Avid's Deko 3000

Nov 1, 2006 12:00 PM, BY L. T. MARTIN

For its coverage of the X Games 12, ESPN chose the system for its eXceptional graphics.


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Go-for-the-gold graphics

Jeff Wilkov, creative producer, put a great deal of emphasis on the digital graphics that would spice up the visuals. These included keys and graphics for the pre-production edited pieces (called “pretures” in X Games slang), the broadcast shows and the graphics shown to the live audiences on jumbo stadium screens during the actual competitions.

All of the graphics inserted during the events had to be linked to ESPN's on-location Sports Media Timing and Scoring center for timeliness and accuracy. To keep this information constantly updated and fed to the graphics templates in the Avid Deko systems, the team relied on feedback from transducers built onto the race cars, motorcycles or bikes that get triggered at the finish line, along with input from judges entering their evaluations into handheld keypads.

As in past years, ESPN decided to use the Avid Deko 3000 graphics system. Ten of the new graphics systems were installed in mobile units and in the broadcast center. And with the help of a 4TB server system custom-built by ESPN, the graphics were accessible in all the edit bays through an Ethernet network.

ESPN chose the system because it could use templates for pre-produced graphics without being completely dependent on them. That made it easier for the graphics operators to edit their content on-the-fly as the names of the players and statistics of their events changed under the fast-paced pressure of the Games.

ESPN also chose the system because each SD channel could display different clips or DekoObjex scenes. That enabled the operators to animate lower-third formats in one channel and full-screen templates in another, or display tickers, bugs, cel animations and clocks in separate channels. With its new version 4.0 software, the system is able to import QuickTime movies and export Deko-signature Motions to nonlinear editors.

The system can accommodate multiple compositions, permitting simultaneous production of specific formats in HD or SD aspect ratios. An advanced composition tool produces text that fits-to-fill a layer boundary and auto-branding frames that apply to every manual or automated text entry. At the X Games 12, the operators had access to the system's optional FastAction keyboard designed specifically to aid data entry under live production pressures.

A feature crucial to the look of the X Games production was that the graphics system allowed operators and editors to have an audio WAV file associated with each graphic on the Motion Timeline. This allowed the operators to fire off a sound effect as the graphic image moves onto the screen.

These motions automatically adjust to changing text independent of their content, and the graphics system supports the incorporation of sound effects linked to layer, row, word or character motions, regardless of factors such as the number of letters in a player's name. It also enables broadcasters to combine 3-D objects from Autodesk 3ds Max and Avid Deko graphics along with their associated real-time data integration.

A winning combination

The graphic elements for both the winter and summer X Games have been created since 2000 by v12, a design studio based out of Santa Monica, CA. The 400 elements of this year's assortment, called “Book of X,” included both an animated package of full-screen animations and an insert package that would be keyed over live footage, along with scoring and statistical information.

The creative director at v12, David Sparrgrove, used Adobe Illustrator and Photoshop for design, After Effects for compositing, and Maxon's CINEMA 4D for 3-D animation. In addition to a redesigned logo, the graphics for this summer's events included a new animated character known internally as “Jenga Man.” The tribute to Hasbro's stacking game played off of the intentionally blocky look of the rest of the game's graphic elements.

Sparrgrove prebuilt as many of the graphics before the show as possible. However, because a large portion of them reflect the ever-changing ramps and race courses of the games themselves, he had to be on site during the production to update their look as the officials revamped the playing fields. New versions would be uploaded nightly to the v12 render farm in Santa Monica over broadband Internet for the next day's performances.

One obstacle that had to be overcome, however, was that the Avid Deko 3000 did not have the ability to include 3-D motion graphics in real time. So, Sparrgrove created moving 3-D clips in v12's graphics system and sent them to the Deko systems as a DV stream. Then, a 2-D animation from the Deko with all of its live scoring data could be matched seamlessly into the final frame of the prerendered 3-D clip.


L.T. Martin is a freelance writer and post-production consultant.


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