conditions the system will step through the move by one step Stepping is a whole subject in itself and is more fully described in the chapter Running a Move BCK STP This operates exactly like Fwd Stp except for the obvious difference that it steps backwards BACK gt 31 Runs the move backwards at slower speed and automatically turns the camera off This is used for shooting repeat passes without having to turn the camera off or reduce the speed of the move It is only valid w
308. lso referred to as The Camera but this term is avoided in this manual due to obvious potential misunderstandings Root The main computer that handles all the move data and move generation and control It is a specialised computer and is mounted on a custom made board to allow it to be used for our Motion Control application Roll Up A specialised mode for controlling the roll position by defining a point that should always be up on screen this can be used to animate the roll when there is no horizon to be kept level such as looking at the ceiling or the floor Root Box A box in which the Root computer is located The PC actually does little more than display the data on its screen Additionally there may be one axis board in the root box which is used for mimic purposes The Rootbox has been superseded by the newer version which has the Windows system and the root process all one PC and it is called the RT10 Run time Any time when the computer is involved in running a move whether it is ready to move to the start moving to the start ready to shoot pre rolling actually running or slowing down it is said to be in or at run time At this time many operations that would change the move are invalid and are not allowed to take place Run state The state that the system is in when it is at run time Run time states are Ready to Goto Going To Ready to Shoot Pre rolling Shooting Post rolling and Locking Sync Scaling 1 S
309. ly centimetres or inches and the focus value is entered by using the Mouse Store Button over that box This is a calculated physical measurement in Metres and depends upon the current Internal Scaling of the lens Lens Moves When in Lens Moves mode as opposed to moving camera and fixed lens the first line MUST be an Object Distance of infinity which is shown as a blank box and a focus position of 0 0 and the lens has to be zeroed at infinity the next 2 positions must be in increasing Focus Position and decreasing Object Distance An error message will appear if these values are entered incorrectly and you press the Calc button Fixed Lenses This calibration does not currently work for a fixed lens as the Physical Scaling can be worked out exactly from the gear ratios etc As of version 5 00 Current Int amp Current Disp These output only fields are to show the user that the lens is moving and what the current internal units are and what the current display units are This is mainly helpful to tell if the lens is moving negative which it cannot do with the current lens calibration routines There are a series of buttons across the screen designed to make calibrating a lens easier and quicker These mimic the usual actions in setting up a lens These functions rely on the focus axis being set correctly as Focus Type and not Independent Zero Focus The first step in setting up a lens is to zero the focus at Infinity
310. ly from the actual move path There is an option in the Job Type Display that allows you to either make the pre and post rolls follow the move path as much as possible or pre and post roll as quickly as possible Depending on the shot and the constraints of the set you may want to change these See the section on Job Type Display for more data Part Runs A part run is a shortened version of a move In a part run you can state the frame you want the move to start at and the end frame for 1t to end at What will happen is that the section of the move that you have specified will be executed exactly as if it were part of the whole move If you have specified a start frame where the axis is moving then it will pre roll in order to get up to the required speed before the move itself starts Likewise if you have specified an end frame where the axis is moving it will post roll at the end of the move in order to stop the axis and return it to the position of the end frame that you have stated A part run can be from any frame in the move to any other frame in the move It can also be from one frame to the same frame in which case only the goto will be executed and no move itself will be shot Part runs can also be backwards e g frame 245 to frame 122 Please ensure that the move is safe and will not exceed the limits of travel of the rig and that the motors will not go too fast The part run dialogue also has a pull down list of the last 10 part run
311. ly the 3 dimensional display and allow you to look closer at the move or view it from further away Double clicking the mouse select button when in the 3 D graph will return it to the original view Display Targs You can remove and replace any graph allowing you to look more closely at any one of the 4 representations as you desire when this button is selected a dialogue box of the 4 graphs available is displayed and if you select one that is not currently on screen the screen will redraw with that graph s displayed Dock Wnd This feature allows you to tear off the graphics display as a separate window This is only really useful if you have a dual monitor display and then any of the main graphics windows can be docked or undocked When undocked then the move can be run and the graphics display will have some indication of the motion of the move as you go This can be very helpful in fine tuning the editing of the move and is not available when the window is docked The window may be docked again by pressing this button a second time Additional Features You can change the viewing point that you observe the move from in the 3 D View graph by using the mouse Depress the mouse select button and move the mouse in the direction you wish to move the viewing point If you move the mouse up with the button pressed and then release it you will see the move from a higher position if you move the mouse to either side you will view the
312. m is 4 The assignment of the axis is done in the same way as a motion key or joystick a positive number indicates the axis to be controlled a negative number is the same axis with the direction reversed The number displayed to the right of the Grip Stick allocation box is the current reading from that Grip Stick It is a good idea to push and pull on the stick to make sure that you have identified the correct stick and direction before you assign it to an axis Occasionally you may find that an axis controlled by a Grip Stick starts to drift In this case increase the deadband in the Grip Stick Set ups or simply turn the Hand Held Box Off and then On again as this will re zero the Grip Sticks Do not turn the Hand Held box on when someone is applying force to any of the Grip Sticks Grip Stick Safety Grip Sticks should always be used with extreme caution as they give the user the full power of a motion control rig even though he is applying very little force One can easily crush metal without realising it or even feeling the force required to do that Additionally Grip Sticks are very sensitive pieces of electronics and therefore should be treated with care to make sure the sensors or cables don t get damaged Use the following golden rules e Always have someone near the emergency stop when using Grip Sticks e Don t plug or unplug the Grip Sticks while they are enabled in the software e Always set the end limits of travel co
313. manipulate 300 waypoints in a move Mimic Convert You can import data in this mimic format or you can convert a normal waypoint move into this form of data This is done through the mimic pulldown menu selections which are titled Axes Convert and 3d Convert allowing you to convert axis moves to mimic type moves and Cartesian moves into mimic type moves Pressing either of these buttons will provide the user with a list of the available axes to convert One simply selects which axes you want to convert with the mouse so that they appear highlighted and then press the Convert key Axes that are successfully converted are switched into the Mimic Save mode Any errors will produce a message the most usual reason would be that the axis is disabled and therefore has no move calculated for it Y Axis Selection DER as Eg Axes Mimic Convert ps Select Exit Track Lift Rotate Extend Angle Pan Tilt Roll Focus Zoom Iris Shutter You can convert any mechanical axis motion that is planned through waypoints you cannot convert a target tracking axis when the system is in target tracking and you cannot convert an algorithmic axis such as focus or zoom Once an axis has been converted to change it back into a normal motion axis switch its mimic state into Mimic Off Once an axis has been converted into this form of mimic data you cannot add waypoints to the start or end of the move the mimic data will be expanded
314. me axis card This requires the latest version of the axis card firmware to be installed If the axis s board has been loaded with a non supporting software version some of the fields may be greyed out and inaccessible Motor Type This pull down menu specifies what type of motor is being driven from this specific port The available options are Servo Select this if you are using a Servo motor on this axis Stepper Select this if the motor being driven is a stepper motor Stepper with Feedback Select this if the stepper has any feedback mechanism installed and flair takes this data in as an input through the motor cable D to A Select this when using motors which require analogue voltage to run like video cameras lens motors in general Dto A with Feedback Same as D to A but with an position feedback mechanism installed Preston Iris Preston Focus and Preston Zoom Select the corresponding Preston Motor type when using a Preston Wireless Lens controller Only applicable with suitable hardware Step Pulse uS Specifies the pulse width in microseconds of the step pulses generated by the axis card Some older stepper amplifiers do not respond to very short pulses Most modern amplifiers can handle pulses down to 1 uS Home Current When homing a lens control motor it keeps turning the lens back until the physical limit is reached Therefore to eliminate the possibilit
315. me space as it originated If Use Transforms is checked then the listed transformations are applied so as to undo the transforms used on import Zero zeros outs the values in the transforms and Xfer copies the transforms used on import into this display You may also edit the transforms but only very advanced users would do this under normal circumstances CGI Import CGI Import is a process that requires some knowledge of the data you are trying to import as well as a good understanding of the limitations of the rig you are using File Data Formats The file data format is determined from the header at the top of the import file See the section above on data export for more details on data formats More exact format data can be found in the Technical Section at the end of this Manual The file formats that are supported are Any Flair Export file any Kuper export file and a Lightwave motion file mot This format is now outdated Flair Version 5 Manual Page 217 of 265 CHAPTER 18 DATA EXPORT amp IMPORT Mark Roberts Motion Control gt Y CGI Data Import DER Import Test Exit Browse IC Export_Location Read Granularity 1 Scale Movement 0 1250 Set Speed f No C Yes Import Start 0 Import End 0 Start move at0 C No Yes Import Range No Yes Master Axes Current Pos C Blank C File Posns Import as Mimic No CS Mimic Granularity 1 x Adjust Y Adjust Z Adjust 0 000 0
316. mimic learn is turned on In this case the system goes into a Mimic Goto state briefly Flair Version 5 Manual Page 176 of 265 CHAPTER13 MIMIC MODE KO Mark Roberts Motion Control gt Encoder Vel The velocity of the handwheel is used to control the motion of the controlled axis with velocity acceleration and limits processing Due to this the position of the controller does not always exactly correspond to the position of the controlled axis The maximum speed used here is the maximum velocity of the axis not the maximum hand held velocity This mode is always active when the Hand Held Box is on and is very useful for easy positioning of a pan and tilt head from a set of handwheels Speed Boat A speed boat control is modelled on the speed control on a motor boat where stop is in the middle of travel forwards is positive motion and backwards is negative motion The maximum speed of the axis is determined by its maximum speed in the axis Set ups There is a deadband in the encoder position that relates to no axis motion and this deadband is user settable Whenever this mode of control is engaged the encoder must be at the zero position as it will be re initialised every time it is switched on Encoder Pos versus Encoder Vel These 2 methods of control have various pros and cons which are good to fully understand The advantage of Encoder Pos is that you get EXACT control between the handwheel and the controlled axis there
317. mit and the other is the Maximum Limit Obviously the minimum limit is the lowest number to which the axis can go and the maximum limit is the greatest limit to which it can travel These limits are used when controlling the axis from the hand held box and also are checked at run time to see that the move does not exceed the allowed limits of travel These limits are NOT checked when the axis is mimic controlled in Encoder Pos mode which is described below You can also disable the limits by blanking out the field which is done by pressing the backspace delete key lt in that box These limits can also be overridden for manual control by using the Limits Override key on the Hand Held Box Flair Version 5 Manual Page 23 of 265 CHAPTER 4 SET UPS Mark Roberts Motion Control NASA Factors There are 4 Factors Each of these is used to limit the maximum velocity or acceleration of the system at different times Allowed values are 001 to 1 0 the value is a straight multiplication factor If you set the Goto Factor to 0 5 then the maximum speed reached in a Goto will be limited to 1 2 of the maximum velocity Run time Factor This factor is the factor used when checking the job The basic idea of this is to allow the user to set up an absolute maximum velocity in the axis velocity field and then to be able to say Yes I know it WILL go that fast but I would rather limit it to say 90 of that speed for normal jobs knowing that I ca
318. moves are and see if this will work in both the master and slave cases If the master move is on a doll and finishes with the camera 2 feet above the head of the model then the slave move on a full size man will finish with the camera about 12 feet above the head of the man assuming 1 6 size ratio The points all have to be thought about before the move is actually entered In addition it is usually better to enter the larger move as the master move and make the slave move the smaller though this is not always possible 1t has the advantage that errors are scaled down not scaled up Once the move has been planned the master and slave items must be positioned so that the move can be shot on both items without the rotate axis turning past 90 degrees on either move see scaling limitations Once this is done plot the master move on the master item in the normal way entering it as a target tracking move When the master move is worked out roughly it is a good idea to try out the slave move to ensure that it will do it before you spend hours getting the master move exactly right and then find out it won t work The first thing to do is to go into Scaling which is found under the SFX button on the Top Menu Bar When this is selected you will be presented with a box with 4 columns in it 2 columns for the master reference points and 2 columns for the slave reference points Near the bottom of the screen is a box labelled Scale which
319. mpletely and the axis is taken to a complete stop at the critical point and then it is started again In this case you have stopped the move and in fact can have 2 separate moves back to back and if there are only 3 points in the entire move you have now created 2 straight line moves next to each other The best way to really understand this and get some reality on what happens is to read the section in this manual which describes how to use the graphical displays and then see it for yourself Times and Timings Changing the length of a move The overall length of the move is given by the final frame count minus the start frame count divided by the camera speed The way to change the length or speed of the Flair Version 5 Manual Page 126 of 265 CHAPTER 7 MOVE ENTRY KO Mark Roberts Motion Control KX move is to make the move last for fewer or more frames or possibly to change the speed of the camera This can only be done with a film system not a video system If you wish to scale the whole move up or down so that the basic move and relative speeds remains unchanged then use the Scale button in the Side Menu Bar the operation of which is fully described under the section Side Menu Bar in the Main Display chapter 6 of this manual Adjusting the timing of part of a move Other variations can be effected by using the Stretch feature which is also fully described in the above mentioned section The third way of adjusting
320. n which is explained in the Mimic Chapter Triggers On Triggers On Off just allows you to set if the output triggers will come on during a move or not Very useful if your triggers are connected to fireworks and you want to check the move is OK without triggering anything accidentally Tracking Off simply toggles the target tracking switch on and off The toggle is only active while the move in being input and cannot be changed at run time For more information and the other states of this toggle see the Chapter on Target Tracking If you have not purchased the target tracking option this button will not appear on your system A right click will pull up the Kinematics Setup Dialogue Master Move when you are shooting a Target Tracking move you can also scale this move up or down in size and shift it around in space When you are doing this you can either run the main move Master Move or the scaled and shifted move Slave Move For more information on these and the other available options see the chapter on Target Tracking Head Ind With Mark Roberts Motion Control Milo s and Cyclops s there is an additional axis which is used to swing the head over the top of the arm giving you more reach The axis is referred to as the head axis the angle axis or the outer arm axis This axis can operate as a normal independent axis or it can be computer Flair Version 5 Manual Page 110 of 265 CHAPTER 5 MAIN DISPLAY KO Mark
321. n change the factor to 1 0 when I need full speed This factor also controls the maximum acceleration allowed in running a job Note that part runs do not check maximum velocities and accelerations Goto Factor This controls the fraction of the axis velocity and acceleration that is allowed when performing Goto s or Move To s If these are performed at maximum speed and acceleration it can worry the client and the owner and usually these are best done at about 1 3 speed and acceleration Note that this value is also used in single stepping a job as the rig will Goto the next frame position automatically This movement can sometimes be a little too fast and can cause the rig to shake by reducing the goto factor on the most afflicted axis this effect can be handled Preroll Factor This factor and the Postroll Factor are different from the above in that they only affect the acceleration and not the velocity If you have a move that starts with a velocity either because there are no fairings or because you are part running a move then the motors have to preroll before the actual move itself starts This means that when the move starts they have to be travelling at the right speed so they will run back and then forwards in order to achieve this The velocity they end up is governed by the move but the acceleration they use to do this is controlled by this factor If the axis prerolls too violently then reduce this factor it is takes too
322. n the lens and amount of travel on the lens slider When this has been done store the relevant positions into the second line and press the Calc button This will cause the Table Offset and Infinity Offset to be calculated Once applied these values should allow the user to switch the Auto Focus switch on the control menu bar to Auto Focus On a small Goto may result and then as the camera is moved up and down the lens should move to keep the image sharp E Focus Calibration Apply Exit Focus Position Track Position 0 013480 82 546997 0 014570 23 493700 Infinity Offset Table Offset Focal Length mm Flair Version 5 Manual Page 51 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control PAATA AAC Focus Positions amp Track Positions Each line contains a Focus Position and a matching Track position when the image is sharp The units are in the normal physical units of the axis and are simply stored in rather than typed using the Mouse Store Button Right hand button Output Data The data displayed below the Focus Positions and Track Positions is for information only and cannot be directly changed The Focal Length is the focal length of the current lens in millimetres the Infinity Offset and the Track Offset are the values to be calculated by the program when the Calc button is used The Table Offset is the exact height of the focal plane above the table when the track is at zero The Infinity Offset i
323. n the operating envelope of the rig or correct these limits The other mouse buttons are non functional in this mode Edit Control Move Control When you are using Bezier curves or Quick Cubics you can control the shape of the move path without moving the waypoints This is handled by using what are called control points Each waypoint has 2 control points that affect the shape of the path as it arrives at and as it leaves that point The distance of the control point from the waypoint can be adjusted in Beziers and not cubics and affects the tightness of the curve at that point The slope of the line from the control point to the waypoint affects the shape of the path as the waypoint is approached and as it is left Plot some simple moves and experiment with these to see how they react As with moving waypoint you can cause odd effects if you get too ambitious with your editing so it is a good idea to try to achieve an actual intended change to the move rather than just play around As the control points are moved a line of dots appear to show you what the resultant change to the graph would be The end waypoints only have one control point Reset Point Resets the controls points of the nearest waypoint back to a default shape Flair Version 5 Manual Page 155 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Reset Path Resets all the control points of the nearest path Zoom In and Zoom Out These affect on
324. n these views you can see the Camera Target and Up points as well as the cubes and the entire rig You can see the rig run through its move using the slider controls or the slider bar and note if the rig goes out of position of over speed seeing which axis and where in the move this occurs This is very useful for fixing moves that are too fast without having to actually move the rig If the rig goes over position the relevant axis will turn red blue for over speed and green for over acceleration If the rig just flashes a warning colour for a moment you can drag the slider and see exactly where it is going out of limit and at which frame count Object Manipulation The 3 cubes can also be adjusted in their position orientation and size in these displays Simply click on the cube you want to adjust and small black locator cubes will appear at the corners which allow you to resize the cube and a translation rotation control appears in the middle The three orthogonal arrows allow for translation and the round allows for rotation about the Y vertical axis As the cube is adjusted the value that is being changed is displayed Flair Version 5 Manual Page 172 of 265 CHAPTER 12 RIG MODEL DISPLAY f lt a Mark Roberts Motion Control gt Flair5 on Windows BETA 21 Apr 2010 Version 5 11b NO HARDWARE Eile Edit View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override TempSave Temp Open MSA20 Help Help live Rebuild
325. n this switch is set to ANY if the internal camera is disengaged and you Flair Version 5 Manual Page 62 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control KX try to run a move in record mode the computer will know what you are trying to synch to an external camera Other specific cameras may be added to the option list with later versions of the software Synch Input This states which kind of incoming synch pulse is expected by the system If this is OFF then the system will not try to synch In Film mode it will expect a synch input on the film sync input See chapter on Synchronisation In the VTR Sync mode it will attempt to sync to a video pulse and lock the timings of the entire system into the incoming PAL sync signal If you want to sync up to an incoming video signal other than when you are using a VTR then do NOT use VTR Sync use Film Sync The option Tape Sync should not be used Sync Source The camera signal to which the rig needs to synchronize can come in to a number of different hardware points ranging from the main computer to any of the axis boards used in the system This menu allows you to select which board the sync signal will be used from Ext Control Many cameras can be started and stopped by means of a simple switch closure or electrical pulse This switch allows you to define the type of pulse the controlled camera expects Some expect a single pulse to start and one to stop others
326. nd any subsequent motion will NOT be recorded on the next take Recording Axes before the Move It sometimes happens that axes need to be recorded before the principle motion of the move is triggered This can easily be done by entering a hold but with unpredictable motion Animals etc you do not always know exactly how long to make the hold In order to handle this eventuality there is an advanced feature called Mimic Learn When you select this option on the Side Control Menu and the camera is rolling with the turnover button before the move then the axes motion will be recorded during the preroll and once Shoot is pressed during the move If you stop the move during its execution as in the section above then you will be asked if you want to truncate once this is done or if you did not stop the move a box will come up asking if you want to insert learnt data into the move If you have a good take then you should respond Yes to this and after turning off mimic learn promptly save the job to disk You will notice that the move will be modified by a point added at the start with as many frames inserted into the move as you were learning before Shoot was pressed Any active triggers will have their frame count increased by this inserted value and obviously all the move frame count will be adjusted up to suit With Mimic Learn it is even more important to change the job back to the original form after each
327. nd if you have enabled them individually then pressing this button will have no effect Manual Movements Once the motor is engaged and under power it may be moved on the hand held box simply move the joystick or push the button associated with that axis and it will move If a motor will not enable i e its name stays white then you are probably in a run state and your request is being refused If a motor enables but does not engage numbers stay white then the axis has hit a limit or is not properly connected check the cables to the motor and try again Velocity Readouts As well as showing axis position you can also display the velocity of an axis at any time Simply hold the Shift key while using the mouse to select an axis position The axis positional readout will change to blue and any values displayed will be the current velocity of the axis in display units Light blue indicates the axis has tripped To change back to position readout simply repeat the selection with the Shift key Mouse amp Keyboard Jogging If Mouse Jogging has been enabled on your system you can also individually move axes using the left and right mouse buttons Place the cursor over the current position of the axis you want to move and depress and hold the left hand button to go positive and the right hand button to go negative Some of the alphabetic keys may also be used to jog the first 9 axes in your system A jogs axis 1 positive and Z jog
328. neck from the front arm pivot to the centre of the pan s rotation This is a horizontal distance the vertical height is a constant and does not affect the Kinematics Lift Offset The distance from the centre of rotate forward to the lift pivot Juno Screw Identical to the Strut Lift except there is an offset called the Ballscrew Offset Contact MRMC to set this value it is not something that can easily be measured Fisher Lift The fisher lift zeroes with the front arm horizontal and that is where the arm must be when these offsets are measured Lift Constant The height of the main pivot above the front pivot when the arm is horizontal On a Fisher 11 this is 0 0 Rail Radius This relates the slider to the front pivot and is the vertical height that a line from the slider would pass above the front pivot Ona Fisher 11 this is 0 0102 Strut Length The length of the strut from the front of the dolly to the middle of the lift arm On the fisher 11 this is 55mm 0 55 m Flair Version 5 Manual Page 85 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Kink Angle The angle in radians between lines drawn from the main arm pivot to the front head pivot and the line from the main arm pivot to the slider pivot Contact MRMC if any difficulty setting this value It is a small angle 0 0759 radians on a Fisher 11 Jib Length The length from the centre arm pivot to the front head pivot On a Fisher 11 this is 0 64m Ba
329. ng a Move Basic law One of the first laws in programming a waypoint type move is to use as few waypoints as needed to achieve the path required If you store a point move a little bit store another point and so on you will almost invariably end up with a poor move The best way to enter a move is to decide on the start position and plot that then plot any VITAL mid points and then the end point in as few points as possible Then run the move and see what happens Positioning Waypoints The best way to determine where to place a waypoint is to put it at an extreme of the movement If you have to start far from an object get closer and then move away the obvious points to plot are the start and end and a midpoint which is at the closest you want to be to the object This has to be done with care and you have to take into account the likely path of the move to avoid any obstacles but it is quickly learnt with practice Entering waypoints The actual entry of points is achieved by moving the motors using the hand held box to the desired position and getting the framing correct then select the first waypoint by clicking on it with the mouse select button left hand button then press the Store button in the Side Menu Bar Alternatively you can select the position box for the waypoint in the column labelled Pos with the mouse select button and then use the mouse store button right hand button to store the current axis positions
330. ng graphs As with entering a move the best way to achieve the shape you want is to modify the existing waypoints not to add lots of points Posn Vel Each graph can also show velocity against time When this button is active any graph selected can show three possible display states Position only Velocity Only or Position and Velocity The scale down the left hand side is the position scale only The velocity profile for the move will only be correctly displayed once the move has been calculated with a Forward Run or a Back Run If the velocity graph is not wholly displayed on the graph then simply cause the move to be fully calculated and the graph will be correctly scaled You can cause the move to be calculated by pressing forward run and then STOP you do not need to actually run it You cannot edit the velocity graph directly L Posn Causes the position only to be displayed M Posn amp Vel causes both the position and the velocity to be shown on the graph R Vel causes just the velocity to be displayed Curve The subject of Curve generation and curve reversal is covered fully in the Chapter on Move Entry This should be studied in order to get an understanding of what this function does L Allow Rev When pressed near a waypoint allows curve reversal to occur at that waypoint M Stop Rev causes curve reversal phenomena to be stopped at the closest waypoint to the mouse when clicked Smooth When you have a mimic l
331. ng numbers with a ratio of 1 to 1 in the start and end columns Apply This button is pressed if you wish to apply the value in the All Axes box to all axes Axes Different exponential ratios can be applied to each axis or as desired Simply select the field you want and type in the required value Flair Version 5 Manual Page 72 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt Inputs and Outputs Set up See Chapter 17 Inputs amp Outputs for information about using Trigger Inputs and Outputs Kinematics Set up There are currently many supported Kinematics models By this we mean the general configuration of the rig The exact layout of the kinematics display depends on the kinematics model you are using but the principle is the same the name of the parameter is listed on the left and the value on the right Many values are numerical distances which are always measured in metres angles are measured in radians contact MRMC for any needed parameters If the parameter is an option then there will be a pull down selection on the right Shown here is part of the Cyclops kinematics set up which is used for the Cyclops rigs and the Milos gt Kinematics Setup Eel Kinematics Setup Apply Exit Cyclops 35 Outer arm length 0 4700000 Arm length at zero 2 0250001 Outer arm pivot offset 0 0610000 Lift piwot offset 0 2000000 Axis number Track Axis number Rotate Axis
332. ng them smoothly to a halt at the end of the move see also User Fairings Control Point This is a point used in forming a Bezier curve A control point can be used to change the direction in which the curve path leaves a point on the curve as it moves to the next point on the curve The path does not necessarily pass through a control point it merely heads towards it Convergence In a Stereoscopic shoot setup convergence is the angle between the left and right eye position of the camera relative to the subject being shot Data Link The communications connection that runs from the root to each axis board in turn This link is very high speed and carries positional and instructional data to and from the axis boards Dialogue Box A box that appears on the screen and allows some form of communication or interaction with the user Dialogue boxes are used to inform the user of something like an error or some data and are also used to get information from the user such as a file name etc There are also specialised dialogue boxes which fulfil program specific functions Examples are the Error Dialogue Box and the Axes Set up Dialogue Box Also spelled Dialog Drag To move something on the screen Usually achieved by depressing the left hand mouse button over the item and then moving the mouse with the button still depressed Once the item is dragged to the desired position the mouse button is released E Stop Short for Emergency
333. nning them at full speed Speed Profile Control Buttons Zoom As with the other graphs this function allows you to define a zoom window to more closely inspect part of a graph Flip Screen Used to switch between viewing the one graph you are on and all the graphs Flair Version 5 Manual Page 161 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Edit Point Move Waypoint This allows the user to pick up a speed profile point and adjust its position You cannot edit the first and last points as these are fixed When the mouse button is clicked you will pick up the closest point and then a red box will appear to show where you are moving it to and as you move it around the co ordinates of where you are moving it to will show in the top left hand corner of the screen When the point is placed then the speed profile is redrawn to reflect the change you have made Delete Waypoint When clicked the closest waypoint as long as it is not the first or the last will be deleted Add Waypoint A waypoint will be added when the right mouse button is clicked at the current cursor location Edit Control When you are using Bezier amp Cubic Form curve fits you can control the shape of the speed profile without moving the points This is handled by using what are called control points Control points are represented by hollow circles while points in the graph are shown as solid squares Most waypoints have 2 cont
334. nono nonoccnoonnons 244 General A A onbeesenessheseens 245 Hall cds E I R E E E ET E 246 TROUBLESHOOT ING sssssssnnnnnsnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn nennum 246 GLOSSARY e iaa 248 INDEX taa 258 APPENDIX A 37 WAY GPIO WIRING ooooooocccccccccccooconcccccnccccncnnnananannnnnnnos 264 Flair Version 5 Manual Page 6 of 265 CONTENTS Mark Roberts Motion Control Flair Version 5 Manual Page 7 of 265 CONTENTS ZAS KO Mark Roberts Motion Control gt CHAPTER 1 INTRODUCTION About this manual This manual is designed to be used as a reference guide rather than something to study before you touch the machine The Quick Guide should be enough to get you up and running assuming that the motors are all connected and set up The rest of the manual is divided into reference sections which should allow you to easily get assistance on any area of running the program There is an extensive glossary at the back of the manual and you must refer to this if you come across any term that you are not familiar with or not sure about It is also possible that we use terms in a way that is unfamiliar to you If anything you come across does not make sense please do check the definitions of any words in the glossary to help resolve this If you have any suggestions for improving this manual or areas that you find hard to handle please let us know and we will take them into consideration for the next manual release Safety
335. nt axis above it can have fairings and can have points on non target tracking waypoints How this works and how it can be used to assist in move planning will only really be accomplished through experience and familiarity with Target Tracking and its operation If you have specific questions please call the Software Department of MRMC Flair Version 5 Manual Page 149 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Up Point Most of the time when you are running a move you want the roll of the camera to keep the horizon level Or perhaps add a little dutch in as the camera moves around This is normally achieved relatively easily with the software through the various roll control modes You can however get into a problem where the camera looks straight up or straight down In this case the horizon is lost and the roll axis will often flip around and trip out You can manually program the roll in this case but that is pretty laborious Another option is to use the Roll Up move of roll control This mode is virtually identical to the 3 node in a 3 Node camera in Maya and is used to set a point which should always be up in frame so if the point is below the camera then the camera has to roll upside down to make that up This mode of operation is particularly useful for situations where the floor is not parallel to the horizon which can occur with models that are not mounted flat and other
336. nt in each case With all the reference points entered correctly Apply the scaling Set up In the Side Menu Control Menu Click on Master Move and it will change to Slave Move Now press Fwd Run and see if the system will allow you to run the job If there are no errors and you get Ready to Goto then go ahead and run the move If however there is an error it could be caused by several things and the answer is to go into the Scaling Effects box again and check the reference points At this time the actual size ratio between the master and slave move will have been calculated and will be displayed in next to the label Scale and that may assist you in finding the fault The most likely cause of a major error is a badly entered reference point or points It could simply be that the move is too fast and it only needs a few more frames or it could be that the reference points have been entered backwards on the slave as compared to the master move and the camera wants to dig itself 6 feet under in order to get the shot The most common cause of a poorly matched scaling move is a badly entered reference point or a badly set up rig If the reference points are not entered accurately the scaling move can be badly affected If the move is more or less right but not up to the required standard enter each reference point again taking extreme care to measure the target distances accurately a few millimetres can make an appreciable d
337. number of encoder edges that the motor is allowed to lag from the controlling signal before it trips out For a 1000 line encoder Flair samples 4000 edges rev so 250 means the motor is allowed to lag behind the controlling signal by 1 16 of a revolution For mimic applications if the mimic input varies too rapidly the motor might not have time to cope with that and the Trip limit needs to be increased PWM Type Specifies the PWM type for stepper motors depending on the type used PWM depends on the motor type and size MRMC can advise on the setting to use for any particular motor Unipolar should be selected for motors with low inductances less than 1mH such as focus motors and Ulti Head pan and tilt motors while Bipolar should be used on all other motors Note using Bipolar incorrectly can damage the motor Motor Tunings Size Normal C Medium C Small Signal Gain 23 EA tacho Gan EL a Integral Gain 20 qQEA Motor Tunings The basic concept of positional servo motor control is that a sensing device on the motor is used to determine its current position that position is compared to its desired position and the error is then used to make an amplifier drive the motor to the correct position If the correcting drive is exactly proportional to the error then the motor would be driven rapidly to the correct position and would promptly overshoot the correct position and then go into an oscillation ar
338. o input mode the mouse stop button or the Top Menu Bar STOP button can be used FWD RUN FWD STP Cam Dummy Move FPS Cam FPS Shoot Slate Turnover Browse BCK RUN BCK STP BACK gt 1 24000 24 000 Ramp 8 Take STOP From 0 To gues i 100 0 Frames used Film used 0 ar Frames e FLAIR MOTION CONTROL Fimiet Tan Move Slider Bar The slider bar is used to show the current position of the system in relation to the move When a move is run the slider bar moves across informing the user where he is in the move When the move has completed the slider bar marker stays at the last location that the system ran to You can also use this bar to move the system around the move simply click on the marker drag it to where you want to go to and release the system will then do a Move To to that frame count Clicking in the slider bar on one or other side of the index pointer will cause the system to move to a frame count 1 frame before or after depending on which side of the index pointer you click This can be useful for inching through a move but do not click when the system is in a run state as the results are unpredictable Do NOT click and hold down the mouse in the slider bar as this will be interpreted as a large number of separate clicks and the system will go into a continuous stepping mode which is hard to get it out of The number of frames that you step through the move in this way can be c
339. o the beginning These triggers outside of the move will cause preroll and postroll conditions for the system when no axis is moving and this may not be desirable whilst testing a move In this case turn triggers off or that relevant trigger off and this will be remedied If you get strange long prerolls and postrolls on a normal move it could be that you have some trigger from a previous move that has not been switched off This feature s performance is undetermined when synchronising to an external camera or when starting the camera before the move Please note that when you are synchronising with an external camera the timings of the system are changed to mesh in with the camera and due to this a trigger starting at frame 0 0 MAY be missed In order to avoid this you should not program any triggers that start or stop within the first few frames of a move Flair Version 5 Manual Page 211 of 265 CHAPTER 17 INPUTS AND OUTPUTS KO Mark Roberts Motion Control PAAT A AAC You cannot combine Cyclic Triggers with Triggers before the move Cyclic triggers only work within the actual move time not within the prerolls or postrolls Also note that Cyclic triggers are processor intensive and therefore it is inadvisable to enable too many Cyclic Triggers at once as the processor may run out of time to do all the required move calculations Name The name of the trigger can be changed The triggers are normally simply labelled Trigger 1 Tri
340. o vary the exposure and thus adjust for changes in camera speed Dto A When an axis controls a voltage level and there is no feedback This method is used to control such things as a light level or even a simple voltage controlled servo but please note that these are generally not perfectly repeatable due to the analogue nature of this control method Min Aux Stands for Miniature Auxiliary This axis can be used as an additional way to adjust a Target Tracking move and this subject is covered further in the advanced Target Tracking section Axis Board This is the board number that the axis is assigned to The first board is 1 and it goes up to the maximum number of boards on the system 0 is not valid If there is a mimic board in the system ignore this in counting the boards as the software automatically takes it into account Axis Port This is the port number on the axis board which the motor is connected to It can be 1 2 3 or 4 Consult you documentation if there is any problem but normally this will be obvious clearly documented or already set up Axis Network The new hardware RT10 has an additional axis board network which will be developed to allow 2 separate axis networks to be attached This will mainly be useful for model movers or additional mimic handwheels Flair Version 5 Manual Page 21 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt Axis Internal Scale The internal scale o
341. ode movement of the mouse to the left and up zooms in and to the right and down zooms out You can also look through a perspective camera Top Front or Side In these orientation Orbit is not a valid option and you can only Dolly and Zoom The final option is Rig and this makes you look through the camera mounted on the rig In this mode no camera motion is valid as the camera position is defined by the programmed move In this display the ground glass becomes effective and 1f Outer and Inner lines are configured they are shown in the window Play When a move is being run you can see the rig run though at the programmed speed of the move Sometime however the camera is very slow or very fast and it is not easy to visualize what is happening in parts of the move Play allows you to keep the camera speed the same in the move but to watch the motion of the rig at a different speed Dock Wnd This is covered earlier in the manual allows you to Tear Off the window and set it up in its own frame so you can move it around the screen independent of the Flair window and also allows you to watch the window as the move is being controlled by the main Flair window The most likely use of this would be to put it in a secondary monitor on the system to see what the rig is doing during the move Again please be sure to watch the rig as it runs and not the display as the camera moves Orthogonal Perspective Views I
342. of course you are shooting at 30 fps which needs different calculations Timecode Base FPS amp Timecode Speed FPS Timecode is a stream of numbers representing frames seconds minutes and hours There are at least 4 different formats for this each one having a different number of frames in a second The most common are 24 25 29 97 and 30 It is important to fully understand this when you are dealing with timecode as often the other people you are working with do not understand it and you could be misled e g in the U S timecode for songs is almost always 30 FPS but is sometimes referred to as 24 since the camera runs at that speed The Timecode Base FPS is the number of frames that make up a second and is normally one of the above speeds The Timecode Speed FPS is the speed at which that timecode is being played back If you make a normal 30 FPS timecode and play it back twice as fast it is still a 30FPS base timecode but it is running at 60 These numbers are vital in correctly figuring out the correct trigger point for the move Flair Version 5 Manual Page 209 of 265 CHAPTER 17 INPUTS AND OUTPUTS KO Mark Roberts Motion Control gt Move Start The user enters the timecode at which the move should start into the Move Start timecode box Once this has been done whenever the move is calculated at the correct speed the computer will do the calculations for you and the timecode at which the rig should start its preroll wi
343. of the curves but the above guide covers the basics and should allow you to do repeat or multiple passes of the move you want Video On a video system a move is recorded by pressing on the button on the Run Control Bar that says VTR Off and it will change to VTR Record YTR Off EE 0 00 00 00 Shuttle In Out Play gt gt Review When the move is run you will be asked for a starting timecode for the recording This is typed in and then when the move is shot the VTR will be controlled to record the move onto tape Dixi 0 02 07 11 Run Abort Flair Version 5 Manual Page 19 of 265 CHAPTER 3 QUICK GUIDE lt a Mark Roberts Motion Control gt CHAPTER 4 SET UPS Axis Set up Each axis has its own Set up which can be changed by the operator When changes are made they can be saved permanently to disc by using the SAVE button on the screen they can be applied to the axis by pressing the APPLY button on the screen or the changes can be ignored by pressing the EXIT button Note that this does not apply to motor tuning as these changes are applied immediately for safety reasons Since most systems have many axes you can switch between the Set ups for each axis by pressing the Next or the Prev buttons to look at the next axis Set up or the previous one Title The Axes are identified by a number and this is displayed in the title bar and in the top line of the axis set up disp
344. on Control gt CHAPTER 17 INPUTS AND OUTPUTS Inputs There are 3 separate inputs that can be used to trigger the start of the move the camera to start running or the move to step forwards 1 step These can be wired up to lighting desks or to time code readers or simply to a push button if you wish to trigger one of these events from a separate source When the button is activated the action will start in the next 20 milliseconds so an accurate move start is accomplishable Input Triggers Setup Save Apply Exit Move Input Bit Edge f Rising Falling Both Cam Input Bit Edge f Rising Falling Both Forward Step Input Bit Edge Rising Falling Both Preroll length frms 656 320 Run from 0 Values only valid on precalced move at correct speed Timecode Base FPS 24 00 Timecode Speed FPS 24 00 Move Start 0 00 00 00 Trigger Paint 0 00 35 16 Input Trigger States 1 2 3 Open Open Open Move Cam Step Input Bits You can select an input to be active by setting it up in the Inputs Set up Display Enter the number of the input into the relevant box and then when the function is valid if that input is activated then the function will be triggered There is a row of boxes across the bottom of the Input Set up display which correspond to the 3 inputs and you can test and identify your inputs by watching these boxes as they change state with the inputs If you do not wish any of the inputs to be active then
345. on has been used and the values produced are seen to be more or less correct If they are wrong they are likely to be wildly wrong and way outside the limits above the Apply button can be used to utilise the values calculated and then test them by moving the lens around in Focus Follows Object mode and seeing that the position produced on screen is in fact a valid Object Distance Note on calibrating lenses It has been found empirically that MOST lenses will calibrate very accurately using the above method Some Anamorphic lenses and some Macro very close focus lenses do not follow this calibration exactly but will still operate better than by simply using the axis in an un calibrated fashion Zoom Axis Set up This allows you to view and modify the Axis Set up associated with the zoom motor for the selected lens This Set up is used when this lens is selected with Customised Zoom set to YES This Set up is not changed when setting up the method for setting up is to use and adjust the Set up for the zoom axis from the Axis Set up pulldown menu Once the Zoom axis is correctly set up for a lens then place the mouse on the ZOOM AXIS SET UP box on the Lens Set up Display and press the right hand mouse button This will cause the current Set up for the zoom axis to be copied into the Zoom Axis Set up for this lens it should be accompanied by a short beep to let you know it has occurred and a message will appear Once this has been done th
346. on how fast you want it to run animation cameras typically should not be run at speeds higher than about 12 FPS while most Mitchells will go up to 120 FPS This maximum is also used to scale the variable camera speed graph It can be useful to lower this value to make the graph scale in a more usable range Encoder Lines The number of encoder lines per frame is entered here usually this is the number of lines on the encoder but it also depends on the gearing if it is not direct Contact Mark Roberts Motion Control if there are any problems Note that this MUST be a whole number if your camera is geared so that it isn t then the gearing must be changed Board Number Board number to which the camera is assigned Not counting the mimic board if there is one Port Number Port number on the board to which the camera is assigned Valid values are 1 4 inclusive Camera Direction This allows the camera s direction to be swapped much like an axis If when you run the camera forwards it actually goes backwards then this simply need to be changed Flair Version 5 Manual Page 56 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Camera Acceleration The acceleration of the camera is entered here in Frames per second per second It governs how rapidly the camera will ramp up to speed It also determines the highest single framing speed The values can be set as high as the mechanics of the camera and the motor drive will
347. ond per second These values are not particularly intuitive to set and it is recommended that you start with low values like 0 3 for the speed and 0 6 for the acceleration for the translational axes and 45 for the rotational axes and then adjust them in small increments to find the best settings for you The jerk is only visible if this has been set up by MRMC This value is explained above under Axis HHB Jerk and should be set at about 3Xs the HHBox Acc Flair Version 5 Manual Page 34 of 265 CHAPTER 4 SET UPS aD Mark Roberts Motion Control NASA nia Cartesians Setup DER Y Camera i Loe Save Apply Exit Prev Units in Metres HHBox vel 0 2000 HHBox Acc 0 400 HHBox Jerk 0 000 Max Limit 1 00 Min Limit 1 00 Mimic H H Box Grip Stick M Damp 1 50s second 0 Vel Deadband Edges 0 Controller None Handwheel scaling 1 00 The settings for the rotational axes such as Pan Tilt and Roll are in degrees and these values should be set to approximately 30 45 Mimic Control Damp 1 50s second Vel Deadband Controlling Axis Handwheel Scaling Same functionality as described in Axis Set up on page 28 Lens Set up In order to set up a lens first select SET UPS on the Top Menu Bar then LENS SET UP and finally select the name of the lens you wish to modify Once this has been done a box will appear on the screen with the title LENS CONFIGURATION under that there will be 3 buttons and below that
348. one You can also drive the target point through the view point if you lens is not set up correctly and you pull focus to move the target closer to the camera This will only happen if you have not set your focus limits correctly Master Axes When you are in any of the Cartesian Control Modes the master axes are still active as usual on the hand held box but moving them does not affect the position of the camera The result of this is that if you move a master axis the other axes will compensate to hold the camera nodal point and target position stationary This is quite fun to play with but it also has a use in that you can re configure the rig for lighting or speed reasons without changing the framing or move path when in Target Tracking Flair Version 5 Manual Page 164 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Please do note the warnings and limitation listed below When you do this you may notice that there is a slight lag in the compensation this is only 1 50 of a second and will not occur during any move Initialisation Initialisation of Cartesian Control occurs when you switch it on Turn on Cart Control by selecting the pull down and choose from Carts Off Carts World Carts View Carts Roll Locked World Locked View and Locked Roll Select the option you want and the system may request a small Goto if this is executed you will then be in Cartesian Control This
349. orting the data the Master axes can be left as blank fields in which case they will remain wherever they are or each waypoint can have its current position entered If you import the move with blank fields and then set Priority to Cartesians in the Job Type display you can play around with different positions for the Master axes without changing the imported move at all File Posns if for use with imported curves and means that the position stated in the import file is used to control the master axes if they exist Import as mimic The data is imported as above but only the first line of data and the last line of data have a waypoint assigned to them the rest of the data is imported as a Mimic move and the imported axes are set in Mimic mode when the data has been imported This allows all the data to be imported and followed implicitly without having to have huge numbers of waypoints This data can also then be edited scaled and adjusted X Y amp Z Adjust These boxes allow for offsets to be set for adjusting the move around as it is read in The units are in metres This has no effect when importing axis data instead of XYZs Offsets used when last move was imported Is a series of 3 boxes that show you the offsets used to achieve one of the Translate to Current Match Current options Translate to Current None Camera or Target Used to facilitate matching offsets between the CGI system and the MRMC sys
350. osition is used as a starting point to find the position required by the Cartesian data Advantages You can offset a move by a distance in any axis by simply typing the offset you want into the top of the column that you want to offset and entering the key or key in exactly the same way as you can with axis positions but in this case it will make a more logical change You could lift the entire move up 1 0 metre by adding 1 0 to the Z Cam and 1 0 to the Z Targ Columns And Z Up if in Roll Up mode Note The Target Column and other axes columns that are visible in this display will allow you to edit the target distances and the positions for those axes It is not recommended that you do this The axis enable disable feature is also not available in this display Flair Version 5 Manual Page 153 of 265 CHAPTER 11 TARGET TRACKING OO Mark Roberts Motion Control gt 3 D Graphs Three dimensional graphs are provided so that the user can inspect and modify the graphs to achieve the exact move wanted There are 4 graphs the first is an actual 3D representation of the move and the others are 2D views of the move path from above Plan View from the side Side View and from the front Front View Each of these shows 2 of the dimensions against each other i e X against Y Y against Z and X against Z On each graph 2 paths are shown the red path is the target path and the blue path is the camera path There is a small graphic repr
351. ound the correct position Due to this additional factors are used to stabilise the motor The control model we have adopted has three controls the signal gain tacho gain and integral gain These three controls are varied to get the motor to hold position correctly Motor Size There are three setting for motor size If you select Normal then the tuning values are as represented If you select medium the values used are 1 5 of the Flair Version 5 Manual Page 30 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA value shown and if you use small then the values used are 1 10 of the values shown Unless definitely required it is recommended that you always use Normal Signal Gain This basically controls the response to the error If the signal gain is low then the error will have to become quite large before it is driven to the correct position if the signal gain is high then even a small error will cause the motor to try to correct its position Tacho Gain The system s response to the signal gain is limited by the tacho gain If the tacho gain is too low then the motor will oscillate possibly violently If the gain is too high it will be sluggish in its response and the motor may tend to hum or buzz Integral Gain Not actually intimately connected with the control of the motor like the above 2 controls The integral gain slowly corrects for offset errors If you have a heavily loaded lift it will tend to s
352. our camera has a fade dissolve shutter If you wish to program in a FDX event of some kind into the move you must select the waypoint on which the event is to start or create a waypoint for it to start on and type in the event specifications These basically consist of an alphabetic identification followed by a number that tells over how many frames the event is to occur The first alphabetic entry is F for Fade D for Dissolve or M for a Mix the second letter is O for Out or I for In with a mix the second letter is automatically x and does not need to be typed Then the number of frames for the event is entered for example a Fade Out that should occur over 20 frames would look like this FO 20 The next waypoint must not encroach on the FDX event or an error will occur If a box is blank then no FDX data is contained with that waypoint If you have an FDX event and want to remove it select the event you wish to remove so that the black square appears around it and then press the Clear Field button in the Side Menu Bar Additional data on FDX events is given in the Special Effects Section Target Column The Target column contains the data for the Target distance while you are target tracking This is also optional and will only occur if you have purchased Target Tracking as a part of your system The column must be filled in for any target tracking waypoints and target distance entered in the units specified The units can
353. out how fast to do Gotos and is used in checking that a job will not go too fast It does not affect the performance or behaviour of the motor in running a move in any way If you attempt to execute a move that requires a higher axis velocity than the entered value the computer will refuse to run the move and will suggest a higher number of frames for the move Axis Acceleration As above with Axis velocity except that the units are display units per second per second If an axis accelerated at its maximum acceleration from a standing start after one second it would have reached a velocity numerically equal to its acceleration e g if your motor s maximum acceleration were 100 centimetres per second per second 100cm s s then after a second s acceleration it would be travelling at 100 cm s The value is in fact usually similar to the maximum velocity Detailed setting up is covered later As with the axis velocity this value is used in Gotos and also in checking a job to see that it does not exceed the capabilities of the motor it does not affect the performance of the motor in running a job If the computer determines that the acceleration required to execute a certain move is greater than this value an appropriate message will be produced and the move will not be run Max Limit amp Min Limit The allowed range of travel of any axis can be set up so that it does not exceed certain limits of travel There are 2 limits one is the Minimum Li
354. ove In the case of overlap the fairings are truncated e g if both fairing are set at 100 of the move then the computer will cut them back each to 50 In a section of a move with fairings the percentage duration is the percentage of that section of the move not the entire move duration Fairing Shape 10 different fairing shapes are provided and these vary the way in which the axis gets up to speed during the fairing These types are numbered from 0 to 9 inclusive The lower the fairing type number the earlier in the fairing the axis gets up to speed which means that it accelerates harder to start with and then eases off A fairing of value 5 is approximately symmetrical and a higher number fairing starts accelerating more slowly and accelerates harder nearer the end of the fairing Type 5 has been found to be the best in most cases but for a better idea of how these work try it out for yourself Flair5 on Windows BETA 27 Jan 2010 Version 5 10e NO HARDWARE File Edit View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override TempSave Temp Open M5420 Help Zoom C Edit C Slope C Pos Vel Curve Smooth Display Axes Edit Range 10 Dock Wnd Frame 100 Pos 10 58 Track Frame 8 Pos 74 83 Y 00 00 00 00 Mouse Help shift functions gt L Zoom All M Amv Graph R Flip Screen In 1 Track is 0 000 vel 0 000 UNDO Edit Position Goto 0 00sec Back gt 1 28
355. ove and for between any 2 points in a multi point move as long as the axis comes to a complete stop at each end of the fairing In Target Tracking the fairings can also have an effect on a move The paths of the camera target and viewpoint will be traversed as per the fairings set for each You cannot use a 0 fairing within a move zero fairings have no ramps they are a constant speed move or one that starts and stops instantly these are ONLY valid at the very end and start of the move otherwise you would get a pre roll or post roll within the move which would be meaningless and would spoil the shot If you have a multi point move with the axes coming to rest within the move you can set different fairings for each waypoint both for the independent axes and for the Target Tracking axes Please see the Set ups Chapter section on Fairings Set up for more data Fairing Duration A fairing can be as long or as short as the user wants A fairing is often defined as a percentage of the move and when the move is run the respective fairing will last for the stated percentage of the move If a fairing is stated as being of 0 length then the axis will start or end the move at a constant velocity and will have to pre roll or post Flair Version 5 Manual Page 127 of 265 CHAPTER 7 MOVE ENTRY lt Mark Roberts Motion Control gt roll to achieve this A fairing can last for the entire move in which case it will be changing speed throughout the m
356. ove Waypoint When Edit graph is selected the mouse can be used to edit or change the move Simply position the mouse close to the waypoint you wish to change depress the mouse select button and drag the mouse up or down a small square will appear which will travel up and down in a straight line only the position changes not the time When you release the button the waypoint that you chose will be changed to the new position you have selected the move will be modified and the graph redrawn to show the new move You will actually be changing the numerical value of the axis position in that waypoint and if you look at the move again in the numeric display you will see that the number has changed If the axis movement you are looking at is a mimic recorded move the operation of the Edit Graph button is somewhat different see the later section on Edit Range M Delete Waypoint When the middle button is depressed the closest waypoint to the mouse cursor will be deleted unless that waypoint is the first or last On the numeric display the entered value at that waypoint will be blanked out Flair Version 5 Manual Page 119 of 265 CHAPTER 6 GRAPHICS DISPLAY KO Mark Roberts Motion Control gt R Add Waypoint Causes a position to be added at the mouse cursor s current position and time In the numeric display this will be represented as a blank line with a position for only the axis whose graph you were in Tip for editi
357. ove Waypoint M Delete Waypoint R Add Waypoint n 1 Track is 0 000 vel 0 000 UNDO Edit Varicam Goto 0 00sec Back gt 1 8 0 fps HHB Speed 50 100 The screen displays frame counts along the horizontal axis and camera speed up the vertical axis The slowest speed is 0 and the highest speed depends on the highest camera speed your camera can run as set up in the Camera Axis Set up display setting this lower can make editing the camera speed graph easier The camera speed itself is represented by a series of dots indicating camera speed waypoints and circles indicating beginning of ramps these are joined by a blue line showing the camera speed at any instant The points on the graph depict the frame count at which the camera will have completed its speed change this allows the user to simply position a point at a frame and speed and know that the camera will be at that speed by that frame count ramps are applied backwards from the camera speed points The Control Buttons at the top of the screen provide the following features Zoom The left hand mouse button allows the user to zoom into one area of the graph to provide more accurate editing display of that section Double clicking the mouse Flair Version 5 Manual Page 199 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control NASA button will revert back to the full size display The other mouse buttons are non functional in this display Edit Point
358. ove ends or when the stop button is pressed Mostly the postroll is non Flair Version 5 Manual Page 253 of 265 GLOSSARY KO Mark Roberts Motion Control gt existent or negligible but if a move is stopped mid way or run to end part way through the postroll can be quite appreciable Postroll will also occur at the end of a move if it is being run with 0 fairings Note that the postroll length depends on the speed of the move the maximum acceleration of the axis and the postroll factor as well as the setting of the job type flag Stop Quickly Along Path If a postroll is in operation a second press of the stop button will cause the rig to stop as quickly as it can and should always be employed in emergency situations Preroll Preroll is the movement of the rig taken to get up to speed at the start of a move or start of a section of a move For example if you run just the middle section of a move the rig has to be at speed when that section starts In order to do this the rig will move away in the opposite direction to the move and start a run up so that it is at speed when the move starts This also occurs if you run a move with 0 fairings Note that the preroll length depends on the speed of the move the maximum acceleration of the axis and the preroll factor as well as the setting of the job type flag Start Quickly Along Path Press In a program this term means to move the mouse cursor to an item on the screen an
359. p Correction of errors in the target tracking Set up requires careful elimination and testing and is best done with assistance from Mark Roberts Motion Control Cartesian Control Principle Cartesian Control allows the user to move the camera or target around just as though it were a point in space while always keeping the camera pointed towards the target and can greatly facilitate inputting a target tracking move The camera point can be moved around to desired waypoints these can be stored as per normal and then the move can be executed either in or out of Target Tracking The system does not have to be in Target Tracking for Cartesian Control to work Once Cartesian Control has been initialised and switched on the Hand Held Box controls directly move the camera nodal point or the target in X Y and Z directions There are 3 types of Cartesian Control World View and Roll World In World Relative Cartesian Control using the X button will move the camera nodal point in the X axis direction which is parallel to the track of the rig using Y will move the camera side to side at right angles to the track If you use the Z button the camera will move vertically up and down The same applies for the XYZ buttons that control the Target Point If you move the camera nodal point the camera will follow the target as the camera moves around if you move the target point then the camera will follow it View In View relative mode the
360. pendent Axis Toggle Button Any button on the screen which represents several possible states when pressed it cycles through the available states The state of the toggle button is usually indicated by the text in the Button Most have 2 states but some have 3 or more possible states Example the Stop Motion Moving Step toggle which changes between these 2 states as you press it Transputer A specialised computer that has been specially designed to handle high speed communications This facility means that several transputers can be connected together and several programs can be run at the same time or a large volume of processing can be shared between transputers Transputers are used in the Mark Flair Version 5 Manual Page 256 of 265 GLOSSARY Se Mark Roberts Motion Control gt Roberts Motion Control System They have largely been replaced by a newer and faster Digital Signal Processor DSP but are still used and reliable Trip Out When an axis trips out it has switched off power to the motor and engaged the brake if there is one due to a fault condition This could be because of numerous reasons such as it has gone past a limit switch it tried to move faster than it physically could the amplifier power is switched off or something stopped it from moving when it tried to move User Fairings Used to designate a condition when the user has control over the fairings and not the computer See Fairings and Computer Fair
361. perpendicular normal to the optical axis Measure Point A position on the Camera or Lens which has been chosen as the most convenient to measure from Its actual position is unimportant but the distance from this point to the film plane must be known Mimic The action of causing an axis to be controlled by another source than the curve generated from a series of waypoints during a move Most often the axis is controlled from a handwheel or from the hand held box Mimic Add A feature of the mimic option that allows the user to run a move on an axis but to perturb it by turning a handwheel This can be used to enter rough motion into an axis or to correct a movement that is only slightly off Mimic Board If you have purchased the mimic option it is possible that there is an extra axis board inside the root box which is used only to mimic control axes It is connected to handwheels of some form that are moved by the user and then the movement of the handwheel is copied to the axis you are driving Mimic Learn When you are shooting a move and as you mimic control an axis that data is being saved for later replay It is a system state and is not axis specific Mimic Playback When the previously learnt mimic move is being replayed Mimic Save If you have learnt a move on an axis and want to store this move for later use but still wish to mimic other axes you can SAVE that axis move by setting it into the mimic save state This i
362. ph if you wish to look at one section of the move more closely Decide which area you want to look at position the mouse in the top left hand corner of this area depress the mouse select button and drag the cursor down to the bottom right hand corner of the area you wish to view and then release it As you do this a moving rectangle will appear to show what area you are going to zoom into Once the button is released the section of the move you have selected will be zoomed into In order to return to the full display simply double click the left hand select button of the mouse in the graph you want to reset M Rmv Graph This will cause the graph you are on to be removed from the display This is useful for looking more closely at other graphs It may be re added with the Display Axes button R Flip Screen This will cause the graph you are on to be displayed on its own thus facilitating inspection of one axis Pressing the button again will return you to be previous set of graphs In the Zoom Mode you can also use the Alt key and the mouse to Zoom and Pan on the screen Alt and middle button allows you to pan the graph about and Alt and middle and right hand button does a zoom un zoom by moving the mouse horizontally This is very similar to the Maya system and is most useable with the standalone no hardware version of the software when this action is done real time as you drag the mouse Edit Graph L M
363. plied to them as you wish A likely application of this is having a motor or motors moving a model mover which is independent from the move and also the focus axis doesn t actually change the position of the target or viewpoint significantly and can be run as an independent axis if so desired In these cases it is possible that you would want to define a waypoint that was for the model mover only and did not affect the Target Tracking move or vice versa To handle this you can have target tracking waypoints and non target tracking waypoints A target tracking waypoint has a target distance entered and a position entered for EVERY target tracking axis it may or may not also have positions entered for independent axes A non target tracking waypoint has no target distance entered the field is blank and must have NO positions entered for any target tracking axes 1t also may or may not have position entered for independent or master axes Target Tracking Axes and Master Axes There is also a subtle distinction between Master Axes and Target Tracking Axes If your rig has more than 5 major axes usually Track Rotate Lift Pan and Tilt then more than one axis can be used to produce the same result e g an extending arm can move the camera forwards just like the track in some cases When this occurs one or more axes will be termed Master Axes and will have been set up by MRMC at installation time A Master Axes behaves just like an independe
364. pment has added other notional axes to this list and the final list as of Version 5 1 is X Camera Y Camera Z Camera X Target Y Target Z Target Pan Tilt Roll X Up Y Up Z Up Lens Interocular and Convergence These axes are virtual or notional more often than not as there is no simple conversion from motor position to virtual position Cartesian was a good name for these axes when Flair Version 5 Manual Page 152 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt the software was first developed but this has become something of a misnomer and they should more correctly be called Virtual or Notional The first 12 relate directly to the camera position and orientation the last 3 are somewhat different and refer to the Lens i e focal length of view angle and then the Stereoscopic settings for shooting 3D The Interocular and Convergence have only been added recently and are not currently fully implemented but should be by version 5 15 Numeric Cartesians Target Tracking positional information is stored in the system in terms of Camera Cartesian positions and Target Cartesian positions Cartesian when referring to a point in 3D space means that its exact location is represented by three measurements along the 3 dimensions Along the X Y and Z axes or in laymen s terms height from the floor distance forwards and distance to the side This sort of information may not be directly useful to th
365. point Then move the rig to look at the second reference point Then enter the positions of the axes into the second reference point column and type in the distance to the reference point in its relevant column Now move the camera to look at the point on the slave item that corresponds to the first reference point on the master item and enter this point as the first slave reference point In the same way enter the second slave reference point Reference points on an item must not be directly one above the other The sideways motion of the reference points indicates the direction from which the object is to be viewed and if you enter totally vertical reference points then the direction of view is indeterminate and you can get very odd results the move will be correct but from the Flair Version 5 Manual Page 192 of 265 CHAPTER 14 SPECIAL EFFECTS OO Mark Roberts Motion Control PAATAAAG wrong angle Note that with 2 reference points you are only defining a line and not a plane so that the object must be in the same orientation in relation to the lines between the reference points If you had reference points on a man s head and his toes and also a child s head and toes the moves would be scaled properly but the direction from which the person was to be viewed would be indeterminate Once the reference points are all entered they can be checked by using the Goto button which will cause the rig to go to the entered reference poi
366. port Dialogue can be used to specify the data file that you want to export to the format you want to use and several other options making the data export flexible and informative 22 CGI Data Export Export Exit Browse CA DeWFlair FlairNT data FishenLiftl estxyz Data Format MRMC Carts be Coordinate System MRMC y O RorAppend Overwrite Append Job Name No e Yes Lens Name C No Yes Current Aperture is 0 961 by 0 539 Aperture No C Yes Bloop output Output 1 Output at Boundaries Frames Time Units Frames C Seconds C None Units Metres C Inches C Feet Export FOV No C Yes Waypoints only No C Yes Additional Data 1 Extend X Additional Data 2 Additional Data 3 Additional Data 4 Additional Data 5 Additional Data 6 Export Transformations Can be used to reverse import changes MRMC format export Use Transforms a Zero xfer x 0 0000 Te 0 0000 Z 0 0000 Rotate 0 0000 Scale 0 0000 Flair Version 5 Manual Page 214 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control gt Export This button causes the data to be exported in the selected mode to the selected destination Browse The export file can either be typed straight in or you can use a standard file selection dialogue to select the file you wish to export to File Data Format The available formats are MRMC Carts The data will come out as an XYZ co ordinate of the camera an XYZ co ordinate of t
367. position when Goto is Flair Version 5 Manual Page 18 of 265 CHAPTER 3 QUICK GUIDE lt a Mark Roberts Motion Control gt pressed Once at the waypoint correct the positions re store the waypoint and then re run the move This is the preferred method as adding and inserting waypoints can make the move too complicated and can spoil the smooth shape of the move If an existing waypoint is wrong move to that waypoint and make it right then select it and re store the new positions Recording a Move Once the move is to your liking you are ready to record it Cam Dummy l Cam Record Film With a film system you have to engage the camera which is done just like the other axes simply press the Frame button at the top of the numerical display the camera will engage and zero itself Then change the button on the Run Control Bar that says Cam Dummy to Cam Record as above and run the move At the beginning of the move the camera will be started and then the move will be shot with the camera running throughout and at the end of the move the camera will stop If you have electrically controlled Take Ups these should be tensioned before the move is shot press the button at the bottom of the side menu that says TUs Slack and it will change to TUs Tensioned and the take ups will turn on The system has numerous advanced features that allow you to change the move in other ways and to affect the shape
368. ps HHB Speed 50 You can also run the move from the end back to the beginning The procedure is basically the same as the above press the Back Run button press Goto if you are so prompted and then Shoot If the computer calculates that the move is too fast for the motors to run at that speed it will suggest a longer overall frame count for the move or a slower camera speed You can either Apply the increase in frames or modify the move e g lower the camera speed or reduce the distance to be travelled Modifying a Move If the move does not go in exactly right first time there are many ways in which the move can be modified You can insert delete or modify waypoints Deleting waypoints is done by selecting a line so that the black square appears somewhere on that line and then pressing the Delete Line button in the side menu bar this will totally remove a waypoint Waypoints can also be inserted Insert is actually insert before so when you select a line and press the Insert Line a new line is put in above the line you selected This can be used to enter a new waypoint between 2 existing waypoints A good way to change a move is to move the system to one of the waypoints using the Go To button on the Top Menu Bar and selecting position from the list that appears and then typing in the number of the position you want to go to The system will then say Ready to Goto and will move to the desired
369. r and the VTR will stop Flair Version 5 Manual Page 116 of 265 CHAPTER 5 MAIN DISPLAY Mark Roberts Motion Control Flair Version 5 Manual Page 117 of 265 en Se Mark Roberts Motion Control gt CHAPTER 6 GRAPHICS DISPLAY Graphic Move Representation The move on any axis can be displayed on the screen as a graph of axis position against time When the display is changed to Graphics by using the Views button on the Top Menu Bar a variable number of graphs are displayed on the screen up to the number of axes in the system and down to 1 along with various functions for viewing and manipulating these graphs Flair5 on Windows BETA 27 Jan 2010 Version 5 10e NO HARDWARE File Edit View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override TempSave Temp Open MSA20 Help Zoom Edit C Slope C Pos Vel Curve Smooth Display Axes Edit Range 10 Dock Wnd Frame 255 Pos 475 48 Track Frame 106 Pos 13 38 0 100 198 214 0 198 214 Frame 197 Pos 11 92 i Frame 131 Pos 32 61 0 100 147 198 214 0 147 198 214 256 Mouse Help shift functions gt L Select Zone M Smooth Super R Done n 1 Track is 102 393 vel 0 000 INDO Edit Curve Forr Back gt 1 8 0tps HHB Speed 50 Appearance Each graph displays the information relating to one axis The graph has a title in the top right hand corner to tell you which axis it is there is a display up
370. r slave move the rotate has to stay between 90 degrees and 90 degrees throughout the move or it has to stay between 90 and 270 or 90 and 270 You cannot put multiple turns on the pan or tilt axis they have to stay between and 180 degrees If you do need to use a rotate angle that is greater than 90 degrees then you can set the Init Scaling toggle in the Miscellaneous Set ups to Yes Setting this flag can also help in similar situation with the Pan and Tilt See Init Scaling for an explanation of what this does If you find that the slave move puts the camera in more or less the right place but points it in exactly the wrong direction then this may be fixable through the various Flair Version 5 Manual Page 195 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt settings of the Pan Handling toggle in the Miscellaneous Set ups display This is also helpful when importing CGI moves Snorkels When you are in target tracking you can use a snorkel lens in Keep Head Level and it will work as intended This however will severely reduce your range of motion and this may not be what is needed You will find that using target tracking out of Keep Head Level will produce better results than if you are not in Target Tracking but it will not necessarily target track and the XYZ output data will not necessarily match the movement of the lens A snorkel does require a Z offset in order for the comput
371. r that lens is selected the data will be transferred to the iris axis to set the limits correctly Flair Version 5 Manual Page 45 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Setting up a Gear Driven Lens CAPITALS indicate a button name This involves changing values in the Lens Set up for that lens and the Axis Set up for the Focus axis Note that there are 2 Focus Axis Set ups One is called the Focus Axis Set up and is the Set up associated with the focus axis as it runs now The other is called the Lens Focus Axis Set up and is the Set up that is applied to the Focus axis when that particular lens is used These displays look identical except that in the Focus Axis Set up the axis name is usually Focus and in the Lens Focus Axis Set up the name is the same as the lens All measurements in the Lens Set up Display except for the focal length are in metres ON AV A LS 10 11 12 13 In the Focus Axis Set up make sure the Focus axis is selected as a FOCUS TYPE Go into the Lens Set up Display for the lens you are setting up a Type the name of the lens into the Lens Name field and press the enter key Enter the Lens Focal length in millimetres Enter the Infinity Offset as 0 Enter the Measure offset as 0 Lens are usually calibrated to the film plane Set all other offsets to 0 Select Customised Focus NO and APPLY lens Set up Once the Set up is finished this will be changed to YES
372. r the next time you save to disk If the name of the file ends in a number before the extension normally job then this number will be incremented If the files does not end in a number then a 001 will be added to the name and thereafter incremented This can be very useful for saving different takes and not having to retype the whole name each time This function can be turned off with this toggle but the default state is on Move Miniature No Yes This is a very advanced feature and is covered in the end of the Target Tracking section of the manual This toggle basically sets whether or not a scaled miniature should simply be moved to match the master action or whether the numbers entered in its positional waypoints designate an additional motion that it should perform on top of the scaled action Flair Version 5 Manual Page 89 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt Easy Select No Yes Most of the times when there is a selectable option a pull down menu is presented with the available options If this switch is set to No then you can enter a numeric value This might be useful for advanced or unusually features but the default state is on Speed Profiling Sets whether Speed Profiling affects the move or not so that you can temporarily disable it Back 2 1 Run Again Allows the Back 1 button to automatically get Ready to Shoot after moving the rig back to position 1
373. ra between the View and Take positions You do not normally take frames in the View Position and a warning will appear if you try TUs Tensioned TUs Slack If electronically controlled take ups are part of your system this toggle allows you to turn them on and off for reloading film etc If you try to run the camera when the take ups are turned off an error message will appear Camera Fwd Camera Reverse This button controls the direction the camera will run completely independent of the move direction Cameras are usually only run Flair Version 5 Manual Page 112 of 265 CHAPTER 5 MAIN DISPLAY Mark Roberts Motion Control NASA forwards except when doing in camera effects If you have electronically controlled take ups this toggle will also change the tensions on the film feed and take up sides Control Box The Control box occupies the bottom section of the screen and contains a message area and a large slider bar as well as a few other boxes The Message area starts out by stating Flair Motion Control and thereafter is used to tell you what the status of the system is There are a number of status messages that vary from Printing and Shooting to Going To When the message states Flair Motion Control you are at input the hand held box should operate and you can enter moves etc In most other cases the message will be related to a move e g Ready to Shoot etc and user input will be restricted To return t
374. racking Adjust XYZs This button is for setting the XY amp Z adjust fields such that the current camera position is the same as the Slave Move start Camera position It simply determines where the camera should be for the current frame where it is now and sets the XYZ fields to the difference The main use of this would be for shooting a background plate for the slave move where you are not actually trying to line up 2 items to one another Please note that the current frame is best set by doing a Goto to the frame at which you want to do the adjustment Initing axes in scaling When you run a scaled move the default initialisation point for any rotational axes is 0 0 This means that if you have a move where the rotate is greater than 90degrees the scaled version of it will be run with the rotate set to a value that is less than 90 degrees with the other axes moved to maintain the same camera position This may or may not be the right solution in many cases and you do have the option to initialize the scaled move to start at the solution closest to the entered waypoints from the move In this case set the Init Scaling flag in Miscellaneous Setups to Yes Convert to Master When you are running a slave move the positions listed in the waypoints are the positions for the master move With this button you can clear out the master move Flair Version 5 Manual Page 194 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark
375. rds or backwards the computer checks the entirety of the move as well as any preroll or postroll to make sure that each axis does not exceed it maximums of travel speed or velocity If any of these are determined to be exceeded the user is warned Master Axis A type of Target Tracking Axis whose position affects the camera and target paths but whose position is not controlled by them when shooting a Target Tracking move This occurs when there are 2 axes that have the same or a similar effect on the motion of the camera The master axis is so named as it is controlling but is not being controlled like other Target Tracking axes Master Move A master move is the controlling move used when using the Target Tracking Scaling feature The master move is created and edited by the user as a normal Target Tracking move and when the Slave Move is shot the master move is scaled and moved to match it onto a scaled scene or target Measure Offset The distance from the point on the camera from which you measure target distances to film plane In the case of a Video System this is the distance from this point to the chip tubes Flair Version 5 Manual Page 251 of 265 GLOSSARY KO Mark Roberts Motion Control gt Measure Optical Offset The distance from the intersection of the pan and tilt axes to the measure point measured parallel to the optical axis Measure Normal Offset The distance from the measure point to the optical axis measured
376. required post hold When the job is shot the prehold is exposed first then the move occurs then the post hold occurs These holds are only valid if the camera is in Record mode If you run a move backwards the post hold will be shot first and then the pre hold Access this feature in the SFX menu Film System Once the move is to your liking you will probably want to record it To take the camera out of dummy mode press the Camera Dummy button on the Control Box and it will change to Camera Record Before the camera will run you have to engage the camera which is done just like the other axes simply press the Frame button at the top of the numerical display the camera will engage and zero itself At the beginning of the move the camera will be started and then the move will be shot with the camera running throughout and at the end of the move the camera will stop There is an additional means of running a move such as this If your move has fairings on it then you can start the camera rolling before the move itself is started When you are at Ready to Shoot and you press the TURNOVER button the camera will start running at the current move speed This will carry on until the stop button is pressed or the SHOOT button is pressed If you press SHOOT then the move will be started in syne with the camera and will continue as normal except at the end the move will stop and the camera will carry on running until the stop
377. rigger on the Ulti Board to fire at the same time Wiring Each of the outputs works as an independent switch closure with both sides of the switch being presented to the user this means that the computer can be totally isolated from the thing that is being triggered and wiring errors will not affect the computer adversely though they can in extreme cases damage that output Contact Mark Roberts Motion Control if you require any assistance if you have specifically stated that you are going to use the outputs a technical data sheet will have been supplied to you Please refer to Appendix A at the end of this manual for related pin out information Flair Version 5 Manual Page 213 of 265 CHAPTER 17 INPUTS AND OUTPUTS lt Lo Mark Roberts Motion Control gt CHAPTER 18 DATA EXPORT amp IMPORT Introduction CGI Data is imported and exported as ASCII information with lines of data defining at very least the XYZ Co ordinates of the Camera and the XYZ Co ordinates of the Target or the orientation of the camera Each line can optionally also contain time information camera roll and well as positional information on up to 8 other axes During both CGI import and CGI Export an Action in Progress box will appear to inform you of the progress of the import or export and allow you to interrupt it if so desired CGI Export Data can be exported from the Flair program in a variety of ways and in a variety of formats The CGI Ex
378. ro Z is the floor Advanced Configuration There are several configuration features of the program that are not set through the program but with a text file known as a resource file This is roughly based on a standard X Windows feature and has been utilised in this program to allow configuration of some features that are unlikely to change very often This allows extensive variation of how the program behaves without cluttering it up with vast amounts of configuration Set ups It is not recommended that you modify these files unless you know exactly what you are doing and keep a backup copy of the files before you modify them It is possible to adversely affect the program through mistakes or errors written into these files The configuration file for the program is called FlairS ini The following is a list of the application resources that the customer may at his own peril modify and what they mean The NAME is what must be typed in at the beginning of the line in the ini file the type tells you whether to enter a number integer True False Boolean or text Fractional numbers cannot be used A brief description of the resource s function is provided on the right for more data contact MRMC The format for making an entry is The order of names is not important Name Value For example the resource SoftAxes can be set to 21 with the following line SoftAxes 21 NAME TYPE FUNCTION Hardware Integer
379. roing correctly set up is vital for easy operation of a rig and for target tracking The accuracy of target tracking is often totally dependent on the axis being correctly scaled and having the correct Zero point 1 Ensure the axis is correctly scaled 2 Choose the Zeroing Style using the above information 3 Decide which end of travel or which switch you are going to reference off 4 Set the Zeroing Velocity to the correct direction sign and set its value to about 1 20 of what you expect the axis maximum speed to be Somewhere between 2 0 and 5 0 is usually a good point to start 5 Set the Zero At values to 0 and the Zero Offset values to 0 Set the Zero Time value to roughly how long you think it will take to reach its reference point in seconds 6 Position the axis approximately at its zero position 7 Zero the axis Conditional If the axis goes too fast too slow or the wrong way fix the velocity and repeat Conditional If the axis times out before reaching the end point increase the Zero Time 8 Allow the axis to reach the limit or datum switch and observe that it slows down reverses direction and stops If it is slipping clutch Zero it will hit the end of travel the motor will keep turning for a while and then stop Conditional If you get an error stating that the zero marker pulse is too close to the limit switch move the limit switch a little or turn the motor relative to the load by 1 2 turn and repeat from s
380. rol point controls the direction from which the curve arrives at the end point Camera Viewpoint The point on the camera from which we consider that we are looking from This is normally the front Nodal Point of the lens Cartesian An axis that can be used to describe a point in space in terms of its distance from a plane The Z Cartesian is the distance from the XY plane etc etc Cartesian Control Cartesian is a system of locating a point in space by assigning three numbers to it which indicate its distance from an origin The numbers could typically indicate the height of the object from the floor how far it is from the back wall and how far it is from the left hand wall Cartesian control in the Flair system allows the user to move Flair Version 5 Manual Page 248 of 265 GLOSSARY KO Mark Roberts Motion Control PAATA AAC the camera point or target point around by directly affecting its position in space For example if you want the camera to go up then you press the up button and the axes will be driven to move the camera in a line directly upwards but the camera will continue looking at the target while this is done CGI Computer Generated Images This term is generally used to mean any computer made image especially animated ones which are going to be mixed with live action footage Computer Fairings Fairings which are automatically determined by the computer in order to smoothly accelerate axes up to speed and then bri
381. rol points that affect the shape of the profile as it approaches and as it leaves a point With Beziers the distance of the control point from the point affects the tightness or tension of the profile at that point with Cubics you cannot change the tension The slope of the line from the control point to the point affects the shape of the profile as the point is approached and as it is left Plot some simple profiles and experiment with these to see how they react The curve can go up and down the graph but it must always move to the right as you travel its length If the curve doubles back on itself then the move will make large jumps as it runs Move Control Allows you to pick up the control point and move it around showing you the adjusted speed profile Please note that the curve is not allowed to go off the top or bottom of the graph and an error will be generated is you try to run such move Reset Point Clicking the Middle mouse button near a point will reset the slope of that point to the default Reset Path Right clicking the mouse anywhere in the graph will reset the entire profile back to the default The default path is a gentle S shape for Bezier curves and a straight line from bottom left to top right for spline curves The default fairings form profile is a slope up a flat section and a slope down Time lock Time lock is a feature whereby you define the speed profile such that the waypoint times stored in the Numerica
382. roll should be tested at gradually faster and faster speeds to ensure it is OK Please note that doubling the speed of a move will usually quadruple the Preroll Postroll distance Goto Position Goto Frame These two controls allow you to manually enter a position for the rig to go to This position can be respectively referred to by the Position Number or Frame Number Goto Closest Goto Closest only works in Target Tracking and allows the camera to go to the nearest position on the path of the move to where it now is For example if Flair Version 5 Manual Page 97 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt you moved the rig with the hand controller and then wanted the camera to go back onto the programmed camera path you could use this function Job Type Allows the user to change the behaviour of the system in various ways ranging from the type of curves generated to how the focus axis is controlled See the Job Type section in this manual Move FX Contains all the move effect that Flair allows you to apply on your current move these controls are Goto Move On occasion the director sees a Goto and likes it so much he wants to shoot it This doesn t happen often but this feature has been added so that a simple Goto can be converted into a move and then shot as required Flip Pan Arm With most heads the tilt arm is on the side of the camera and this occasionally
383. rrectly for the axis you are controlling in the software e Never leave Grip Sticks unattended and enabled When not using them even for a short time it is best to disable them Camera Axis Set up The Camera Axis setup only applies to film cameras where Flair has direct control of over the film transport motor For other cameras including most film cameras and video cameras see the section on External Camera Set up Flair Version 5 Manual Page 55 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control NASA 2 Camera as Axis Setup Camera Axis Setup Save Apply Maximum Speed 125 00 Encoder Lines Board hooo Sr Port ho SS Reverse Direction a Camera Acceleration 4000 Zero Offset 0010 Shutter Backoff 0 000 Shutter Fwdoff 0250 Slate Speed Slate Frames wm Min Ramp Controller Eo Handwheel scaling TUs On Off Board j TUs On Off Port TUs Dir Board aes TUs Dir Port Cap Shutter Board Cap Shutter Port Rackover Board Rackover Port Cap Shutter i Shutter Delay sec Fast Pulldowns Disabled y Camera runs in dummy Real Shutter o0 Virtual Shutter DSP Ulti Axis Specific Settings Only Valid on Motor Type Servo vr Step Pulse u5 Temp Limit AA A Current Limit Trip Limit Enc Edges 0 Signal Gain Tacho Gain Integral Gain Maximum Speed The maximum speed of the camera in frames per second is entered here to prevent the camera being run too fast in a move This speed depends on your camera and
384. rror Light on or are there error lights on any of the axis boards Also as the program is running some messages appear on at the bottom of the normal Flair Window and are printed into a file called Flairout txt or FlairNTout txt The contents of these files can be useful in tracing down faults and they should be copied off the system or renamed as needed as they will be overwritten when the program is next loaded Flair Software Wish Request and Problem Report Forms In Flair there is a menu which brings up forms to be used when a problem or bug is found in the software or when requesting a feature to be added to future releases This facility is found in the Help Menu Remember that when reporting a problem it is very important that we have all the information needed to repeat the problem at Mark Roberts Motion Control or else it s not possible to fix it You may have to send a copy of the job you are having trouble with Information Every time the flair program loads it writes the time and date into a file called FlairLoad txt Every time it is closed down under user control it writes that time and date into the log communication errors causing the program to shut down are likewise recorded If the programme fails with the dreaded Flair has encountered an error message it will not be recorded but you may be able to Hot Boot This file is Flair Version 5 Manual Page 232 of 265 CHAPTER 20 TECHNICAL INFOR
385. rts Motion Control gt CHAPTER 9 JOB STORAGE 2 0 ccssnsceececsnsseececensseeeeecnnseeeeeeneseeeess 138 TIO GUC HON A NOTAR 138 ATOM CS CON K AAE 5 fies See TTE suena hadaas bug E cave wvdey sacush E 138 Crash Store A is 138 Job Storage Dialogue Box iia at LOH ANT a aia AiR 138 CHAPTER 10 JOB TYPE 3 o c3 se ee do 142 Save lt Apply amp Cancela is it taa 142 Fairings Userd Computens acido 142 Holds are still Can MOVE ias 143 Mimic Moves Speed Check iva aii N 143 Part Runs Speed Check a A AE eens e Aa 143 Focus is independent follows object follows target c ccecccsseesseeseeeseeeseeeseeseeeeeseeseesseenseenes 143 Zoom is independent is linearised in focal length in view angle oooonconncnnnnonnnocnnoncnoncnnnonnos 143 TAS dp End ta aia 144 Lift Current Position as units degrees ooooooonioonoonnonnconcconcnnnono nono nono nonnnnnnrnn nro nro nn nn nr nnn rro n ran rrnn rra 144 EDX Shutter leads as ld 144 Start quickly path run up quick run up along path ooooooccnoconoconoconaccnonconnconocnncnnnonnnonn nono nonnnnns 144 Stop quickly path run past quick run past along path ooooonoccnnonincniconocononcnoncnnnonononononnnnnnonononos 145 Curve Type Splines Beziers Linears Cubics Quadratics Quintics Quik Cubics Bounces FSplines Quik Quintics Ramps cccccceescessesssceeeceecssecssecaeecseecseeeaeeeseeeeeeeeseeeseenaeeaecsaeeeeeaeeeaes 145 Profi
386. s Follow Focus Follows object Follows target Footage Counters Forward Run Frame by frame animation Frame Count Frame Output Frame Overlay Set up Frame store devic Frames Frames per foot Frames Per Step Frames Per Take Frames Snap Frm Front Nodal Plane Front Nodal Point Front View Fsplines FWD RUN Button Fwd Step FWD STP Button Gate Gear Driven Lenses GLOSSARY Go Motion Goto Move GOTO Button Goto Control Goto Factor Gotos Graphic GRAPHICS DISPLAY Flair Version 5 Manual Page 259 of 265 INDEX 114 204 127 142 102 16 134 134 188 109 213 62 24 250 102 21 104 127 128 250 159 160 70 58 104 144 21 88 43 43 215 187 63 19 136 41 232 233 98 98 26 40 21 143 143 143 113 17 110 102 68 64 213 109 114 188 188 200 136 148 250 154 146 114 135 114 250 248 250 98 114 24 132 95 118 Mark Roberts Motion Control Grip Stick Tuning Grip Stick Safety Grip Sticks Hand held box Hand Held Box Set up Handwheel Handwheel in mimic Handwheel Scaling Handwheels in Cart Control HEAD Head Angle Head Cranp Head Ind Head Level Head Ninety HEXAPOD HHB Comms Test HHB Control HHB Off Hhbox Acceleration Hhbox Jerk Hhbox Velocity Hold Holds Homing Hot keys How to mimic an Axis How to synchronise Huge pre and or post rolls Hyperfocal distance Iconic Image mismatch Image transfer Import as mimic Import File Incom
387. s background colour turns to red which indicates that the move cannot be achieve by that axis by a factor of 2 or more Some of these options will not be available if any axis exceeds it limits of travel as set up in the Axis Set up Display for that axis The Run it button is there as an out for experienced users who know their system there is no guarantee that the system will perform and will not trip out and or cause damage to itself The slower option is not available on a VTR system Preroll and Postroll Limits Checking If a move requires a Preroll or a Postroll the computer will check the movements of these to ensure that they remain within the confines of the limits of each axis If any axis is deemed to exceed its travel during a postulated Preroll or Postroll a message will appear on screen to that effect stating Modify move or slow it down as Preroll Postroll exceeds Max Min limit of travel In this case the name of the offending axis will be on the title of the message box The handling for such a situation is to slow the move or modify it so that the axis does not Preroll or Postroll so violently An alternative is to increase the Preroll or Postroll factor in the Axis Set up for that axis Track Pre Pst Roll Error DER Modify move or slow it down as Preroll to 568 669 exceeds Max limit of travel 180 000 Ok None of the above limits checking relieves the operator of his responsibility for operating the
388. s coordinate system 215 89 195 Master Track Extend 78 165 Master axes 147 233 Master Axes 149 219 107 Master axis 78 152 164 165 195 251 208 Master Axis 251 123 Master Move 110 190 108 Master Track Extend 152 104 Master type Axis 21 10 Match Motion to Head 219 31 Matching Motion Control to CGI 221 114 Matt passes 176 45 Max Limit 23 198 Maximum speed of the camera 56 202 Measure Normal Offset 252 144 Measure Offset 50 21 Measure Offsets 39 192 Measure Optical Offset 252 83 85 Measure Units 88 79 Measuring the Target Distance 149 251 Menu Bar 92 107 130 Middle mouse button 104 107 98 Milo 77 142 Mimic 110 252 54 Mimic Add 178 80 Mimic Control 27 35 75 Mimic Controlling Axis 27 223 Mimic Convert 184 73 Mimic Data 183 224 Mimic Edit 180 Flair Version 5 Manual Page 260 of 265 INDEX Mimic Learn Mimic Mode Mimic record in camera varispeed Mimic Restrictions Mimic Smooth Mimic Storage Min Aux Min Limit Miniature Auxiliary Miscellaneous Setups Mitchell camera Mix Model movers Modifying a move Motion blur Motionbase Motor Size Motor Tuning Motors Mouse Jogging Mouse middle button Mouse Stop Button Mouse store button Mouse Store Button Move FPS Move Miniature Move Slider Bar Move To Move Cam amp Step Input Bits Moving Friction Moving Lens Moving Step Moving target Moving the Motors MRMC Co ordinate description Mrmc res MSA20 MULTIHEAD New Nodal Hiatus Nodal point Nod
389. s displayed and then the Store button will be available This will store the current positions into the first waypoint Next move the camera to your second position moves need at least 2 positions press the Add Line button to add a second waypoint to the display then press the Store button again and the new positions will be stored into the second line If needed change the frame count of the line to the desired frame count and then continue adding and storing waypoints until the move is entered Note that frame counts must always increase through the job getting larger and larger with each waypoint A simple 2 point move could look like this 0 000 8 200 26 850 50 389 27 433 48 598 SS ms Pasns Target Track Rotate Extend Angle Tilt 1 26 16 568 669 4 256 67 256 52 238 33 825 89 579 43 072 e 2 48 00 542 445 8 005 57 000 51 456 45 000 32 520 21 210 Running a Move Any programmed move can be run from the beginning to the end from the end to the beginning or from any time within the move to any other time in the move The simplest form is to run from the beginning to the end this is called a Forward Run Flair Version 5 Manual Page 17 of 265 CHAPTER 3 QUICK GUIDE OO Mark Roberts Motion Control NAS DAA or Fwd Run in its shortened form There are several ways to do this there is a Fwd Run button on the top menu bar there is also one under the Run Job button on the top menu b
390. s done through the mimic display Mouse Select Button The left hand mouse button which is generally used to selected an item or press and button This is usual with all user interfaces Mouse Stop Button In this program the mouse middle button is used as a STOP button When pressed it causes any ongoing action in the system to be stopped It is also used to disable an axis Flair Version 5 Manual Page 252 of 265 GLOSSARY KO Mark Roberts Motion Control gt Mouse Store Button The right hand mouse button is used to store data When you are over an axis position box and you press the right hand mouse button that axis s current position is read into that box It is also used to read data into other dialogue boxes Move A series of waypoints that can be executed This term is similar to Job but Job includes all the configuration data associated with the move Move To See Goto Nodal Point Nodal Plane The Nodal plane of a lens is a plane perpendicular to at right angles to the optical axis of the lens that passes through a point 1 focal length away from the focal point of the lens closer to the lens than the focal point The Nodal point is a point on this plane where it is intersected by the optical axis Lenses have 2 such planes a front and a rear the one being referred to is the front nodal plane If you pan a lens about this point then there is no relative shift between close and distant objects No parallax shift
391. s in frames of film it is not a Preroll in frames of time Shoot Slate is a push button that causes the camera to expose a certain number of frames when it is pushed It will only work when the camera is engaged and is set up to record For more information see the sections on Running a Move and Camera Axis Set up Turnover This is a push button that sets the camera rolling at the current move speed It can be used to shoot a hold of an inexact length or it can be used to shoot a slate a slate is a board on which is written the take number When pressed a second time the camera will stop If you are at Ready to Shoot and you press this button then the camera will start rolling if while the camera is rolling the Shoot key is pressed then the move will start in sync with the already running camera At the end of such a move the camera will continue running until it is stopped unless there is a post hold set then the camera will stop after that number of frames A running camera may also be stopped with the Mouse Stop Button Take The Take button will cause the camera to expose one frame at the current camera speed If you are at a speed higher than a single frame speed then the necessary ramp frames will also be exposed This button does not work when you are in a run state such as Ready to Goto or Ready to Shoot Browse Sets the system into a mode where you can drive the rig along the path of the move slowly or
392. s it negative this continues with S and X D and C etc through the first 9 axes Keyboard Jogging must be enabled in your system ini file Changing manual speeds Using the fast and slow buttons on the hand held box you can increase and reduce the speed that a motor travels at The behaviour of the motors when they are controlled by joysticks or the buttons on the hand held box is a function of the axis Set up See Axis Set up section in the Set ups chapter If you find that the motor does not move as fast as you like even when you are at fast speed on the hand held box then the Hand Held Box Velocity in the relevant axis Set up can be changed but Flair Version 5 Manual Page 122 of 265 CHAPTER 7 MOVE ENTRY KO Mark Roberts Motion Control gt be careful not to set it too high or you may find that fine positioning of the motor becomes impossible The current setting is displayed on the Hand Held Box and also in the very bottom right hand corner of the screen where it is displayed as a percentage With mouse jogging you can also change the Hand Held Box speed by first clicking on one of the axis current position displays and then pressing the PC keyboard and keys to increase and decrease it The hand held box is used to move the motors around so that waypoints can be plotted for the move The positioning and plotting of these points is key to the end result of the move Programmi
393. s its operation mode The different operation modes are covered below and differ from device to device The Port sets which serial port the device is connected to In the case of Flair running with a transputer system the options are Tram 1 and Tram 2 with Flair running on a windows system then the ports available to the machine are listed Should you select a port that is not available or otherwise in operation and error message should inform of this Flair Version 5 Manual Page 67 of 265 CHAPTER 4 SET UPS OO Mark Roberts Motion Control CIRIA The following 5 pulldowns are standard serial communications selections and these should be determined through MRMC or through the details of the device The protocol selection is only valid with the serial Tram supplied through MRMC and is non functional in Windows where the protocol is determined through the hardware or Operating System Available Serial Devices VTR With a system that is configured to run the VTR you have the option of setting the port and communications settings Normally a VTR uses the Sony protocol and this is 38 400 Baud Odd Parity 8 Data Bits and 1 Stop Bit The top selection simply turns the VTR on or off Frame Output The current frame or time in seconds can be output from a serial port during the move or while browsing This can be used to insert a frame count onto a video picture or control a record or playback medium The first 2 options
394. s per normal The speed checking will check the move but it is recommended to try them out at a lower rate if you have a particularly fast move In order to facilitate this when you are in Variable Camera Speed mode the FPS box on the run control bar becomes semi inoperative and if you click on the Move FPS label it will change to Move and the box below will be the speed that you are running the move I E you can try the move out at 50 and it will only get up to 1 2 of its normal full speed You may incidentally try it out at up to 200 If you click this back to FPS the percentage automatically reverts to 100 At the slower speeds the iris and shutter compensation is non functional this feature is for testing the move only Pre holds and Post holds The feature that allows you to put pre holds and post holds on the move is operational with variable camera speed as is the feature that allows you to start the camera before the move However you may not stop the camera during a vary speed move nor start it Flair Version 5 Manual Page 202 of 265 CHAPTER 14 SPECIAL EFFECTS lt Mark Roberts Motion Control gt Mimicking Variable Camera Speed This is a mode in which you can control the camera speed as a mimic axis The control is similar to the positional control of an axis except you are changing a speed not a position with the controller The scaling of the mimic controller is set up using the Camera Speed Scaling Calcu
395. s that were set to allow for quick setting of start and end frames on repeat actions ac Frorn lt gt To 18 24 From 24to 174 nam Part Run ant Pur Exit Stay on top E Interrupting a move If the move is shooting and the mouse stop button is pressed or the STOP button on the Control Box is pressed the move will stop the axes will post roll and then will return to the end of the last frame successfully completed If this happens part way through a frame at single framing speeds the frame will be completed and then the rig will stop Once the system has stopped it optionally see Miscellaneous Set ups assumes that you want to continue to shoot the rest of the move so it recalculates the move to start where it was stopped and goes into the Ready to Shoot status The 2 takes can then be matched up and treated as a complete shot You may have to cut the camera ramps off when editing film This feature is not provided for on the Stop button on the Hand Held Box If the stop button is pressed again while the system is stopping it will stop all the axes with maximum acceleration this is deemed to be an emergency of some kind Flair Version 5 Manual Page 133 of 265 CHAPTER 8 RUNNING A MOVE KO Mark Roberts Motion Control gt Stepping Stepping is a means of shooting a move section by section so that animation can be done or so that special effects can be created or so that a move which is too fast
396. s the distance from the focus zero position to infinity focus It has been found that the exact focal length of the lens is crucial to accurate focusing especially when you get close or through 1 1 Even the focal length stamped on the lens can be off by a few percent If you find that the image is sharp at near and far focus but soft in the middle then the focal length is possibly wrong or the scaling of the track or focus axis is wrong If the problem is not the scalings then it is most likely that the focal length of the lens is wrong Move the camera in autofocus to the point where the image is the most soft Turn off auto focus and in the lens Set up adjust the focal length by a small amount 1 or so go back into the Lens Calibration display and press the Calc and Apply buttons again You do not need to go to close and far focus again as these positions have been recorded with a sharp image and so their data is still valid When this has been done switch into auto focus again and see if the image is sharper or softer If it is softer adjust the focal length in the opposite direction If it is sharper follow the above procedure until the image is fully sharp throughout the range of motion of the camera The Customised Focus switch is not valid with this form of focusing and should be left in the Off state and there is usually no need to adjust any of the axis settings for each lens You will find however that the soft limits and hand
397. s the distance from the front focal point to the rear focal point of the lens It is found empirically but is usually about twice the focal length of the lens in metres See section below on lens calibration for determination of this value In Animation stands the camera is mounted on a carriage that moves up and down above a flat table These have specific requirements in terms of focusing When the system is identified as having this form of table focusing then the lens Set up display will appear in a slightly cut down version There are no X Y and Z nodal offsets and there is a new Table Offset The principle with this system is that the computer needs to know how far the lens is from infinity focus when it is zeroed infinity offset and how far from the table the front focal point of the lens is when the camera is at its zero position and the lens is at infinity focus table offset These 2 values are all that is needed with the focal length and lens scaling to make auto focus work Flair Version 5 Manual Page 50 of 265 CHAPTER 4 SET UPS lt Lo Mark Roberts Motion Control gt gt LENS 0 SETUP EE LENS 0 SETUP Copy Lens Save As Apply Exit Help Lens name 24 mm CANON Focal Length mm 2400 Infinity Offset 0 000000 Lens Moves a Table Offset 0 000000 Customised Focus iw Focus Axis Setup Calibrate Focus Customised Zoom E Zoom Axis Setup Calibrate Zoom Customised Iris HA Iris Axis Setup Calibr
398. s to the front glass element of the lens Enter in the Z and Y Nodal offsets as measured from the intersection of the pan and tilt axes The Y offset is positive going to the left looking from the back of the camera and the Z offset is positive going up The View Offset is the distance from the nodal point to the assumed view position This is normally at 0 to put the viewpoint on the front nodal point but can be adjusted to change the look of the move The last 2 fields in the Lens Set up now need to be set these are for Target Tracking purposes and do not affect the operation of Follow Focus but are important for accurate Target Tracking Scaling and XYZ Data output The Flair Version 5 Manual Page 47 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt 27 28 29 Measure Optical Offset is the distance from the intersection of the pan and tilt axes to the measure hook measured in metres parallel to the optical axis The Measure Normal Offset is the distance from the measure hook to the Optical Axis measured perpendicular normal to the Optical Axis These values give a very accurate positioning of the target when in target tracking and this is required for scaling and other advanced features SAVE and APPLY these settings Whenever this lens is selected again the settings you have just adjusted will be used by the system to accurately pull focus CONDITIONAL More accurate setting up of the X Nodal Offse
399. sages have been sent This is particularly useful for checking what version of the files has been loaded onto the axis boards and can also provide useful information in the event of a bug or unexpected program action View Load File Each time Flair is loaded or closed down the time and data is recorded into the FlairLoad txt file If the program closes due to Comms problems with the axis boards this is also recorded View Data File Whenever a move is saved or a move is run in record mode this information is recorded in the FlairData txt file Flair Version 5 Manual Page 101 of 265 CHAPTER 5 MAIN DISPLAY lt a Mark Roberts Motion Control gt Output Monitor A scrolling window of system messages can be put on screen using this button In some cases you might be asked to pull this screen up in tracing down a fault or bug Numeric Display The numeric display is composed of lines containing data about frame counts and motor positions for those frame counts Each of the these lines is called a waypoint and with each waypoint is stored a position for each axis a frame count for that waypoint a target distance for use with target tracking and also any Fade Dissolve Events such as fade outs or mixes if you have a Fade Dissolve FDX option currentjob 102 393 15 600 8 700 24 294 0 Frame Pasns Target Track Lift Rotate Extend 2 0 1 26 16 568 669 4 256 67 256 52 238 33 4 100 2 48 00 542 445 8 005 57 000 51 456
400. save you hours or even days in post production if they are done properly Other Export Data The Print Menu A large amount of data from the computer can be printed out in order to get and keep records of moves and Set ups for later reference and use This data export function is accessed by using the Print button on the File pull down which then provides you with a list of the available options The majority of the output data is printed out in simple ASCII American Standard Code for Information Interchange Waypoints When you select to print out the waypoints only the positions as stored in the waypoints are printed out along with the associated frame counts A heading is printed out giving the axes names and the column titles Key XYZs This data as well as the following item is provided in MRMC co ordinates The data of the waypoints is printed out converted into 3D space Thus the data comes out as an X Y and Z of the Viewpoint and an X Y and Z of the Target There are these 2 sets of co ordinates for every entered waypoint of the move This button will only work when a valid target tracking move has been entered If you are using Mimic on a target tracking axis the output XYZ data is NOT accurate due to the change in position occasioned by the mimic motion All XYZs When this is selected the entire move is printed out in XYZ form with a pair of XYZs one for the Viewpoint and one for the Target for every frame of the move
401. se FPS The camera speed is usually shown in Frames Per Second but it can also be displayed in exposure time as decimal seconds EG 4 00 fps with a 180 degree shutter is 0 125 seconds as a frame takes 0 25 of a second half of which is the exposure phase aie Wedge Setup Sak Wedge Setup Apply Exit FPS Exp E C Exp Base Shutter lt 9000 Use Shutter Stopsunder No Yes Stops under No Yes Stops under No Yes Stopsunder 100 No Yes Stopsunder 050 No C Yes BaseFPS 20000 Stopsover 050 No Yes Stops over 100 No Yes Stopsover 150 No Yes Flair Version 5 Manual Page 187 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt Stepping Effects Frames Per Take This value sets the number of frames that are taken with every step of the move when you single step through the move It is the number of frames actually exposed every time a step button is pressed Frames Per Step Very similar to Frames Per Take but this value is the number of frames of the move that you advance through with every step When Stop Motion stepping the number of frames exposed with each step is controlled by the Frames Per Take value When you are taking Moving Steps the number of frames exposed is affected by this value This value also affects how much you step through the move when you click the mouse in the move slider bar Pause Before Take When stepping through a mov
402. set Negative l i l optical 1 offset ji Measured distance The above values all concern follow focusing The following values are for Target Tracking View Offset 0000 X Nodal Offset 0100 Y Nodal Offset 0 000 Z Nodal Offset 0000 Meas Optical Off 0900 Meas Normal Off 0 080 Snorkel L Snorkel Rolls a Customised Focus Vv Focus Axis Setup Calibrate Focus Customised Zoom a Zoom Axis Setup Calibrate Zoom Customised Iris a Iris Axis Setup _ Calibrate Iris View Offset The distance from the front Nodal Point of the lens to the assumed viewpoint along the optical axis This is usually 0 0 as the front nodal point of the lens is normally considered to be the viewpoint however this can be changed if so desired X Nodal Offset The distance is metres measured along the optical axis between the axis of tilt and the front Nodal Point of the lens This can be estimated by Flair Version 5 Manual Page 36 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control NASA measurement but the exact position of the front Nodal Point of the lens may be unknown and this value is often found empirically See under section on setting up a lens In the case of a snorkel lens it is the distance from the tilt axis to the centre of the 90 degree mirror In this manual a snorkel is considered to have a 90 degree mirror at the end of it A long lens which does not have a mirror is treated as a normal l
403. signed forward key or joystick will accelerate the motion of the rig up to a percentage of the move speed and the move can be browsed backwards by using the reverse motion button or joystick The assigned key is selected in the Miscellaneous Set ups Browse Axis The rig can be run up to full speed by setting the Hand Held Box speed up to maximum or down to 4 of speed or even slower Browsing to the end or beginning of the move will not drop you out of browse mode you can simple press the other key and go the other direction You get out of browse mode by pressing the stop key As you browse the current camera position to the nearest frame is displayed on the run control slider and on the Hand Held Box Please note that if you are browsing a very fast track move it is usually wise to do this at a reduced camera speed to reduce the likelihood of the track tripping out Also note that you should not Flair Version 5 Manual Page 135 of 265 CHAPTER 8 RUNNING A MOVE KO Mark Roberts Motion Control gt browse at speed to the end or start of a move that has zero fairings as the rig will stop very suddenly and may trip out or cause damage Recording a Move Pre and Post Hold When you are shooting a move it is often requested to have a hold at the end or a hold at the beginning In order to facilitate this rather than have to note these separately you can simply enter the length of the required prehold and the length of the
404. sition boxes simply by positioning the cursor over the relevant box and pressing the mouse store button Positions can be deleted to leave a blank field by selecting the field and then typing the backspace delete key on the keyboard You can modify a position and all subsequent positions for a given axis by selecting the first field to be changed and typing in the amount you want to change it by and ending this with the or the key to either add or subtract that amount from that entry and all subsequent entries as the ripple through facility for frame counts does Context Menu A Numeric Display context menu is available if you right click anywhere on the main numeric screen where there is not a line or if you shift click on any waypoint line The context menu shows a couple of controls that can be easily access and a list of the actions that have been Done on the system and can be Undone If the Undo feature is used this menu will show the bottom items as Redo able and the upper Flair Version 5 Manual Page 105 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt items as Undoable The controls are Auto Save which is a switch that turns off whether the move is to be auto saved or not and Goto Data which should only be used when the system is at Ready to Goto and which will should you the distances and times required by each axis for that Goto Goto Data is also available
405. sition number simply by typing in the desired frame count or position number into a small dialogue Flair Version 5 Manual Page 96 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt box accepting the input and then pressing the Goto button when the system is Ready To Goto The Goto Home and Select to Home options allow the user to return the entire system or selected axes to their correct home positions this is often used at the end of the day to position the rig before shutting down The Shuttle Camera option will cause a window to appear which will allow the user to shuttle the camera forwards or backwards to an absolute frame count or for a number of frames relative to the current position To move the camera to an absolute position type in the position required it can be before or after the current position and press the Shuttle Absolute key To move the camera relative to its current position enter the number of frames to be moved positive for forwards and negative for backwards then press the Shuttle Relative button In both cases the user is responsible for capping the lens on the camera The camera will shuttle at the currently set camera speed to the desired position Goto Data will display where each axis is trying to go to when the system is at Ready to Goto This is useful as it also tells you long each axis needs If you get an unexpected Goto or a longer th
406. sition will return the axis to an exact position This is a good mode of control if this type of response is needed One of the drawbacks is that if you try to move the axis too fast it will turn off and the shot will be lost Additionally you can drive the axis into its end limits and in that case it will also turn off and the move will stop The movement from the handwheel can be smoothed by using the smoothing window This has the effect of sampling the encoder s movement over the stated range of time periods in 1 50 s of a second and moving the controlled axis based on the average of these This smoothes the motion but also introduces a slight lag Encoder pos mode also covers what is referred to as Auto Mimic Self Mimic where an axis is moved physically during the shot and its motion is learnt and can be played back This works for smaller light axes and is most often done for Focus or Pan and Tilt It would also be applicable if you were using Flair to encode the motion of a camera crane See axis controller for more details on Auto Mimic mode Encoder Pot ensures that the mimic controller and the motor always stay in Sync This is most applicable for axes like the focus Typically when a move is played back the controller and the axis are not in a matching position and have to be lined up manually before mimic learn can again be turned on With Encoder Pot control the system moves the controlled axis into the matching position as soon as
407. sssccssessssssesesssssssssssssesssssssssesssssscnsesseees 64 Frame Overlay scssscssscsssssscsssccsscsssssesessnsssnsscsssssssesssssssscsscnsesesessssesssesesessseesesescsseessessscsssnsecnsessoes 64 Flair Version 5 Manual Page 2 of 265 CONTENTS KO Mark Roberts Motion Control gt Timecode Set up scsscssssscssscssscssessesssensssssesssessssssssssssscsssnsesesesssseseneseneesssssesssscsseessssssnssonseonsesseoes 66 Serial Devices Set up sccsscssscssscsssssscsssccssessessssesesessssssssssscsssesssssessesnsecssessesesenesesesssesseeseeesoessoees 67 Available Serial Devices cinc a iii asia 68 UTE Set A E arias 69 Fairing Set up AAA 70 Exponentials Set up scssccsscssssssssssecssesssessecsssssscsssesssssssssscnsessssesenesesessseesessssessessessscsssnssensesssoes 72 Inputs and Outputs Set up ccscsscssssscssecssssssscssesssssssensessessssesesesssessneessesseeseeessssscssensesnsesseoes 73 Kinematics Set up sccscsscssccssssssesssssssssssssssssscssessscsessssssesescsecnsessssssenesenessssessesseassensssesecsssnsscnsens 73 OO O OR AN 77 Cyclops Or Milo iii dadas 77 Panther r Modular E E E E ET T E E S 79 Simple Dolly an es Ree e Rs a RO 79 Orthogonal m shcesoccs e tones aes cea ete oases ahead eee aac tee ia 79 Overhead Ri ci 79 Juno or Talos or Technocrane or AnimOKO cccesccseesseeseeesceeeceeeceseceseesecaecaecseecaeeeaeeeeeeneeenseees 80 IMOTONB aS Resists fst a e
408. st modes also have the Quick and Along Path options but these modes will run the rig to a calculated post roll position at the end of the move This generally requires a little more distance for the slow down but is more comprehensible for most people as they do not understand why it reverses direction in the normal postroll mode Also note that the end position is NOT the same as the end frame of the move when this form is being used and the move ends at speed This setting also affects how the rig stops when you use the middle mouse button to stop it while it is moving on a Goto or being jogged Curve Type Splines Beziers Linears Cubics Quadratics Quintics Quik Cubics Bounces FSplines Quik Quintics Ramps There are numerous ways of fitting a curve to a series of points In general you should only use Splines Beziers or Quintics The other methods are pretty developmental and may cause unexpected or undesirable results When a curve is generated by the software it normally uses a curve form called a spline A spline originally meant a flexible strip of wood that you could bend to form a smooth curve This form is used as it has a smooth shape and can produce movements that have a lessened incidence of causing the rig or table to shake due to rapid changes in acceleration Curve reversal detection and handling is currently only valid in Splines You can alternatively use Bezier Curves when in target tracking
409. sult MRMC If you set this value to other than Off but it resets itself to off then you do not have the correct hardware software Set up to run the real time data output and you should contact MRMC for assistance RT Data Input Data input into flair can be used to control the position of the rig from an external source This feature should only be used in consultation with MRMC Other Options may be available depending on the application flair is being used for VTR Set up Only available with PAL video systems The VTR Set ups allows the user to adjust the timings between the Flair system and the VTR to account for differing reaction times in the VTRs The default settings are for a Sony BVW75 which is quite a common machine Adjustments to the variables should be done with care as a slight change may appear to work but may shift the recording forwards or backwards a frame and in single framing shoots may cause frames to be missed out or recorded over 201 YTR SETUP Save Accept Cancel Edit Delay Frames hz Edit Delay Ticks 1 Move Sync Ticks 4 Minimum Preroll 100 Servo Lock Ticks 5 Default Edit Delays 3 Edit Ticks 1 Move Sync 4 Preroll gt 75 Servo 50 Flair Version 5 Manual Page 69 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control NASA Edit Delay Frames The number of frames delay between the machine being told to start recording and when it starts recording Obviously the command
410. t and as the arm and Angle lift up to level the pan axis is doing the tilt motion and the tilt axis itself hardly moves Sometime with an Angle axis you will find that the rig has a move programmed that goes through the 90 zone but that when you shoot the move the rig achieves the move without going through 90 and in fact goes to the physical location you specified but the pan and tilt read different numbers 180 different This is not a problem unless you run the move backwards In this case the pan and tilt will flip around and come to the same orientation but the other way round If this happens run the rig forwards and store the end position again when the rig reaches it See also the section on reverse kinematics further on in this section Tilt 90 Software handlings There is some software implemented which does something towards handling tilt 90 conditions It does not work properly all the time so I cannot recommend it but it may get you out or a tricky situation If you have set the Tilt90 Zone in the Kinematics Set up to somewhere between 10 and 20 degrees and have set the Tilt90 handling in the Miscellaneous Set up to Handle then some form of handling for the Tilt90 region should be implemented Positive feedback on the workability of this software would be greatly appreciated Cartesians Numeric and Graphical When originally written Target Tracking only applied to the Camera and Target Position Subsequent develo
411. t each end of the move and will even do a large goto if you stop it in the middle the Flair Version 5 Manual Page 157 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control NASA camera usually seems to be in the right place but the axis are in different positions than you would expect If you ran the move to the end and then stored the end positions to the actual motor positions at the end of the move that would handle it However there is also the question of mid points and the basic problem with those is that if you stop at them the rig will immediately do its goto and that will cause you no end of trouble The rig is not finding the wrong solution it is finding the closest solution to the entered positions at the closest waypoint The handling for this is to change the positions at the waypoint and it will correct the problem This is done by clicking the mouse on the push button Convert to the right of the Priority to Axis Positions Cartesians toggle in the job type display When you do this a dialogue will appear asking if you want to Regenerate axis positions based on Cartesian data When you click Yes the computer will take a few seconds to walk through the move and store the positions of each waypoint to the correct axis positions as though you were doing a full forward run When the process is complete you will be informed that the move has been modified to fit the reverse kinematics You are
412. t will tend to trip out at the start or end of the move In order to avoid this it is best to switch the roll into Mimic Learn as well and special code will ensure that it behaves as desired You cannot at this moment mimic the horizon directly Flair Version 5 Manual Page 182 of 265 CHAPTER13 MIMIC MODE Se Mark Roberts Motion Control gt You can only mimic record a full forward run You cannot do a mimic record in camera varispeed the software will allow you but it will not work as expected Focus should be in Independent mode when it is being mimicked and not in Follows Object or Follows Target Target Tracking Mimic Mimic control thus far has been applied to the control of one mechanical axis from a remote controller during a move rather than from a curve This theory of application could of course also be applied to a theoretical axis such as the Camera Z position as well as any mechanical axis This idea has led to the inclusion in the software of means of controlling these theoretical or Notional axes The Carts Set up section allows one to define one of various forms of input as the controlling means for a Cartesian this may be a handwheel a joystick or even a button on the hand held box The theory goes that when the move is running the user can alter the position of notional axis during the move and record what he has done for play back The uses of this become clearer when you consider the Milo or C
413. t Rotation Shows the rotation angle used when the last move was imported if Rotate to Camera was selected Translations Rotations Reset Sets the translations and rotation values to 0 This is useful if you are resetting something or importing a different move that may have other import values Translations Rotations Xfer Set the translations and rotations values to the last used translation and rotation values How these are used Much work has gone into importing data in the Flair system and a workable way of getting the data in correctly has been worked out This system relies upon using a line up frame or position Usually we will agree that Up is Up and often the scale of the data is known What is not known is how to rotate and translate the move to make it work in the real world To handle this the easiest thing is to place the camera in the virtual world in a position that can be duplicated in the real world and use this to define these values If you had to shoot a move that went around a doorway and that move had been pre visualised in a CG package then put the Virtual camera a known distance from the doorway with the camera level and the cross hairs directly in the middle of the door Export that position as a move Now place the real camera in exactly the same position making it the known distance away from the door with the camera level and the cross hairs exactly in the middle of the door The video tape shoul
414. t Runs Don t Speed Check Focus follows target Convert Zoom is independent Iris is independent Lift curr pos as Start along path Stop along path Curve Type Splines Profile Type Bezier Form Use Cubic Curves Target Camera profiles are separate Waypointtimes are Speed Profile Axes Camera Speed js fixed v Priority to axis positions Convert Fairings User Computer When a 2 point move is being run the user can allow the computer to generate its own fairing for the move or the user can define his own See Chapter 7 Move Entry for further data about fairings The computer generated fairing causes the motor to speed Flair Version 5 Manual Page 142 of 265 CHAPTER 10 JOB TYPE KO Mark Roberts Motion Control PAATR AAC up for half the move and slow down for the second half Computer generated fairings are the equivalent of setting the user fairings to 50 Holds are still can move When 2 identical positions are followed or preceded by a different one it is possible to draw a curved path through all three points and this may be what is desired More usually 2 identical positions indicate a hold and this switch will cause a hold to occur between adjacent identical positions as opposed to making a curve between them Mimic Moves Speed Check Specifies whether to apply speed check while the rig is being moved through a mimic controller Part Runs Speed Check Specifies whether to apply speed check w
415. t along the path as the move continues then towards the end of the move the slope flattens off again as the speed along the path decreases to a smooth stop at the end The gradient of the line shows the speed of travel along the move path Flair Version 5 Manual Page 159 of 265 CHAPTER 11 TARGET TRACKING OO Mark Roberts Motion Control gt C Zoom ho0 00 Frame 10 Pos 81 59 gt Camera cil ar we a go er ae ae ae ir ae Wee Default Bezier pe wee ee Speed Profile ee ae wa Frame 35 Pos 105 19 Target 100 00 pe Default Spline Speed Profile D Mouse Help gt L Move Control M Reset Point R Reset Path Precalc took 0 000 secs HHB Speed 50 Spline Path Speed Profiling Splines are handled differently and it is important to understand the difference between them With a Bezier path you are directly controlling the speed of the camera and target along their paths With a spline the speed along the path has been defined by the waypoint times but you can affect the speed at which the move progresses The way this is done is to control the rate at which time passes during the move Now normally you cannot change time and its rate of change but with Spline Path Timing Profiling there is real time along the horizontal axes and this passes at the rate of 1 second per second up the vertical axis is virtual time and the rate
416. t can be done by putting in a target tracking move such that the camera pans around an object just a track and pan with an object beside the rails If the distance to the target is correctly measured at each end of the move and the rest of the rig is correctly set up then the target should be stationary on the Targets display If it is not then adjust the X Offset until it is Alternatively this value can be set up by using Cartesian Control This is a specialised program feature and is covered in the target tracking section of this manual contact MRMC for more details Setting up a Non Gear Driven Lens When you have a focusing mechanism that is directly driven unlike a Gear Driven Lens the scaling is the same for each lens and only needs to be measured once 0 1 DBA oP eh Make sure the focus axis is selected as a FOCUS TYPE Enter the Lens Focal length in Millimetres and enter the lens name into the Lens Name field making sure you press the Enter key when you are done Enter the Infinity Offset as 0 Enter the Measure offset as 0 Lens are usually calibrated to the film plane Set all other offsets to 0 Select Customised Focus NO and APPLY lens Set up Go into AXIS SET UP for the FOCUS axis and set the internal scaling per the mechanics of the lens drive mechanism This must scale to metres and it is vital that this value is correct Set the display scale to 1000 X this value DIRECT ZERO the lens at Infinity
417. t if it is happens during a take you will ruin the take It s a good idea to get the focus puller used to the operation of the mimic handwheel well before you start doing takes For additional data on scaling and setting up Mimic controllers see the Axis Set up section of this manual in the Set ups chapter Flair Version 5 Manual Page 177 of 265 CHAPTER13 MIMIC MODE OO Mark Roberts Motion Control NASA Mimic Settings Mimic Encoder Pos Controller No Controller e Damp 1 50s second 10 Speedboat Deadband 0 Handwheelscaling 10 0000 Manual Scaling Auto Scaling Mimic Add Mimic Add is a feature that has been added to allow an existing move to be perturbed by the movement on the mimic control One example of this would be to have a complex move on an actor and use the pan and tilt handwheels to make only minor corrections if the actor misses his mark but to allow the move to carry on as per normal otherwise Another possible use is to add some roughness or shake to simulate effects of motion or disturbance e g helicopter earthquake etc When an axis is in Mimic Add it will run its move as per normal but will be displaced from this move by any movement of the controlling handwheel Otherwise a Mimic Add axis behaves exactly like a Mimic Learn axis Mimic Add only works with Encoder Pos control You cannot Mimic Add to an axis if it is already mimicked Mimic Live There can be occasions when yo
418. t on the screen is easily moved either through typing a number or nudging the Horizontal and Vertical positions or by Flair Version 5 Manual Page 64 of 265 CHAPTER 4 SET UPS lt Mark Roberts Motion Control gt clicking on the white square to re position the text output Placing the text too far one side or end can cause the text to wrap across the screen Frame Overlay Setup Save Reset FrameOut On Position on Screen Horiz Pos 20 Wen Pos 20 Text Colour Black Bg Colour Off Blink Show Time Iv Show Date Iv video FLAIR Text Colour The text can be black or white on the screen and the best setting depends upon whether you are using a solid background and what the predominant colour is Bg Colour Allows the user to set the text background on or off Its colour is the opposite of the text colour Blink The text on the Horita can be set to blink Show Time Show Data The Horita may optionally show the time and date on the screen This might be useful in some cases but the position on the screen can only be changed through the Horita s set up menu Flair Version 5 Manual Page 65 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt Timecode Set up Timecode Setup Save Burn In Comparator Mode Off Mode NTSC TC Display External Position on Screen Horiz Pos Vert Pos Text Colour Black Bg
419. t the camera over a range of speeds whenever these values are changed Flair Version 5 Manual Page 59 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt Setting up a Camera as an axis 0 If you have a delicate gate mechanism it is strongly recommended that you remove it while you are setting up the camera 1 Ensure that you have assigned the correct Board and Port numbers for the camera motor Set the Encoder lines to the number of lines through which the encoder turns when taking 1 entire frame This value MUST NOT be fractional 2 Set the Maximum Speed to the fastest you want the camera to be run at this would normally be 125 0 for a high speed camera and 25 0 for a live action camera and lower for an animation camera 3 Set the Camera Acceleration to 40 0 the Camera Zero Offset to 0 0 the Camera Fwdoff Angle to 0 25 1 4 of a turn and the Backoff angle to 0 0 4 Set the tuning values to 5 5 and 5 5 Release the emergency stop and click on the camera engage disengage button which is at the top right hand side of the Numerical display and is usually labelled Frame and is right next to the button labelled Posn When this button is clicked on it should go from white to black and the Camera should engage and zero itself Conditional If at this point the camera runs off briefly and then stops the power leads to the camera motor need to be reversed handle and repeat step 5 Conditional If a messa
420. t to the number of waypoints and data you can store in the system however this number is huge and you are unlikely to run into this message if you have less than 100 waypoints If the message does occur contact Mark Roberts Motion Control as soon as possible and report it Acknowledge the message and try again if no joy you may have to shorten your job or re boot File could not be opened no apparent reason Hopefully you won t get this one The computer tried to open a file but failed and the internal error flag was not set to identify why it failed Fix any obvious errors and try again File not found The file you tried to open was not found The name is either incorrect or there is a more serious error If this occurs during set up contact Mark Roberts otherwise it is almost definitely a typing or entry error of some kind Access disallowed The file you are trying to read or write has been protected It is possible in many operating systems to protect files from being changed and possibly someone has done this to one of the program files Get the protection removed File already exists You are trying to create a file that already exists This message is unlikely as the normal response is to question whether you want to overwrite the existing file Invalid Argument Some error in the file description or the way you have named it File read write failure End of File An error occurred when trying to read write data out to
421. take as many things will be changed It is recommended that you set up a base job on disc and re read that in order to reset the frame counts and the triggers This is an advanced feature and you should practice it before you use it in a shoot condition It will also work with an external camera but it will only work if a camera is running On occasion you may get the insertion dialogue box to appear at inappropriate times If this happens just press Cancel and it will disappear without changing anything Mimic Edit You can edit this data in the graphics display and pull or push around the curve to achieve the exact motion you want as well as being able to smooth out any resultant bumps When in the graphics display you usually edit a curve by picking up and moving one or more of the waypoints When the axis is being controlled by this mimic form of data then you can pick up any part of the curve and drag it in position up or down The editing effect of the mouse motion is applied to the graph over a range which is Flair Version 5 Manual Page 180 of 265 CHAPTER13 MIMIC MODE Se Mark Roberts Motion Control gt defined in frames by the Edit Range box at the top of the screen The greater the edit range the wider the effect of the editing is applied to the graph You can edit across a large range and make a change across a large amount of the move or a small range and pull around a few frames worth of motion It is always a
422. tart immediately In this case once the move has been calculated and is ready to shoot get the system out of a run state by pressing the mouse stop button and go into the Input Set up Display There is a field that displays the amount of required pre roll in frames and this can be used to set up the correct triggering Most moves however have very little or no preroll If the move starts from rest the only axis that prerolls is the camera this is usually quite short but is displayed as above if needed This preroll is calculated in the system as a number of 1 50 s of a second but it is displayed in frames at the currently set camera speed Therefore this number may not be a whole number of frames Run From This is also an output field and reminds you of the frame count at which you are starting the move Timecode Calculations A Timecode calculator has been added to the inputs Set up to allow you to calculate the correct timecode point to trigger a move When you are recording something that has to match to a timecode such as a music video then several laborious calculations have to be done to make sure everything matches If for example you do one pass starting at the beginning of the move at time code 00 01 00 00 then if you part run the move from frame 347 you have to convert 347 frames into a timecode subtract the rig preroll times in frames from that time code and then add it to the start timecode working in base 25 and base 60 unless
423. tate Over The axis number of the rotate that is on top of the rotator If none select Not Installed Strut Length at zero The length of the struts when at zero They must all be the same The legs on a hexapod are arranged with 2 legs meeting at the top and at the bottom close together and each pair of legs spaced further apart These gaps define the structure of the rig Base Short Knuckle gap Base Long Knuckle gap Top Short Knuckle gap Top Long Knuckle gap Top Height Zero The height of the top of the rig when the legs are at zero Base Height to pivot Height from the bottom of the base to the lower pivots Top Height from pivot Height from the upper pivot to the top of the rig 29 X offset from centre top The offset from the centre of the rig to the nodal point Flair Version 5 Manual Page 81 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control NAS AAG Y offset from centre top Side offset to the nodal point Z offset from centre top Vertical offset from the top of the rig to the nodal point Lift Models There are 5 basic lift models In all cases the lift axis raises an arm on which the camera is mounted but in different ways The different lift models are described here 1 Panther Lift Panther Dollies Similar to the lift mechanism on a Modular rig 2 Column Lift Vertical Lift Mechanisms 3 Strut Lift Milos and arms lifted by a strut 4 Angular Lift Cyclops or angularly driv
424. tate of this button is only relevant when you are stepping through a move frame by frame animation If you are in stop motion then the exposure Film or Video occurs while the motors are stationary and the move occurs separately If you are in moving step then each forward step of the move is shot at the speed that it would occur at if you ran the whole move continuously This allows animation sequences to have motion blur and avoids the strobing effect that can occur with stop motion animation Note that Moving Step will only work if the move can be shot continuously at the programmed camera speed Single Step is a toggle button that has 2 states Single Step and Continuous Step The state of this toggle is only relevant when you are stepping through a move When in single step every step requires you to push a button to trigger it when you are in continuous step the steps will occur automatically one after the other until you stop it or the move ends You can also turn off Continuous Stepping by pressing this button while it is shooting the button will change back to Single Step and the current step will complete and the system will stop in a state ready to continue Mimic Off is a toggle between when you are learning a mimic pass Mimic Learn and replaying one already learnt Mimic Off The name Mimic Off is the default state and is really mimic replay when axes are selected to mimic There is a third option called Mimic Lear
425. ted Cartesian data can be scaled to match units between systems A value greater than 1 0 will scale it up The file should state in the header what the units it is in and this should be automatically compensated for by the import routine so additional scaling can be done here This of course is ignored if the import file is axis positions instead of XYZ data Flair Version 5 Manual Page 218 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control gt Set Speed Sets whether the move speed should be set to the speed in the file or not Start Move at 0 Flair moves start at 0 by default and often imported moves will start at some other frame count relating to the scene they came from If you select Start at Zero the imported frame counts will be offset to start at zero and increment from there Import Start amp Import End If IMPORT RANGE is set to yes then the Import Start and Import Stop will be accessible and allow one to specify from which frame to which frame the imported file should be read and imported Master Axes Current Pos Blank File Posns Perhaps the biggest challenge when importing XYZ data into a MRMC motion control rig is deciding what to do with the Master Axes The simplest handling is to set the Head into Keep Head Level and extend the arm out to its maximum this handling however does not give you the full range of motion of which a Milo or Cyclops is capable When you are imp
426. tells Flair Version 5 Manual Page 191 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt you what the calculated scaling factor is There is also a toggle Scaling Refs next to it which switches between 1 point 2 point and Line Up When you switch this the second column of reference points on the Master and Slave items are enabled in 2 point scaling and disabled in 1 point and Line Up scaling 1 Point Scaling This has the advantage that you only have to reference one point on the Master item and one on the Slave and you can manually set the scaling factor It does not work well where the Master and Slave items are not parallel to each other but in most cases you would want to set them up that way This method is easier to use in practice and should be used as a first method The reference point that you plot is entered by pointing the rig at the chosen point storing its positions into the column of figures on the scaling display and entering the target distance to that point in the Target entry box It is the point that you are measuring to that matters where you look at it from is relatively unimportant but if it can be from somewhere in the move path more or less that is a good idea The point on the slave item must of course be a corresponding point Line Up Scaling This is an extended version of 1 Point Scaling which has been developed with the assistance and input of Jerry
427. tem If you have a move to import that starts aimed at a specific known point in space then you can point the rig at that position and set the focus to that distance If this flag is set to Target the entire move will be offset so that the start point of the imported move matches the point you are currently targeted on or the position of the camera Alternative selection which is displayed when you are using Head kinematics Match Motion to Head If you are importing a move from a motion control system into just a head for shooting background plates the relative motion of the camera nodal point is pretty much irrelevant for distant background plates and can be ignored Since moving a large motion control system to the top of a mountain for a background plate can be a chore this feature will be available if your system is just configured as a Flair Version 5 Manual Page 219 of 265 CHAPTER 18 DATA EXPORT amp IMPORT KO Mark Roberts Motion Control gt head In that case you can import the standard XYZ file and the important pan tilt and roll data will be extracted Rotate to Camera Sets whether the imported data should be rotated so that the first line of data matches the current camera pan angle Rotate Move Allows the move to be rotated about the vertical axis as it is imported The units are in degrees No other rotations can be performed during import This is also ignored if the data being imported is axis data Las
428. tep 6 9 Verify that the axis position has been set to 0 10 Move the axis on the hand held box to its Zero position EXACTLY 11 Go into the Axis Set up display for that axis and using the mouse store button store the current position into the Zero Offset box The axis current position as read out on the top of the screen should now be shown in this box Apply this value 12 Zero the axis again If the reference point is a switch it will move slowly off the switch and stop again then it will move by the amount specified in the Zero Offset and stop It should now be at the correct Zero Position If it is not repeat from step 5 It should move to the reference point and stop 13 If the Zero position is correctly set up but you want it to Zero At a different non zero position then adjust the Zero At value One possible use is to Zero the Track to the middle of its travel measure the distance from the end of travel and put this number into the Zero At box This would mean that the track axis position would relate to how far down the track it was A fade shutter for example should Zero to an open position and in that open position should read 180 degrees this would be set up by making it Zero to the open position and then setting the Zero At value to 180 Flair Version 5 Manual Page 230 of 265 CHAPTER 19 ZEROING Se Mark Roberts Motion Control gt 14 Save and Apply the changes that you have made to the axis Set up If you hav
429. ter On Off Board which controls the Rack View Take Port which controls the Rack View Take Number of frames of film required for the external camera to ramp to speed Number of frames at speed required for the camera to stabilize usually only 1 needed Off VTR Sync or Film Sync Flair Version 5 Manual Page 241 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS KO Mark Roberts Motion Control gt Miscellaneous HAB Factor Float Percentage speed to run the Hand Held Box Goto factor Float Fraction of the calculated speed at which to execute Gotos Used to Slow them down Transfer Speed Float Speed at which time will be transferred usually 24 25 or 30 Browse Axis Integer Axis number to be used for browsing the move Kinematics The strings and values to be used in the kinematics section are shown on the kinematics setup for your system and vary from system to system If you are importing a Text Config file and any error occurs the import is aborted at that time For information of what has been imported or what the error was look at the output file under Help menu View Output File Errors that occur should be explained in that file or consult MRMC The Rig Model displays can also save some data but as this is under development the format of these files is not yet finalized ERRORS Error Messages Error messages appear on the screen in a dialogue box titled
430. th that goes from 100 units away straight through the camera and out to 100 units the other side This move will not run as the target cannot pass through the camera The positions are valid and what the computer is trying to do is expected but may not be the result you wanted If you enter this in PTR Target Tracking then the camera motion is exactly the same but the orientation of the camera in space is driven by a spline from 90 to 90 degrees and so the camera will pan from 90 to 90 through the move which would be much more what the user was expecting In many cases you can get the same results from standard Target Tracking as you can with PTR Target Tracking The cases where you might be swayed into using the PTR form would be when you are more concerned about the orientation of the camera in space than where exactly it is looking and also where the target would be getting very close to the camera as this can cause some unexpected results in standard Target Flair Version 5 Manual Page 150 of 265 CHAPTER 11 TARGET TRACKING KO Mark Roberts Motion Control gt Tracking The best thing is to try these various methods out and find out for yourself what the advantages or each are Move entry is very similar to normal Target Tracking moves but the Target column is irrelevant and a waypoint is determined to be a target tracking waypoint if there is a position for any target tracking axis in which case there must be a position for ever
431. that indicates what type of configuration you are changing this can be an Axis name Kinematics Internal Camera External Camera or Miscellaneous In the lines that follow the title the user sets variables in much the same way that they are set in the resource file ini which is described in the Technical Assistance chapter There is also an addendum in that chapter which describes all the possible variables that can be set Import Text Config and View Text Config will bring up a file selection dialogue box which will open in the TextConfig directory if that has been set through the ini file or otherwise it should only in the default sub directory configs It will display any file with the asc extension by default Selecting View will bring up Notepad on your system if it is there and will allow you to look at and edit the file Selecting Import will attempt to import the file data into your system On any significant error the import will abort if a invalid data string is detected it will be ignored and the system will continue to import valid data in the file Errors should be reported on screen and also in the Output Log file which can be viewed through the Help pull down menu Please note that there is NO error checking on the data import other than correct format You can set values in the system to illogical values that can cause anomalies so please us
432. the Exposure Position slider For example if this slider is set to 0 5 then the exposure will take place in the middle of the frame where the exposure would normally occur if you were shooting continuously but without any motion blur When you are running with Frames Per Step higher than 1 this value applies to the relative position within the whole step however many frames it is Pre and Post Holds With Pre and Post holds you can define a hold at the end or the start of a move without having to plot extra points into the move This has several advantages in that the hold is not part of the move and does not have to be programmed and it is also not scaled up and down as you adjust the length of the move to your liking In addition it is only executed when you actually shoot the move so there are no unnecessary delays when you are running the move in dummy Note that when you run the move backwards the posthold length is shot first and the prehold length at the Flair Version 5 Manual Page 188 of 265 CHAPTER 14 SPECIAL EFFECTS lt a Mark Roberts Motion Control gt end These holds do not work when recording onto a video system or shooting with an external camera Pre hold You can enter the number of frames you want the camera to take before the move starts For example if you enter 50 in this box then whenever you record a move with a forward run then the camera will ramp up to speed then take 50 frames and then the move w
433. the configurable features of the lens most of them having a title and an entry field When you select Lens Set up you will be presented with a list of the configured lenses on the system The normal amount supported is 20 This may be increased through one of the advanced configuration setting discussed at the end of this manual gt LENS 4 O SETUP a LENS 0 SETUP Copy Lens Save As Apply Exit Help Lens name 24 mm CANON Focal Length mm 24 00 Title The Lenses are identified by a number and this is displayed in the title bar If you want to make a new lens based on the setting of a previously set up lens then clicking the mouse button over the title bar Lens NN Configuration will cause the Lens Copy dialogue to appear and here you enter the number of the lens you want to copy from and press Apply Note All units except the focal length are in Metres The focal length is in millimetres Flair Version 5 Manual Page 35 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control gt Lens Name This field stores the name of the lens as a text string of up to 20 characters e g 35mm Canon Changes to this field will only be recorded if the Save button is pressed Focal Length mm This is the focal length of the lens in millimetres If you are setting up a zoom lens simply select a focal length somewhere in the range of the lens and the software will correct for it Measure Measure off
434. the left hand side which shows the limits of travel of that axis as well as 0 if it is within the limits of travel Along the bottom of the graph are shown the waypoint values for any waypoints occurring within the limits displayed by that graph Each waypoint for that axis which is within the area displayed is shown as a small square and the axis path is shown as a solid line When the cursor is within the window of a graph its position in terms of frame counts and axis position is shown in the top left hand corner to allow accurate inspection and editing of the graph Control Buttons At the top of the graphics display is a row of Radio Buttons and a single push button Radio buttons are like the old frequency select buttons on radios when you press one any others are automatically de selected The currently selected radio button shows the current function of the mouse while you are in the graphics display Flair Version 5 Manual Page 118 of 265 CHAPTER 6 GRAPHICS DISPLAY KO Mark Roberts Motion Control NASA with a help bar displayed at the bottom of screen to show what each button does The Radio button functions operate as follows with a separate description for the function of each mouse button listed Left Middle and Right The push button labelled Display Axes allows you to add extra graphs of any axes that are not displayed Zoom L Zoom When this is the selected radio button you can zoom in on an area of a gra
435. the move down to the time at which you stopped the move This will only work if no non mimic axes were moving at the time you stopped the move Normally if a move is stopped during a mimic learn then that learn has been abandoned and will not be played back The normal use of this feature would be to program in the move desired on computer controlled axes and set the length of that move and then add an extra line as a dummy hold onto the end of the move of a few seconds extra When the move is shot the programmed axes will execute their move and come to a stop at the end when the system goes into its hold The mimic can be continued at this point until all the mimic Flair Version 5 Manual Page 179 of 265 CHAPTER13 MIMIC MODE KO Mark Roberts Motion Control gt action is completed and then the stop button can be pressed When this occurs a box will appear which asks you if you want to truncate the move If you reply YES then the move will be shortened down to the length that it was shot and you can replay it at will If you reply NO then the move will not be changed but the mimic learn will be abandoned If any non mimic axis was moving when you selected mimic truncate then trying to truncate the move will produce an error Warning If you are doing a lot of different takes in this fashion please remember to reset the end frame count of the move after you have saved the move If you do not the move will stop at the shortened point a
436. the move has a shutter position of 90 degrees then if the camera slows by 1 stop the shutter will open to 180 degrees and if it speeds up by 1 stop then the shutter will close to 45 degrees All other programmed positions of the compensating axis are totally ignored If the user plots a stop change that cannot be compensated for e g 200 degrees of shutter or F stop of 0 2 then the move will be rejected in the same fashion as a standard move if it exceeds the limits of travel of an axis Also if the axis has to move faster than its programmed maximum speed or acceleration to effect a speed change then a similar error will be reported In this case the ramp of the camera could be extended or the change in speed could be reduced Of course it is also totally possible to do the exposure compensation manually but then the user will have to enter all positions for the compensating axis including holds during constant speed sections of the move Flair Version 5 Manual Page 201 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt Shutter Compensation When shutter compensation is selected the computer will attempt to adjust the position of the shutter so as to keep the exposure on the film the same In order for this to work the system has to have an axis driving the shutter itself and that axis has to be correctly scaled so that the axis read out is in degrees of shutter with 0 being closed and 180 or 170 etc
437. then moving the mouse out of the Menu Bar Cart Control will also turn off if any axis attempts to jump violently as can happen if the above restrictions are not obeyed It will also turn off if you attempt any form of Goto or Move running These modes of control are mutually exclusive Magellan Space Mouse tu Some development work has been done to be able to move the rig around in Cartesian control from a 6 axis controller The Magellan Space Mouse can be used for this and if you wish to try this out contact MRMC for details Table Target Tracking There is a kinematics model that is significantly different in its approach to target tracking to warrant a fuller description than the other methods Since there is no pan and tilt on an Animation table the position of the target is somewhat irrelevant and does not really concern us The use of Target Tracking with an animation stand would be in the ability to view and edit composite graphs of motion When you have an animation stand moving a piece of art work around and moving the camera closer to it and further away you could regard this as simple moving the camera around above a flat table This way of viewing it immediately gives one the camera motion part of Target Tracking and opens up the full extent of target tracking features such as cart control and graphics display and editing as well as speed profiling PTR Target Tracking will not work nor will scaling but the rest of the features of
438. there is a facility whereby the computer will take frames one after another automatically until you turn Flair Version 5 Manual Page 134 of 265 CHAPTER 8 RUNNING A MOVE KO Mark Roberts Motion Control gt this feature off This is the continuous step facility and is accessed through the Side Menu Bar there is a toggle button on this bar whose default label is Single Step when this is pressed it changes to Continuous Step and then if you press Fwd Step or Bck Step when the system is ready to shoot it will start taking steps and will continue until it reaches the end of the job To turn off continuous stepping without stopping the move simply toggle this button back to Single Step Pressing the stop button will also set it back to Single Step but may also stop the move Fwd and Back Step If you are running a move forwards you will naturally want to step through the move forwards the reverse is true for running a move backwards you would naturally want to step backwards through the move However both buttons are active and you can change direction within the move as you are stepping the camera will continue in the same direction for film and this has no particular use but the move will go in whichever direction you want For a video system the frame can be re recorded so a back step when you are running forwards is taken as an attempt to correct a mistake and when followed by a forward step will retake any
439. this case is usually a magnet switch or similar which has a dual function of preventing the axis from travelling too far and for providing the reference point Under normal conditions if this sensor is detected the axis will turn off When you have selected this style of zeroing and are zeroing a specific axis this feature is temporarily overridden With this style of zeroing the motor zero marker pulse is used to make the zeroing more accurate Datum Zero Very similar in operation to the Limit Zero except that the switch will not under normal operation cause the axis to be turned off it is specifically used for the purpose of zeroing The disadvantage with the Limit style zero is that the axis will have to travel all the way to one end of its travel in order to detect the limit and in some cases especially with rotate axes this can be a long way away With the datum Flair Version 5 Manual Page 227 of 265 CHAPTER 19 ZEROING KO Mark Roberts Motion Control gt switch it simply travels until it detects the datum switch which will have been positioned away from the normal area of operation of the axis but not too far away If you start zeroing on the wrong side of this sensor then you will go all the way to the end of travel without detecting it Once reached the operation is the same as with the Limit Zero Limited Rotate A rotational axis can be limited to less than a turn can turn more than one turn but not indefinitely
440. through the top menu bar but this is a faster way to find out why a Goto is longer or further than you anticipated Current Positions The area just above the axis name is used to display the axis current position or velocity This display has various modes When the number is black it is displaying the current position of the axis in display units for the focus this can also be a target distance If the axis trips out then this number goes white to indicate that the axis is not holding position correctly and is not engaged If a motor is tripped out then there are 2 positions that could be of interest one is the desired position and the other is the actual position the motor is at When the motor is engaged and its name is in white then the current desired position is shown if the motor is disengaged and its name is in white then the user can select whether he wants the actual position of the motor to be shown or its intended position See the section at the end of the manual in the Chapter Technical Assistance and Errors entitled Advanced Configuration Current Velocities The current positions line can also be used to display the current velocity of the motor If the number is clicked on with the mouse while pressing the SHIFT key it will turn blue and that will show the current velocity of the axis If the axis trips out when it is in this mode the number turns light blue and continues to show the current intended velocity of t
441. timeout in tenths of a second Default 30 Precal_ Timeout Integer Precalc timeout in tenths of a second Default 300 ToolTips Boolean Show Tool Tips FlairColour Boolean Use Flair Screen Colours or use Windows Grey FlairMenus Boolean Use Old Flair Menu Layout or new Windows version MeasureType Integer Measure in Metres Centimetres Feet or Inches or FeetNInches Text FramesPerFoot Integer Default frames per foot 16 for 35mm 8 for Vista etc DefaultFps Integer Default camera system speed usually 25 FPS DefaultFramelnc Integer Frame count increment when adding a line default value is 100 LimitStop Boolean Stop the move if an axis hits a limit trips out Hertz Integer Root Cycle frequency 50 or 60 Hz ActualPos Boolean Display axes actual positions as opposed to calculated desired positions BigJoysticks Boolean Large Range Joysticks in system DialogFont Text Font for Dialogues MiniLCD Boolean TRUE or FALSE Default is FALSE DefaultFont Text Default Font BigFont Text Font for Status display GraphicsFont Text Graphics Font GraphicsTitleFont Text Graphics Title Font Flair Version 5 Manual Page 237 of 265 CHAPTER 20 TECHNICAL INFORMATION ASSISTANCE AND ERRORS Se Mark Roberts Motion Control PAAR AAC GreyGrid Boolean Axis positions display is White or Grey AutoIncFiles Boolean Automatically Increment Job number in suggested file nam
442. tion of the shutter Timecode Set up amp Frame Overlay Set up These dialog boxes allow you to control the appearance and operation of the frame count overlay and the timecode system within the RT10 hardware These options may not be available on your system depending on the hardware you have installed With older versions of the hardware Transputer Rootboxes both of these features were accessible through serial ports and so they were configured through the serial devices set up which controls how they work and how they appear to the user Frame Overlay Note Not all features are available on both the Ric Text Inserter and the Horita Serial Titler Save Saves the current set up to an ASCII file in the configs directory called Frameout ini This file has the same format as other ini files See section Advanced Configuration and can be edited by the user It is read only when the program starts up Use Sends the current settings to the Horita Exit Closes the display Reset Sends a reset command to the Horita Serial Titler and cause it to assume its default values Clear Sends a Clear command to the Horita which should cause any displayed text to be cleared off the screen FrameOut On This is a check box to turn on and off the Frameout With the Ric this is the sole on off control for the Frame Overlay With the Horita you can also turn it off in the serial setups Position on Screen The position of the tex
443. tion time increases exponentially and you will run into the communication to the rootbox timing out If this occurs you can increase the timeout see the Advanced Configuration chapter Qwik Quintics Experimental do not use Ramps Experimental do not use Profile Type Bezier Form Cubic Form Fairings Form Speed profiling is described more fully in the Target Tracking section of this manual however the basic principle is that you can modify the speed along a curve without changing the actual path of the curve This toggle allows you to select 3 different ways of doing this and these are described in the chapter on Target Tracking Use Cubic Curve No Roll Roll amp Master Cubic curves are easily understood and communicated to 3D software If you are importing or exporting curve forms with 3D packages you should set this flag depending on which axes you are importing exporting Please note that this is only applicable to curve data not raw data a point per frame and that cubic curves tend to accelerate decelerate more abruptly than the normal system curves The Master axes can also be imported and optionally may also follow cubic curves Target amp Camera Profiles are separate are locked When Bezier curves are used as per above then the way in which the path is traversed is totally independent of the times entered on the waypoints save for the first and last times This means that you can control the speed that the
444. tioned off of the central column of the dolly ORTHOGONAL refers to a rig where the track lift and side to side movements are all linear and connected orthogonally at right angles This is also sometimes called a crucifix rig HEAD is a simple pan and tilt head The only reason it has a kinematics Set up is for the import and export of data as the operation of such a unit does not really require target tracking The Set ups are simply Pan Tilt Roll and Focus OFFHEAD is almost exactly the same as the panther model except that the axis of tilt is not aligned to the axis of pan This offset is added to the kinematics Set up and is otherwise the same as the Panther Set up OVERHEAD is used for large rigs that are similar to the Cyclops but also have a side to side motion of the turret These are normally mounted overhead hence the name TABLE is used for animation tables where you wish to be able to look at and modify the camera as a path of motion Set ups are self explanatory and are not covered here in detail JUNO is similar to the panther in basic operation but the pan axis can be tilted and locked in different positions It also has the option for an extending arm and this makes this model more complex Rigs supported under this category include the Technocrane The Animoko style rig and the Juno ANIMOKO and TECHNOCRANE styles convert internally to this model ANIMOKO converts internally to JUNO model TALOS refers to a rig
445. tions the computer will actually suggest a target distance based on the current position of the focus axis but it is sometimes more accurate to measure the distance Once all points and distances are entered the move can be run just like any other move Fairings and exponentials can be applied as in simple moves except that the fairings and exponentials apply to the Camera and Target paths and not to the axes themselves Measuring the Target Distance Target distances are measured in the units your system has been set up for this can be inches feet centimetres or metres The measurement is taken from your selected measuring point to the target and is entered into the relevant target box for that waypoint When you are a long way from the target it is more accurate to measure the distance When you get very close a few focal lengths away it can be easier to focus accurately on the target and get the computer to work out how far away it is The measure point is usually the film plane but this can be in another location if that is easier for you see the Lens Set ups for more information on this Target Tracking and Independent axes A Target Tracking axis is defined as an axis whose position affects either the camera position or the target position or both when in target tracking an independent axis affects neither In a target tracking move independent axes can be run as normal axes and can have fairings or exponentials of their own ap
446. tions between timecode and frame counts can be quite hard and this calculator can convert to and from timecode Exposure Calculator There are many factors that affect exposure and most of them are available on the exposure calculator which can work out the required stop or the required speed for a shoot compensating for the shutter angle filters and changes in camera speed Units Converter Occasionally it is helpful to convert from one unit to another and this helpful tool will do that For example it will convert from Centimetres per second to MPH Depth of Field Calculator Not intended to replace the A Cs depth of field calculations but this handy tool is based on the standard DOF formula but also compensates as the lens moves when in follows object target and also compensates for the focal length and the iris stop when these are calibrated and set up Hyperfocal is also displayed View ini File Displays the ini file used by the system when it boots up As a standard this is FlairS ini You may also edit the file through this display See Advanced Configuration for more data View Output File As Flair is running numerous messages are generated and displayed at the bottom of the screen on the left hard side If the debug level is increased many more messages are generated Normally these messages scroll through too fast to be useful so they are logged into a file as they are displayed You can open up the file and see what mes
447. to occur at real time and be put together from a series of still exposures Stepping can occur in many different forms and is a very versatile feature of this program Stepping is done by pressing the Fwd Stp or Bck Stp buttons on the Control Box and can only be done when the system is in the Ready to Shoot or Ready to Step mode If you shoot with the camera at higher than its single framing speed you will also expose ramp frames at the beginning and end of every take Stepping should only be done at or below single framing speed this speed depends on your camera but for most the make break point is about 4 FPS Frames Per Take The first thing to note about stepping is that you can select how many frames of film are exposed with each step This is often just 1 and that is the default value but in some cases single frame animation is very slow and a good result can be achieved with shooting doubles or even triples The number of Frames Per Take is set in the SFX Special Effects dialogue box Press the SFX button enter the number of frames you want each step to be in the Frames Per Take box and Apply Frames Per Step You can also vary the number of frames the system advances through the move with every step This would usually be set to match the above figure but not necessarily The number of Frames Per Step is set in the SFX Special Effects dialogue box Press the SFX button enter the number of frames you want each
448. to avoid exposing film when the camera zeros Apply this value Flair Version 5 Manual Page 60 of 265 CHAPTER 4 SET UPS Se Mark Roberts Motion Control gt 8 10 11 12 13 14 15 16 Re engage the camera and verify that at the end of the zeroing procedure it stops in the correct position If not set the Zero Offset back to 0 and repeat from step 5 Set the camera speed on the Camera Control bar to 1 FPS and Press the Turnover button the camera can be stopped by pressing the Turnover button a second time or by using the Mouse Stop Button Set the camera speed to the highest speed at which you want to single frame Note how many ramp frames are required by noting the number that appears to the right of the turnover button If this number is 1 or greater then increase the Camera Acceleration until the number reduces to 0 It is recommended that you then add about 5 or 10 to give a margin Set the slate frames to 1 and the slate speed to the highest single framing speed you desire and try shooting a few slates forwards and backwards and make sure that the camera only takes one frame each time This can be checked on the camera or by looking at the number of frames used display at the bottom of the numerical display Adjust the tuning of the motor as per the relevant section in the axis Set up section of this manual Verify that the motor will run properly at the highest desired speed usually
449. ton and pressing the small red reset button this will usually result in a loud click as the switches in the power supply close The state of a motor is indicated by the colour of its axis name near the top of the numeric display and by the colour of its current position which is directly above If the axis name is white or grey that indicates that it has not been enabled simply click on the axis name and it should go black indicating that the user has enabled the motor and wants it to be engaged under control of the system If this is successful then the current position which was also white will go black In this diagram the Lift is enabled and under power the Track is enabled but has not engaged and the Rotate is not enabled and therefore is not engaged In summary the colour of the axis name shows if it has been enabled by the user and the colour of the current position shows if it is engaged and in the correct position Use the Hand Held Box or the mouse left and right buttons as above to move the motors Use the and keys to change the speed Programming a Move Now start programming the move Use the mouse to move the camera to the correct position for the start of the move then select the first line on the numeric display and click on the Store button on the side menu bar to the right of the axis positions display If the Control Menu is displayed click on this label so that the Editing Menu i
450. tter cases you can add an Additional motion to the miniature by putting a move into the Min Aux axes and selecting the option Move Miniature to Yes in the miscellaneous setups This will result in a motion on the miniature in addition to that required to make it appear to stay in one place Scale Zoom Is a secret feature only to be used by the brave and foolhardy It is unlikely to show up on your menu except by prior arrangement Flair Version 5 Manual Page 197 of 265 CHAPTER 14 SPECIAL EFFECTS KO Mark Roberts Motion Control gt CHAPTER 15 VARIABLE CAMERA SPEED Introduction Some specialised camera effects can be achieved by changing the speed of the camera during the move The facility has been implemented into the Flair software in a flexible manner which allows the user to put this effect to full use 2 Modes There are 2 basically different modes of variable camera speed In one form the speed of the camera can be made to change during the move without the speed of the move changing as it is shot This means that a move that takes 14 seconds to shoot will still take 14 seconds to shoot but when the exposed film is replayed it will have a different length depending on the changes in camera speed In this mode passes shot with different ramps will NOT match The other mode is to have the speed of the move change with the camera In this mode the speed of the shoot will be affected but the exact same numb
451. tting any other data that you want to remain the same this feature is called Simple Read Automatic Store Whenever a job is calculated it is automatically stored to disk and a short beep is emitted by the computer to indicate that this has happened The job will have been stored under the name of current job and can be easily read in The advantage of this is that if there is a power failure or other unexpected interruption the data in the computer will not have been lost and the move can easily be recovered This is called the Current Job This feature can be disabled for speed if so desired in the Miscellaneous Set ups display It is also accessible through the Numeric Display context menu which is available if you right click anywhere on the main numeric screen where there is not a line or you can shift click on any position line Crash Store If there is a system error with the axis boards and for some reason the communications between the axis boards fail it is possible that the program will continue operating In this case you will be presented with a dialogue box giving you the option of saving the job and exiting the program Since the only solution at this time if the fault does not self correct is to re load you can store the existing job to disk for later recovery This job is called the Crashed Job To recover it read it in like any other saved job Job Storage Dialogue Box The Job storage dialogue box
452. u wish to mimic an axis but do not need to record the data In this case you can use the Mimic Live setting whereby you will not be prompted to warn that you are going to overwrite data and this also speeds up job storage and retrieval This is quite commonly used with the Focus axis where the different passes all have different focus measurements and different layers may be de focussed in post for optimum effect Setting a Mimic Controlling axis Setting the mimic controller axis is done simply through the pulldown list in the Axis Set up If you are not using an encoder for controlling the axis then this can be set to Not Installed otherwise select the Mimic Axis encoder that is being used How to mimic an Axis There is a button on the Top Menu Bar labelled Mimic if this button is pressed a pulldown menu appears which has an option Axes Mimic if this is pressed a box comes up with a list of every axis on it along with four radio buttons for each axis The default state of these radio buttons is Off the other 3 states are On Live Add and Save To set up an axis to be a mimic axis select On and press the Apply button at the top of this dialogue box When you return to the numeric display that axis name will appear in red to show that it is a mimic axis and to warn you that it will not follow its plotted waypoints Then set the Mimic Off toggle in the Side Control Menu Bar to Mimic Learn Once th
453. ut its reliability before relying on it Different people have different ideas about depth of field and also different formulae give quite different answers as well as some lenses being unusually weighted in terms of what is in focus behind and in front of the nominal focus distance The near and far focus distances should be continuously updated as you move the focus around and also as you move the iris if the iris is motorised and properly calibrated Hand Held Box Set up The hand held box is turned off while this set up is displayed so that buttons can be tested etc without risk of moving the rig Pressed buttons will turn red and the joystick values should be displayed as they change Flair Version 5 Manual Page 53 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt HHB Setup 2 Hand Held Box Setup Save Apply Exit Joystick Assignments Allowed Keys Allowed Axes Force Sticks A Stop 1 Track 2 EU B Shift 2 Lift C Limit O R 3 Rotate E X Po pu D Goto 4 Extend E Shoot 5 Angle Normal Keys F Store 6 Pan G Fwd Run 7 Tilt a E E E 5 H Back Run 8 Roll B C G H M Clear Job 9 Focus 1 2 3 4 5 J Add Line 10 Zoom Hi ED e A AS K Shoot Slate 11 Iris L Fast 12 Shutter eee a 3 M Slow so t ay Eh SO N Fwd Step O Bck Step Joy Stick Values P Turnover 0 Q Back gt 1 R Check Move S Browse T Take U Store Goto 1 Y Store Goto 2 W Store Goto 3 X Store Goto 4 Y Goto 1 Z Goto 2
454. utine which is covered below under Animation Table Calibration and if you have this then you should proceed to that section now The following applies to motion control systems that are not animation stands Infinity Offset The distance from the zero position of the lens to the point where the lens focuses on infinity This allows the lens to be zeroed wherever is most convenient to the user The value is stored in this box by zeroing the lens moving it to infinity focus and then pressing the right hand mouse button when the cursor is on this box It is strongly recommended that you zero the lens at infinity focus Normally 0 0 Lens Moves If the nodal point of the lens moves when you pull focus then this flag should be set to YES This is true of the majority of lenses In some cases the body of the camera is moved to focus in that case the flag should be set to NO Measure Offset For film lenses this is the distance in metres from the film plane to the point from where you measure It is recommended that this is left as zero and that you measure from the film plane if this is at all possible as it simplifies things For many Video lenses the numbers marked on the lens do not measure the distance from the chip to the target but from near the front of the lens to the target With these lenses it is easiest to set the measure offset to 0 0 and measure from the front of the lens Lens Factor This is the thickness of the lens and i
455. ve Camera speed changes during the move but the move is otherwise not affected shtr comp w o move As above but the shutter compensation iris comp w o move As above but the iris compensation shtrtiris comp w o move As above but with the iris and shutter each making 1 2 of the required compensation Move varies w o Camera Move varies but the camera speed does not vary Flair Version 5 Manual Page 198 of 265 CHAPTER 14 SPECIAL EFFECTS lt Mark Roberts Motion Control gt When one of these apart from is fixed has been selected one is then able to go into the camera speed editing graph and implement the changes he desires Camera Speed Editing Graph The speed of the camera is programmed through editing a graph of speed against frame count Before the camera speed is edited the move should be fully worked out and checked at the fastest speed of the camera to make sure that the move can be executed Then set the camera speed to the speed at which you want the move to start and enter the Camera Speed Editing graph Flair5 on Windows BETA 27 Jan 2010 Version 5 10e NO HARDWARE File Edit View Setups Zero RunJob Goto Jobtype MoveFX SFX Mimic Motors Stop Override TempSave TempOpen MSA20 Help C Zoom EditPoint Slope C Mode Frames Snap 0 Speed Snap 0 00 Add Point Timings Frame 61 Pos 87 62 Varicam 1125 00 0 10 20 30 40 50 60 70 80 90 Mouse Help shift functions gt L M
456. ve an idea of how the move will look like when it is executed in the real world You can also Flair Version 5 Manual Page 95 of 265 CHAPTER 5 MAIN DISPLAY KO Mark Roberts Motion Control gt look through the camera and see if the rig or track is in shot This is described more fully in the chapter Rig Model Display Table Graph is a graphic representation of the Lookup table Refer to the Lookup table section under Setups Axis Setup Control Tab for more information about it Setups This button allows you to access the Set ups for the system These are all fully described in the Set ups section of this manual Zero Zeroing axes is the way the system knows exactly where each motor is so that it can stop it from exceeding its limits of travel and so that target tracking can work properly Zeroing basically involves registering the position of an axis against a known reference point Full details are covered in the Axis Set up and Zeroing chapters of this manual Run Job Allows access to options that allow you to run a job in different ways Check Move sets up the move to run and tests that there is a legal move entered and then tests if the system can shoot the move at the requested speed If all is OK a message stating so is produced otherwise the user will be informed of what is wrong with the move This is covered in detail in the chapter on running moves Fwd Run runs the job from the b
457. ver if you are doing a lot of close up work then this value can be dropped to make exact positioning easier It should initially be set so that the top speed on the hand held box is safe and precise positioning work can be done at the slowest speed HHBox Acc When an axis starts moving on the hand held box it will accelerate up to speed the rate of its acceleration being governed by the HHBox Acceleration This figure is usually about the same as the HHBox Velocity higher for light axes and lower for large or heavy axes Try moving the axis around with different setting and you will soon get the feel of this If the setting is too high the axis will lurch if the setting is too low it will take a long time to get going and to stop HHBox Jerk This box appears when certain additional features have been enabled by MRMC Jerk is the factor that controls how much the acceleration can change and as such can be used to produce smoother Hand Held Box motion If this value is set to Flair Version 5 Manual Page 25 of 265 CHAPTER 4 SET UPS OO Mark Roberts Motion Control NASA 0 then it is ignored and the normal Hand Held Box calculations are used If a value is entered then the acceleration will be eased in and out much the same way that the velocity is normally eased in and out Due to this the movement will be smoother but it may also take longer to speed up and slow down A value that is about 3 times the axis acceleration is a good st
458. very definitely recommended to save the job before you do this it is a non reversible process and could cause some unwanted result if it does please send the move to MRMC so that we can check it out and find out what occurred Perhaps it is fitting here to add some data on the use of Cart Priority Axis Priority The potential uses of this are perhaps more extensive than it would first appear Take for example shooting 2 different sets for an effects shot that have to be matched together They could be scaled but for the sake of argument let s say they are the same scale One of these sets has to be shot on a periscope due to the restrictions of the model the other cannot be shot on the periscope due to lighting and live action considerations Under normal circumstances you are in trouble However select cart priority with the periscope move fully calculated up and then switch the periscope snorkel off and select a prime lens same focal length and ensure that the nodal offsets are correct When you run this move the rig will move the camera to match the position and orientation produced by the periscope but now it has a prime lens and you will get the same actual lens motion but with a different rig configuration Obviously this is going to be as close to a perfect match as the rig is perfectly accurate and the lenses perfectly set up You have to be the judge of what the limit of the shot is and how good you have to be in matching the move
459. w low the carriage can go and also by how extended the bellows on the camera can be with a moving lens Whilst every care has been taken to make these limits safe you should always approach the table with care and generally not at top speed The top limit is generally restricted by the carriage as in most cases the lens should be able to go to infinity focus If the maximum height of the carriage is restricted by the motion of the lens then the user will have to watch this as it is not accounted for in the software Exponential Motion Another feature of this which is automated is the ability to use the height of the camera above the table to determine what exponential move will produce a uniform rate of change of field size This can be easily done by selecting Auto Exp Off to Auto Exp On The toggle is right below the auto focus toggle The exponential ratio will be used in the motion of all Table related axes but only works with those axes that are executing a 2 point move The greater the ratio of field sizes camera heights the greater the speed of the camera when it is higher Flair Version 5 Manual Page 167 of 265 CHAPTER 11 TARGET TRACKING lt Lo Mark Roberts Motion Control gt CHAPTER 12 RIG MODEL DISPLAY Since Flair can run in a stand alone mode with no rig attached it is invaluable to have some representation of what the rig would be doing in any given move The Rig Model display provides that and much more
460. ware it is not a specification for the software and features mentioned in this manual may or may not be available on the system you have bought Mark Roberts Motion Control reserves the right to remove add or alter features from those listed in this manual without prior warning Flair Version 5 Manual Page 9 of 265 CHAPTER 1 INTRODUCTION KO Mark Roberts Motion Control gt CHAPTER 2 INSTALLATION Installing the program Flair is installed under Microsoft Windows The program is installed using an automated installation program Flair can run with or without any motion control hardware If it does not detect any hardware or if it has been set not to load any hardware then it will start as normal but will not try to talk to any motion control hardware The minimum requirement for Flair is Windows 2000 FlairSetup exe is the automated installer for Flair Multiple versions of Flair can be installed on one computer The installer is either run from a CD or downloaded from the website saved in a suitable location such as the desktop or the documents folder and then run Once the installer is started it will prompt you by asking what you would like the program to be called in the Windows Start Menu default Flair It will also prompt you for which directory to install the program in on the hard disk default Program Files Flair Most importantly it will ask whether you want a New Installation or are Upgrading an Existing Install
461. ween the next The first point is 10 degrees the next is 11 degrees and the last is 25 degrees since the second part of the move is much faster than the first the natural curve would cause the motor to back up from the start to less than 10 degrees in order to get up to the required speed to carry out the second part of the move Whilst this is the most natural and smoothest curve it may not be what the user actually intended and if you have a camera moving along close to a floor and then going up fast the natural curve would cause it to hit the floor This phenomenon can be prevented by selecting Prevent Curve Reversal in the Fairings Setups or the Graphics Display Flair Version 5 Manual Page 125 of 265 CHAPTER 7 MOVE ENTRY Mark Roberts Motion Control gt Frame 41 Pos 15 53 2416 Frame 154 Pos 24 89 Li Here is an example of a curve which reverses and one which has been handled The movement and timings are the same on the 2 axes but the lift clearly exceeds its end position during the move but has a nice smooth curve The Track has had curve reversal handled and does not exceed its end position but it is 2 connected moves and is not as smooth as the lift s motion Curve termination What happens when the curve reversal handling is implemented is that the curve actually terminates at the point and a new curve is started If the motor has to change direction then the curve is ended co
462. wing IN METRES IN INCHES IN FEET IN CENTIMETRES e An optional string may follow which will designate the curve type which can be one of the following This string is ONLY expected in the case of a curve format of data SPLINES BEZIERS LINEARS CUBICS QUADRATICS QUINTICS Most of the forms are not currently supported e An additional optional string may follow which will designate the form of control used on the head in the case of a Milo Cyclops or similar rig configuration KEEP HEAD LEVEL KEEP HEAD NINETY KEEP HEAD CRNP e The second valid line contains data about the move as to number of points camera speed and move duration at that speed The titles are self explanatory and the numerical entries are standard numerical entries see sample e The third valid line is a header line which defines the columns The first column must be headed either Frames or Time This indicates is the time units are in frames or in seconds Then follows a number of headers which must either be one of the valid axis names on the system or one of the valid Cartesian data titles which are XV YV ZV XT YT ZT PAN TILT ROLL XH YH ZH Note that the use of the target points XT YT etc would preclude the use of the Pan and Tilt angles This is NOT checked for in the software
463. with similar kinematics to a Juno but to make without the ability to set the head at different angles only vertically up or down TECHNOCRANE refers to a rig with the same shape and axes as a standard Technocrane MULTIHEAD Not yet implemented but designed to have multiple heads tracking a single target Flair Version 5 Manual Page 75 of 265 CHAPTER 4 SET UPS KO Mark Roberts Motion Control gt HEXAPOD or MOTIONBASE refers to a rig that consists of a platform with 6 actuators that can move in 6 degrees of freedom It is generally used for moving models or sets and not for moving the camera It can have a rotator on the bottom or the top for additional functionality STAUBLI The Staubli is originally an industrial robot arm which was converted to a motion control arm it was modified to be controlled from FLAIR The actual name of the kinematics model does not necessarily match the name of the rig the terms are historical and apply to the general geometric configuration For example the Mark Roberts Motion Control Milo rig uses the CYCLOPS model through it is quite different in size and shape from a Cyclops rig All parameters are measured in metres where applicable or radians Some parameters are common to all models such as the Axis Numbers and the Camera Height at Zero so they are described here Axis Numbers The program needs to know which axis provides which motion Select from the listed axes names on the right
464. y target tracking axis Normal target tracking is the default mode for the Flair system and if you have any problems with PTR target tracking try the normal mode as well As of Version 5 1 you cannot have the Pan cross the 180 or 180 boundary That is you cannot cross through looking directly backwards with the camera This will be fixed in a later version Easy TT Easy Target Tracking is a simplified form of target tracking in which the major axes are all splined just like a normal non target tracking move but the pan and tilt axes are run to follow the target path This avoids some of the complexities that you can encounter doing Target Tracking but it also negates some of the powerful features only available with full use of Target Tracking For example normal Target Tracking does not like the rotate axis to change from in front to behind the rig or vice versa and will usually cause problem with speed limitations With Easy Target Tracking the rotate axis is simply splined and will do whatever the move required of it without running into this problem However you cannot scale this move or use other advanced Target Tracking functions Limitations There are some limitation to what the target tracking can do and when encountered these can cause unexpected motions to occur Tilt 90 Unless you have specifically been provided with software to handle it the tilt may not go to or through a position where the camera is looking along th
465. y and store the focus axis position into the infinity offset by pressing the mouse store button with the cursor over this box The rest of the focus axis parameters should then be set up by following the standard axis Set up procedure including maximum speeds and limits of travel Once all is set up copy the data from the Focus Axis Set up into the Lens Focus Axis Set up so that it is permanently recorded with this lens data This step is very important to do correctly so that you don t have to set up the lens each time you use it To do this Apply the Focus Axis Set up if not already done go into the Lens Set up for that lens Place the mouse cursor over the button labelled Focus Axis Set up and using the mouse store button read the data from the Focus Axis Set up into this Lens Focus Axis Set up If this works you will hear a short beep and a message will appear If you then press the Focus Axis Set up button you will enter the Lens Focus Axis Set up for that lens and the values should be the same and the ones you just set up for the Focus Axis Once this is done you may set the Customised Focus switch to YES Now set up the X Nodal Offset The value should be set to the distance from the tilt axis to the film plane plus the lens factor less the focal length in metres It can be found more precisely using Cartesian Control but is not explained in this section A good rough estimate for a prime lens is the distance from the tilt axi
466. y axes fail these checks a message will be put on screen detailing each axis that fails stating what test was failed and at what frame count If any axis exceeds its travel you will have to fix that but if the only problem is that one or more axes are running too fast then you will be given the option of scaling the move up to more frames so that it can be run slower or slowing the camera down if you have a film camera a Axes Move Error i OverPosat Underposat OverVelat UnderVelat OverAccat UnderAccat Factor 205 201 210 3 32 Fastest move would be 851 Orreduce cam speed to 7 22 fps Rescale Run It Step it Slower Exit The box that appears will have five buttons on it a Rescale button which will scale up the move for you a Cancel button to ignore the box and allow you to modify the Flair Version 5 Manual Page 130 of 265 CHAPTER 8 RUNNING A MOVE lt a Mark Roberts Motion Control NASA move as you like a Run It button which will ignore the limits and run the move anyway a Step It button which will allow you to shoot the move only as a number of stationary exposures and a Slower button which will reduce the camera and move speed to a more achievable level The axis name appearing on the left of the display is set in a background that shows how serious the error is Any axis that appears has a problem but a light green means nearly OK to run and as the axis is less and less able to achieve the move it
467. y of a motor damaging the lens this control allows the user to specify the percentage of the normal running current that the motor is allowed to draw when trying to find its home position 20 30 should be a safe margin but different lenses may require lower settings This feature is developmental and is subject to change Please note that the values of the next 2 parameters are critical since setting them too high might allow damage to the motors The absolute maximum value allowed by software is 255 Flair Version 5 Manual Page 29 of 265 CHAPTER 4 SET UPS lt a Mark Roberts Motion Control NASA Temp Limit only applicable on Ulti Axis cards Some amplifiers are equipped with temperature sensors Flair can read the value of the sensor and make sure that the specified limit is not exceeded during the operation of the motor otherwise it will disengage the axis 255 is the maximum limit for the temperature sensor This feature may be modified to read a temperature in degrees but as of Version 5 11 it is a range from 0 to 255 Around 180 is cool so the value should normally be set in the 200s Current Limit only applicable on Ulti Axis cards Specify the maximum current that the motor can draw at any time 255 is the maximum limit for the current sensor This feature may be modified to read a current in amps but as of Version 5 11 it is a range from 0 to 255 255 is around 6amps continuous Trip Limit Enc Edges Specifies the
468. yclops motion control rig If you are running the rig in target tracking and trying to frame up on an actor the actor can easily slip in and out of frame by just missing his marks very slightly The normal correction for this would be to use handwheels to drive the pan and tilt axes to keep the actor in shot This is fine when the rig head is level or close to it however if you are using the angle axis to get the maximum reach for the camera then the actual motion of the pan and tilt axes does not correspond to the camera s pan and tilt orientation in the stage and even the best operator has no chance of correcting for this as it will change as the Angle Outer Arm changes position If one could use the hand wheels to drive the notional camera Pan and Tilt as in its orientation in the stage then you would have a chance to keep the actor in frame without confusing the operator In addition a similar means could be adopted for moving the camera from side to side Y without having to make compensatory adjustments to the pan axis From this you can also see why the PTR method of Target Tracking has been added to the system since driving a notional target that you cannot see with handwheels would still be very hard There is a high degree of complexity in this and it should be fully tested and experimented with before being used in a shoot situation One thing to be aware of is that sudden Pans and Tilts about an offset nodal point can cause sudden a
469. you have a dual monitor display and then any of the main graphics windows can be docked or undocked When undocked then the move can be run and the graphics display will have some indication of the motion of the move as you go This can be very helpful in fine tuning the editing of the move and is not available when the window is docked The window may be docked again by pressing this button a second time Flair Version 5 Manual Page 121 of 265 CHAPTER 6 GRAPHICS DISPLAY KO Mark Roberts Motion Control gt CHAPTER 7 MOVE ENTRY Moving the Motors Engaging a motor When the system is first powered up no motors are engaged the user has to engage them The first thing to do is to turn on the power to the amplifiers by letting out the red emergency stop button and pressing the e stop reset button if supplied The state of a motor is indicated by the colour of its axis name near the top of the numeric display and by the colour of its current position which is directly above If the axis name is white that indicates that it has not been enabled simply click on the axis name and it should go black indicating that the user has enabled the motor and wants it to be engaged If this is successful then the current position which was also white will go black The motors can also be enabled all together if the button Motor Enables on the Top Menu Bar is pressed This function takes no account of the current state of the motors a

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