Viz Arc User Guide

Version 2.0 | Published July 03, 2024 ©

Action Properties

All Actions in the project can be accessed and modified via scripting. Use the GetAction function to get a reference to the action:

  • BaseAction GetAction(string actionName)

Note: It's possible for a project to contain multiple actions that have the same name. If that is the case for your project, the first Action created with a name is returned. Make sure to use unique names when accessing actions through scripting.

Every Action type has these generic properties:

Action type

Description

string Name

The title of the action.

string Description

By default this is the type of action (for example, "Key", "Chroma", "Image" etc.). When assigned to a TransformationAction and visible on the SET view, this field is used as a tooltip when the mouse hovers over the element.

int ExecutionDelay

Expressed in milliseconds, minimum delay is 0 (default), maximum delay is 10000 (10 seconds).


Every Action type has these generic methods:

  • void Execute(): Executes the action.

  • void Preview(): Executes the action on the preview channel.

  • void QueryState(): Queries the current state of the action from the Editing Engine. For example, if the action is a transformation action, it retrieves the current transformation from the editing engine's scene tree and updates the UI accordingly.

The example below shows how to set the alpha value to 75% of an Alpha Action called AlphaText and execute the action from scripting:

Sample
var alphaAction = GetAction("AlphaText");
alphaAction.Alpha = 75.0;
alphaAction.Execute();


There are specific properties/functions for each action type:

Alpha

Properties:

  • double Alpha

Chroma

Properties:

  • ChromaPrecisionContent Precision

    • double hueAdjust

    • double saturationAdjust

    • int edgeBlur

    • double despillScale

    • double backingPlateR

    • double backingPlateR

    • double backingPlateR

    • double yellowGain

    • double cyanGain

    • int denoiseRadius

    • int denoiseSharpen

    • double opacityPoint

    • doube transparencyPoint

    • double bgEdgeGain

    • double bgSpillGain

    • double bgLWBlur

    • double colorEdgeGain

    • double colorSpillGain

    • double colorLightwrapR

    • double colorLightwrapG

    • double colorLightwrapB

    • bool addShadows

    • double innerShadows

    • double shadowsGain

    • bool addHighlights

    • double innerHighlights

    • double highlightsGain

    • double masterLiftR

    • double masterLiftG

    • double masterLiftB

    • double masterGammaR

    • double masterGammaG

    • double masterGammaB

    • double masterGainR

    • double masterGainG

    • double masterGainB

    • double masterSaturation


Sample
var action = GetAction("Chroma");
// sample for setting some color Precision Keyer settings
action.Precision.hueAdjust = -1140;
action.Precision.saturationAdjust = 2.0;

Command

Properties:

  • string Command

ControlObject

See Control Object Classes.

Director

Properties:

  • string DirectorType

    • Possible values: START, STOP, CONTINUE, CONTINUE_REVERSE, PLAY_FROM, PLAY_FROM_REVERSE, FROM_TO, GO_TO, PAUSE

Group

This action has no additional public properties.

Image

Properties:

  • string Image

    • Value should be a Graphic Hub path that starts with "IMAGE*"

  • bool IsBuiltin

  • string Builtin

    • Possible values: LIVE1, LIVE2, CLIP1, etc.

  • double PosX

  • double PosY

  • double RotX

  • double RotY

  • double RotZ

  • double ScaX

  • double ScaY

The Image parameter can be assigned to a Graphic Hub path when the string starts with "IMAGE*"; when it starts with "http" it will be assumed to be a web link (or a Media Service link), otherwise it will be interpreted as a local file path, see the samples below:

Sample
var imageAction = GetAction("Image");
imageAction.Image = "IMAGE*/VizArc/arcLogo";
// or
imageAction.Image = "http://127.0.0.1:21099/serve/original/AR_03.jpg";
// or
imageAction.Image = "C:/Users/admin/Desktop/CAKE.jpg";

Light

Properties:

  • string LightType [read only]

    • Possible values: NONE, SPOTLIGHT, DIRECTIONAL, AREA, POINT

  • string LightColor

  • double LightIntensity

  • double DiffuseIntensity

  • double SpecularIntensity

  • double LightRadius

  • double OuterConeAngle

  • double InnerConeAngle

  • int LightLayer

  • double DirectionalSpread

  • double RadiosityMultiplier

Key

Properties:

  • bool KeyEnabled

  • bool CombineBackground

  • bool DepthInfoOnly

  • bool DrawKey

  • bool DrawRGB

Material

Properties:

  • string ColorHex [#RRGGBB]

  • string Diffuse [#RRGGBB]

  • string Emission [#RRGGBB]

  • string Specular [#RRGGBB]

  • string Ambient [#RRGGBB]

  • double Alpha [0…100]

  • double Shiniess [0…100]

  • bool UseSimpleColor

Functions:

  • SetColorRBG(int r, int g, int b)

MSE

Properties:

  • string Page

  • string DirectorType

    • Possible values: TAKE, CONTINUE, TAKE_OUT

Multizone Chroma Key

Properties:

  • string ZoneName

  • double Height

  • double Altitude

  • double Luminance

  • double MinLuminance

  • double MinGrad

  • double MaxLuminance

  • double MaxGrad

  • double Blend

  • double U

  • double V

  • double UVDiameter

  • double UVGradient

  • bool IsFullscreen

  • bool PickLuma

  • bool PickChroma

  • bool PickInViz

NDI

Properties:

  • int Preset

    • Value must be between 0 and 99

  • float Velocity

    • Value must be between 0 and 1

Omo

Properties:

  • int ElementIndex

  • bool ShowUntil

PBR

Properties:

  • Modes

    • bool IsPreload

    • bool IsGHMode

  • GH Mode

    • string PhongMaterialAsset

      • Value should be a Graphic Hub path that starts with "MATERIAL_DEFINITION*"

  • Values Mode

    • Material Settings

      • string ColorTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • |string ColorTint

      • bool ColorIsSRGB

      • string EmissiveTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string EmissiveColor

      • double EmissiveIntensity

      • string NormalTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string RoughnessTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • double RoughnessFactor

      • string MetallicTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • double MetallicFactor

      • string AmbientOcclusionTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string HeightTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • double HeightDepth

      • string EnvironmentTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • double EnvironmentRotation

    • Texture Settings

      • double TillingU

      • double TillingV

      • double UvAngle

      • double UvScaleU

      • double UvScaleV

      • double UvOffsetU

      • double UvOffsetV

Phong

Properties:

  • Modes

    • bool IsPreload

    • bool IsGHMode

  • GH Mode

    • string PbrMaterialAsset

      • Value should be a Graphic Hub path that starts with "MATERIAL_DEFINITION*"

  • Values Mode

    • Material Settings

      • string ColorTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • |string ColorTint

      • bool ColorIsSRGB

      • string AmbientTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string AmbientColor

        • For example: "#FF00A0"

      • double AmbientIntensity

      • string DiffuseTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string DiffuseColor

        • For example: "#FF00A0"

      • double DiffuseIntensity

      • string SpecularTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string SpecularColor

        • For example: "#FF00A0"

      • double SpecularIntensity

      • string EmissiveTexture

        • Value should be a Graphic Hub path that starts with "IMAGE*"

      • string EmissiveColor

        • For example: "#FF00A0"

      • double EmissiveIntensity

      • double Shininess

      • bool Lit

        • Whether the material should be lit

    • Texture Settings

      • double UvAngle

      • double UvScaleU

      • double UvScaleV

      • double UvOffsetU

      • double UvOffsetV

Scene Loader

Properties:

  • bool UseGUID

  • string FrontUUID

  • string MainUUID

  • string BackUUID

  • string GfxUUID

  • string SubSceneUUID

  • bool FrontClear

  • bool MainClear

  • bool BackClear

  • bool GfxClear

  • bool SubSceneClear

  • bool FrontResetStage

  • bool MainResetStage

  • bool BackResetStage

  • bool GfxResetStage

  • int GfxLayerNumber [0,…,17]

  • bool SubSceneResetStage

Script

Functions:

  • dynamic GetParameterValue(string name)

    • Returns the value of a Script UI element. The name is the name of the UI parameter as specified in the viz script by the RegisterParameter* function.

  • bool SetParameterValue(string name, dynamic value)

    • Sets the value for a UI parameter. The name is the name of the UI parameter as specified in the viz script by the RegisterParameter* function. Returns true on success.

Example
// get the script action with the name "scriptA"
let action = GetAction("scriptA")
 
// set some parameter values
action.SetParameterValue("aDouble", 3.3)
action.SetParameterValue("aInteger", 2)
action.SetParameterValue("aString", "another string")
action.SetParameterValue("aMultiString", "another\\nmultistring")
action.SetParameterValue("aBool", false)
action.SetParameterValue("aImage", "c:/tmp/test.jpg")
 
// read the parameter values
Console.WriteLine("aDouble value is " + action.GetParameterValue("aDouble"))

Shared Memory

Functions:

  • string[] GetKeys()
    Returns the list of keys present in the shared memory action.

  • string[] GetValues()
    Returns the list of values present in the shared memory action.

  • string[] GetDestinations()
    Returns the list of destinations present in the shared memory action.

  • string GetKeyValue(string key)
    Returns the value of key. Returns null if key is not present int the shared memory action.

  • string GetKeyDesitnation(string key)
    Returns the destination of key. Returns null if key is not present int the shared memory action.

  • void AddKeyValue (string key, string value)
    Add key/value pair to the shared memory action.

  • void AddKeyValue (string key, string value, string destination)
    Add key/value pair to the shared memory action and set it to destination.

  • void SetKeyValue (string key, string value)
    Set a new value to to the key entry. Adds the pair if key is not present int shared memory action.

  • void SetKeyValue (string key, string value, string destination)
    Set a new value to to the key entry and set it to destination. Adds the pair if key is not present int shared memory action.

  • void SetKeyDestination (string key, string destination)
    Change the destination to the key entry.

  • void InsertKeyValue (int index, string key, string value)
    Insert key/value pair to the shared memory action at position index.

  • bool Remove (string key)
    Remove key from shared memory action.

  • void RemoveAt (int index)
    Remove key at index position from shared memory action.

destination can be either "SYSTEM", "COMMUNICATION" or "DISTRIBUTED"

Telemetrics

Properties:

  • int Program

  • int Scene

Text

Properties:

  • string Text

Tracking Hub Command

Properties:

  • string Command

Transformation

Properties:

  • double PosX

  • double PosY

  • double PosZ

  • bool PosEnabled

  • double RotX

  • double RotY

  • double RotZ

  • bool RotEnabled

  • double ScaX

  • double ScaY

  • double ScaZ

  • bool ScaEnabled

Utah Router

Properties:

  • int Source

  • int Desitnation

Unreal Animation

Properties:

  • string AnimationMode

    • Possible values: LOAD, CONTINUE, PAUSE

  • bool IsLooping

  • double PlayRate

  • double BlendTime

  • string SelectedAnimation

Unreal Blueprint

See Control Object Classes.

Unreal Dispatcher

This action has no additional public properties.

Unreal Scene Loader

  • bool GetStreamingLevelVisibility(int index)

    • Returns true when the Streaming Level at position index is visible

  • void SetStreamingLevelVisibility(int index, bool value)

    • Sets the Visibility to value, at position index.

  • string[] GetStreamingLevels()

    • Returns the list of Streaming Levels present in the action.

  • int GetNumberOfStreamingLevels()

    • Returns the number of Streaming Levels present in the action.

Unreal Sequencer

Properties:

  • string DirectorType

    • Possible values: START, STOP, CONTINUE, START_REVERSE, CONTINUE_REVERSE, PLAY_FROM, PLAY_FROM_REVERSE, GO_TO, PAUSE

  • int LoopCount

  • double PlayRate

Unreal Text

Properties:

  • string Text

  • double ScaleX

  • double ScaleY

Vinten

This action has no additional public properties.

Virtual Studio

Properties:

  • int SelectedSceneIndex

  • bool SendPosition

  • string SetName

  • double PosX

  • double PosY

  • double PosZ

  • double RotY

Visibility

Properties:

  • bool Visibility

  • string VisibilityMode

    • Possible values: ON, OFF, ONOFF, DUAL_MODE

Viz Camera

Properties:

  • int SelectedCamera

  • bool RemoteEnabled

  • bool IsRemote

  • bool AngleEnabled

  • double Angle

  • bool PosEnabled

  • double PosX

  • double PosY

  • double PosZ

  • bool DirEnabled

  • double Pan

  • double Tilt

  • double Twist

Viz Clip

Properties:

  • string ClipName

  • bool IsLoader

  • string ControlType

    • possible values: START, STOP, CONTINUE, PAUSE

  • string SelectedClipChannel

  • bool PlayOnLoad

  • bool HasLoop

  • bool ShouldQueue

Viz PBR Material

Properties:

  • bool IsPreLoad

  • bool IsGHMode

  • string PbrMaterialAsset

  • string ColorTexture

  • string ColorTint

    • For example: "#FF00A0"

  • bool ColorIsSRGB

  • string EmissiveTexture

  • string EmissiveColor

    • For example: "#FF00A0"

  • double EmissiveIntensity

  • string NormalTexture

  • string RoughnessTexture

  • double RoughnessFactor

  • string MetallicTexture

  • double MetallicFactor

  • string AmbientOcclusionTexture

  • string HeightTexture

  • double HeightDepth

  • string EnvironmentTexture

  • double EnvironmentRotation

  • double TillingU

  • double TillingV

  • double UvAngle

  • double UvScaleU

  • double UvScaleV

  • double UvOffsetU

  • double UvOffsetV