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2.

5 M/E KAHUNA CF+


SD/HD PRODUCTION SWITCHER





USER INSTRUCTION MANUAL
J oin today
www.snellgroup.com/community/kahuna-club
Part Number: RMY3 KAHUNA2_5USER
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page I
ABOUT THIS MANUAL

Thank you for purchasing your new 2.5 M/E Kahuna CF+SD/HD
Production Switcher. This User Instruction Manual will help you through
each stage of setup, configuration and operation of Kahuna. If you have
any questions regarding the use and operation of your Kahuna, please
refer to the contact details listed at the rear of this manual.



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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page II
1 WARNINGS AND PRECAUTIONS

1.1 Explanation of Safety Symbols

This symbol refers the user to important information contained in the
accompanying literature. Refer to installation manual.


This symbol indicates that hazardous voltages are present inside. No
user serviceable parts inside. This unit should only be serviced by trained
personnel.

1.2 Safety Warnings





Servicing instructions, where given, are for use by qualified personnel
only. To reduce risk of electric shock do not perform any actions on this
equipment other than contained in the operating instructions, unless you
are qualified to do so. Refer all servicing to qualified personnel.

Warning
TO REDUCE THE RISK OF ELECTRIC SHOCK, DO NOT EXPOSE THIS APPLIANCE
TO RAIN OR MOISTURE.

! Always ensure that the unit is properly earthed and power connections correctly made.
! This equipment must be supplied from a power system providing a PROTECTIVE EARTH
connection and having a neutral connection which can be reliably identified.
! The power outlet supplying power to the unit should be close to the unit and easily accessible

1.3 Lithium Batteries

Battery Warning






The Kahuna mainframe unit contains Lithium batteries to provide non-
volatile memory.
Used batteries should be disposed of according to the manufacturers
instruction.
Ensure that the same make and model of battery is used if replacement is
required (a manufacturer recommended equivalent may be used if the
original type is not available)


CAUTION
This equipment contains a lithium battery
There is a danger of explosion if this is replaced incorrectly
Replace onl y with the same or equi valent type.
Dispose of used batteries according to the manufacturers instructions.
Batteries shall only be replaced by trained servi ce technicians
CAUTION
RISK OF ELECTRIC SHOCK
DO NOT REMOVE COVERS
NO USER SERVICABLE PARTS
REFER SERVICING TO QUALIFIED
PERSONNEL ONLY
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page III

1.4 Mains Supply Voltage
Before connecting the equipment, observe the safety warnings section
and ensure that the local mains supply is within the rating stated on the
rear of the equipment.

1.4.1 Circuit Breakers

The Kahuna Mainframe has a circuit breaker on the mains input of each
power supply.
In the event of a fault a plunger will pop out and protrude from the rear of
the breaker. To reset remove power from the unit, press the plunger back
in and then restore power to the unit.

Warning!
If the breaker continually trips disconnect the unit and consult your dealer
or service agent.


































Circuit breaker on PSU
Fig. 2

MADE I N SAFFRON WALDEN, UK
Mains sockets on the Control Panel
Fig. 1
Mains sockets on Kahuna Mainframe
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page IV

Mains Input Only (for DC PSU output, see the Specification pages)


To Mainframe PSU (9649610X) 100-240V at 50 and 60Hz.

To Control Surface PSU (9648401A) 100-240V at 50 and 60Hz

To (optional) external DC PSU for the Master Aux Panel and Remote Aux Panel:
(part No 9648701A) 100-240V at 50 and 60Hz

To (optional) external DC PSU for the GUI panel:
(part No 9648703A) 100-240V at 50 and 60Hz

To an external DC PSU for the ShotBox and Micropanel:
(part No 9648701A) 100-240V at 50 and 60Hz

To and external DC PSU for the Preview Aux Panels K16, K24, K32 and K40:

(part No 9658010A) 100-240V at 50 and 60Hz

To an external DC PSUs for the GUI Processor and GUI Extension:
(part No 9648701A) 100-240V at 50 and 60Hz

To reduce the risk of electric shock, plug each power supply cord into separate branch
circuits employing separate service grounds.
Note:
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page V

1.5 Power cable supplied for the USA

The Control Surface is shipped with a power cord with a (10A) IEC
molded free socket on one end and a standard 3-pin plug on the other. If
you are required to remove the molded mains supply plug, dispose of the
plug immediately in a safe manner. The color code for the lead is as
follows:


GREEN lead connected to E (Protective Earth Conductor)
WHITE lead connected to N (Neutral Conductor)
BLACK lead connected to L (Live Conductor)



The Mainframes are shipped with a power cord with a standard 16A IEC
molded free socket on one end and a standard 3-pin plug on the other. If
you are required to remove the molded mains supply plug, dispose of the
plug immediately in a safe manner. The color code for the lead is as
follows:



GREEN lead connected to E (Protective Earth Conductor)
WHITE lead connected to N (Neutral Conductor)
BLACK lead connected to L (Live Conductor)
Fig. 3
Fig. 4
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page VI

1.6 Power cable supplied for countries other than the USA

The Control Surfaces are shipped with a power cable with a standard
(10A) IEC molded free socket on one end and a standard IEC molded
plug on the other. If you are required to remove the molded mains supply
plug, dispose of the plug immediately in a safe manner. The color code for
the lead is as follows:



GREEN/YELLOW lead connected to E (Protective Earth Conductor)
BLUE lead connected to N (Neutral Conductor)
BROWN lead connected to L (Live Conductor)



The Mainframes are shipped with a power cable with a standard 16A IEC
molded free socket on one end and a standard 16A IEC molded plug on
the other. If you are required to remove the molded mains supply plug,
dispose of the plug immediately in a safe manner. The color code for the
lead is as follows:


GREEN/YELLOW lead connected to E (Protective Earth Conductor)
BLUE lead connected to N (Neutral Conductor)
BROWN lead connected to L (Live Conductor)


Free Socket Free Plug
Fig. 5
Fig. 6
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page VII
Safety Standards

This equipment complies with the following standards:







BS EN60950-1: 2001
Safety of information Technology Equipment Including Electrical Business Equipment.

UL1419 (2
nd
Edition)
Standard for Safety Professional Video and Audio equipment

EMC Standards

This unit conforms to the following standards:

BS EN55103-1:1996 (Environment E4)
Electromagnetic Compatibility, Product family standard for audio, video, audio-visual and
entertainment lighting control apparatus for professional use. Part 1. Emission

BS EN55103-2:1996 (Environment E2)
Electromagnetic Compatibility, Product family standard for audio, video, audio-visual and
entertainment lighting control apparatus for professional use. Part 2. Immunity

Federal Communications Commission Rules Part 15, Class A :2004

EMC Performance of Cables and Connectors

Snell & Wilcox products are designed to meet or exceed the requirements of the
appropriate European EMC standards. In order to achieve this performance in real
installations it is essential to use cables and connectors with good EMC characteristics.
All signal connections (including remote control connections) shall be made with
screened cables terminated in connectors having a metal shell. The cable screen shall
have a large-area contact with the metal shell.

COAXIAL CABLES
Coaxial cables connections (particularly serial digital video connections) shall be made
with high-quality double-screened coaxial cables such as Belden 8281 or BBC type
PSF1/2M.

D-TYPE CONNECTORS
D-type connectors shall have metal shells making good RF contact with the cable
screen. Connectors having "dimples" which improve the contact between the plug and
socket shells, are recommended.

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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page VIII
TABLE OF CONTENTS

ABOUT THIS MANUAL I
WARNINGS AND PRECAUTIONS II
Explanation of Safety Symbols II
Safety Warnings II
Lithium Batteries II
Mains Supply III
Circuit Breakers III
Mains Input III
Power cable supplied for the USA IV
Power cable supplied for countries other than the USA V
Safety Standards VI


USER MANUAL CHAPTER INFORMATION

Each chapter has its own table of contents, the information below is to inform the user of the
individual topics that are in each chapter.
Please see the start of each chapter for the full table of contents.



CHAPTER 1 OVERVIEW, SETUP AND CONFIGURATION
PRODUCT OVERVIEW (SECTION 1)
GRAPHICAL USER INTERFACE (GUI) OPERATION (SECTION 2)
INITIAL SETUP (SECTION 3)
CONFIGURATION AND SETUP (SECTION 4)
INPUT OUTPUT CONFIGURATION (SECTION 4.1)
ENGINEERING CONFIG (SECTION 4.2)
USER CONFIG (SECTION 4.3)
PANEL CONFIG (SECTION 4.4)
FILING SYSTEM (SECTION 4.5)
PERIPHERALS (4.6)

CHAPTER 2 CONTROL PANEL AND ANCILLARY PANELS
USING THE CONTROL PANEL (SECTION 5)
CROSSPOINT CONTROL BUTTONS (SECTION 6)
TRANSITION CONTROL (SECTION 7)
DMEM AND GMEM (SECTION 8)
AUX PANEL SETUP (SECTION 9)
MICROPANEL (SECTION 10)
SHOTBOX (SECTION 11)
PREVIEW AUX PANELS (SECTION 12)
GUI PROCESSOR (SECTION 13)
GUI EXTENSION (SECTION 14)



Please Note:
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Page IX
TABLE OF CONTENTS

CHAPTER 3 FEATURE EXPLANATIONS
COLOR CORRECTION (SECTION 15)
STORES AND CLIPTRAX (SECTION 16)
TRANSITION CONTROL (SECTION 17)
KEYING (SECTION 18)
TIMELINES (SECTION 19)
DVE TRANSITION PRESETS (SECTION 20)
UTIL BUS (SECTION 21)
MACROS (SECTION 22)
RESIZE (SECTION 23)
MODULATE FUNCTION (SECTION 24)
SD/HD AND HD/HD OPTION (FORMAT FUSION) (SECTION 25)
VIDEO TIMING TECHNICAL REFERENCE (SECTION 26)

CHAPTER 4 DVE
DVE
DVE SOURCES (SECTION 27)
DVE MODELS (SECTION 28)
SPLIT DVE (SECTION 29)

CHAPTER 5 FLUID EFFECTS
FILM EFFECTS (SECTION 30)

CHAPTER 6 HOW TO
HOW TO SAVE (SECTION 31)
COUPLED FILL/KEY CLIP FROM A VTR CLIP (SECTION 32)
CREATE A CLIP TRANSITION (SECTION 33)
CREATE A MACRO LOADING A DMEM (SECTION 34)
CREATE A MACRO RUNNING A VTR AND A GPO (SECTION 35)
CREATE A TIMELINE (SECTION 36)
USING BUTTON MAPPING (SECTION 37)
USING A SHOTBOX TO CONTROL PLASMA FEEDS (SECTION 38)
CREATE A BASIC SLAB MODEL (SECTION 39)
USING A DVE MODEL AS A BACKGROUND TRANSITION (SECTION 40)
USING A KEYED SOURCE WITH THE DVE (SECTION 41)
USING A BGND DVE TRANSITION AND KEYED CLIP (SECTION 42)
LOAD AND SAVE A VIDEO CLIP WITH AUDIO (SECTION 43)
HOW TO GRAB VIDEO AND AUDIO (SECTION 44)
USING FREEZE AND MULTI GRAB (SECTION 45)
HOW TO SPLIT AN ME (SECTION 46)
CONTACT INFORMATION, SERVICE SUPPORT AND COPYRIGHT DISCLAIMER



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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 1 - Page A1
TABLE OF CONTENTS

Chapter 1 ..................................................................................................................................... A7
Product Overview Section 1............................................................................................................... A7

Important Information .................................................................................................................................... A8
Graphical User Interface (GUI) Operation Section 2.............................................................................. A9
GUI and Button Operation Basic Overview............................................................................................... A9
GUI Button Functions.................................................................................................................................. A10
1. Menu Selection Buttons................................................................................................................... A10
Status Menu Options .................................................................................................................................. A11
Logical Switchers and Serial Ports........................................................................................................................... A11
SNTP Time Update.................................................................................................................................................. A12
Short Cuts Menu Options............................................................................................................................ A12
Number Pad............................................................................................................................................................. A12
Key Control .............................................................................................................................................................. A13
Timeline Edit............................................................................................................................................................ A13
Panel Control ........................................................................................................................................................... A14
Trans Control ........................................................................................................................................................... A14
Soft Clones .............................................................................................................................................................. A15
2. GUI Screen...................................................................................................................................... A15
3. Rotary Controls and Integer Buttons................................................................................................ A15
4. USB Ports and PSU LEDs .............................................................................................................. A15
5. Function Selection Buttons - Delegate............................................................................................. A16
Copy & Paste continued........................................................................................................................................ A18
Using the GUI Menus.................................................................................................................................. A20
1. Title Bar................................................................................................................................................................ A20
2. Analog Control ..................................................................................................................................................... A20
3. Menu Showing Parameters.................................................................................................................................. A21
Other Menu Operations .............................................................................................................................. A22
Using the Trackerball and J oystick............................................................................................................. A24
Trackerball and J oystick X,Y and Z Lock................................................................................................................ A24
Multi-press Button Modes ........................................................................................................................... A25
Time and Timecode Adjustments ............................................................................................................... A26
GUI QWERTY Keyboard Function.............................................................................................................. A27

Initial Setup Section 3............................................................................................................ A28
Panel Config................................................................................................................................................ A30
Exporting Panel Log Files ........................................................................................................................................ A30
Panel Auto Connect................................................................................................................................................. A30
IP Mainframes and IP Gateways ................................................................................................................ A31
How to Configure Kahuna to Connect to a Mainframe on a Remote Network........................................... A31
Outgoing IP Gateways ............................................................................................................................................. A32
Mainframe IP Addresses.......................................................................................................................................... A33
Check the Configuration........................................................................................................................................... A33
Logical Switcher Menu................................................................................................................................ A35
Full Source Management............................................................................................................................ A36
Configure Serial Ports Menu....................................................................................................................... A38
Configure Menu........................................................................................................................................... A38
Upgrade Mainframe Menu.......................................................................................................................... A39
Status Log Menu......................................................................................................................................... A39
Connected to Kahuna (Top Menu).............................................................................................................. A40
Overwrite Configs .................................................................................................................................................... A41
Enables.................................................................................................................................................................... A42
Defaults Menu.......................................................................................................................................................... A43
Defaults Menu - Continued......................................................................................................................... A44
Log Off Warning.......................................................................................................................................... A44

Configuration and Setup Section 4 .................................................................................................... A45
1. Input Output Config.............................................................................................................................................. A45
2. Engineering Config .............................................................................................................................................. A45
3. USER Config........................................................................................................................................................ A45
4. PANEL ................................................................................................................................................................. A45
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 1 - Page A2

Engineering Configuration Section 4.2.............................................................................................. A49
Source Standards ....................................................................................................................................... A50
Source Names ............................................................................................................................................ A51
Format Fusion............................................................................................................................................. A52
The Source Attacher................................................................................................................................................ A52
Side Skirts Overview................................................................................................................................................ A54
M/E Outputs................................................................................................................................................ A56
Util 1*- Util 4*............................................................................................................................................................ A58
Auto Look Ahead..................................................................................................................................................... A59
Using Auto Look Ahead........................................................................................................................................... A59
Overlays................................................................................................................................................................... A61
Using Format Fusion on Background Buses .............................................................................................. A62
Setup Procedure...................................................................................................................................................... A62
ISO Tally.................................................................................................................................................................. A63
Roving Pvw Setup.................................................................................................................................................... A65
Using Roving Pvw.................................................................................................................................................... A65
Side Skirts on an M/E Output................................................................................................................................... A67
Video Standard........................................................................................................................................... A68
Video Standard - continued...................................................................................................................................... A69
Video Standard - continued...................................................................................................................................... A70
Video Standard - continued..................................................................................................................................... A71
Input Status.............................................................................................................................................................. A71
Table Information..................................................................................................................................................... A71
Video Standard - continued..................................................................................................................................... A72
Parameter Controls.................................................................................................................................................. A72
Aux Minimum Delay Mode....................................................................................................................................... A73
Status Monitor............................................................................................................................................. A74
Engineering Network................................................................................................................................... A75
Hard Disk Failure Warning.......................................................................................................................... A75
Protocols ..................................................................................................................................................... A78
Port Protocols continued.......................................................................................................................... A79
Parameter controls................................................................................................................................................... A79
IP Client Protocols ...................................................................................................................................... A79
RollCall Logging....................................................................................................................................................... A80
IP Server Protocols.................................................................................................................................................. A80
IP Server Protocols.................................................................................................................................................. A81
IP Gateways................................................................................................................................................ A82
Util Format Fusion....................................................................................................................................... A83
Using Util 1 & 2 as Additional Feeds........................................................................................................................ A84
GPO............................................................................................................................................................ A87
GPO/GPI Availability and mapping: ......................................................................................................................... A87
Functions ................................................................................................................................................................. A88
GPO User Bits Extra Features.............................................................................................................................. A89
GPO Pulse.................................................................................................................................................. A90
Overlay Setup............................................................................................................................................. A91
Options Menu.............................................................................................................................................. A92
Kahuna Options List.................................................................................................................................... A93

User Config Section 4.3......................................................................................................... A98
Aux Bus Setup............................................................................................................................................ A99
Aux Setup Table ...................................................................................................................................................... A99
Selecting a Source on an Aux Panel ........................................................................................................ A100
Aux Override............................................................................................................................................. A101
Aux Override Menu................................................................................................................................................ A102
Aux Override - continued....................................................................................................................................... A103
Overview of Aux Override Active States ................................................................................................................ A103
PowerSlave............................................................................................................................................... A104
Source Based Auxes ................................................................................................................................ A104
Source Names .......................................................................................................................................... A105
Ancillary Mapping...................................................................................................................................... A106
Ancillary Mapping - continued................................................................................................................................ A107
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 1 - Page A3

Crosspoint Mapping.................................................................................................................................. A108
Crosspoint Mapping continued............................................................................................................................ A109
Crosspoint Mapping Store Setup........................................................................................................................ A110
Allocation............................................................................................................................................................... A110
Store Setup - continued......................................................................................................................................... A111
Grab Bus Override.................................................................................................................................... A112
Crosspoint Mapping continued.............................................................................................................. A113
Crosspoint Mapping Source Names ................................................................................................................... A113
Bus Linking................................................................................................................................................ A114
Substitution Tables ................................................................................................................................... A114
Using Bus Linking..................................................................................................................................... A115
Mattes and Washes .................................................................................................................................. A117
Wash Generator........................................................................................................................................ A118
Preferences............................................................................................................................................... A119
Timeline Preferences............................................................................................................................................. A119
Key Drop Modes .................................................................................................................................................... A120
M/E Re-Entry............................................................................................................................................. A121
Fade To Black........................................................................................................................................... A122
Fade To Black - Using the Timeline Control Buttons................................................................................ A123
DVE Config............................................................................................................................................... A124
ME Bus Selection................................................................................................................................................... A125
DVE Setup............................................................................................................................................................. A125

Panel Config Section 4.4...................................................................................................... A126
Preferences............................................................................................................................................... A127
GUI Preferences .................................................................................................................................................... A127
Panel Preferences ................................................................................................................................................. A132
Clone & Macro Capture/Assign.............................................................................................................................. A136
Screen Co-ordinate System................................................................................................................................... A137
ME Slave Config....................................................................................................................................... A139
Macros ...................................................................................................................................................... A140
ME Button Link.......................................................................................................................................... A141
Parameter Controls................................................................................................................................................ A141
Action Buttons........................................................................................................................................................ A141
Button Maps.............................................................................................................................................. A142
Parameter Controls................................................................................................................................................ A142
Action/Menu Link Buttons ...................................................................................................................................... A142
Panel Config Edit Button Map Menu...................................................................................................... A144
Parameter Controls................................................................................................................................................ A144
Disable Attacher Parameters ................................................................................................................................. A145
Action/Menu Link Buttons ...................................................................................................................................... A145
Edit Button Map Save menu.................................................................................................................. A145
1U Aux Panel Setup.................................................................................................................................. A146
Real Auxs and Internal Auxs ................................................................................................................................ A146
Aux Bus Setup using User Config Enables............................................................................................................ A147
Button Information..................................................................................................................................... A148
Button Information - Continued.............................................................................................................................. A149
User Functions.......................................................................................................................................... A150
User Function Buttons Overview............................................................................................................................ A150
ShotBox................................................................................................................................................................. A150
Snap Shot Function.................................................................................................................................. A151
Setting up the User Function Buttons .................................................................................................................... A152
Parameter Controls................................................................................................................................................ A152
Page Select Buttons .............................................................................................................................................. A153
User Function Page Bitmap...................................................................................................................... A154
User Function Layouts.............................................................................................................................. A155
Parameter Controls and Table............................................................................................................................... A155
User Function Macros............................................................................................................................... A156
Parameter Controls................................................................................................................................................ A156
Setting Up the User Function Buttons with Macros................................................................................................ A156
User Function Details................................................................................................................................ A157
Parameter Controls................................................................................................................................................ A157
User Function Buttons .............................................................................................................................. A158
RollCall Logging........................................................................................................................................ A159
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Chapter 1 - Page A4

Shadow Switcher ...................................................................................................................................... A160
Operational Overview............................................................................................................................................. A160
Commands and Functions Overview..................................................................................................................... A161
USB Controllers - Human Interface Devices ............................................................................................ A162
What is a Human Interface Device ?...................................................................................................................... A162
USB Controller Profiles Menu................................................................................................................................ A163
Controller Device Setup Menu............................................................................................................................... A164
Configuration Menu................................................................................................................................................ A166
Axes Menu............................................................................................................................................................. A167
Buttons Menu......................................................................................................................................................... A168
HID Configuration Files............................................................................................................................. A169
Action of the Configuration Lines ........................................................................................................................... A170
Please Note ........................................................................................................................................................... A170
Preview Aux Panel (Option)...................................................................................................................... A171
Parameter Controls................................................................................................................................................ A171

Filing System Section 4.5....................................................................................................... A172
Filing System - Projects ......................................................................................................................................... A172
Project Locking...................................................................................................................................................... A173
Filing System - Config........................................................................................................................................... A173
Filing System - GMEM, DMEM, DVEMEM, Macros and Stills .............................................................................. A174
Contents................................................................................................................................................................. A174
Importing / Export menu......................................................................................................................................... A175
Manage Media....................................................................................................................................................... A176
USB Backup Restore Kahuna and Backup Kahuna.............................................................................. A177
Restore.................................................................................................................................................................. A178

Peripherals Section 4.6....................................................................................................... A179
Peripherals Tally/Router ........................................................................................................................ A179
Tally Control.............................................................................................................................................. A179
Attacher Parameters.............................................................................................................................................. A179
MPK Tally Setup....................................................................................................................................... A180
Setting Up the Protocol .......................................................................................................................................... A180
Using the Peripheral menu..................................................................................................................................... A180
MPK UMD Setup....................................................................................................................................... A182
Table Parameters .................................................................................................................................................. A182
Attacher Parameters.............................................................................................................................................. A182
Router Control........................................................................................................................................... A183
Current Router/Salvo Status Parameters............................................................................................................... A183
Router Control Buttons........................................................................................................................................... A183
Salvo Buttons......................................................................................................................................................... A183
Router Control Attacher ......................................................................................................................................... A183
Router Level Mapping............................................................................................................................................ A184
Router Control by Names....................................................................................................................................... A184
Router Control Buttons........................................................................................................................................... A184
Router XY .............................................................................................................................................................. A185
Router Control Buttons........................................................................................................................................... A185
Router Control Attacher ......................................................................................................................................... A185
Router Control Number Pad................................................................................................................................... A186
Router Control Buttons........................................................................................................................................... A186
Salvo Buttons......................................................................................................................................................... A186
Router Control Attacher ......................................................................................................................................... A186
Physical Connections............................................................................................................................................. A187
Procedure to show third party router source names on mnemonic display............................................................ A187
Kahuna as Router Setup........................................................................................................................... A188
Peripherals Machine Control.................................................................................................................. A189
VTR Control .............................................................................................................................................. A189
J og Shuttle on Trackerball/J oystick........................................................................................................................ A190
Follow Timecode....................................................................................................................................... A191
Kahuna as VTR......................................................................................................................................... A192
Video Disk Communications Protocol - VDCP Control............................................................................. A193
Playout................................................................................................................................................................... A193
Parameter Controls................................................................................................................................................ A193
File List Attacher Controls...................................................................................................................................... A193
Edit......................................................................................................................................................................... A194
Using this menu..................................................................................................................................................... A194
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Chapter 1 - Page A5

VDCP Ganged Commands....................................................................................................................... A195
Transport Control ................................................................................................................................................... A196
Record................................................................................................................................................................... A196
Record Attacher..................................................................................................................................................... A196
Transport Control ................................................................................................................................................... A196
AVSP Control............................................................................................................................................ A197
To enable the protocol ........................................................................................................................................... A197
To use the protocol ................................................................................................................................................ A197
PLAY menu............................................................................................................................................................ A198
MOD....................................................................................................................................................................... A199
RECORD............................................................................................................................................................... A199
Start Recording...................................................................................................................................................... A200
Odetics Control ......................................................................................................................................... A201
Introduction............................................................................................................................................................ A201
Control Functions................................................................................................................................................... A201
Odetics Control - continued.................................................................................................................................... A202
Transport Control ................................................................................................................................................... A202
AMP Control.............................................................................................................................................. A203
Introduction............................................................................................................................................................ A203
Set-up.................................................................................................................................................................... A203
Using the Amp Server............................................................................................................................................ A204
Play/Edit Clip Menu................................................................................................................................................ A205
P Bus Setup.............................................................................................................................................. A207
Parameter Controls................................................................................................................................................ A207
Button Controls ...................................................................................................................................................... A207
Peripherals - Miscellaneous...................................................................................................................... A208
Editor Control ............................................................................................................................................ A208
Sony BVS/DVS Control.......................................................................................................................................... A208
User Protocol ............................................................................................................................................ A208
User Protocol ............................................................................................................................................ A209
IQDSK Control .......................................................................................................................................... A210
Genlock.................................................................................................................................................................. A210
Output.................................................................................................................................................................... A211
Ancillary Data......................................................................................................................................................... A212
Input Color ............................................................................................................................................................. A212
Key Control ............................................................................................................................................................ A213
Key Control Options............................................................................................................................................... A213
Matte Selector........................................................................................................................................................ A216
EMEM & GPI Setup............................................................................................................................................... A216
Audio Mixer............................................................................................................................................... A217
Faders.................................................................................................................................................................... A218
Main Faders........................................................................................................................................................... A218
Audio Follow Video................................................................................................................................................ A219
Kahuna interface with Yamaha DM 1000 Audio Mixer............................................................................. A220
What is a is required.............................................................................................................................................. A220
Connecting a Kahuna mainframe to the Yamaha Audio Mixer............................................................................... A220
Setting up the Protocol........................................................................................................................................... A221
Using the Audio Mixer Peripheral Controls ............................................................................................................ A222
Audio Follow Video................................................................................................................................................ A223
Crosspoint to Fader Map Overview........................................................................................................................ A223
Audio Break Away Overview.................................................................................................................................. A224
Audio Break Away and Kahuna Control Surface Setup......................................................................................... A225
Fader Map.............................................................................................................................................................. A227
Faders.................................................................................................................................................................... A228
Kahuna Interface with a Yamaha DM1000 Audio Mixer using a Digital Solutions BVE02 Interface........ A229
What is a is required.............................................................................................................................................. A229
Connecting a Kahuna mainframe to the Yamaha Audio Mixer............................................................................... A230
Setting up the Yamaha Audio Mixer....................................................................................................................... A230
Setting up Kahuna .................................................................................................................................... A231
Using the Audio Mixer Peripheral Controls ............................................................................................................ A232
Fader Map.............................................................................................................................................................. A233
Faders.................................................................................................................................................................... A234
Controlling Audio Faders in ESAM Source Mode .................................................................................................. A234
Controlling Audio Faders in ESAM Machine Mode................................................................................................ A235
Audio Follow Video................................................................................................................................................ A236
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Crosspoint to Fader Map Overview........................................................................................................................ A236
Audio Break Away Overview.................................................................................................................................. A237
Audio Break Away and Kahuna Control Surface Setup......................................................................................... A238
Shotoku Robotic Camerad Head Control ................................................................................................. A240
Setting up Kahuna .................................................................................................................................... A240
Connecting to Shotoku Robotics............................................................................................................................ A240
Using the Shotoku Robotic Peripheral Controls ....................................................................................... A241
Camera Control Menu............................................................................................................................................ A241
Camera Status....................................................................................................................................................... A241
Using Camera Control............................................................................................................................................ A242
Camera Status Table............................................................................................................................................. A242
Camera Shots Menu................................................................................................................................. A245
Using the Store Shot Registers.............................................................................................................................. A245
Registers Table...................................................................................................................................................... A246
Vinten Robotics......................................................................................................................................... A247
Setting up the Protocol........................................................................................................................................... A247
Camera Control Menu............................................................................................................................................ A248
Vinten Shows......................................................................................................................................................... A249
Using the Vinten Radamec Control Peripheral....................................................................................................... A249

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CHAPTER 1

PRODUCT OVERVIEW SECTION 1


This User Manual relates to the Control Surfaces, the GUI and the Auxiliary
Control Panels only. Please see the Installation Manual for connectivity of
the 2.5M/E Kahuna CF+system. Diagrams below are for illustration
purposes only.

This manual provides information about all the options and their specific
functions that are available to the 2.5M/E Kahuna CF+system.

The standard 2.5M/E Kahuna CF+system setup consists of the 6RU
2.5M/E Kahuna CF+mainframe, 3M/E Compact Control Surface a GUI,
and the option of purchasing the following ancillary panels: Master Aux
panel, a choice of 4 different preview Aux Panels, a 1RU Remote Aux
panel, a ShotBox and a Micropanel.
Any one of the M/E banks on the control surface may be configured to
control any of the switcher M/Es in the mainframe. Thus a system may
have fewer or more M/E switching banks on the control surface than
there are actual M/Es in the Kahuna mainframe.




The Kahuna mainframe can also be networked so other mainframes and
control panels can be connected, so any one mainframe can also be
controlled by more than one control panel, but one control panel can only
control one mainframe.

The 2.5M/E Kahuna CF+mainframe contain all the M/E/DVE boards, which
control the system. M/E1 and M/E2 consist of a Master and Slave boards
each, the PGM/PVW ( M/E) consists of a Master board only. The DVE
option fitted consists of 1 DVE card.
The mainframe has 2 power supplies, these give n+1 or dual redundant
capability, depending on the facilities fitted.

All video input and output connections and timing signals are to the
mainframe.
The system has 40 video inputs which may be SD or HD or any combination
of both. All of the inputs are usable as either video or Key.
Kahuna provides full mixer/effects architecture with modifiable, wipe
patterns, Linear, Non-Additive and Matte Mixes and Fade to Black.
Important Note:
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IMPORTANT INFORMATION


Kahuna may be configured in a number of different ways to meet
requirements for video standards, control protocols, source mapping and
video/Key coupling, among others. The various set-up parameters are split
into two separate groups.
The configuration settings may be saved for future use allowing various set-
up options to be available.
As well as the configuration set-up the actual operation set-up of the panel
can be stored. This includes the selected transition, the Key sources, the still
store contents and the timeline settings.
All these settings are accessed via menus in the GUI and will be explained
later.

It is recommended that Kahuna has been through a basic setup via the
Quick Setup Guide, which gives a basic insight into the setup and
configuration of Kahuna.



Light Bulb Symbol The light bulb symbol will appear in sections throughout this manual, it
signifies a helpful hint or tip.









Before Starting Before starting, as mentioned in the Quick Setup Guide it is essential to have
a USB keyboard connected to one of the USB ports at the back of the GUI.
This will enable the setups and configurations to be named ready to be
saved.





This symbol refers the user to important information contained in the
accompanying literature that may cause an operational problem if the correct
procedures are not adhered to.










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Chapter 1 - Page A9
GRAPHICAL USER INTERFACE (GUI) OPERATION SECTION 2



The Graphical User Interface is a touch screen interface, displaying menus
that are used to set the parameters for all of Kahunas functions.

On the right side of the display there are five rotary controls, paired with five
buttons, these are used to set menu parameters and are the only controls
associated with the display. All other GUI functions depend on the touch
screen.



All menus and button functions will be described in detail in this manual.



GUI and Button Operation Basic Overview
Note:
2
1
3
4
5
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GUI Button Functions

The following section gives a brief description of each button function on the
GUI. All the functions and menus will be described in detail later in this
manual.

1. Menu Selection Buttons

Source Source buttons:
INPUT COLOR crosspoint source color correction
BUS COLOR Bus color correction
OUTPUT COLOR M/E color correction and Aux color correction
MATT WASH Matte and Wash setup and adjustment
STORE setup of stills and clips
CROSSPOINTS naming and setup of crosspoints and setup of Fill/Key
Sources.



Transition Transition buttons:
TRANS setup wipe patterns and borders
KEYER setup Key layers for each M/E
TIMELINE setup timeline functions
DVE TRANS provides DVE presets (templates) for quick access to DVE
functions
UTIL BUS setup each M/E utility Bus and crosspoint functions
MACRO creation and setup of macros




DVE DVE buttons:
RE-SIZE re-size and position of Key layers and Fill/Key settings and
effects.
DVE XFORM - adds a final Source and Target transform to the DVE Model
DVE MODEL list of DVE Model options
DVE SURFACE setup sources for the DVE Models and special effects
DVE TRAIL STORE adds trail effects to DVE models
MODULATE - adds modulation effects to transitions, wipes, borders, 2D
effects and 3D effects.


System System buttons:
PERIPH Editor, VDCP, VTR, Tally, P Bus and Router Controls and more
FILING SYS creation of all setup files including GMEM, DMEM, macros,
stills and clips, button maps and import/export of files
PANEL Config setup GUI and panel preferences, macros, M/E button
linking
I/O CONFIG input source file and color correction setup
ENG CONFIG setup source standards, M/E outputs, video standards,
status monitoring, port protocols, source names, GPO/GPI, overlay and
system upgrade options
USER CONFIG setup Aux Bus, crosspoint mapping, store setup for each
M/E and setup of mattes and washes

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STATUS panel and mainframe software status and day, date and time
adjustment

SHORT CUTS allows access to menus that emulate button functions on
the control panel


Status Menu Options

The Status menu displays the current status of a Kahuna system, the
information includes, the software version and IP address of the Panel and
the Mainframe, the mainframe and panel names, the panels connected to
the system and the time/day/date.




Logical Switchers and Serial Ports

The Kahuna mainframe can have various resources allocated to logical
switchers with the Log Out configuration menus. The Status menu displays
the Logical Switcher and Serial Port resources allocated to each switcher.



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SNTP Time Update
If the Kahuna system is on a network that has a Simple Network Time
Server (SNTP) this can be used to update the Kahuna real Time Clock. To
enable this function, the user needs to input the IP Address for the SNTP
server and then press {Apply}, to disable this function press the {Disable}
button.
In Active Mode Kahuna will request the time and keep a constant update, in
Passive Mode Kahuna will update the internal clock when an update is
broadcast from the TimeServer.


Short Cuts Menu Options
This menu offers the user GUI access to certain function buttons that are
found on the control panel. The five menus are the Number Pad, Key
Control, Timeline Edit, Panel Control and Trans Control.
Any action that can be carried out on the panel is replicated using just the
GUI menus.

Any of these menu buttons can be Cloned or turned into a Macro as
appropriate.

Number Pad
The Number Pad is used when saving and loading DMEMs, GMEMs and
DVEMEMs and Split DVE GMEMs and DMEMs. Type in a Project number
followed by a decimal point (.) and the Memory number, then choose from
the M/Es or DVEs and Stores as to the content of the Save and press Save
(for DMEM and DVEMEM saves) or Save GMEM.

The I/O Config button will access a Save DMEM/GMEM menu within the GUI

Note:
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Key Control
The Key Control menu allows the user to set up the relevant keying
information for any of the four key layers on any of the M/Es.

The title area at the top of the page will denote the Key layer being adjusted.
Using the Delegate buttons on the bottom of the GUI, select between key
layers and M/Es accordingly.
A double press of these buttons will NOT take you away from this menu, as
a double press would on the panel.


Timeline Edit

This menu allows the user to build and edit timelines.


An M/E/DVE Timeline button must be enabled to bring the buttons alive.
When the relevant M/Es and /or DVEs have been selected touch the Edit
Enable button and it will light Red indicating that inserting Keyframes is now
possible.
To adjust key and Bgnd enables or Keyframe duration etc go to the
Timeline menu on the GUI.
Be sure to press TL Enable to facilitate the Go to Start and Run buttons.

FTB Enable will change those controls to be Fade to Black commands.


Note:
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Panel Control

The M/E Lock functions can be set from here, inhibiting the pressing of any
button on that M/E. When the Clone and Macro enable buttons are pressed
and held the panel lamps will dim and any clones or macros that are
attached to the desk will light.
From this area Button Linking overall ON/OFF can be turned on, Live Mode
activated or set and the Shadow Switcher initiated.
Hold Inputs and Override enables will affect the content when loading files.




Trans Control
The button area beside the T Bar on any of the Kahuna Control surfaces is
replicated in the Trans Control menu. The menu controls work in exactly the
same way as the panel controls and can be cloned or macro-ed as needed.
The U1/2 button allows utilities 1 and 2 to mimic the transition in the Bgnd.



A press and hold of the {TIME} button will bring up the popup number pad to
set the transition time (as long as Popup Number Pad has been set to on in
the Panel Preferences menu).
The current transition time will be visible at this point in the Number Pad
menu.
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Soft Clones
Soft Clones are a page of User Function like buttons on the Shotbox,
Control Panel or the Micropanel that can have cloned functions Clones
assigned to them.
These Short-Cuts can be used to clone a Menu Page which contains a
button function the user may need.
The Copy & Paste buttons are used to assign a cloned function to one of
the Soft Clone User Function Buttons (as described a couple of pages
further on in the section).



Clones can be menu jumps, Controls (i.e. Resize On/Off, Auto Trans) or
Real Buttons.
The button assignments are saved in Panel Config.



2. GUI Screen
Touch screen interface displaying menus that are used to set parameters for
controlling the Kahuna system.

3. Rotary Controls and Integer Buttons

Rotary Controls used to adjust the GUI menu parameters
Integer Buttons used to adjust a parameter values incrementally or snap
back to a preset parameter level





4. USB Ports and PSU LEDs


USB Ports there are three USB ports, one at the front, two at the rear. The
three main functions are Keyboard and mouse input and memory device
input
PSU LEDs will light green when power is applied to the GUI.




Note:
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5. Function Selection Buttons - Delegate

M/E1 to M/E4 These buttons select which M/E(s) the current menu is controlling. The
buttons will have no effect in menus that do not control some aspect of a
M/E.
If all the M/E buttons are lit this means that a specific control will affect all the
M/Es
Only M/E1 to M/E3 is selectable for this system.

3D DVE1 & 2 These buttons select which 3D DVE(s) the current menu is controlling.

BGND A & B These buttons select which background layer(s) the current menu is
controlling. The buttons will have no effect in menus that do not control some
aspect of a background layer. These buses are often referred to as
Prog/Preset on the output M/E of the switcher.

KEY1 to KEY4 These buttons select which Key layer(s) the current menu is controlling. The
buttons will have no effect in menus that do not control some aspect of a Key
layer.
Only Key1 and Key2 are selectable on the PGM/PST M/E ( M/E).



NORMAL A double press and release of this button normalizes all the adjustable
values in the current menu.
MOD ASSIGN Assigns a modulation effect to a chosen parameter.

MACRO REC Will record any button press sequences in Real Time to the macro
function, which can then be setup within the Macro menus.








UNDO & REDO Incrementally undo or redo, 50 changes are the current limit

Note:
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COPY & PASTE The Copy & Paste function enables the user to quickly and simply transfer
values from one parameter to another. This function can be used to record
and transfer one or two co-ordinates or even the detail of a whole M/E.
The Copy & Paste function can also be used to Clone functions, and allow
the user to setup a system to their own operational preference.




Example. To Copy the Resize details from one Key layer to another, press
[RESIZE] on the GUI and go to the Resize Fill menu. Touch the appropriate
attacher box, in this example, the X Position, Y Position attacher.
While holding down the [Copy] button, press the X, Y and Zoom [SNAP]
buttons. Notice that a dialogue box will appear and record the button presses
and co-ordinates in order.





Next, using one of the Delegate buttons to select the required Key layer or
Background, that the values will be pasted into, hold down [PASTE] and
then apply to the X, Y and Zoom buttons accordingly.
When copying an entire M/E all Sources and Keys that are enabled in the
M/E Enables area will be recorded to the clipboard. The Copy & Paste
process is the same, hold down [COPY], press [ME2] then hold down
[PASTE] and press [ME3].


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Copy & Paste continued

For a full explanation of the Clone operation, please read the Panel Config
Button Information menu section of this manual.

Copy & Paste function can also be used to Clone any function and apply
that function to any button on the control panel (except the Assignable
Control buttons) or GUI.
To use this function, press the {COPY} button twice and hold the button
down, the {COPY} button will turn Red.


Whilst still holding the {COPY} button down, press the required function
button (in this example, the {Crosspoint Mapping} menu link button in the
User Config menu), then release the buttons.
Next press the {PASTE} the button twice and hold down, the {PASTE}
button will turn Red.






Then, whilst still holding down the {PASTE} button, notice that a dialog box
appears with the name of the copied action, select from the options in the
dialog box then press the Use Function button that the cloned function is
going to be attached to, (in this example a User Function button) then
release the buttons.


Please see the Panel Config section of this
chapter for a full explanation of the Button Info
menu and Clones.


Note:
Example:
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Notice that the description of the cloned function is displayed in the User
Function button.
When the cloned button is pressed, the menu on the GUI screen will change
to the Crosspoint Mapping main menu.




BACK, UP, FWD The back and forward buttons move through menus previously visited. Up
climbs up the hierarchy of the current menu to the parent menu level.



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Using the GUI Menus


All menus have a title bar situated at the top of the menu and from one to
five analog display areas situated down the right side of the menu.
1. Title Bar
The title bar shows the full title of the current menu.
A second line in the title bar will indicate the mainframe the system is
connected to, or that it is controlling a particular M/E, Background, Key or
DVE.
Touching the Title Bar at the top of the page will allow the user to return to
the menu page's original state, as would be the case if leaving the menu and
then re-entered it. Adjustments to attacher parameters remain unchanged; it
just acts as a shortcut to the original combination of attacher boxes

2. Analog Control
The analog control area located at the right side of the GUI screen enables
adjustment to various menu parameters via a rotary control or button
assigned in pairs.
There are five sets of rotary control/button pairs, one for each analog display.
Switch between each set of controls by touching the appropriate area on the
GUI screen menu.
As well as the controls on the GUI, a Keyboard can be attached via the USB
sockets located at the front and rear of the GUI, or using the tracker ball and
joystick mounted on the control panel. When active the parameter indicators
will turn RED, shown below are three symbols that indicate an attachment:



Gray/Red - circle indicates that a rotary control/button can be or is
attached.

Gray/Red - rectangle indicates that a Keyboard can be or is
attached.

Gray/Red - triangle indicates that the joystick/trackerball can be or is
attached.

Not
Active
Active
Attachment Indicators
Note:
1
2
3
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3. Menu Showing Parameters

The adjustable parameter sets may be grouped, in which case they will be
included as shown in diagram (a) below. Touching an individual parameter
box will display its specific adjustable parameters in the parameter controls
down the right side of the menu display. There will be no more than five
circles within any group.
When the parameter in the attacher box is changed the symbol along side
the parameter set changes to Red, as shown in diagram (b).
























(a)
(b)
Adjustable
Parameter Sets
Symbol
changes from
Gray to Red
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Other Menu Operations

Menu Links These buttons are links to sub menus.
When the button is dark Blue, this depicts the current menu.
When the button is light Blue, touch the button to enter the relevant sub
menu.


Action Buttons These buttons turn a specific function On or Off.
The buttons are Gray with Black text until touched, depending on which
menu they are in, when touched, they will either turn Green, Amber or Red,
but never Blue.


Parameter Control Attacher
This area of the menu will be known as an Attacher throughout the rest of
this manual. Touch the attacher and the Circular/Triangular attachment
indicators will turn Red. The parameter controls on the right of the menu
screen will change to reflect the variables in the attacher. The parameters
are changed using parameter controls and the USB/On-screen keyboard.

Some of the attachment indicators may be Red when the menu is entered,
this indicates that the specific parameter is already attached to the
parameter control.

Parameter Control
The parameter control is used to change the parameters linked to the
attacher, use the button to change the value incrementally or use the rotary
control for exact adjustments.
Note
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Tables Tables hold setup specific information, such as crosspoint, M/E, and store
information.


Named Box This is a single or a group of attacher parameters that have a title and are
grouped within a boxed area of the menu.

Swatch This is a matte or a wash which can be used as a Fill, border or background.

Popup List Selectors
Some parameters will have a Blue square in the top right corner, these are
Popup List Selectors. Touching this button will display an options dialog
box. This allows the user quick access to all options available in the
selected parameter, without having to use the rotary control to scroll through
all the options.
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Using the Trackerball and Joystick
Any parameter set that has an X-Y adjustment will be attached to the joystick
and or trackerball, as well as a rotary control/button pair.
Where a parameter set is attached to a rotary control/button pair and the
joystick/trackerball, the parameter set symbol will be a red circle and the
analog display will show a red triangle, see below.

Trackerball and Joystick X,Y and Z Lock
The Panel Config - Preferences menu gives the option to set the buttons
associated with the Tracker ball and/or the J oystick as X,Y and Z lock
buttons. When activated the Tracker ball and/or J oystick will be locked out
from performing changes in the desired plane. This does not effect the MEM
button on either the J oystick or Trackerball (press and hold saves the current
connected parameters to the device, indicated by red triangles.
When the MEM button is Off (unlit) the device will be connected to the
current parameters, indicated by red triangles, when ON the device will
revert to the saved parameters). When in SNAP mode these buttons will
perform as before:
Single press =SNAP
Double Press =Normalise
Press and Hold =attach to number pad





When a parameter set is attached to the joystick and/or trackerball it may be
independently locked to either one of them by using the [Mem] button (1).
When either one is so locked any further attachment is only to the non
locked device and rotary control/button pair. Where both devices are locked,
attachment is only to the rotary control/button pair.
To lock a parameter set to the J oystick or Trackerball press and hold the
[Mem] button. When locked a short press on the [Mem] button will toggle
control between the locked memory set and that of the current menu.
Joystick
Trackerball
1
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Multi-press Button Modes

The buttons situated next to the rotary controls on the GUI have a Double
Press function.
The button is illuminated Green, until the rotary control is turned, at which
point the button will turn Orange, denoting that an attached parameter has
been changed.
Press the Button once again and it will illuminate Red for two seconds,
notice that the parameter has jumped to an incremental value, normally in
steps of five or ten.
Double Press the button and the parameter will revert back to its original
start point, the button will once again turn Green.
Press and Hold the Snap Norm button and the menu will display a number
Keypad, allowing a parameter to be adjusted using the numeric keypad.




The actions in the different types of attachments are:-

Column 1: This is a Linear type control where turning the rotary control will increase or
decrease the value. A single press of the button snaps the value and a
double press normalizes the value. Touching the analog value area will allow
direct positional control of the indicator ball, press and hold the snap button
next to the rotary control to allow numeric entry using the number pad on the
control panel. The red triangles indicate that the parameters are also linked
to the J oystick and/or trackerball.

Column 2: This is a Text List type of control where rotating the rotary control causes the
list to move through the window to select one. Pressing the button will
normalize the selection. Touching the top line will cause the menu to scroll
up and touching the bottom line will cause the menu to scroll down.

Some parameters will have a Blue square in the top right corner, these are
Popup List Selectors. Touching this button will display an options dialog
box. This allows the user quick access to all options available in the
selected parameter, without having to use the rotary control to scroll through
all the options.

Column 3: This is an On/Off type of control where turning the rotary control clockwise
sets On and counter clockwise sets Off. Pressing the button toggles between
On & Off. Touching the buttons in the analog value area sets the
appropriate condition.

Column 4: These analog boxes are linked in that the On/Off button in each box switch
as one to enable or disable the complete parameter set. Double press the
snap button next to the rotary control to normalize to a default setting. Press
and hold the snap button to allow numeric entry using the number pad on the
control panel
1
2 3 4
Note:
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Time and Timecode Adjustments

It is worth mentioning that some menus described in this manual will have
the option of adjusting the duration of Seconds, Frames and Fields, as
shown in the diagram below (1) the adjustment can be made using either the
parameter controls or using the numeric key pad as described below.

This Example: - Duration: 01:07
0

This shows the duration as, 01(seconds):07(frames)
0
(fields)



Press and hold the snap button next to the parameter to allow numeric entry
using the number pad on the control panel.

Delay shown:
01:07
0
which is 1
second, 7 frames
and 0 fields
1
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GUI QWERTY Keyboard Function


The GUI has an on-screen QWERTY keyboard option that can be used to
enter crosspoint names, Matte and Wash names etc.

Any menu that has a name parameter will display the GUI QWERTY
keyboard, to do this, touch the name parameter box twice and the keyboard
will appear on the screen. The keyboard will display the name parameter in
the top part of the keyboard display. Enter the chosen name, then press
Enter the keyboard will disappear and revert back to the original menu
and the parameter will have the new name.
To enter an upper case character, touch the Shift button once, the button
will go Green, and the first character entered will be upper case, the Green
shift button will go back to its original colour and all other characters entered
will be lower case. To delete a character press Backspace .
To return to the original menu screen if no changes are made to a
parameter, press the Cancel button on the keyboard.
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INITIAL SETUP SECTION 3


When the system has gone through the initialization sequence, the Connect
menu will appear on the GUI screen. In this menu we can see how the
Kahuna is configured and if any other mainframes are connected to the
system via a network.
The Switcher Login column (1) will show if the mainframe has been
configured to work as a single mainframe or up to 4 independent mainframes
(explained later in this chapter) the column will also show if other mainframes
are connected via a network.
Switcher Status (2) column will have the given name of the Switcher.
If other mainframes are connected during operation, press the [Refresh]
button (3) and the system will search for any other mainframes.



Pressing the Mainframe Config menu button (4) will enter the Logical
Switcher menu; this menu has sub menus which allow software upgrades,
mainframe setup, system information and serial port access. All these menus
will be described in detail in the next section.

The {Panel Config} menu link button (5) will enter the GUI configuration
menu, showing the current software version, IP Address and the given name
(6) as shown below. Any changes to the GUI software will take effect when
the Kahuna mainframe is upgraded, explained in the Upgrade section in
this chapter.

Status Log File in the unlikely event that the Panel should fail, this
function allows critical data relating to a possible problem to be down loaded
onto a USB memory device in the form of a (.txt ) file, this is so the data can
be analyzed on a computer.
1
3
4
5
2
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In the unlikely event that a problem occurs when logging into a switcher, a
dialog box will appear that contains information relating to the cause of the
login problem. The dialog box will give options to re-boot the mainframe or
log into another switcher.







Exclusive Login - The ability for a panel to log in Exclusively will prevent
any other panel(s) logging into that switcher. To log in exclusively, select the
{Exclusive Login} button (6), top right on the GUI Login, the button will then
go Red. Log into the switcher. This will then declare to all other users that
this switcher is no longer available both in the Switcher Status and also the
Switcher Login will be Grayed out.

If a panel is already logged into a switcher you can not then log into it
exclusively.


Note:
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Panel Config

Exporting Panel Log Files
Press the {Search For Devices} button to locate the USB memory device,
then press the {Export} button. Information will then download to the
selected device.


There should be no reason to alter any parameters in this menu.

In the center of the screen is the Panel Auto-Connect attacher box,
{Preferred Mainframe} button here the system can be set to automatically
connect to a preferred mainframe each time the system is switched on.
Press the {Last Mainframe} button, the next time the system is switched on,
at boot up, the system will go straight to the last mainframe logged into.
Press {Disabled} menu link to disable this function.



Panel Auto Connect

These settings define if a panel auto connects to a preferred mainframe, last
mainframe or remains in the logged off state at power up.
Disabled, can now be defined on the panel prior to logging in.
Last Mainframe will automatically log the panel into the last mainframe it
was logged into.
Preferred Mainframe will log into the mainframe set as the preferred once
logged into a mainframe.

Note:
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IP Mainframes and IP Gateways

How to Configure Kahuna to Connect to a Mainframe on a Remote Network

The Kahuna control panel is normally connected to mainframe via a local
ethernet connection. In this configuration, there can be ethernet switches
between panel and mainframe, but there must not be any IP gateways. This
means that the panel and mainframe are effectively connected to the same
physical (and logical) network. When connected in this way, the
communications between the panel and mainframe are based on a fast raw
ethernet protocol that is incompatible with routing to a separate network via a
gateway.

In some situations, it may be necessary to connect a control panel to a
mainframe that is on a separate physical network, with one or more IP
gateways separating the two units. When connected in this way, the
communications will be based on a UDP/IP ethernet protocol. Therefore, it
is necessary for both the panel and the mainframe to know about the
gateways used to link the two sub-nets together.



The diagram above shows a simple separated network configuration. For
the panel to be able to send messages to the mainframe, it needs to know
the address of the IP gateway on network 1 (A), and the IP address of the
mainframe on network 2 (B) and the network mask used on network 2.
Similarly, for the mainframe to send messages to the panel, it needs to know
the IP address of the gateway on network 2 (C) and the IP address of the
panel on network 1 (D) and the network mask used on network 1.

In practice, the gateway could actually consist of a whole chain of gateways.
It is only necessary for the panel to know the address of the gateway that is
physically closest to itself, and the mainframe only needs to know the
address of the gateway that is closest to itself.

To set up a connection to a mainframe on a remote network, the first stage is
to make sure that the panels IP address and network mask are set correctly.
When the panel is in the logged off state, press the {Panel Config} menu
link button. The IP address panel displays the current IP address and
netmask in the standard CIDR (Note: 1) format. If this is incorrect, press the
IP Address attacher and set the address parts and the number of bits in the
netmask.

Next configure the panel to know the outgoing gateway IP address (A).
Press the {IP Gateways} menu link button.

Classless Inter-Domain Routing (CIDR)
IP addresses are displayed as A.B.C.D/M where A, B, C, D are decimal
numbers in the range 0 through 255, and M is a decimal number in the range
8 through 27 representing the number of bits of the IP address that make up
the network part.
Kahuna
Control
Panel
Gateway
Kahuna
Mainframe
Diagram1
Network 2
Network 1
A
C
B D
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Outgoing IP Gateways






Touch the IP Address of Gateway attacher and set the four New Gateway
parts of the address (A) (e.g. 172.28.1.6). Note. The network part of this
address must exactly match the network part of the panels IP address.
Next press the IP address of Destination Network attacher and set the four
parts of the destination network address (e.g. 172.23.0.0) and set the
number of bits of the netmask for the destination network.
Finally, press Add Gateway to add the new gateway to the list at the top of
the menu. This has now told the panel how to send a message onto network
2, but not where it should go when it gets there.

To check that the gateway is attached to the network and is responding,
press the {Ping Gateway} action button. The box below the button should
show the ping round-trip time for a few seconds followed by:
Good Fair may give occasional Lumpy controls
Poor may have excessive lumpy controls and cause a loss of comms,
Failed no link at all.

To edit an existing outgoing gateway in the list, select the outgoing gateway
using the Gateway parameter control, this will transfer the settings for that
entry to the two Setup New Outgoing Gateway attachers. Press {Remove
Gateway} then make the required changes to the three attachers, then press
{Add Gateway} to put the modified entry back into the list.

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Mainframe IP Addresses



The next stage is to configure the mainframe address and return path
gateway.
Press the {IP Mainframes} action button, next touch the Mainframe IP
Address attacher, and set the mainframe address (B) (e.g. 172.23.10.101)
and the number of bits of network mask used by the network to which the
mainframe is connected.

This is actually the lowest address of a set of six consecutive IP addresses
that are used by the mainframe.

Next, press the Return Path Gateway Address attacher and set the
address of the gateway that the mainframe sees (C).
Finally, press the {Add Mainframe} action button to add the mainframe to
the list at the top of the menu.

Check the Configuration

To check that the configuration is correct, press the {Ping Mainframe}
action button. The M/E and DVE table below the button should show the
ping round-trip times to each of the six possible addresses within the
mainframe, followed by Good (<5mS), Fair (<10mS), Poor (>10mS) or
Failed.

If the mainframe doesnt contain all six boards, then the pings to the slots
with the missing boards will fail.

To edit an existing IP mainframe in the list, select it using the Select
parameter control, this will transfer the settings for that entry to the two
Setup New Mainframe attachers at the bottom. Press the {Remove
Mainframe} action button, then make the required changes to the three
attachers, then press the {Add Mainframe} action button to put the modified
entry back into the list.

Press the {Panel Config} menu link button to go back into the Panel
Config main menu.

Press the {UP } button on the GUI to go back into the Connect menu.
Note
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Normally, when a mainframe starts up, it broadcasts a message to all locally
connected panels, telling them that it is ready. Any panels that are
configured to auto-login to that mainframe they will then do so. Due to the
nature of remote network communications, it is not possible for a mainframe
to broadcast a message to a remote network. Therefore, it is impossible for
a panel on a remote network to know when a mainframe is ready. In this
case, it is necessary to press the Search button on the GUI, which causes
the panel to attempt to find any mainframes that are configured in its list of
IP Mainframes, and to auto-login if necessary if the mainframe replies. If the
mainframe is already up and running when the panel is started, the panel will
still log in automatically.


Although Kahuna is designed to be able to connect to a mainframe on a
remote network, it is essential that there be a fast, reliable link between the
networks, of at least 100Mbit/s. Kahuna maintains a through put of
approximately 5Mbits/s when idle.
Ideally, the latency should be less than 2mS, although up to 8mS is
acceptable. It is not intended for the panel and mainframe to be connected
via a large wide-area network or via the Internet, where the delivery time for
messages (and even the order of delivery) is entirely unpredictable.
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Logical Switcher Menu

In the Connect menu, press the Gray {Mainframe Config} to enter the
Configure Logical Switchers menu.



Kahuna Mainframe is a very flexible system and can be configured in a
number of ways, the M/E cards and DVE cards (slots as shown above) have
the option of being configured to work as separate Logical Switchers.

The default mainframe setting will show all the M/Es and the DVE
configured as a single mainframe in the top Logical Switcher row.
The M/E/DVE slots will be highlighted in Red, as shown in the diagram
above, notice that the Output M/E (M/E3) is also shown.

To change the default setup, touch a Red M/E slot in the 2.5CF+ row and the
M/E slot button will change to blank Gray. Next select a switcher row
(SwitcherB to D) and touch the desired M/E slot in that row. The slot button
will turn to Red; this will indicate the M/E slot is selected for that switcher.

Once the M/E slots have been assigned to the required switchers, press the
{Apply} menu link button, the system will revert back to the Connect menu
where the new mainframe setup is shown in the Switcher Login column

The logical switcher name can be changed by touching the Red indicator
twice in the Switcher Name attacher (shown in the menu diagram above),
then using the on-screen QWERTY keyboard to enter the new name.

If there are a limited amount of M/E/DVE cards fitted to the mainframe the
empty column will read (Not Fitted) in each Gray square.

Note: 2
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Full Source Management

When Kahuna is working in its normal state, each M/E has four
programmable program outputs and four Aux outputs (for M/E1 and M/E2
only). The user is now able to configure one or more of the M/Es to be in
Source Manager mode.
Source management (or full source management), which is an option in the
Configure Logical Switchers menu, is basically a way of getting extra
physical aux outputs but at the expense of disabling physical M/Es.



Notice that there is now a Source Managers and Preset Configurations
options on the right hand side, if the user increases the number of source
managers to 1, 2, 3 or 4, using the parameter controls, "M/E-1 Output S/M"
appears on the M/E buttons of the selected row of the table.

The source managers are assigned to the lowest logical M/E numbers first,
so in a three M/E Logical Switcher, source manager status is assigned in the
order M/E-1, M/E-2 and M/E-3.


So, for the example shown above, if M/E-1 is configured to be source
manager, in the User Config - Aux Setup menu, (M/E-2), auxes 5..12 are
marked as fsm (full source manager) Auxes, and Auxses 13..64 are marked
as internal.

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In the Engineering Config - M/E Output Setup menu, the block of rows in
the table for the 1 M/E program/preview outputs has been replaced with an
indication that the M/E has been configured as a source manager and shows
which Auxes (9 16 below) are associated with it.



The normal Aux outputs configuration (M/Es 1 and 2) remains as it as
normal; i.e. the highest logical M/E number has Auxes 5 to 8, the next
highest has 9 to 12 etc.
When M/Es are assigned as source managers, these are in increasing
logical M/E number, therefore, the additional source managers Auxes follow
on from the normal Auxes in reverse order.

The following table illustrates this:

Aux M/E1 M/E2 M/E3

1..4 N/A (Default) N/A (Default) N/A (Default)
5..8 M/E-1 additional M/E-1 normal M/E-2 normal
9..12 Internal M/E-1 additional M/E-1 normal
13..16 Internal M/E-2 additional M/E-1 additional
17..20 Internal Internal M/E-2 additional
21..24 Internal Internal M/E-3 additional
25..28 Internal Internal Internal
29..32 Internal Internal Internal
33..64 Internal Internal Internal


M/Es that are in source managers mode can not be selected on the M/E
delegates. Attempting to do so will pop up a dialog box saying that the M/E
is configured as a source manager.

"Source Aux Base" parameter in the User Config - Aux Bus Setup menu.
By default, this parameter is set to four times the number of M/Es in the
system, so the source Auxes follow on from the real Auxes. If any of the
M/Es are configured to be source managers, then the extra fsm Auxes
overlap with the default location for the source Auxes. Therefore, the source
Aux base should be increased to avoid the overlap.
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Configure Serial Ports Menu

Serial ports can be configured and assigned to individual switchers in the
same way as M/E/DVEs, as described in the Logical Switcher menu. By
pressing one of the Gray buttons in the switcher row, an individual serial port
can be assigned to that switcher.
The way the serial ports are setup will again obviously depend on how
switchers are setup in the Logical Switcher menu.


Configure Menu


The Configure Menu is similar to the Panel Config menu, as mentioned
earlier. It shows the mainframe software version, IP address and the name of
the mainframe (1). A default name will be selected for the mainframe relating
to the number of M/Es the system contains.
If required the mainframe can be re-named, to do this, enter the new name
into the Mainframe Name attacher box using the USB Keyboard, then press
return on the Keyboard to confirm the new name. Only use the {Apply IP}
menu link button if the IP address has been changed.

Format Primary Hard Drive the {Format Primary Hard Drive} action
button does exactly what it says, when pressed, a dialog box will appear
asking the user to confirm the format request. If the hard drive is formatted,
this will erase all the files on the hard drive including projects, DMEMS,
GMEMS, stills and setup files.
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Upgrade Mainframe Menu

The Upgrade Mainframe menu allows the user to upgrade the system
software, this is done using a USB memory device or portable hard drive via
the USB port on the front or at the rear of the GUI.
To upgrade the mainframe software, insert the USB memory device, then
press the {Find Devices} menu link button, next, using the Upgrade From
parameter control top right, select the upgrade device containing the new
software.
Next, press the {Get Info} button to retrieve the upgrade info from the
device, then press the {Start Upgrade} button.
The upgrade will take a few minutes so please be patient and do not turn off
the mainframe.
The new software will now start to down load (notice the Installing button
turns Green) on to the mainframe (please be patient, this may take a few
minutes).
Once the software has finished down loading, a prompt will ask, to Reboot
the mainframe and panel, press the Red {Reboot} button and the system
will reboot.

The Connect menu should now appear on the GUI screen.

Status Log Menu
Status Log in the unlikely event that any of the Kahuna system panels or
mainframe should fail, this function allows critical data relating to a possible
problem to be down loaded onto a USB memory device in the form of a
(HTML) file, this is so the data can be analysed on a computer.
Press the {Status Log} menu link button to enter the Status Log menu,
press the {Search For Devices} button to locate the USB memory device,
then press the {Export} button. Information will then download to the
selected device.

Press the {UP } button on the GUI to go back into the
Connect menu.
Important Note:
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Connected to Kahuna (Top Menu)

Once back in the Connect menu, select the required mainframe by pressing
the {Switcher} button in the Switcher Login column, this will now enter the
Connected to Kahuna menu (Top Menu).



When working in any menu, press the arrow up button on the GUI
continuously and the display will stop at the Top Menu.



The Connected to Kahuna menu shows mainframe that the system is
logged into (in the title bar) and the current default configuration of the
Kahuna mainframe. This includes the Current Project, Engineering Config,
User Config, I/O Config and Panel Config. This menu also allows projects
and setups that have been previously saved to Kahuna memory to be
accessed.

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To load a pre-saved project/configs, use the parameter controls on the GUI
to select a project then individual Configs. Notice that as the rotary controls
are turned, the parameters change in the Current Project and the Config
Load attacher boxes, located in the bottom half of the menu screen. Once
satisfied with the selection, press the {Load} button.



Overwrite Configs

This as the menu below shows will overwrite the Engineering, User, I/O and
Panel configurations, unless they have been previously locked.

If any of the top level configs have been changed in any way but not saved,
what this does is saves the current state of all the Config files, using this
function will over write the top level default Config settings and save the
latest changes.
This is a save all function and, caution should be used when deciding to
use it.




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Enables
The {Enables} menu link button accesses a menu that enables/disables
certain functions that are related to the Configuration setups.
De-selecting an enable will mean that that function will NOT be included in
the save and NO change will be applied to that function when loading that
DMEM/GMEM subsequently.






Press the {Defaults} menu link button to enter the Defaults menu (as
described in the next section).

Press the {Status} menu link button to open the Status menu which
displays the current status of the mainframe and GUI panel as described on
page A10

Press the {Log Off} menu link button to go back to the Connect menu.
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Defaults Menu



The Defaults menu is used to load pre-saved Projects, GMEMs and setups,
these settings dictate the way Kahuna starts up after switch on and power-
up. In this menu Kahuna may also be reset to a default reset configuration.

On the left hand side of the screen under the Startup Defaults heading (1)
there are two attacher boxes, touch an attacher box and observe that the
analog indicators will turn from Gray to Red. This will reveal a column of
parameter controls on the right side of the screen (2), which are used to
change the individual parameters.

Touch the top attacher box to change the Default Project and GMEMs.
There are two ways to load GMEMs, the first as described here in the
Defaults menu description, the second, a direct input via the number pad on
the control panel (which will be described later in this manual).
Touch the bottom attacher box to change the startup setup parameters.
Press the {Load Defaults} action button to load the new startup settings,
then press the {Save Changes} action button to save the new Startup
Defaults.

Pressing one of the menu buttons in the Apply Factory Defaults dialog box
(3), bottom left, will allow the system to be reset to a factory reset
configuration and allow the setup of new startup files.
Pressing the Apply Factory Defaults buttons will not erase the startup files
stored in mainframe hard drive, it will only step out of the default startup files
that are currently loaded. The pre-saved startup files may be accessed at
any time.

1
2
3
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Defaults Menu - Continued

In the center of the screen is the Panel Auto-Connect attacher box (4), from
here the system can be set to automatically connect to a preferred
mainframe each time the system is switched on and boots up. Press the
{Preferred Mainframe} button, the next time the system is switched on, at
boot up, the system will go straight to the Top Menu. Press {Disabled} menu
link to disable this function.





The Setup Protection (5) is a security setting, which protects the over-write
of the Engineering Configs only.
Press the {Eng Setup Pin} action button and a dialog box will appear. Type
in a 4 digit PIN and press OK, a prompt will appear to type the PIN in once
more.
To change the PIN, enter the existing PIN, then follow the process above. To
remove the PIN enter 0000 as the PIN.

PIN protection only prevents the over-write of Eng Config files. Engineering
values can still be changed and saved as a new Eng Config file.


Log Off Warning
If the user wishes to Log Off to go back to the Connect menu, press the
{Log Off} action button, a prompt dialog box will then appear asking the user
if they actually do wish to Log Off.
This is a safety mechanism designed to stop the user from accidentally
logging off without saving their settings.

Note:
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CONFIGURATION AND SETUP SECTION 4


Important ! The following sections will only show the setup and configuration of Kahuna
and will not go into the System functions in great detail. Many of the
functions, for example Color Correction which can be accessed through
the I/O CONFIG menu, will have a section dedicated to its use later in this
manual.

Overview When setting up Kahuna, there are four menu structures that need to be
described in detail to enable the correct setup procedure. The paragraphs
below, numbered 1 to 4 give a brief description of the content of the Config
menus and where certain settings are saved.

1. Input Output Config
Aux Output Color Corrector
M/E Output Color Corrector
Source Color Corrector
By Crosspoint Setup (Resize, Mask, Border, Keyer) - usage depends on
setting of By Bus/By Crosspoint Flag on Bus by Bus basis.
Ancillary Mapping

2. Engineering Config
Source
M/E Output setup
Video Standards, including GenLock, V&H Phase and DVE1/DVE2
Status Monitoring
Serial Port Protocols, IP Client, IP Server, IP Gateways
Util Format Fusion
GPO
Overlay
Options

3. USER Config
Source to Crosspoint Mapping
Store Coupling
Source Coupling
Source Displays
Store Grab Crosspoint and Grab Store
Aux Bus Sources and Lock
Aux Panel Button to Crosspoint
16 Global Mattes, 8 Washes
Fade To Black


4. PANEL
Macros
Display Timeout
Brightness and Contrast
Button Map Reference
Aux Panel Capabilities
Button Maps
M/E Button Linking
M/E Slave Configuration
Preferences


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INPUT OUTPUT CONFIGURATION SECTION 4.1


Input Color and Output Color are explained in full in Chapter 3.
The following button actions work the same way for I/O, Eng, User and
Panel configuration setups.

Input Output Config The I/O Config menu will allow source color correction for each individual
input source and crosspoint output, including a Key, Store and M/E
regardless of which bus it is selected on. In this menu up to 1000 (0 to 999)
user specific input/output config files can be saved

Aux Bus color correction applies adjustment to a whole bus, so that any
source selected on that bus receives the same color adjustment. All of the
above may be saved as a user specific config.



The {Overwrite} action button will overwrite all the setup configurations that
have been saved in the selected file. Once pressed, a caution dialog box will
appear on the GUI asking the user if the file is to be overwritten.
Important Note:
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{Make Default} action button will make the selected configuration (marked
by a star symbol next to the file number, shown below) into the default for the
I/O Config setup.


The {Lock} action button will lock a selected setup and will not allow that
setup to be changed until unlocked. Select the required setup and press the
{Lock} button, a padlock symbol will then appear in the far-left column. To
unlock, press the {Lock} button once more.


The {Enables} menu link button accesses a menu that enables/disables
certain functions that are related to the I/O Config setup, such as Keyer, M/E
Output CCR, etc. when saving a DMEM or GMEM.
De-selecting an enable will mean that that function will NOT be included in
the save and NO change will be applied to that function when loading that
DMEM/GMEM subsequently.

Override Enables will override any enables that have
been de-selected and turn the enable on
Load will load the current enables configuration into a
configuration selected in the main Config menu table.
Save will open the Save As menu, so that the user
can save the enable into a selected or new config.
Star
Symbol
Padlock
Symbol
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Press the [I/O CONFIG] GUI panel button to enter the I/O Config menu, to
enter a new config into the I/O Config table, press {Save As} menu link
and the I/O Config Save As menu will appear.


Select a destination from the parameter control top right of the screen then
enter a name and description into the attacher boxes below the table. Next
press {Save} menu link.
The new file will then be saved in the table and the GUI will go back to the
I/O Config main menu screen.
The I/O Config menu can also be accessed through the [FILING SYS]
menu.


Input Color and Output Color are explained in full in Chapter 3.

To use By Crosspoint in the initial I/O Config screen, press the {By
Crosspoint} menu link on screen menu button to enter the I/O Config -
By Bus/By Crosspoint Setup menu.



This menu allows Resize, Masks, Border and Keyers adjustments to affect
individual Crosspoints or apply adjustments to a whole bus.
Use the buttons to select {Bus}or {Xpt} operation.
Example: Key 1, Keyer Xpt will mean that each time a particular xpt is
selected on the Key layer in question its Key settings, Lin and Coupled for
example, will be remembered and automatically selected.

In the default setup state, only Key1 and Key 2 are available on M/E 3.
Important Note:
Important Note:
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ENGINEERING CONFIGURATION SECTION 4.2


Press the [ENG CONFIG] button on the GUI panel to enter the Engineering
Config menu. In this menu up to 1000 (0 to 999) user specific engineering
config files can be saved and is one of the most important menus when
setting up Kahuna.

For a full explanation of the Overwrite, Make Default and Lock buttons
please refer to the I/O Config main menu section of this manual.

It is advisable that after each configuration change in the Engineering
Config menu, i.e. changes made to the Video Standards config or to M/E
Outputs setup, to save each new config.

In the Engineering Config main menu, make a new engineering config file
or choose a pre-saved engineering config.
To enter a pre-saved config, scroll up and down the File parameter control to
reach the required file, then press the {Load} menu link button. The selected
file will then entered into the Current Engineering Config attacher box. Pre-
saved config files can also be deleted or over written in this menu.

To make a new config file, press {Save As} menu link and the
Engineering Config Save As menu will now appear. In the center of the
menu screen there is a table showing all the saved engineering config files.
Use the Destination parameter control to scroll down to an empty row in the
table. Next type a name then a description into the attacher boxes under the
table, press {Save} menu link to save the new file into the table.

Press [BACK] on the GUI panel to go back into the Engineering Config
main menu.
Note:
Important Note:
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Source Standards
Once back in the main menu, press the {Source} menu link button to
enter the Engineering Config Source Standards menu.
In this menu the individual source inputs can be named and a video standard
set.

The table in the center of the menu shows all input sources, 40 in total, the
name given to the input (if named) and the source standard attributed to the
input. Use the parameter controls down the right side of the menu to alter the
parameters of each input as required.
Notice that if any of the sources are using the Main Output Standard the
Standard column will show Grayed out text.

The attacher box directly below the input table shows all the parameters
linked to the rotary controls running down the right side of the screen, the
only parameter that is not affected is the input source name. Use the on-
screen keyboard to enter a name in the parameter box.

The default state of this menu has all the Source Standards set to the
Main Output Standard.


Source parameter control scrolls up and down to select the input source
Use Main Output Standard Select {No} or {Yes} to select a new standard
or to keep the standard the same as the Main Output Standard. Output
standards will be explained later in the Video Standard Config.
New Standard - If a new standard is required, use the New Standard
parameter box to select a new standard. Once satisfied with the new source
standard, press the {Set Standard} menu link button at the bottom of the
menu.
V Offset F1/F2 Used to set the vertical offset as required.
Source Synchronizer this is to compensate for any timing problems that
may occur when using 525 standard.
Line Sync Inputs this applies the Source Synchronizer Globally to all
sources when {No} is active, and individually to selected sources when
{Yes} is active.

It is advisable when setting up Source Standards for the first time that
{Yes} is active, then if individual sources need adjusting switch to {No} to
adjust the selected source.

For more in depth information regarding Source Synchronizer and Line
Sync Inputs please read Video Timing Technical Reference (section 23)
in chapter 3 of this user manual.



Note
Note
Note
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Source Names
Once back in the main menu, press the {Source Names} menu link button
to enter the Engineering Config Source Names menu.
In this menu, each of the 40 input sources can be given a name; the name
given is then used as a reference to a Fill or a Key source in the crosspoint
setup.




Select a source from the parameter box on the right of the menu screen, and
then enter a name in the Name parameter box using the GUI keyboard or a
USB Keyboard. The given name will then be entered into the table next to
the selected input source.
Router to Overwrite when set to {Yes} will allow an external router to
rename a source.
Name ??? & Next - this button is a quick short cut, it puts ??? into the
current Name column, forcing the switcher to take the name from the
Source, and then jumps on to the next Source in the list - this helps makes
naming all sources quicker.


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Format Fusion

Format Fusion only applies to M/E1, M/E2 and Key1/Key2 for M/E3

Press the {Format Fusion} menu link button to enter the Engineering
Config Format Fusion menu.

The Format Fusion menu option provides the capability to determine the
conversion parameters for every source within the system. It should be used
to define the Engineering defaults for each source as well as the default
aspect ratio conversion, if required, for each source. The parameters in this
menu will only be used if the Kahuna has to change a source to match the
M/Es output. Obvious examples of this are HD to SD, SD to HD, but also
SD4/3 to SD16/9 and SD 16/9 to SD 4/3.
The Re-size menu provides the user the option of using these parameters,
Source, or the parameters set-up in the resize menu its self, Local.

In this menu Format Fusion is setup on each individual output source
including the aspect and cropping.



The Source Attacher
Source selected the source that the Format Fusion will affect.

It is important to remember that when using Format Fusion in any capacity
the source field/frame rate must match that of the current switcher standard.


Interlaced Source: (use this parameter to scroll through the options below)
Normal Video - is the default setting for Interlaced Source as that is the
most suitable mode for live programme making.
Normal Video - when creating the current field/frame, will use the current
input field and a percentage of both the previous and next input fields.
Typically used when the output of a camera is fed to the switcher as a
continuous stream of footage.
Video Pairing 1-2 and 2-1 - when creating the current field/frame, will use
the current input field and a percentage of either the previous or next field to
maintain 1-2 or 2-1 pairing. This could be used for pre-prepared material with
cuts on known field boundaries to prevent possible subtle artifacts appearing
at cut points.
Note
Important Note:
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Frame Pairing 1-2 and 2-1 - when creating the current field/frame, will
directly combine the current input field and either the previous or next field.
This mode should only be used if the fields are temporarily matched, eg. PAL
film based sources or some animation.
Single Field - when creating the current field/frame, will only use the current
input field.
Video De-interlace - is not relevant if the input standard is progressive,
meaning each field contains all lines of picture rather than odd and even.
Video De-Interlacing will default to 45%.
A video signal is made up of 2 fields of picture per frame, the first field
contains the odd lines of picture and the second field contains the even lines.
Each time the switcher creates a new output picture an element of the
previous and/or next field is used to fill the missing lines of picture.
The Video De-Interlace function will allow the user control over the amount of
picture taken from the adjacent fields.
If the source being used, contains a lot of movement eg. sports, the
difference in picture from one field to the next will be more pronounced than
if the source is a static shot eg. studio discussion.
For more amount of movement decrease the De-Interlace value, and for less
amounts of movement increase this value.
H Sharpness adjusts the horizontal sharpness of the source output
V Sharpness adjusts the vertical sharpness of the source output




Press the {Position & Aspect} menu link button to enter the Engineering
Config FF Position & Aspect menu.



Source selected the source that the Aspect and Position will affect.
Aspect Conversion will allow the aspect of the source to be changed, the
default aspect is set to Zoom with an Aspect Zoom of 1.00.
The Aspect can also be set to Full Width or Full Height, when set to Full
Width/Height the Zoom function will not work.
Aspect Zoom this will allow the user to zoom in or out on the selected
source.
X/Y Position allows the source to be moved around.
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Press the {Crop & Side Skirts} menu link button to enter the Engineering
Config FF Crop & Side Skirts menu.


Cropping this menu allows the user to crop each individual edge (Top,
Bottom, Left and Right) of the source output.

Side Skirts Overview

Format Fusion will now add side skirts that can be filled with either a Matte
or Utility Bus source. The Eng Config menu has been changed to add this
feature and the layout for naming and setting up each source in Kahuna
improved. The layout provides the user with an intuitive sequence for
addressing a Multi Standard System.

Side Skirts Option allows the normally blanked areas either side of a 4:3
source when viewed in a 16:9 aspect ratio, to be filled with either a Matte
color or a Util Bus source.

Crop - Defines any cropping requirements for the incoming source. Should
the source has fine black lines left and right due to it originating from a 702
wide source this can be corrected.
With Stretch To Crop turned ON the picture content will stretched to fill the
cropped area.
Preserve Aspect ON will maintain the aspect ratio of the image e.g. If you
crop left and right the image will zoom vertically to compensate. If a source
has become very distorted or stretched, this function will stretch the source
outwards from the center in all directions creating a zoom in effect.
This may cause some of the source material around the edge of the source
to be lost.

Side Skirts can be used when a full height 4:3 source is being transmitted
on a 16:9 output, and cropping reveals space around this source. If Stretch
To Crop is not active, then Side Skirts will fill this area.
The Side Skirts can be filled with either a Matte or a Util Bus.
The Source selected on the utility bus should be of the same video standard
as that M/E and Util Format fusion should not be in use for that Util Bus.
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So now using the Side Skirts Option, gives the user the flexibility to add text
information, advertisement graphics, news or weather information, to each
side of a 4:3 source for 16:9 transmission.

Side Skirt Fill this function applies to 4:3 sources in 16:9 output only, the
blanked out area on the left and right sides of the source can be filled by
using either a Matte or a Util Bus source.

A 4:3 source is setup in the Source Standards menu.

Matte Selector select the Local Matte and create the required Matte color,
by adjusting the Matte Hue, Matte Luma and Matte Sat.
Alternatively select one of the available 16 pre-set Mattes. Use the Popup
Selector to quickly select the desired Matte.

Important Note:
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M/E Outputs
Once back in the main menu, press the {ME Outputs} menu link button to
enter the Engineering Config ME Output Config menu.



Each M/E on Kahuna has four outputs. Each of these outputs can be set up
in a number of different ways. Any or all of each M/Es outputs can be re-
entered as a crosspoint.
In these menus the exact setup for each individual M/E output can be
adjusted. The menu shows a table, which contains M/E output details. The
attacher boxes at the bottom of the screen contain the individual parameters
for each M/E output.

{Page 1} options.
Output - This gives the physical name of the M/E output e.g. M/E3 Op2 is
output two on M/E 3.
Name This gives the User assigned name for the M/E output.
Preview Of- This sets this output to be a Preview for the M/E output you
select. Previews can be re-entered but there will be no tally. Once you have
selected this option all options to the right of this will have no effect.
Key Of This sets this output to be a Key Only for the output selected. Once
you have selected this option all options to the right of this will have no
effect. It is normal in this case that the background for the output you want
this to be the Key for is set to Black.
E.g. OP2 in this row would set this output to be the Key for output 2 of this
M/E.
On Air Sets the output to go to an on air signal or the output to go to a GPI
output (GPI 1 to GPI 24)


If the text in one of the Bgnd or Key columns is Red, this means that it is
contributing to the output.


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Background - This sets up which bus/buses are used as the background.
Black=Background will always be black
A/B =The main A and B buses will be used as the backgrounds in
transitions.
A=J ust background A will be used and the background will not
transition
B=J ust background B will be used and the background will not
transition

Utility Bus option below is only available on M/E1 and M/E2

+`U1/U2 =Utility Bus 1 and Utility Bus 2 will be used as the
background and transition with the selected background transition or
this output. Util1 and Util 2 crosspoints can be selected on the main
panel.
U1 to U4 =J ust Utility Bus 1 to 4 will be used and the background
will not transition
U1* to U4* are re-timed versions of Util1-Util4.
They can each be selected as a BGND on an M/E Output for use as
additional Aux Buses. These will allow the viewing of mis-timed
sources.
U1* to U4* =J ust re-timed Utility* Bus 1 to 4 will be used and the
background will not transition
Grab Fill Bus - this will use the Grab Fill Bus setup in the User
Config Store Setup menu.
Grab Key Bus- this will use the Grab Key Bus setup in the User
Config Store Setup menu.
Grab Fill/Key Bus (setup in the User Config Store Setup
menu) Each M/E has four stores and two grab Buses (Fill and Key)
associated with it. Previously, these two grab Buses were dedicated
to grabbing from the selected crosspoint into the stores on that M/E.
Now, using the Fill Grab Override parameter or the Key Grab
Override parameter, the user can change the source to the grab Fill
Bus and the grab Key Bus on each M/E to display Xpts of their
choosing. If an Internal Aux was set as a xpt, it is possible then to
select that aux as a source to the Grab Fill bus and view its output.

These Xpts must be in the video standard of the M/E.


Key1 to Key4 - These columns determine what Keys will appear on the M/E
output.
Only Key1 and Key 2 are available to use on M/E3

Off = This Key will NOT appear on this output
PGM = The Key is available on this output as determined by the
transition status on the main panel
On = The Key will always be present on this output. The main transition will
NOT be able to remove it.
Note:
Note:
Note:
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Util 1*- Util 4*


Utility Buses are only available on M/E1 and M/E2

Util1*- Util4* are re-timed versions of Util1-Util4.
They can each be selected as a BGND on an M/E Output for use as
additional Aux Buses. These will allow the viewing of miss-timed sources.






Once a Util* has been set on the output, that utility bus cannot be used for
internal switcher applications such as Border Fill, Util Mask etc. as it has
been re-timed for output use.
Note:
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Auto Look Ahead
Auto Look Ahead feature is designed for a facility that has a limited number
of monitors, typically only one monitor per M/E which is used to view both
Pgm and Pvw outputs for that particular M/E (with the exception of the output
M/E, which normally has dedicated Pgm and Pvw monitors).

This feature automates the switching between the Pvw and Pgm outputs by
monitoring the 'on-air' state of the Pgm output, selected in the Preview Of
parameter for that monitor's output, and selecting the appropriate output type
Pgm or Pvw.

Under normal working conditions, when the Pgm output of an M/E is on-air
(tallied Red) its Pvw monitor will display the normal Pvw output for that M/E.

However, when its program output goes off-air, the preview monitor can be
set to act like a program output for that M/E, effectively turning the Preview
Of setting for the monitor output to the Off state




Using Auto Look Ahead

Example:
If M/E3 is the output M/E, and M/E1 is a Key layer on M/E3.
If the Key layer is on-air, the monitor attached to M/E1 will show the Pvw
output for M/E1 since, by definition of the key layer being on-air, the Pgm
output of M/E1 will be displayed on the Pgm output monitor of M/E3 (since it
is the output M/E).

If the Key layer goes off-air, the monitor attached to M/E1 will switch to
showing the Pgm output for M/E1, as it's no longer visible on either of M/E4's
monitors.
Therefore; Pgm output of M/E1 on one monitor or another will always be
seen, and M/E1's Pvw output will only be seen if M/E1's monitor isn't being
used to display the Pgm output.



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Setup

Select the M/E output that will be connected to the preview monitor
highlighting the appropriate row in the table, e.g. M/E1 Op4.



Set the Preview Of parameter of M/E1 OP4 to Look Ahead OP1
(abbreviated to LA1 in table). This will monitor the on-air state of M/E1 Op1
and set M/E1 Op4 to be a Pgm or a Pvw output of M/E1 accordingly.
When M/E1 Op1 is on-air, M/E1 Op4 acts as a Preview Of M/E1 Op1, as if
the Preview Of parameter was set to OP1. However, when M/E1 OP1 is off-
air, M/E1 Op4 will switch to act as a Pgm output for M/E1, as if the Preview
Of parameter was set to Off.


Other preview modes such as Preview Transition and Preview Key will
override this feature, so ensure that these are switched off to view the Look
Ahead Preview.


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Overlays
Navigate to the Eng Config - ME Output Setup Page 2 menu, then select
whether the overlay drawn when displaying the program output uses the
preview or program output overlay settings by selecting the appropriate
option using the Lk Ahead Ovl parameter.

This parameter allows different overlays to be selected for both modes. The
most common use for this is to turn off the overlay when displaying the Pgm
output on the monitor, but retaining the overlay when displaying the Pvw
output.
To do this, select Program from the Lk Ahead Ovl parameter of the Pvw
output (e.g. M/E1 Op4), and ensure that the Overlay parameter of the Pgm
output (e.g. M/E1 Op1) is set to Off.

If the Lk Ahead Ovl parameter is set to Preview, the preview output overlay
settings will be used, regardless of which output is currently displayed on the
monitor.



If a different overlay is required for when the monitor is displaying the Pgm
output, set the Lk Ahead Ovl parameter to Program and set the overlay
settings for the Pgm output as desired, as if it were a Pvw output.
Note: The overlay will only be displayed on the preview monitor output (e.g.
M/E1 Op4) not the program output itself (e.g. M/E1 Op1).
Switching the program output on- and off-air will now cause the monitor to
toggle between the preview and program overlay settings.








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Using Format Fusion on Background Buses

Format Fusion only applies to M/E1, M/E2 and Key1/Key2 on M/E3

When SD and HD sources are required on the same M/E background, there
is a facility to utilize Key 4's Format Fusion engines. This can be setup on
each M/E, and will allow sources that are not of matching standards to
appear on a background together, e.g. adding a 525/59.94 or 720P/59.94
standard source when the M/E is set to run in 1080i/59.94.
Key 4 is no longer available to use.

Setup Procedure
While still in the Engineering Config ME Output Setup menu, select an
M/E and using the ME Output parameter, scroll down and turn Key 4 option
of each output to Off. Notice now that the Key 4 column of the selected M/E
will display Bgnd.

This will apply Kahuna's Format Fusion to the background, giving the user
the ability to hot cut between different standards on the same Background.
These sources must still be synchronized in the Video Standard menu.



Make sure that the Source Standard of your additional sources has been set
correctly in the Source Standard Menu. Finally save the engineering config
setup.


Look at the Util Bus Functions Page A83
This describes the new way of using Utils 3 and 4 for the Background
Format Fusion and therefore keeping Key 4.
M/E2 Key 4 Outputs are set
to Off, forcing the Bgnd for
each of the 4 outputs. M/E2
can now cut between
multiple standards on
Background A
Important Note:
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Press the menu button {Page 2} menu link to enter the second ME Output
Setup menu.


Ccr- This indicates whether the output color correction is active.
ON=Output Color Correction is active.
OFF =Output Color correction in-active
Overlay- This allows the overlay store to be used on this output.

The overlay store will not appear when this output is viewed as an On Air
output, re-entry or on an AUX output. To set up the overlay store you need to
go to overlay set up in Engineering.

FTB =Fade to black on a transition

ISO Tally
The GPO Tallies have been expanded to provide two further Source Tallies
ISO1 and ISO2. These can be used to Tally Aux buses that are being used
as ISO (isolation) Feeds.

This can be used for example in a studio situation where studio cameras are
recording live and/or live to disk or tape, the ISO tally can be used to signal if
a camera is live, or recording.
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In the Engineering Config ME Output Setup menu, the ISO1/2 tallies are
shown in the table, using the parameter controls, set the ISO 1 and 2 Tally to
trigger a specific GPI, or to the ON position so that the tally may be used with
Aux Buses as described below.

To assign Aux buses to have an ISO1 or ISO2 Tally, enter the User
Config/Aux Bus Setup menu, the table (shown in the diagram below)
shows the current state of all the Aux Buses. The last four columns display
the Tally options of each Aux Bus, this defines what tally is assigned to a
source selected on an Aux.

An Aux Bus can have all 4 tallies set if required, to set the tally touch the
Tally Now/Tally Next attacher Box shown below, this will then display the 4
tally parameters.



In the Eng Config/ GPO Setup menu the ISO tallies can be assigned to
GPO.
Tallies are resolved back to the source. E.g. if AUX5 is set to M/E2 OP1 and
AUX5 had an ISO tally, all sources on M/E2 OP1 will get an ISO Tally.



The GPO example above shows the HD CAM source with an ISO1 Tally on
GPO 1. If AUX 5 had been set for ISO1 tally and the HD CAM is the currently
selected source GPO 3 will close. This can be repeated as required for either
ISO tally or required sources.
The ISO Tallies can be ORed or ANDed with any other GPO enables to
Tallies.


Note:
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Roving Pvw Setup
The Roving Preview feature is designed for a facility that has a limited
number of monitors available, and will allow a single preview monitor to
display an output from another M/E (including any Key Layers associated
with that M/E), that is in the same logical switcher as the preview output.

Roving preview can only be applied to a preview output, and requires a free
Grab Bus or retimed Util Bus to operate. Different overlays may be applied to
the normal Pvw output (Target) and overridden Roving Pvw (Roving) output
modes.
The user can change the Roving output at anytime, and view any of the
other M/E outputs while the Roving Pvw is enabled. The Roving Pvw
Setup menu below right provides easy access buttons for each available
M/E output.




Using Roving Pvw
Navigate to the Engineering Config - ME Output Setup Page 1 setup
menu.
Select the M/E output that will be overridden by highlighting the appropriate
row in the table (e.g. M/E3 Op1) and use the Preview Of parameter to set it
to be a preview output, e.g. OP1.


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Navigate to the Engineering Config - ME Output Setup Page 2 and then
press the {Rov Pvw} menu link button.




Using the Target Output parameter, select the output chosen as the Target
Output (M/E3 OP1), then select either a Util Bus or Grab Bus to use for the
Roving Pvw by selecting the options in the Target ME Bus to Override
parameter.

This should be an available bus that is not being used for any other purpose,
e.g. Format Fusion

Using the Roving Output parameter, or by pressing one of the M/E output
buttons displayed in the main section of the menu, select the M/E output that
will be displayed on the preview monitor.

Switching between options in the Roving Preview parameter, determines
whether the standard preview output (Disabled option) or Roving output
(Enabled option) is displayed on the preview monitor. The {Enable} button
below the M/E Output buttons in the main section of the menu will also
toggle the Enable/Disable setting On or Off.

The Roving Preview of the selected M/E output will now be displayed on the
Pvw monitor with any associated Key Layers

Overlays can also be displayed on the Pvw monitor, use the Overlay From
parameter to select where the overlay settings are taken from when
displaying the Roving output, overlays can be associated with either the Pvw
monitor that the Roving Pvw is setup on, in which case Target is chosen, this
keeps the overlays with the associated monitor, or Roving which associates
the overlay with a particular M/E output.

Note:
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Press the {Page 3} to enter the 3
rd
ME Output Setup menu.



Side Skirts on an M/E Output
Here, side skirts can be added to a source at the final stage before output.
For example; if an output is HD 16:9 the output can be set to 4:3 aspect
using the Side Skirts parameter, this will automatically add Side Skirts to an
output source, again the Side Skirts can be set as a Matte color or a Util Bus
source.

The Side Skirts parameter allows the user to choose the type of Side Skirt
effect:
Off Side Skirts option turned Off
Variable this is the only option that allows the user to crop the source
manually using the crop parameter controls.
Auto will switch automatically between format types and add side skirts if
applicable.
4:3 will switch the output to a 4:3 format, this will display side skirts if being
viewed on a 16:9 monitor.
16:9, 14:9 and 15:9 will add a letter box effect to the output source, the
letter box areas outside the source also have the ability to be filled with a
Matte or Util Bus source


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Video Standard
From the ENG CONFIG main menu, press the {Video Standard} menu
link button to enter the Engineering Config Video Standard menu, here
the output standard for each M/E and DVE is setup.



If a different output standard is required touch the Main Output Standard
attacher box which will turn it active, the New ME 3 Std parameter control
will appear top right (depending on how many M/Es the system has).
Change the parameters in the attacher box to the required output standard,
notice that the Main Output Standard attacher box, New ME 3 Std attacher
box has turned Orange, highlighting the new standard. Press the {Apply}
action button to set the new standard, this will then change all the Additional
Output Standards, to the same standard as the Main Output Standard.



To change all the other M/E output standards individually, touch the
Additional Output Standards attacher box, which will turn the active circle
symbols Red, set the individual standards as required, using the rotary
controls on the right, the Additional Output Standards parameters will turn
Orange.
Press the {Apply} action button, to set the M/Es to their new output
standards.

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Video Standard - continued



Press the {As Output} action button and the standards will revert to
whatever the Main Output Standard is set to.

Next touch the upper Timing attacher box to activate the attacher. If Kahuna
is to provide master sync for the system, switch Genlock off; the phasing of
the sync output can be adjusted see below.

In most systems, Kahuna will be genlocked to one of the reference inputs.
Set Ref Loop 1 and 2 Standard to match the standard of the reference
which is connected.
Select Reference Input to Loop 1 or Loop 2 as required.
Ref Present displays if the selected reference is present.
Switch Genlock On. Note if the standard set for the selected Reference
Input is not compatible with the output standard, (generally compatible
means the frame rates are the same or differ by a factor or two) Kahuna will
automatically switch to the other Reference Input. If neither is compatible, it
will switch Genlock to Off.
V Locked and H Locked display if a vertical and horizontal sync are
present, these will only display Yes if there is a reference present and if lock
has been achieved.
Using the parameter controls set the Genlock on or off, if {On} is selected
set the Reference Input and Ref Loop Standard parameters as required.
Touch the lower (Phase and Delay) attacher box and adjust the parameters
as required.
Switcher Delay - sets timing of the outputs of Kahuna relative to the input.
Genlock Phase - sets the timing of the input router cut point relative to the
genlock reference (in lines of the standard of the output M/E).
Sync Phase - sets the timing of the analogue sync outputs relative to the
outputs of Kahuna (in lines of the standard of the output M/E). This may be
used as a reference to sources or other equipment.

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Video Standard - continued

Finally touch the bottom attacher box.



Actions On , using the rotary control on the right, select the field that any
function will act on.
Next Field: all actions on next TV field.
Field 1 Video: sources cut on field 1 only, all other actions on next
field.
Field 2 Video: sources cut on field 2 only, all other actions on next
field.
Field 1 Film: all actions on field 1.
Field 2 Film: all actions on field 2.

System Delay this function has 4 settings:
Normal delay, minimum of 1 frame
Format Fusion delay, 1 frame
Min + Resize delay, 1 frame if resized, 3 lines when on a normal
background
Minimum delay, 3 lines

System Delay should be set to Normal, which allows the video delay through
Kahuna to be a minimum of one frame (or slightly less, depending on video
standard).
Minimum should be used only if it is essential that the delay through Kahuna
be less than one frame, eg for pre-read editing. In this case, the delay can be
as little as 4 lines (or slightly less, depending on video standard), but Format
Fusion is disabled and key layers cannot be resized.
Format Fusion should be used if the user is hot cutting between different
standards i.e. progressive and interlaced.

Dynamic Rounding - is only switched off for test purposes, so that static
video data can be obtained (ie the digital value of every pixel is constant);
the video sources used must provide static data.
EDH on Aux Out Error Detection Handling is a checksum in the SDI
ancillary data. Kahuna will normally pass this on all Aux buses, but the
checksum will be wrong if an aux bus has been configured to take the audio
from an alternate source. If incorrect EDH will cause a problem in a particular
setup, then this function should be set to Blanked to remove the problem.
Leave it set to Passed, and any CRC errors in the data will be let through.

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Video Standard - continued

Input Status
Whilst in the Engineering Config Video Standard menu, press the {Input
Status} menu link button to enter the Input Status menu.

In this menu all the frame synchronization and input router cut timing can be
setup for each source.
This covers all the sources selected on an M/E or DVE. Use the Delegate
keys on the GUI to select which M/E or DVE is displayed.


Table Information
Bus Lists all the available buses.
Source Fill source for the current crosspoint assigned/selected to the bus.
Standard The video standard set for the input source.
Link Will switch between Internal for sources originating within the
switcher (mattes, stores etc), No Signal if there is nothing connected or if
there is an HD/SD mismatch and Active for external sources.
CRC Cyclic Redundancy Check. Indicates when there is a problem with an
incoming signal, e.g. cable too long or faulty. Only for HD, this function will
check CRC errors in the last n field (where n is set by the Error Window
control).

TRS Timing Reference Signal. TRS Counts the total TRS errors in the
last n fields (where n is set by the Error Window control). A TRS is a flag
embedded in every line of video, which marks the start and end of the active
picture. If the start of the active line is in the wrong place (with respect to the
selected video standard for that source) then this is registered as a TRS
error. So again this indicates a problem with incoming SDI stream, and more
specifically, may indicate that it is a different standard to the one selected
(e.g. 1080/60 when the input standard is 1080/50).
Margin This is the delay (in lines of the source standard) which the input
synchronizer is applying to the video source.
Cut Point This is an indication of the timing of the input router cut point (in
lines of the source standard) relative to the nominal setting given in SMPTE
RP168 (for most standards line 6 or 7 on field 1, counting from the field
boundary). This must be during vertical blanking to give clean cutting
between inputs.

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Video Standard - continued

Parameter Controls
Genlock Phase Same control as in Engineering Config - Video
Standard menu - sets timing of the outputs of Kahuna relative to the input.
Switcher Delay Same control as in Engineering Config - Video
Standard menu - sets the timing of the input router cut point relative to the
genlock reference (in lines of the standard of the output M/E).
Sync Phase Same control as in Engineering Config - Video Standard
menu - sets the timing of the analogue sync outputs relative to the outputs of
Kahuna (in lines of the standard of the output M/E). This may be used as a
reference to sources or other equipment.
Error Window This is an adjustment which controls the period of error
counts in the incoming signal.

Please see the full Video Timing Technical Reference section in this
manual.

Dont forget to save the new settings in an Engineering Config !!


Note:
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Aux Minimum Delay Mode
Aux Buses can individually be assigned as Minimum Delay. The Timing of
the Aux Buses in this Mode will remain co-timed with the M/E outputs. An
early source feed to an Aux bus will not have the synchronizing Frame
Delay added. If the All On is Amber then this indicates that at least one of
the Aux Buses is set to Minimum Delay. Press the Aux Minimum Delay to
set Aux Buses to Minimum delay.
Aux Buses lit Green are in Minimum Delay. The Default, Gray, the busses
are timed with the M/E outputs.
Minimum means 4 lines so the source must have a margin of at least 4 lines
on non-minimum delay busses.


Note:
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Status Monitor
Once back in the main menu, press the {Status Monitor} menu link
button.
Here the overall monitoring of the Kahuna mainframe is shown. This includes
internal temperature, extraction fans, power supplies, M/E Master and Slave
cards, Run Times (panel, mainframe, PSUs and fans), M/E Master and
Slave, Network, and Backplane (including power supplies). Panel (including
power supplies) and DVE board are all monitored.


There is also a Board ID menu listing the Card/Slot, Logical ID and Version
number of each board in the mainframe.

The parameters are preset to default settings, but can be changed to
customer specific settings if required.


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Engineering Network
In the Network status menu the network activity between the Mainframe and
Panel can be monitored. The table indicates any network Packets that have
be lost and recovered. In the event that a packet in the sequence does not
arrive, it is re-requested, and should a packet arrive out of order e.g. was
routed differently through an external network, the table will log this.
The Network Prompt Variation is for indication only and it times the Field
Rate prompts with an internal clock.
Wide range of network prompt variation can indicate network traffic issues.
The Yellow dotted line indicates the maximum-recorded variation (the line
will jump when there is a standards change).



Hard Disk Failure Warning

In the unlikely event of a Hard Disk failure the Kahuna will continue to boot
(the software is actually stored on each M/Es internal Flash) and remain on
line. The Eng Config - Status Monitor - Hard Drive menu now displays the
current Hard Drive status per M/E & DVE. A Hardware Warning will be
displayed on the Top left of the GUI.
In the Eng Config - Status Monitor - Hard Drive menu the user can select
to use a USB device to load any Config Files, DMEMs, Stills etc. in the event
of a Hard Drive failure. To use a USB device go to the Eng Config - Status
Monitor - Hard Drive menu.
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The Table will display Drive Status for each M/E (It may only be a single M/E
that can not connect to the Hard Drive)

If a USB device is chosen to substitute the Hard Drive, ALL M/Es and DVEs
will use the substitute drive in that Logical Switcher.



Press the {Search for Devices Button} to find any USB devices connected
to the GUI for use as a substitute drive, the Device can be selected using the
Substitute Device parameter.





If a backup of the Kahuna Hard Disk was previously made using the new
Backup facility, then use the Select a Backup or the Mount Selected Drive.
The Select a Backup option will show the list of backups on the USB device,
select a backup and the system will now be ready for use. The menu system
will now jump to the Top Level menu. You will now be able to use files on
the USB device as normal.

Default Configs from the Defaults Menu will need to be loaded.

Note:
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On return to the Hard Disk menu it will display a Substitute USB Device
Mounted.

The Hardware Warning (Hard Drive) will continue to be displayed. All files
loaded and saved will be directed to and from the USB device. Loading large
amounts of data will take noticeably longer than the internal Hard Disk (e.g.
HD Stills and Clips).

Note:
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Protocols
Once back in the main menu, press the {Protocols} menu link button to
enter the Engineering Config Serial Peripheral Protocols menu.

The Protocols menu is used to set parameters for bi-directional
communication with various external devices. There are 4 RS422 protocol
ports available.


The table in the center of the menu provides specific information relating to
each active port on the mainframe. The information contained in each of the
port rows is set by adjusting the parameters.

Touch the left-hand attacher box directly below the table to enable the rotary
controls on the right.
Port - signifies the port number
Port Name - Selects the active port on the mainframe.
Protocol - Steps through the currently supported protocol options or set the
port as having no set protocol.

The list of supported protocols is constantly being updated as each new
version of Kahuna software is released, see the Kahuna Club website for
the latest software details.

Settings - Selects between {Default} and {User}, when set to User a
manual adjustment of the selected protocol can be made.


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Port Protocols continued

Touch the right hand attacher box directly below the table. Then press the
{Settings} menu link button to enter the Engineering Config Serial
Port Protocols menu.

Parameter controls
Baud Rate Selects the Baud Rate for the external device, normally set to
38400 Kbits/sec, but the range can be set from 50 bits/sec to 460800
Kbits/sec
Parity Select between None/Odd/Even
Data Bits Normally set to 8, select between 5, 6, 7 and 8 data bits
Stop Bits Select between 1 and 2 Stop Bits
Port Type Set the port type as Master or Slave port

IP Client Protocols
Press the {IP Client Protocols} menu link button to enter the
Engineering Config IP Client Protocols menu.


This allows a selection of 3
rd
party protocols to be used
with Kahunas IP Client Protocols functionality, it connects
to a network via the RJ 45 connectors on the mainframe
and is bi-directional.

Slot selects slots 9 to 28 where the required protocol can
be placed
Slot Name used to set the user specific name
Protocol name of the selected protocol
Port Number used to select the required port number on
the 3
rd
party equipment




IP Address used to set the IP Address of the 3
rd
party
equipment.
Ping IP Client allows the user to send a Ping command
to the client server IP address, which proves that the IP
Client IP address and Kahuna are able to communicate, or
not.

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RollCall Logging
This function enables customers to setup IP protocols to enable the use of
the Snell RollCall software, to remotely monitor certain aspects of the
Kahuna mainframe and GUI.
The parameters setup the IP Client Protocols menu, allow Kahuna to talk
with a computer running the RollCall software. The left hand side attacher is
used to select the Slot, that can be given a name, choose between a manual
or a preset protocol and then setup the port number.
The right hand attacher is used to setup the IP address for the client
protocol.

Press the {RollCall Logging} menu link button to enter the Engineering
Config RollCall Logging menu.

Here, the mainframe, M/E and DVE RollCall Log options can be enabled or
disabled. When enabled, the options can be monitored by a third party
computer running RollCall software.

Press the {Panel Logging} menu link button to enter the Panel Config
RollCall Logging menu.
This menu allows the user to enable or disable RollCall options for the GUI.
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IP Server Protocols

Press the {IP Server Protocols} menu link button this enters a menu,
which has supported protocols.




Kahuna is supplied with set IP server protocols to enable external equipment
to be connected up to the serial ports and communicate with the Kahunas
mainframe.

The IP Server Protocols table contains supported protocol types:
Protocol is the name of the supported protocol.
Address is the IP address that the protocol will connect with.
Port Number is the number given to the serial port that the external
equipment will connect to.
Protocol Enable enables the protocol through the serial port.

Select a protocol type using the Protocol parameter control then select On in
the Protocol Enable parameter.
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IP Gateways

The Engineering Config - IP Gateway menu allows the user to add a route
to a destination network through a local IP Gateway, and assign a Netmask
with a destination network, this determines how Subnetting will be
managed.





The most common reason for Subnetting is to control network traffic.
Applying a Netmask to an IP address allows identification of the network and
node parts of the address.

Kahuna supports CIDR (Classless Inter-Domain Routing) compliant network
addressing and allows the mask to be anywhere from 8 to 27 bits wide.
Examples of the range of masks are:


8 bit 255.0.0.0 11111111.00000000.00000000.00000000 (Class A)
16 bit 255.255.0.0 11111111.11111111.00000000.00000000 (Class B)
24 bit 255.255.255.0 11111111.11111111.11111111.00000000 (Class C)
27 bit 255.255.255.224 11111111.11111111.11111111.11100000


Netmasks can be used to divide a network into a series of Subnetworks. If
you don't have 255 hosts, but only 12, reserving a Class C address would be
wasteful.
Use a Subnet mask that affects a smaller-than-class-C network.
For example, Netmask 255.255.255.224 will create a Subnet with 32 hosts.
(Masks everything in the destination address but the last five bits)
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Util Format Fusion

Extended Background Format Fusion is only available on M/E1 and M/E2

Using Util 3 & 4 and Key 4s resize engine it is possible to recover the use of
Key 4 while still achieving Format Fusion on the background. This is
available to each M/E and is demonstrated in the Eng Config ME Output
Util Use Menu.
The addition of the Util buses as backgrounds involves changing the way the
Engineering Setup is organized.
By selecting the {Yes} buttons in the two attachers marked Util 3&4 Use Key
4 Resize and Bgnd Format Fusion, the Kahuna will automatically employ
Utils 3 & 4 and Key 4s Resize engine to convert an alternate source
standard to the main output standard.
The use of Key 4 is regained, however it cannot be resized.

In the ME Output Setup menu, Key 4 should now be set to Pgm to allow it
to contribute the main output.

A U1/2 icon in the Transition Menu demonstrates whether the Utils feature in
the next transition.



Press the {UTIL BUS} button on the GUI, it is evident from looking at the Util
Buses menu that ME2 Utils 3 & 4 displays Used By Bgnd to enable the
Format Fusion.

It is not advisable to use the Util buses elsewhere in the switcher, for
example as Util Masks and Util Border fills, while they are being used by the
Bgnd.
Note: 1
Note: 2
Important Note:
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Using Util 1 & 2 as Additional Feeds

In the Engineering Config main menu press the {Util Format Fusion}
menu link button to enter the Engineering Config ME Output Util Use
menu.

Another feature of the Utils menu is the ability to turn an unused M/E output
into an additional bus that can look at alternate standards.
In a small studio situation it could be beneficial to use Utils 1 and 2 as multi
standard feeds to monitors, plasmas or even camera previews, if working in
an SD/HD environment.

Auxes are only able to look at sources in the same standard as the main
output.




(This example is using M/E1, however the procedure is the same for each
M/E. This could be particularly useful in providing additional outputs when
using a switcher with only one M/E)

By turning Util 1 & 2 Use Key 3s Resize to Yes, the Kahuna will make use of
the resize engine of key 3, enabling Format Fusion on Utils 1 and/or 2.
(Remember it wont be possible to resize Key 3 now)
Having set Util 1&2 Use Key 3 Resize to Yes in the M/E Output Util Use
menu, determine whether Util 1 and/or 2 will cut or transition in the Bgnd
U1/2 Mode attacher.

Note
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Next, set a M/E output to look at U1, U2 or U1/2 in the Background attacher
in the ME Output menu.


This output should not be set to be a PVW output.





The {Prior} button on the panel has a dual function when dealing with Utils.
In the Panel Config, Preferences menu, the attacher box Priority Or Util 1/2
selects this buttons function.

Go into the Panel Preferences menu and select Priority Or Util 1/2 to use
Util1/2.









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Now turn on the panel {Prior} button, this will allow any transitions in the
main Transition Control to be performed on Util 1 & 2, and switches off the
Priority function.



Select the sources on U1 and 2 in the key bus delegate area.

If needed the On Air feature can be turned on in the ME Output Setup menu
to flag the sources Red when on air.

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GPO
Once back in the main menu, press the {GPO} menu link button to enter
the Engineering Config GPO Setup menu.

Table 1 below shows the coupling between real and virtual GPOs and GPIs


Table 1
GPO Internal Coupling GPI
148 NO 1..24
4984 YES 2584
85256 YES 85256
RED=Virtual, BLUE=Real

GPO/GPI Availability and mapping:


The 2.5 M/E Kahuna CF+ mainframe has 48 GPO Relays 24 GPI
inputs. GPI/GPOs 25-256 are internally linked (e.g. if GPO 25 is set then this
triggers GPI 25 GPO 49-256 are internal and not directly available as
Relays)




The GPO menu allows the user the option of giving each GPO a specific
(e.g. a name that indicate function the GPO performs). The condition that
sets each GPO has also been described in the table, in GPO 12 in the above
menu, the name Dims lights is used to describe the action which Dims the
lights when USER Bit1 or GPI1 has been set. The current State of the GPO
Relay which is available on the rear of the Kahuna Mainframe (see
installation manual) can also be seen in the Table, see above menu - GPO 2
Relay is Closed, this turns the relay switch Red, all others are open.

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Functions
Source Now This sets the GPO to be a tally for On Air Sources.

Source Next This sets the GPO to be a Tally for the next on air source.
Source next is determined by which sources are just one transition away,
including any M/E re-entry. E.g. If M/E2 is set to look at M/E1 the next
configuration will indicate the next sources, including Keys, in the M/E2
transitions, as well as the next sources in the M/E1 transition.
Combine OR and Combine AND Performs a logical ANDing or ORing of
the GPO Enables. This defines the combined event, which will trigger a
GPO and GPI.

Source ISO/ISO2 This sets the GPO to be an ISO (Isolated) tally for On
Air Sources.



Example above: If the Source Now is activated, making the action button go
Green and the User Bit is also activated, the logical combine is Combine
OR, the GPO will be activated if either the Source SD DISK on air or the
User Bit 5 is set.
The GPO Selection Table shows the current select parameter, which could
go into making the GPO trigger.
Red Indicator example: If GPO 1 is set to look at a Source and its State is
Closed the light for GPO 1 will be Red.

The GPO Enables have to be set for each GPO for the parameter to be
actually used.

User Bit This sets the GPO as a user bit, there are 32 user bits available.
A user bit can be allocated to a macro and therefore any button on the panel,
to set up the configuration of user bits select the User Bits 1-16 or 17-32.
User Bits can be closed or open and a pulse duration can be set in fields.



Note
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A macro will also record the length of time a user bit is pushed when using
the {Push} button. Using the {Toggle} button determines whether the GPO
internal switches are closed or open. User Bits can be combined with other
GPO outputs. The User Bits can be named by touching the name attacher
twice and an on-screen QWERTY keyboard will appear.
(The macro section will be described later in this manual. See the Table of
Contents).
GPO This is used to add a GPO to be included in the combine.
GPI This selects and input GPI pin that can be used by an external source.
GPI pins 1 to 48 are physical pins; pins 49 to 256 are virtual.


GPO User Bits Extra Features

Further system derived User Bits have been added to the Eng Config -
GPO menu. These User Bits appear after the current 32 Bits

Example:
User Bit 33 =Hardware Warning set whenever a Hardware Warning is
present.
User Bit 34 =Un-Locked set whenever the Kahuna is not locked to the
external reference.
User Bit 35 =Ref Missing set if the external reference is missing. The
example below shows GPO 22 being set when the External Sync
Reference is missing.

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GPO Pulse

This will trigger a selected GPO to be pulsed On/Off instantaneously (1 field).


The pulse will briefly invert the state of the GPO even if it is currently timing
out a pulse generated by the Pulse Duration function.
The duration of a GPO pulse caused by the GPO Pulse menu buttons will
always last either 1 field or 1 frame depending on the system standard, and
is independent of the pulse duration control.



Pressing one of the above GPO Pulse buttons will invert the output state of
the selected GPO for 1 field or 1 frame depending on the system standard.
The button will turn Green when pressed.
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Overlay Setup

Once back in the main menu, press the {Overlay} menu link button to
enter the Engineering Config Overlay Setup menu.




The Overlay option is used to superimpose a grid on a monitor display to
ensure that a signal source and title area is setup correctly and is the correct
aspect ratio.

Touch the top Title and Action Areas menu.

Overlay Output Used to select the ME output, the number of ME outputs
will depend on the number of MEs in the mainframe.
Show Overlay Displays the overlay on the monitor.
Center Cross Displays a cross in the center of the monitor screen.
Title Area Displays the title area at the bottom of the monitor screen.
Pan 4:3 Area Turns the 4:3 display on and allows the area to be moved to
the right or to the left from the center point.

Touch the bottom Title and Action Areas menu.

Overlay Output Used to select the ME output, the number of ME outputs
will depend on the number of MEs in the mainframe.
Title Area Horizontal/Vertical Will turn the Title area on/off and move the
Title area horizontally and vertically around the screen.
Position X Y - positions as well as re-size the Title on a Preview Monitor.
This gives the added benefit of defining a safe area for an applied strap line
or bug type graphic.
Action Area Horizontal/Vertical Will turn the Action area on/off and move
the Action area horizontally and vertically around the screen.
Position XY - positions as well as re-size the Action Areas on a Preview
Monitor. This gives the added benefit of defining a safe area for an applied
strap line or bug type graphic.

The Overlay can only be applied to a PVW output

Note
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Options Menu
Once back in the main menu, press the {Options} menu link button to
enter the Engineering Config Options menu.




This menu is used to install new software options that upgrade the Kahuna
mainframe, e.g. upgrading and adding DVE options, Fluid Effects, these are
just a few examples.

Place a USB memory device with the upgrade software into the USB port.
Press the {File Search} menu button to search for the new options files on
the memory device.
When found the options will be displayed in the Options Files on
Removable Devices table.

If there is more than one file on the USB device then use the File parameter
control to select the required software file.

Press {Select} to select the new software, finally press {Install} and the
option file will be installed into the mainframe.



After installing a new option, the mainframe has to be re-booted.

See the following page for a full list of options available for Kahuna.




Important Note:
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Kahuna Options List
The list below lays out the full list of options available to Kahuna, along with
their definitions, as displayed in the Options menu.

Menu Option Feature Definition

Test Everything - All options available to use this is
a factory test, demonstration and
service replacement state

The Test Everything Option will display all the options in this list, some
these options do not apply to the 2.5 M/E Kahuna CF+system. If unsure
whether an option applies, please contact the Snell Customer Service
Department, phone numbers and e-mail addresses are at the rear of this
manual.



One ME SD - Authorises the use of a single M/E
in the mainframe and the mainframe
will only produce SD output.

One ME HD - Authorises the use of a single M/E
in the mainframe and the mainframe
will only produce HD output.

Two ME SD
Three ME SD
Four ME SD - Authorise 2, 3 and 4 extra M/Es to
be added to the mainframe,
producing SD output.


Two ME HD
Three ME HD
Four ME HD - Authorise 2, 3 and 4 extra M/Es to
be added to the mainframe,
producing HD output.


One 3D DVE SD - Authorises the use of a single 3D
DVE in the mainframe, the DVE will
only operate in SD.

One 3D DVE HD - Authorises the use of a single 3D
DVE in the mainframe, the DVE will
only operate in HD.

Two 3D DVE SD - Authorises use of a second 3D DVE
in the mainframe, operating in SD

Two 3D DVE HD - Authorises use of a second 3D DVE
in the mainframe, operating in HD

SD Chroma Keyers
HD Chroma Keyers - Along with the standard Linear,
Luma functionality, the Chroma
keying option enables every Keyer
to perform high quality Chroma
Keying


Important Note:
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Menu Option Feature Definition

SD 2D DVE Key Resize
HD 2D DVE Key Resize - Enables every Keyer in SD and HD
systems with a Resize functionality
SD 2D DVE Key Effects
HD 2D DVE Key Effects Enables every Keyer in SD and HD
systems with a Key Effects
functionality. Must have the resize
functionality, this option provides
effects

SD Bus/Source Color
Corrector - Allows input color correction to be
used on SD inputs, on Bus and
Source.
HD Bus/Source Color
Corrector - Allows input color correction to be
used on HD inputs, Bus and
Source.

SD Output Color Correctors - Allows output colour correction to
be used on SD outputs, Bus and
Source.

HD Output Color Correctors - Allows output colour correction to
be used on HD outputs, Bus and
Source.

SD Safe Area Overlay
HD Safe Area Overlay The Safe area option provides the
ability to overlay graphics for the
safe area, Title safe and centre of
Screen, on preview output
SD Stores
HD Stores - This powerful option allows Stills
and Clips to be available on all
M/Es in a Kahuna system. There is
a maximum of 16 Stores (4M/E
Kahuna), that can be designated for
Stills or Clips.

The Clip Store element of this
option provides the capability of
playing sequences of Key with
associated Fill and Video for
animation.


48(32+16) SD Source Inputs
64(32+32) SD Source Inputs
80(32+48) SD Source Inputs - This option allows a 11RU system
to be configured from the standard
32 inputs to 48,64, and 80 inputs.
48(32+16) HD Source Inputs
64(32+32) HD Source Inputs
80(32+48) HD Source Inputs This option allows a 11RU system
to be configured from the standard
32 inputs to 48,64, and 80 inputs.

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Menu Option Feature Definition

Programmable SD Outputs
Programmable HD Outputs - This option gives each M/E the
flexibility of programmable outputs.
The user can define which outputs
spigots are Program, Preview,
Clean etc. Also the ability to select
what Keyers and Backgrounds to
an output.

RS422 Control Ports - The External Control option
provides RS422 control to External
Devices with P-BUS and Serial tally
protocol.


GPO and Tally Relays - This option provides 48 General
Purpose Inputs (GPIs), and 84
General Purpose Outputs (GPOs),
for the 11RU mainframe.

OEM Auxiliary Protocols - Future Feature

Dual SD/HD Processing - (HD Kahuna only !)This option gives
the capability for a system to
perform operations, and also enable
both SD and HD sources together in
a system, mix SD sources and HD
sources within one M/E if
purchased. Being Cut, Wipe, Mix
keyed togerther

SD Key Border Generator
HD Key Border Generator - The functionality to produce key
edge borders, extrusion and drop
shadow is given with this option.


Parameter Modulation - This option allows parameters to be
modulated. Modulation can be
placed on certain parameters i.e.
Washes, DVE X/Y position etc.

Hard Disk Backup - This option allows the connecting of
an external Hard Disk recorder,
onto which a mainframe Hard Disk
backup can be made.

Aux Ancillary Data This option allows Ancillary data on
an input to be striped off and then re
inserted on a select Aux output.
A typical example is Embedded
Audio, Embedded Audio is striped
of an input source, the video is
processed then switched to an Aux
output, and the Embedded Audio is
then re inserted.


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Menu Option Feature Definition

Format Fusion - Kahuna systems that are configured
to be only HD or SD/HD can employ
this feature. Kahuna can float the
Format Fusion engine of Key4 (in all
M/Es) between Key 4 itself and the
Background busses. When the
Format Fusion engine is assigned
to the Background Buses, this
option allows directly control of the
source. For example, in a HD M/E,
when a SD source is switched up
on a Background, the ability to show
that source in native 4:3 or letterbox
16:9 can be achieved. Inversely if a
HD source was switched up on a
SD M/E, pan and scan control can
be gained.


Audio in Framestores - Audio in Framestores allows the
editing and playback of Audio and
Video in Stores.


DVE Phase Two Release One - Further DVE Models

16 SD Source Inputs - This option limits the mainframe to
only 16 SD Inputs.


16 HD Source Inputs - This option limits the mainframe to
only 16 HD Inputs.


Multi-Standard AUX - This option will allow Auxes to view
both HD and SD standard video.


DVE Phase Two Release Two Further DVE Models and DVE
Preset Trans.


Shadow Switcher This will allow a Slave Mainframe to
directly emulate the operation of the
Master Mainframe.


DVE Phase Two Release Three Further DVE Models


Split DVE Split DVE provides the capability of
dividing a DVE into two independent
dual tiles


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Menu Option Feature Definition

Source Management Allows an M/E to be converted into
8 Aux outputs that can have
Format Fusion applied to them.


DVE Phase Three Release One Further DVE Models


ME Outputs from Grab Bus Grab Bus Override is used to
configure the Grab Bus (Fill and
Key) to grab from a specific
crosspoint.

DVE Fluid Effects - Imports a 3D model and then wraps
any live video source in real time
around the model.

USB HID Controllers - Supports a range of USB Multi Axis
Controllers, through J og/Shuttle
knobs to Switch Panels

Framestore Memory Expansion - Quadruples the size of memory for
the Clip Store function.


PC Kahuna Watch - Kahuna Watch Application Software
will run in the background, and on
appearance of a specific file type in
the Watch Folder, the software will
then convert them into the native
Kahuna .SWS format.

PC Kahuna Mirror - Kahuna Mirror Application Software
is a software that allows Projects on
a Kahuna mainframe hard drive to
either be Mirrored and backed up
to a PCs hard drive over a network.


DVE 3D Stereoscopic - The Stereoscopic DVE model
allows parallel switching and mixing
of stereo cameras, as used in 3D
filming


Modified Wipe Patterns - The wipe patterns list has the option
to be modified for certain market
requirements.


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USER CONFIG SECTION 4.3

Press the [USER CONFIG] button on the GUI panel to enter the User
Config menu. In this menu up to 1000 (0 to 999) user specific user config
files can be saved and is one of the most important menus when setting up
Kahuna.

For a full explanation of the Overwrite, Make Default and Lock buttons
please refer to the I/O Config main menu section of this manual.


It is advised that after each configuration change in the User Config menu,
i.e. changes made to the Crosspoint Mapping Config or Store Config, to
save each new Config.

In the User Config main menu, make a new User Config file or choose a
pre-saved User Config.
To enter a pre-saved config, scroll up and down the File parameter control to
reach the required file then press the {Load} button. The selected file will
then entered into the Current User Config attacher box. Pre-saved config
files may also be deleted or over written in this menu.

To make a new config file, press {Save As} menu link, the User Config
Save As menu will now appear. In the center of the menu screen there is a
table showing all the saved User config files. Use the Destination parameter
control to scroll down to an empty row in the table. Next type a name then a
description into the attacher boxes under the table, press {Save} to save the
new file into the table.
Press [BACK], on the GUI panel, to go back into the User Config main
menu.
Note
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Aux Bus Setup

In the default state Aux 1 to Aux 4 physical BNC outputs are not available to
use, the Aux outputs that are available are Aux 5 to Aux 12.
These can be moved around with the M/Es in the builder menu.

In the USER CONFIG main menu, press the {Aux Setup} menu link button
to enter the User Config Aux Setup menu.


In this menu, the exact setup for each individual Aux Bus output can be
adjusted. The center of the menu screen shows a table, which contains the
Aux Bus output details. The attacher boxes at the bottom of the screen
contain the individual parameters.

Aux Setup Table
Aux Buses this displays the available Aux Buses and Internal Aux Buses,
which depend on the system setup, the Aux Buses have physical BNC
outputs from the mainframe, and there are 4 Aux outputs per M/E card.
This system has 8 physical Aux outputs (Aux 5 to Aux 12).
There are also Internal Aux Buses Virtual Aux Buses available, these can
only be used as internal sources within the mainframe and have no physical
outputs.
This system has 56 Internal Auxes

Aux Name Aux Buses can be renamed in the Source Names menu, the
new Aux Bus Name will then be displayed in the column.
Crosspoint crosspoint selection
Source Name name of the Fill source for the selected crosspoint.
Lock crosspoint lock On/Off.
Ccr output color correction On/Off
Ancill enables the Ancillary Mapping option
Important Note:
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Tally Now and Tally Next - allows the user to Tally the sources selected on
an Aux bus.
For example: If Aux5 has source 3 selected and has Tally Next ON this
source would be tallied as NEXT in both the serial Tally and the GPO Tally
(ENG/GPO). Auxs can also be tallied using GPIs. An example of this would
be an Aux output feeding an external DVE. The DVE would feed back a GPI
to indicate that source was currently active. This would then feed through the
Kahuna Tally system as required.

i1and i2 refer to ISO Tally please see page A63 ME Output Setup
ISO Tally

Selecting a Source on an Aux Panel

To select sources on Auxes there are two options, changing the Aux input by
hand means pressing the chosen Aux i.e. Aux 5, and then the chosen xpt
(fed by the required source) on the remote Aux Panel. If a M/E output is
required select the M/E output on the row of buttons beneath the Auxes that
read M/E1 PGM1 to M/E3 PGM4.
If using the Aux Bus setup menu in the User Config select the required
source in the Crosspoint column to the relevant Aux.


By selecting a source on an Aux Panel that contributes to the main output
the mnemonic display for that Aux will turn Red.

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Aux Override


Introduction

Aux Override is a mechanism that allows a GPI to override the crosspoint on
an Aux bus. When enabled, a GPI can override the aux bus crosspoint for
the duration of the GPI being active, this for example allows a camera
joystick or similar device to override the crosspoint on an Aux bus. Once the
GPI is released, the aux bus will return to its previously selected crosspoint.




The Aux Override menu allows the user to set up override enable, GPI active
state, aux bus and crosspoint for each available GPI on the Kahuna system.
Overrides can be set up for both external and internal GPIs.

The Aux GPI Override setting data is part of the User Config data, and may
be saved to and loaded from the User Config file the saved file will be
displayed in the User Config file Enables list called Aux Override.


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Aux Override Menu

To get to this menu, press the [USER CONFIG] button on the GUI then
press the {Aux Bus Setup} menu link button.
In the Aux Bus Setup menu press the {Aux Override} button.





The above menu displays a scrollable table of the override setting for each of
the 256 GPIs available. The controls allow the user to edit each of the
following settings for any of the GPIs.

GPI this is the GPI that triggers the override
Aux Override this displays the state of aux override, enabled for the
specific GPI (enable On or Off)
GPI State - the state of the GPI at which the override function will be active
(High or Low)
Aux Bus - the aux bus that the GPI will override
Crosspoint - the crosspoint that the selected aux bus will be set to during
the override.

If the Aux Override value is set to Off then the GPI State, Aux Bus and
Crosspoint setting are greyed out.
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Aux Override - continued

The state of Aux GPI overrides is indicated in a column to the right of the
Crosspoint column, shown in the menu below. If aux override is enabled for
the specific aux bus, then a Green square is displayed. If an override is
active on the specific aux bus, then an Orange square is displayed.



Overview of Aux Override Active States

When an Aux GPI Override is activated by the external equipment controlling
the GPI state, the crosspoint of the selected aux bus is changed to the
override crosspoint state. When the GPI is deactivated the crosspoint of
the selected aux bus returns to its original state.

If there is more than one override set to act on the same aux bus, and one of
those overrides is activated whilst another is already active then, the
previous override will be deactivated and the new override will take over.
When the last override to be activated is released then the aux bus will revert
to its previous crosspoint state.
If the Crosspoint setting is changed whilst an override is active, then the
original override will drop out and the aux bus will go to the new crosspoint
setting.
If the Override Crosspoint setting is changed whist the override is active,
the crosspoint on the overridden aux bus will change to the new value.
When the override is deactivated the aux bus will revert to its previous
crosspoint setting.
If an Aux Bus has its crosspoint locked, an active override on that aux bus
will change the crosspoint to the override setting. The aux bus will revert to
its original setting when the override is deactivated. It is not possible to
change the crosspoint setting whilst the locked crosspoint is overridden.

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PowerSlave
PowerSlave card is a new type of Slave M/E card, it allows a multi standard
Aux output from a single Slave M/E card.
The PowerSlave card has the capability to route through any Aux outputs at
SD or HD source standard regardless of the format the M/E.
The PowerSlave card also frees up the Format Fusion Engines and Keyers
which would normally be used to output SD and HD from the internal Aux
outputs.
New SD/HD systems with V3.1 software or greater, will have the PowerSlave
cards fitted as standard.

If you have an existing system with the original Slave M/E cards, these can
be up-graded to PowerSlave cards (please contact the Snell Service
Department, the contact numbers can be found at the rear of this manual).
Kahuna has up to 160 xpts (depending on the Mainframe chosen) that can
be fed by any internal or external source.
An Aux can be set to look at any of these xpts, even a source that is not
being used on the panel (ie. xpt 145, as long as xpt 145 has been set in
Crosspoint Mapping to look at the required fill and key of said source).
This means if Aux 5 is set as a xpt on the panel in Crosspoint Mapping, it is
possible to utilise up to the 160 sources via that one xpt.

It is important to remember the M/E Re-entry Order that has been assigned:
should Aux 1 be selected on M/E1, and be fed by M/E3 Op1, a picture shift
will occur.


Source Based Auxes

The mainframe has 8 Source Based Aux outputs, the sources are derived
from the input BNCs to the mainframe and then fed straight out through the
Source Aux BNC with no changes to the input signal.
The Aux outputs can be set to any HD or SD input BNC. The video stream
from these outputs will match that of the Input BNC that has been selected.

Setup
The Source Auxes can be set to any 8 contiguous Aux numbers, and are set
in the User Config - Aux Bus Setup menu.
Touch the attacher that has the Source Aux Base parameter, then set the
Int Aux that will become the first Source Aux, what ever source is then
selected will then be output from the first Source Aux BNC.
So for example, setting up Source Auxes with a 2.5 M/E system, if Int Aux13
(for Source Aux OP1) is selected as the first Source Based Aux. Int Aux20
will be the last Source Based Aux (for Source Aux OP8).

It is recommended that these substitute for any of the Int Aux busses, up to
Int Aux busses 64. The source selection can be done either through the
Master Aux (see Aux Bus setup), 1U Aux Panels, GUI or Kahuna as Router
Control protocol.

Internally generated sources such as Mattes, Washes, Stills and Clips
cannot be output through these Aux outputs.






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Source Names
Once back in the main menu, press the {Source Names} menu link button
to enter the Engineering Config Source Names menu.
In this menu, each of the 40 input sources can be given a name; the name
given is then used as a reference to a Fill or a Key source in the crosspoint
setup.




Select a source from the parameter box on the right of the menu screen, and
then enter a name in the Name parameter box using the GUI keyboard or a
USB Keyboard. The given name will then be entered into the table next to
the selected input source.
Router to Overwrite when set to {Yes} will allow an external router to
rename a source.
Name ??? & Next - this button is a quick short cut, it puts ??? into the
current Source Name and then jumps on to the next Source in the list,
forcing the switcher to take the Name from the Source itself, this helps to
make naming all sources quicker.
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Ancillary Mapping

Kahuna now provides the option of routing Ancillary Data (including
embedded Audio) to an Aux output.

This feature must be enabled in the Eng Config - Options file (Aux
Ancillary Data).

In the User Config - Aux Bus Setup menu, the user has the option to
determine which Aux outputs will provide Ancillary data, if available. Once
the Ancillary data is enabled on an Aux output, the user has to know where
the Ancillary data for each crosspoint is coming from, this is done in the
Ancillary Mapping menu.



Only an external source can be used to provide Ancillary Data.
Only Internal Sources can use the Ancillary data routed from an External
Source.
In the User Config Aux Mapping menu, select where the Ancillary data
will be taken from for each crosspoint. The Ancillary Enable function will
determine if Ancillary data will be passed if that crosspoint is selected on an
Aux.

For external sources, (input 140), if the Aux Ancillary data is enabled then
only the option to pass the Ancillary data of the Fill source (as per the
Crosspoint mapping) is available. If the crosspoint is an internal source
(Matte, Wash, Store, M/E output) the external source (input 1..40) may be
selected and used to provide the Ancillary data.
In the Aux Ancillary Mapping table the user can also define where Ancillary
data is routed, for the fixed crosspoints 161 to 192 (Stores and M/E outputs).

If different Ancillary data on the same output is required, e.g. Select M/E2
OP1 on AUX6, M/E2 OP1 can be repeated on different crosspoints (there
are up to 160 user defined crosspoints available).
Example: Use Crosspoint 100 to 104 as M/E3 OP1 then in the Ancillary
Mapping make crosspoint:

100 to use Input 36
101 to use Input 37
102 to use Input 38,
103 to use Input 39
104 to use Input 40.
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Ancillary Mapping - continued

Now as crosspoint 100 through 104 on an Aux are selected, the Ancillary
data will change but the Video will remain the same.


The ancillary data may not cut cleanly and there is the possibility of a pop
noise on the embedded audio. To help achieve the above the user may need
to use button mapping to get crosspoints 100 -104 on the Aux buttons as
required.


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Crosspoint Mapping

Once back in the USER CONFIG main menu, press the {Crosspoint
Mapping} menu link button to enter the User Config Crosspoint
Mapping menu.
The crosspoint mapping menus are used not only to map inputs to
crosspoints for each M/E but also to name the crosspoints and the inputs
and to make mnemonic button displays.
The crosspoints of each M/E can be mapped to any of the physical inputs or
the internal signals, this is carried out in the Crosspoint Mapping menu, an
example of which is shown below.

The table in the Crosspoint Mapping menu shows the crosspoint location, a
name that is given to each crosspoint, the Fill source name and the Key
source name.

The actual mapping section of the Crosspoint Mapping Menu has four
columns, the left column contains a list of the available crosspoints and the
bus button to which they are linked, this relationship is not changeable in this
menu. The following three columns are set in the Crosspoint Mapping
menus.
Xpt crosspoint 1 to 160
Xpt Name This column is for a crosspoint name that the user can set using
a USB Keyboard (this is indicated in the attacher at the bottom left part of the
menu where a red rectangle is against Name). When giving a name to the
crosspoint, up to 11 characters can be entered, the characters font will vary
in size and height depending on how many characters are typed in,11 max.
The remaining two columns are used to set the actual source to be mapped
to the selected crosspoint and to give the source a name.

Fill Source / Name - This column is used to set the Fill Source, which is the
signal that provides the Fill when selected on a Key bus or provides the
source for the background busses.
Key Source / Name - This column selects the Key Source which provides
the Key (hole cut) signal when selected on a Key bus. It has no effect when
selected on a background bus.

Legend Lamp the mnemonics on the control panel can now be color
coded, using the colored back lights options, there are now 7 options: Green,
Inverted Green, Orange, Inv. Orange, Red, Inv. Red and Off.

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Crosspoint Mapping continued

Split To this function is used when the user wish to use a Fill or a Key
source to give you a key signal for the Key layer. Split to Fill/Key means that
the setting on the crosspoint the user has Split To, will determine a Key
signal for the Key layer.



Enable this function enables/disables the selected crosspoint. When
disabled, the crosspoint Name will display as Disabled and the panel
mnemonic is left blank.

{Name ??? & Next} - this button is a quick short cut, it puts ??? into the
current Source Name and then jumps on to the next Source in the list,
forcing the switcher to take the Name from the Source itself, this helps to
make naming all sources quicker.

{Show Crosspoints} this button when pressed will go Green, this will
cause the mnemonic display on the control panel to change and show the
crosspoints in their unnamed form, i.e. XPT1, XPT2, XPT3 etc. Press again
to go back to the user specific crosspoint setup.in


Auxs can be used as sources to crosspoints.


The {Ancillary Mapping} menu link button goes back to the User Config
Ancillary Mapping menu




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Crosspoint Mapping Store Setup

In the default system configuration M/E3 Stores 1 to 4 are not available to
use. Stores 5 12 are available.

Press the {Store Setup} menu link button to enter the User Config Store
Setup menu.


The Coupled Key Store column displays the Fill store that is coupled to the
Key store.
The Key To Fill Stores column displays the Key store that is coupled to the
Fill store.

Use the {Uncouple All} action button to uncouple all the stores in all the
M/Es, use the {Uncouple} action button to uncouple individual stores.

When coupling the stores, if a store is coupled to an M/E which is set to a
different video standard the Coupled Key Store will turn Red.


Allocation
In this menu Video and Audio clips known as Cliptrax

are setup and
allocated memory space.
There are 4 stores per M/E as shown in the table in the diagram below.

Note:
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Store Setup - continued

HD - Min Video 4 frames per store
Max Video 12 seconds or 388 frames per M/E (3 seconds or 97
frames per store)
Audio 1726 or 22 mins 19 seconds

SD - Min Video 21 (625) - 23 (525) frames per store
Max Video 72 seconds or 2231 frames per M/E (18 seconds or 558
frames per store)
Audio 1726 or 22 mins 19 seconds

The menu grab displays the parameters for each available M/E, and each
individual store. Using the parameter controls, the user is able to setup the
memory allocation for each audio and video clip, complying with the video
standard of each M/E, the user cannot exceed the memory allocation.

Audio In Reverse does not mean that the Cliptrax are played backwards
or in reverse, this means when the video clip is played backwards, the audio
is still played forward within the timecode setup.





See the Stores section of this manual (see chapter 3) for a full explanation of
the Stores Setup.

DVE Store is a future application.

Note
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Grab Bus Override
Grab Bus Override will inhibit the use of the Key or Fill Grab function of all 4
stores in each M/E in order to allow the user a selectable output without
having to burn a real Aux or Util bus.
By selecting an M/E Output and choosing Grab Fill or Key, that output will
display the Xpt as selected in the User Config Store Setup menu.

Each M/E has four stores and two grab Buses (Fill and Key) associated with
it. Previously, these two grab Buses were dedicated to grabbing from the
selected crosspoint into the stores on that M/E. Now, using the Fill Grab
Override parameter or the Key Grab Override parameter, the user can
change the source to the grab Fill Bus and the grab Key Bus on each M/E to
display Xpts of their choosing. If an Internal Aux was set as a xpt, it is
possible then to select that aux as a source to the Grab Fill bus and view its
output.

These Xpts must be in the video standard of the M/E.

For example, in the 1 M/E menu below, the Grab Fill Bus is set to XPT 3 and
the Grab Key Bus is set to XPT 4. In the Store - Grab menu, notice that the
word "Overridden" is now written in Red next to the Fill Source and Key
Source parameters.

The information displayed in the Fill/Key Source parameter boxes is now
fill/key of the selected grab crosspoint. Change the selected grab store to a
store other than 1..4, and the "Overridden" indicator will disappear and the
parameters will show the sources on the selected grab crosspoint once
again.


All other Store functions will act normally e.g. loading and xpt placement

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Crosspoint Mapping continued

Crosspoint Mapping Source Names


Press the {Source Names} menu link button to enter the Engineer Config
Source Names menu.

In this menu, each of the 40 input sources can be given a name; the name
given is then used as a reference to a Fill or a Key source in the crosspoint
setup.





Select a source from the parameter box on the right of the menu screen, and
then enter a name in the Name parameter box using the GUI keyboard or a
USB Keyboard. The given name will then be entered into the table next to
the selected input source.
Router to Overwrite when set to {Yes} will allow an external router to
rename a source.
Name ??? & Next - this button is a quick short cut, it puts ??? into the
current Source Name and then jumps on to the next Source in the list,
forcing the switcher to take the Name from the Source itself, this helps to
make naming all sources quicker.

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Bus Linking

This allows the user to Link Buses, allowing Buses to be slaves of other
Buses e.g. M/E2 Key1s crosspoint selection will be mimicked on Aux5.
In the User Config main menu, press the {Bus Linking} menu link button.


Bus Select selects the Master Bus
New Slave Bus selects the Slave Bus
Slave Select selects the Slave Link
Substitution Table assigns Links to a table (1 to 10 available) the
selected table is where the Master Slave bus link will be saved
Link Enable enables/disables the master /slave link

Create New Link creates a new master/slave link
Delete Link deletes the selected bus link
Delete All deletes all master/slave links that have been created

Overall Enable turns the bus linking option On/Off

Substitution Tables

Substitution Table selects a substitution table, the table can be given a
name in the name dialog box below the table
Master/Slave Crosspoint selects the master/slave crosspoint link, as the
crosspoint mapping is setup, the mapping will be automatically saved into
the substitution table
Link Enable enables/disables individual crosspoint mapping links
Restore One-to-One restores all crosspoint mapping links to their original
state (in the selected substitution table only).
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Using Bus Linking

To create a Bus Link select the Bus that will become the Master using the
Bus Select parameter control, then select the Slaves to this bus using the
New Slave Bus parameter, then press {Create New Link}.
There are no limits to the number of Slave Buses that can be linked to the
Master bus. To delete a Link, select the Link using Slave Select parameter,
or touch the entry in the Table, and then press {Delete Link}.




By default the links are 1-1 links e.g. Xpt1 on the Master will select Xpt1on
the Slave, although the bus linking can be further enhanced by use of
substitution tables, where new crosspoint links can be created.
A Substitution Table can be generated where there is no link for some
crosspoints (e.g. selecting a crosspoint on the Master Bus will not select a
crosspoint on the Slave Buses), a single Substitution Table can be used
multiple times.

There is an Overall Enable to turn the use of Bus linking On/Off, along with
independent Link Enables.

The [UNDO] button on the GUI will restore the Link. By default the
Substitution Table selected will be None (Substitution Table 0) which is a 1
to 1 crosspoint link.

Note:
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To create a Substitution Table select {Substitution Tables}, then select a
table number using the Substitution Tables parameter (this menu allows 10
tables to be generated). The table can then be given a name in the Table
Name attacher.
Setup the crosspoint mapping as required, using the Master Crosspoint
and Slave Crosspoint parameters.
The crosspoint set-up is displayed in the table below the Substitution Table,
this includes any link that may need to be disabled. As the crosspoint
mapping is setup, this will be automatically saved in the table.





The Substitution Tables and crosspoint assignments are saved in the User
Config File,in File System that has a separate Enable for Bus Linking.
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Mattes and Washes

In the default setup state, Wash Generators will only work on M/E1 and
M/E2.

Mattes & Washes are used as a background Fill, they can be set on any
crosspoint the in the same way as a Source Input, Store, Key border or a
Wipe border.

In the USER CONFIG main menu, press the {Mattes & Washes} menu
link button to enter the User Config All Mattes menu.


Select the Matte color from the menu palette, to adjust the color touch the
selected color on the menu screen and three parameter controls will appear,
a direct adjustment can then be made.
Alternatively press the menu buttons {Mattes 1 8} or {Mattes 9 16}
depending on the selected color and a new menu will appear.




Touch the color square of the selected color and again three parameter
controls will appear, this will allow further adjustment of the Hue, Luma and
Saturation. When satisfied with the Matte color, a Name can be applied to
the Matte, using the USB Keyboard.
Keep the number of characters in the name down to 8 and the Matte will be
displayed in the mnemonic on the control panel if added as a crosspoint.

Important Note:
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Wash Generator

The Wash Generator will only work on M/E1 and M/E2, and Washes 1 and
2 are not available to use in the default setup state.

Wash function will allow a background color to fade from one color to
another color as a background or Fill. The Wash is used in the same way as
a Matte; it is a mix of colors instead of a single solid color

In the USER CONFIG main menu, press the {Mattes & Washes} menu
link button then press the {Wash} menu link button to enter the User
Config Wash Generator menu.




In the Choose Wash area of the menu, a Wash Mimic displays the resultant
Wash as the Wash Corners are being adjusted.

The above diagram shows a possible Wash from a mix of colors. When a
Wash is setup, the four corners can be set as different colors the resulting
effect will be all the colors will wash into each other to give an overall
background or Fill.

Touch the Choose Wash attacher box, then using the parameter controls
top right, set the wash as Wash 03 or Wash 04.
Next select a Matte color for each Wash Corner individually using the Matte
parameter controls on the right.
If Local Matte is selected then all the Wash Corner color boxes will have
the option to adjust the Hue, Luma and Saturation for that Wash Corner,
using a new set of parameter dialog boxes. Touch one of the Wash Corner
colors and adjust as required.

If Matte 1 to 16 is selected then the Matte color is preset and can only be
adjusted in the Matte menu option as described in the previous section.
Important Note:
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Preferences

When using the [Auto] button to trigger a transition, pressing the button
once will start the transition, the transition will run until finished, if the Auto
button is pressed during the transition, the transition will pause. The
transition will not re-start until the Auto button is pressed again.
The Transition Preferences menu allows the system to ignore any presses
of the Auto button after a transition has started, and allows the transition to
run until finished without stopping. This function can be used as a safeguard
in case the Auto button is pressed accidentally during a transition.




Pause this action allows the transition to be paused whilst running,
pressing the Auto button while the transition is running will pause the
transition.

Ignore this action ignores any further presses of the Auto button while the
transition is running, and the transition will run until completed.

Timeline Preferences
The function will auto turn off the timeline edit enable button if there are no
timelines enabled and stay off even if a timeline is then re-enabled.

Auto Clear Edit Enable - NO. Auto turn off, if no timelines enabled but
auto turn on if timeline is re-enabled.
Auto Clear Edit Enable - YES Auto turn off, if no timelines enabled and
stay off if a timeline is re-enabled.
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Key Drop Modes

This feature automatically turns Off (Drop) a key layer that is On when the
background A (Pgm) source is changed.


There are 4 settings that can be selected:

Off
Key On Air
ME On Air
Always

The parameters allow the user to select the ME that the Key Drop Modes
controls will affect. In the Off state, the system will not automatically drop the
key layer.

If key drop is set to Key On Air, then only the key layers that are tallied Red
will drop when the Pgm bus is hot cut to another source.

If the key drop is set to ME On Air, then the key layers that are contributing
to the output of the ME when it is on-air will be dropped when its Pgm bus
cuts to another source. Example: if ME1 Key1 is set to contribute to the Pgm
output on ME2, and the Key Drop Mode for ME1 is set to ME On Air, when
ME1 Pgm bus is cut to another source, ME1 Key1 will drop and stop
contributing to ME2 Pgm output.

If the key drop is set to Always, then the selected key layers in the Key
Drop Mode will always be dropped when the Pgm crosspoint is changed
whether they are contributing to the Pgm output or not.


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M/E Re-Entry

Press the {ME Re-Entry Order} menu link button to enter the User
Config ME Re-Entry Order menu.


Kahuna M/Es are capable of being re-entered in any user-specified order,
this allows M/Es to be setup in a way that the internal routing can feed the
output of one M/E into the input of another.

Infinite looping, for example M/E2 feeding M/E3 and then M/E3 Feeding
M/E2 should not be done as this will incur a picture shift.

The M/Es can be placed in 1 of 3 timing slots, as shown above, the left hand
M/E (M/E1) is the earliest and the right hand M/E (M/E3) is the latest, early
M/Es can feed directly into any later M/Es.
In the above example M/E1 can feed M/E2 and M/E3, but M/E2 can not feed
M/E1.



If an M/E Re-Entry order is attempted that will not work, a warning will
appear for a few seconds in Red text, top left of the menu.

Pressing the {Auto} action button will setup the M/E Re-Entry setting to
allow the desired order.

Note:
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Fade To Black


In the User Config menu is the Fade To Black (FTB) option, which allows
the adjustment and control of the Fade To Black function.
Press the {Fade To Black} menu link button.



The above parameter controls alter the FTB profile and transition timing.

Profile - The Profile parameter control will adjust the FTB transition curve
profile, changing the curve profile will make the transition accelerate or
decelerate at a specific moment in the FTB transition period. The curve
profile can only be used to change the Cubic S/Sin S and Cubic Curve/Sin
Curve profiles, which are selected using the in the Shape parameter control.
The Linear profile cannot be adjusted.

Shape Selecting one of the Shape options will depict the type of profile curve, this
will alter the acceleration rate for a transition.
Linear constant transition, no change in transition acceleration
Cubic C and Sin C these profiles are similar to each other, the default
transition will have a fast acceleration at the start and slowdown towards the
end.
Cubic Curve and Sin Curve these profiles are also similar to each other,
the default transition will accelerate at the start slow down towards the mid
point and accelerate again.

Time - this parameter alters the amount of time that it takes for the FTB to
transition. The parameter adjusts the minutes/seconds, frames and fields.

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Fade To Black - Using the Timeline Control Buttons

Fade To Black can also be controlled using some of the Timeline Control
buttons.




Press the [FTB] button and the button will turn Green, which means that FTB
is ready to transition. (The user will automatically be taken to the FTB menu).
Use the T-bar to gradually Fade To Black, the [FTB] button will alternate
Red/Green/Red/Green if part way through FTB, and carries on flashing
Red/Green/Red/Green when FTB is still active.
Bring the T-bar back to its original position to cut back to the source signal,
the [FTB] button will turn Green again.

Press the [STOP NEXT KF] button and the system will CUT to black, the
[FTB] button will flash Red/Green/Red/Green, indicating that FTB is active.
Press the [GOTO START] button to cut back to the source signal, the [FTB]
button will turn Green again.

Press the [RUN] button to run a timed FTB transition, the transition time can
be setup in the User Config Fade To Black menu, adjusting the Time
parameter will set the transition time. While the transition is taking place, the
[RUN] button will turn Orange and the [FTB] button will flash
Red/Green/Red/Green to display that FTB is active. Press the [RUN] button
once more and the system will transition back to the source signal, and the
[FTB] button will turn Green.
Press the Green [FTB] button to cancel the FTB option.

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DVE Config

The DVE Config menu is used to setup the Split DVE option that provides
the capability of dividing a DVE into two independent dual tiles which can be
assigned across M/E busses.

Touch the DVE Split Config attacher then, depending on the system
configuration, select DVE 1 AB Split using the parameter buttons.


DVE option is now split (DVE 1A and DVE 1B) and can be designated for
use in any two of the available M/Es. If DVE 1A is selected for use with
M/E1 DVE Bus Sends M/E1 3D DVE 1, then the buttons labelled 3D DVE
1 in M/E1 will select DVE 1A. DVE 1B can then be assigned to another area
of the switcher.



The original DVE models and menus are no longer available until the Split
DVE option is turned off.



The DVE 1 Trail option allows one, but not both of the split DVEs to use the
Trail Store function. Select by pressing the {DVE A} or {DVE B} parameter
button.

Note:
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ME Bus Selection



Using the ME DVE selection attachers, select where each element of the
Split DVE will be used, this could be in a Background or Key bus. It is
necessary to change the parameters in this menu if you wish to use a Split
DVE element (1 A/B or 2 A/B). Touch the required attacher, then using the
scroll down parameters, select the DVE (DVE 1A, DVE 1B etc.) that will be
used on that M/E.
When the 3D DVE1 button is pressed in M/E2 (in the example above) Split
DVE1A will be displayed.

DVE Setup



When the DVE Auto Bus Release is turned On, if a DVE is being used on
one Bus and it is then turned on on another Bus, the DVE is released
allowing it to be used on the newly selected Bus.




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PANEL CONFIG SECTION 4.4


The Panel Config function allows the setup of GUI, Control Panel, Macros
and all auxiliary panels, Button Info, User Functions RollCall Logging and
Shadow Switcher.

Press the [PANEL] button on the GUI panel to enter the Panel Config
menu. In this menu up to 1000 (0 to 999) user specific panel config files can
be saved.

For a full explanation of the Overwrite, Make Default and Lock buttons
please refer to the I/O Config main menu section of this manual.

It is advisable to save each configuration change in the Panel Config menu,
i.e. changes made to the Macros setup or to Panel Prefs setup etc.


In the Panel Config main menu, make a new panel config file or choose a
pre-saved panel config.
To enter a pre-saved config, scroll up and down the File parameter box to
reach the required file then press the {Load} button. The selected file will
then be entered into the Current Panel Config attacher box. Pre-saved
config files can also be locked or over written in this menu.

To make a new config file, press {Save As}, Panel Config Save As
menu will now appear.
In the center of the menu screen there is a table, which would show all the
saved Panel Config files. Use the Destination parameter control to scroll
down to an empty row in the table. Next type a name and then a description
into the attacher boxes under the table, press {Save} to save the new file
into the table.
Press [BACK] on the GUI panel to go back into the Panel Config main
menu.
Note
Important Note:
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Preferences

GUI Preferences
The GUI Preferences menu allows the setup of the Menu Tracking, ME and
Bus Tracking, Crosspoint Tracking, Screen Saver Timeout and the GUI
Backlight Brightness.



Menu Tracking Causes the GUI to jump to the menu that controls the
feature that was activated on the panel.
ME & Bus Tracking causes the GUI delegate to follow any Key or ME
delegates on the panel.
Crosspoint Tracking causes the menus that are crosspoint oriented to
update their crosspoint selector to track any crosspoint selections on the
panel.
Layout Tracking - this allows button press actions on the control panel to be
tracked, the button press actions can then be seen on the GUI screen.
Menu Select Button This menu allows the user the choice of two styles of
menu navigation.
Top mode, when travelling between different menus using the GUI
panel buttons the system enters via the Top menu, or front page of
that menu tree.
Last mode the GUI records the last menu the user was in before
leaving that menu tree.

So for example: In Top mode, press the {Timeline} button on the GUI and
then press the {Enables} menu link button, next press the [User Config]
button on the GUI. Now re-enter the Timeline menu, notice that it is the
Timeline main menu page, not the Enables menu. The Last mode would re-
enter the Timeline Enables menu.

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Screen Saver Timeout - use the parameter control to adjust the Screen
Saver Timeout in minutes, the time is set to 5 minutes as a default, but the
timeout range is from 0 min to 59 min, 0 means that the screen saver has
been deactivated. Once the timeout is active the GUI screen goes black, any
touch of the screen or a button will bring the GUI screen back up. Adjust the
parameters using the parameter controls on the right side of the screen.
LCD Backlight Brightness - is an adjustment for the GUI screen
brightness, set to 100.00% as a default, the brightness ranges from 0 to
100.00%. Adjust the parameters using the parameter controls on the right
side of the screen.



Popup Numeric Keypad this option allows direct entry of parameter
variables using a number pad instead of using the rotary controls.
This function can be used with any parameter that has a numeric variable.
To use this function, first turn on the Popup Numeric Keypad option then
select the parameter, press and hold down the {SNAP NORM} button next to
the parameter and the numeric keypad will appear on the GUI.

Remote Panel Popups this option allows the remote panels such as the
ShotBox or Micropanel to bring up a number pad on the GUI screen.

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When finished, press the {Enter} button on the numeric keypad
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Popup List Selectors this option will allow lists such as Crosspoint
sources, Key and Fill sources, Stores, Matte &Wash sources etc. to be
displayed (as shown above) as a list when the parameter control is touched
on the GUI screen.
The Popup Lists allow quick selection access to a required function; this is
instead of having to scroll through the parameters to find the required
function.

USB Keyboard Type the user can now select between 6 different types of
USB keyboard preferences, US, UK, French, German, Spanish and Latin
American. Use the parameter control to scroll through the keyboard type
options. This option is saved in the EEPROM of the Panel and not in the
Panel Config.
Mouse Wheel XY and Sensitivity allows fine adjustment for the mouse
wheel.



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Store Load On Press this gives the option to load a still when pressing a
minipic in the Store menu, or by selecting No, allows the user to select a
still but not actually load until the {Load} button is pressed.
This allows the user to clone the still selection by Copy, Copy pressing a
minipic and Paste, Paste the action onto a User Function button. The still
will not load into the selected Store until the User Function is pressed.
The selected Still can also be loaded into the selected store by pressing
{Load Selected Still} in the Shortcuts menu.



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Panel Preferences
The Panel preferences menu allows the setup of the Control Panel.
In the Panel Config main menu, press the {Panel} menu link button to
enter the Panel Config Panel Preferences menu.



The lamp behind the buttons on the control panel has three main states Red,
Green and Orange and backlight to see all the buttons in a darkened work
area.
The Panel Preferences attacher box show the current configuration of the
panel, each lamp has a default state.
Red Lamp Brightness 100.00%
Green Lamp Brightness 100.00%
Red Lamp Brightness 100.00%
Use the parameter controls on the right to adjust the preferences as
required.
Red - Current on air output
Green - Next on air output
Orange Between transitions
User Fn Backlight Red/Green adjusts the backlight behind the User
Function buttons






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Backlight Control Panel backlight On/Off
Numeric Keypad Timeout use the parameter control to adjust the
numeric keypad timeout in increments of 5 minutes, up to 30 minutes. When
set to 0 the keypad will not timeout.
Panel Mouse Device use the parameter control to select between Tracker

Ball and J oystick, these can then be used as a mouse to control the cursor
on the GUI.
Joystick/Trackerball Buttons in Snap mode the J oystick/Tball will move
an object freely around in the screen viewing area.
In Snap mode the X,Y or Z Axis buttons are not selectable.

In Lock mode an object will only move around on the selected X,Y or Z Axis.


Background Bus use the parameter control to step through Normal,
Reversed and Follow Tbar.
Preset Bus Double Hit Shift when turned On, if a Preset Bus button is
pressed twice quickly, the Preview monitor and mnemonic will display the
source and name of the shifted crosspoint.

The panel will reflect this by either lighting the SHIFT ARROW and the XPT
button or just the SHIFT ARROW. This is determined by the user preference
Shifted Crosspoint Lit/Unlit.
Shifted Crosspoint Buttons this function when turned On will cause the
Shift button to light up Red or Green (depending if the crosspoint is live to
air) and allow the user to see that the Shift function is being used.
Lockable Crosspoint Shift this will allow the locking of the shift function
to display the shifted Xpts. continuously.
Note:
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Priority Or Util 1 or 2 selects the function of the PRIOR button on the
panel Choose between next priority or Priority transition or Util 1 and Util 2.
Key Delegate Tracking links the Key 1 - 4 buttons in the Transition
Control area on the control panel to the Key 1 4 buttons in the Key
Control area on the control panel.



Snap Shot Overwrite will allow a Snap Shot that is attached to a User
Function Button to be overwritten or not.
Snap Shot Remove On Hold this allows the user to remove a Snap Shot
from a User Function Button by pressing and holding the User Function
button until a beep is heard, the Snap Shot is then cleared.
Normal Button Macros this enables/disables the Macro Enable button on
the control panel please see Chapter 2 Panel Control buttons.
Normal Button Cloning - this enables/disables the Clone Enable button on
the control panel please see Chapter 2 Panel Control buttons.
DMEMS Set Bus Delegates when set to Yes this will allow a DMEM to
record the state of a Key Bus setup on an ME.
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Panel Knob Reattachment this function has 2 modes:
Classic the Key Control functions that work in conjunction with
the Assignable Controls will behave in the normal way.
Safe when using the Key Control functions in conjunction with the
Assignable Controls for Resize, Border, Mask and Bus Color,
pressing the function button in the Key Control area will make the
button go Green, and the Assignable Controls will reflect and adjust
the selected function.
If a different function is selected, the previous function button used in
the Key Control area will remain Green, this allows the user to step
back and fore between the selected functions.
To switch the function off, press and hold the button, and the Green
light will go off.

Centre Joystick this will calibrate and center the J oystick axis.
Do not offset the J oystick when pressing this button.
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Clone & Macro Capture/Assign

These controls aim to prevent accidental Capture and Assignment of Clones
and Macros to/from Remote Panels e.g. ShotBox, Micro Panel, Master Aux,
1U Aux.
The Clone & Macro Capture/Assign options allow the user to exclude each
of these as required, once selected these options are then saved in Panel
Config
This does NOT prevent Macros and/or Clones already attached to these
panels from executing. To prevent Clones/Macros executing from button
assignments on the Panel(s) use the Clones Enable and Macro Enable on
the Panel Control Pad or Short Cuts Menu.

Exclude ShotBox excludes (Yes/No) ShotBox panels from having Clones
and Macros applied
Exclude Micro ME- excludes (Yes/No) Micro ME panels from having
Clones and Macros applied
Exclude 4U Aux- excludes (Yes/No) 4U Aux panel panels from having
Clones and Macros applied
Exclude 1U Aux- excludes (Yes/No) 1U Aux panels from having Clones
and Macros applied


Note:
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Screen Co-ordinate System
The Screen Co-ordinate System is a tool by which the user can adjust the
displaying of co-ordinates on the GUI screen, co-ordinates that relate to the
DVE, the Resize engine, Mask areas and Wipe positions.




When working in 4x3 mode it could be useful to display the DVEs tile mimic
within a screen that is 4 units wide and 3 units high, to give an indication of
the tiles position on a normal SD television output.




If this is the case a co-ordinate system of 2x1 (2x6/4) could be chosen,
although this would lead to complicated screen divisions, a co-ordinate
system of 8x6 may be more suitable.





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The center of the tile mimic is always X=0, Y=0, Z =0 and in the case of a
8x6 display the left screen edge will have a value of +4 and the right screen
edge, a value of 4, thus a total of 8 screen units wide.















The same principle applies to the vertical screen height, the top of screen will
have a value of +3 and the bottom screen edge will have a value of 3, thus
a total height of 6 screen units.


Notice that the planes ranges are not altered at all, it is merely a display tool.



Screen Grid Crop: The ability to set the crop positions into Screen Grid mode (as per the DVE &
Wipe/masks) to allow the copying of Positions and Crops. To copy
parameters Press and hold the [COPY] button on the GUI and select the
parameter using the [SNAP NORM] button associated with that parameter

Multiple parameters can be copied while copy button is held down, next go
to the parameters you want to paste these values too, hold down [PASTE]
and press the [SNAP NORM] button associated with that parameter. The
default mode for the Crop grid is percent.

-4
-4
+3
+3 -3
-3
+4
+4
Surface 1

TILE 1
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ME Slave Config

To use the ME Slave Config function, the {ME Button Link} button on the
control panel has to be turned On

In this menu one bank can be set to control other M/Es by slaving their
actions. This means that in the example below, Bank C (in this case M/E3)
will determine the button pushes on M/E2 & M/E1, each button press will
happen on each M/E at the same time.




If a one M/E panel is connected to a mainframe with more than one M/E card
fitted, the user is able to slave the other M/Es to mimic the button presses
from the one M/E panel. This means that three outputs could be modified
simultaneously despite only having a one M/E panel. It is also possible to
load different button maps onto each of the slaves.

Bus Group indicates which settings are applied to each M/E Bank

Set Inhibited Master Buttons allows the user to select buttons that will
NOT cause a button press on the slaved M/Es
Show Banks highlights which bank is which, as seen in the mnemonic
display.




Important Note:
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Macros
Macros can be assigned to any button on the panel (including Aux panels
and some GUI functions). When macros are assigned to the User Function
buttons they can have an associated bitmap.
Kahunas macros are recorded in real time; this means that macros record
functions behind buttons, rather than just the button press. This allows
simple creation of multi button operations to complex effects and transitions,
Pbus, GPOs, DMEM, and GMEM loading, clip playing and VDCP.




Macros are saved under Filing System - Projects and the buttons they are
assigned to are saved within the Panel Config. Although the macros
themselves are run and activated in the mainframe the buttons are
associated with the panel.
Once a macro is running if it is run a second time, the macro again will
instantly start from the beginning. Macros are recorded as a sequence of
button presses in real time, which in turn are translated into a sequence of
actions. The delay between these actions (button presses) can be tested and
edited once the recording is completed. Menu operations are not recorded in
the macro but any direct action within menus will be (e.g. a Pbus trigger).

Please read the full explanation of how to use Macros in Chapter 3 of this
manual.


Important Note:
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ME Button Link

In the Panel main menu, press the {ME Button Link} menu link menu
button to enter the Panel Config ME Button Linking menu.



In this menu, control over the M/E button banks is setup, so that one button
bank can control one or more of the other button banks on the control panel,
or the button banks all work independently. The number of button banks will
obviously depend on which type of control panel was purchased.
The diagram above shows a 4M/E panel with four button banks A to D. Bank
A is always the furthest away from the operator.

Parameter Controls
Bus Group this selects the Master Bus Group (button bank) in the table.
Enable Bank A to D this selects the master/slave setup of the button
banks.
Whichever bank is selected using the Bus Group parameter control is set as
the master, using the On/Off buttons for a different bank sets that bank as a
slave. This is displayed in the Controlled Bus Groups column in the table.

Action Buttons
Set Inhibit Master Buttons this allows the user to configure a number of
crosspoint that will not control their corresponding buttons in any slave Bus
Group. The exceptions to this are the [SET LIMIT] and [LIMIT] buttons
which can be de-selected when the Set Inhibit Master Buttons is enabled.

Set Inhibit Slave Buttons this allows the user to configure a number of
crosspoints that will not be controlled by their corresponding buttons in any
master Bus Group.

Pressing either of these buttons puts the panel into a state where all the
lamps go out except for those which are inhibited. Pressing the crosspoint
buttons will add or remove them from this inhibited set.

Show Banks press this button to display the M/E Bank in the mnemonic
displays on the control panel.


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Button Maps

In the Panel main menu, press the {Button Maps} menu link button to
enter the Panel Config ME Button Assignment menu.


In this menu, the mapping of the control panel buttons to the systems
crosspoints can be changed to suit a users preference on a bank-by-bank or
M/E by M/E basis.
The diagram above is the top menu, which shows the Button Maps that are
available in the table at the top, and the M/Es, Banks and Aux panels
present in the Bank or ME Button Maps boxes at the bottom. The way the
button maps are setup will be described a little later in this section.
A Bank Button Map is suitable should the setup of crosspoints and buttons
need to remain constant, irrespective of which M/E has been selected on
that bank.
By selecting a M/E Button Map the map will track that M/E wherever it is
selected on the panel.
A Bank Button Map takes precedence over a M/E Map should both be
loaded simultaneously.

Parameter Controls

Bus Group this selects the M/E Bank or Aux panel
Button Map this selects the button-to-crosspoint map that can be loaded
into the M/E, Bank or Aux panel.

Action/Menu Link Buttons

Edit this is a menu link to the Edit Button Map menu, which is used to edit
the current and/or existing button maps. Select Edit and the Edit Button
Map - menu will allow changes to be made to the current button-to-
crosspoint setup. Alternatively select a button map file to be edited, from the
table, and using the Button Map parameter control then press {Edit} to
enter the Edit Button Map menu.

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Delete this deletes a button map file permanently from the disk.
Load will load a selected map into a M/E or attach it to a M/E Bank
Unload will unload a selected map from a M/E or a M/E Bank
New this is a menu link to the Panel Config Edit Button Map menu,
which is for setting up a new button map.
Show Crosspoints will change the mnemonic display on the control panel
to show all crosspoint positions.
Using the Bus Group parameter control or by touching the appropriate M/E
in the attacher box select appropriate M/E, Bank or Aux. When happy with
the selection press the {Load Map} action button and the button map will be
loaded. Press {Unload Map} if a different button map is required.
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Panel Config Edit Button Map Menu

To enter this menu press the {New}menu link button to setup a new button
map, or {Edit}to edit an existing button map.


In this menu a user specific button map can be created and saved ready to
be mapped to a chosen M/E Bank or Aux bus.


Parameter Controls
Button Number selects the M/E bank button number and row in the table.
Crosspoint use this parameter to change the crosspoint that is associated
with the button on the M/E bank.
Shifted Crosspoint this will change the crosspoint that is associated with
the button on the M/E bank when the shift button is pressed.

Notice that in the Edit Button Maps menu that the shifted Xpts are
displayed in Red, this displays that the Xpt is being used in a current button
map.


Shift Key this sets whether or not the selected button is a shift button for
the bank.
Bus Length This control should normally be set to the number of buttons
across an M/E bank (or Aux bank if that is what is being set up). The value
set here is only used by the Create Bus function explained below.

Note:
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Disable Attacher Parameters
Button Number - selects the M/E bank button number and row in the table
(as above).
Disable Normal will disable the selected crosspoint.
Disable Shifted will disable the shifted crosspoint.

Action/Menu Link Buttons

Cancel will cancel the menu and go back to the Button Map Assignment
main menu.
Create Bus using the current buttons crosspoint and shifted crosspoint,
this function fills in n consecutive buttons, incrementing the crosspoint by
one for each, where n is the Bus Length set above.
Clear To End this will clear the button map of crosspoints and shifted
crosspoints ready for a new button map to be setup, starting from the current
button and clearing to the bottom of the table.
Insert this allows the user to insert a row in to the selected entry of a
button map.
Delete - this allows the user to delete a row from the selected entry of a
button map.
Show Crosspoint will display the actual crosspoint number in the
mnemonic display on the control panel, the crosspoints will be displayed in
their unnamed form, i.e. XPT1, XPT2, XPT3 etc.
Save this is a menu link to the Edit Button Map save menu.


Edit Button Map Save menu

This is where the user specific button maps are saved, 1000 individual
button maps can be saved in this table.



Select a file number using the Button Map parameter control and enter a
name and description into the attachers below the table, then press the
{Save} action button. Only once a Button Map has been saved will it be
available to use in the Button Map Assignment menu.
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1U Aux Panel Setup
In the Panel main menu, press the {1U Aux} menu link menu button to
enter the Panel Config 1U Aux Panel Setup menu.




Real Auxs and Internal Auxs
This menu allows the selection of Aux bus outputs to the Aux panels.
Select the Aux panel using the Aux Panel parameter control.
Select individual Aux Buses by touching the GUI screen or, select entire
banks of Auxes using the buttons at the bottom of the menu.
The Aux panel is now selected and ready to use.

The mainframe has 8 Aux Outputs available, and in the default configuration
state the aux outputs are Aux 5 to Aux 12.

There are also 52 Internal Aux Buses Virtual Aux Buses available. These
can only be used as internal sources, for example as sources for DVE.




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Aux Bus Setup using User Config Enables

Aux Buses can be saved in the User Config Enables, Aux Enables area.
When saving Auxes in a DMEM or GMEM it is possible to determine which
will be saved or re-called by using the Aux Sub Enables menu.





In the User Config main menu, press the {Enables} menu link button to
enter the User Config Enables menu. Next press the {Aux Enables}
menu link button.



Select individual Aux Buses by touching the GUI screen or, select entire
banks of Auxes using the buttons at the bottom of the menu.

Override Enables will alter the re-called Auxes in DMEMs or GMEMs.



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Button Information
Button Information displays any additional functions that have been attached
to buttons.



The Panel Config Button Information main menu displays information
about Clone button functions and Macro buttons, the Button Summary table
displays the information relating to a button.

Button Name - the normal button function.
Clone Name the clone function attached to a button.
Normal Button Function displays if the normal button function is active.
Cloned Button Function - displays if the cloned button function is active.
Macro displays if a macro is attached to the button
Button Delay this displays the delays attached to a macro function
Take Bitmap From display where a bitmap is derived from, when cloned
to a User Function button
Take Lamp From displays lamp from cloned function or from the normal
function
Snapshot Recording inhibits the user function buttons ability to record a
snapshot.
Cloning Permitted if a function can be cloned, this parameter will display
Yes
Live Mode Behaviour shows Enabled if Live Mode can be set on this
function.

Locate Clone locates the clone button by turning off all the lamps on all
the buttons on the control panel and GUI except the clone button which will
turn Red.
Detach Clone detaches the clone function from a button.
Live Mode will turn Live Mode On or Off
Stop All Macros will stop all macros running
Locate Button - this will allow the current function of any button to be
summarized in the table. Buttons with Clones and/or Macros attached will
light Green when the Locate Button is Active. To locate a button Press the
Locate Button, it will go Red and the panel will only light up Normal Buttons
(e.g. Clones, Macros attachments and Button that have had their Normal
Functionality Disabled), the Table will then Display the current Information
about that button. The Locate button will then return to Gray.
Locate Macro works in the same was as Locate Clone, and locates a
Macro function button
Detach Macro detaches a macro function from a button

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Button Information - Continued




Active Functions:
Clone switches the clone function On/Off
Normal - switches the normal function of a button On/Off.
These can be selected together so that both functions are active.

Lamp From:
Clone will set the button lamp to light up the same as the cloned
function, i.e. if live to air the button will turn Red.
Normal - switches the lamp between its normal Green color and the
Red cloned color
Macro this will allow a lamp to be lit from a macro assignment

Bitmap From:
Clone displays a bitmap from the cloned function (above left)
Normal a UFB would be blank normally, however this will still
allow the clone function to work.
User displays a bitmap from the User Function, Edit Button Bitmap
menu.

Snapshot Save:
Inhibited inhibits the user function buttons ability to record a
snapshot.
Allowed allows a user function button to save a snapshot





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User Functions


User Function Buttons Overview
The User Function buttons on the control panel and on the ShotBox sub
panel, when set to work as a Multi Bank Effects and Recall
System, share the same functions. So with a 4 M/E panel and a
possible 3 ShotBox panels connected, the user has a total of 13 sets of User
Function buttons available.
This option allows the user to have access to a Rapid Effects
Recallfunction, which is new option for recalling DMEMs, GMEMs,
Stores, Macros and Projects, and a central point to quickly save and recall
Snap Shots of all available M/Es.









ShotBox

The ShotBox works as extra sets of User Function buttons, with the latest
software release the User Function buttons have many more functions. The
buttons can now be used to recall Macros, Snapshots, DMEMs, GMEMs,
M/E DMEMS, Stores and Projects and can take an instant Snap Shot of
any available M/E.


This is a Multi Bank System , the effects recalls are
accomplished by organizing the registers as; 11 Pages (Banks) of 11
registers for each set of User Function buttons, this will give a total of 924
registers available to use.


Page (Bank) Recall Buttons
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Snap Shot Function
Hold down any of the User Function buttons for a couple of seconds, an
audible bleep can be heard, this action will then take an instant Snap
Shot of a M/E, the User Function button will display SNAP SHOT with a
number related to the Bank register.
Pressing the Snap Shot button a second time will give a one button Auto
Recall of the saved Snap Shot.
Removing a Snap Shot with a User Function button that has a Snap Shot
attached, press and holding down User Function button until a beep is
heard, the Snap Shot is then cleared. This will delete the Snapshot from the
hard disk.
This option is setup in the Panel Config - Panel Preferences Snap Shot
Remove On Hold parameter, and will operate when turned On.



A Snap Shot can also be removed in the Macros menu in User Functions
Macros.


The User Function buttons on a Control Panel will save a Snap Shot of the
M/E that they are situated in, or can be assigned to save a Snap Shot of any
one of the other available M/Es.
The User Function Buttons on the ShotBox panel can also be assigned to
save a Snap Shot of any one of the available M/Es in the Layouts menu.



Note:
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Setting up the User Function Buttons
To setup User Function Buttons or a ShotBox, enter the Panel Config main
menu and press the {User Function} menu link button. The first menu
that will appear is User Function Pages.

Here, the User Function buttons can be setup as a preset layout and the
button bitmap graphics can be changed if required.


Parameter Controls
Layout Parameter - up to 7 different layouts (A G) are available. These
can be setup and used like preset button layouts.
Page Parameter selects the required page, Pages 1 - 11.
To select a page, either use the Page rotary control or touch the Pages
layout on the GUI screen, the Buttons on the left will then display the Page
setup.

If Layout Tracking option in the Panel Config - Preferences (GUI
Preferences) menu is turned On, press and hold down the Page (Bank)
Recall Button (shown below) and press the required Page, this action is
tracked and can be seen on the GUI screen.

Page Type Parameter:
This parameter will scroll through the different types of available page types,
the current page types are as follows:

Off when the Page Type is set to Off, this will turn the Page function Off.
Snapshots cannot be captured however Macros can still be applied while in
this Off state.
Macro/Snapshot this will allow the application of a Macro or a Snapshot to
a button within the selected page (all Snapshots are stored in Project 99).
To apply a Macro to a button, attach as normal or go to the User Function
Macros menu (see Macros explanation in this supplement).
To apply a Snapshot, using the User Function buttons, choose a Page,
press and hold down one of the User Function buttons, a Beep will sound
and Snap Shot and the register number will be displayed in the button.
If the Audible Beep does not sound, this can be activated in the Panel
Preferences Panel menu.
Note:
Page (Bank) Recall Button
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GMEM this will set the selected page button layout as a numeric keypad so
that a GMEM can be re-called.
To recall a GMEM, select the appropriate Page, using the User Function
Buttons, then use the numeric Keypad to enter the GMEM number and press
{LOAD}.

DMEM - this will set the selected page button layout as a numeric keypad so
that a DMEM can be re-called.
To recall a DMEM, select the appropriate Page, in the Pages menu and
using the User Function Buttons enter the DMEM number, and press
{LOAD}.

M/E 1 4 DMEM (depending on the system setup, up to 4 M/Es) this will set
the selected page button layout as a numeric keypad so that a DMEM of an
individual M/E can be re-called.
To recall M/E 1- 4 DMEM, select the appropriate Page, in the Pages menu
and using the User Function Buttons, enter the DMEM number, and press
{LOAD}.

Store 1 16 (depending on the system setup, 4 per M/E) this will set the
selected page button layout as a numeric keypad so that a Still or a Clip can
be re-called.
To recall Store 1- 16, select the appropriate Page, in the Pages menu and
using the User Function Buttons, enter the Still/Clip number, and press
{LOAD}.

All LOAD pages will load the relevant file type from the Current Project.

Project - this will set the selected page button layout up as a numeric
keypad so that a Project can be re-called.
To recall a Project, select the appropriate Page, in the Pages menu and
using the User Function Buttons, enter the Project number and then press
{LOAD}.

DSK - These allow a page to be assigned to DSK functions. This provides
DSK 1 CUT (Cut Key 1 ON/OFF), DSK 1 AUTO (uses the Key1 Transition),
and DSK 1 Time. The DSK Time assigns the DSK transition time to the
Assignable rotary control 1, Number Pad and Popup Numeric Keypad.


Page Select Buttons
The {Page Selection} action button will display the selected Page, this is the
bottom left User Function button.
The {Edit Page Bitmap} menu link button will enter the User Function
Page Bitmap menu (see next page).
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User Function Page Bitmap



This menu allows the user to attach a bitmap to a User Function Page
button, the bitmap can be created or chosen from a selection of preset
bitmaps from a library.
Rotate the Preset Library parameter, notice that the bitmap images in the
Preset Library window change. Once happy with the bitmap, press {Grab
from Library} and the bitmap will be displayed in the bitmap grid (1). This
option is the same for the User Library.
If the user decides to create a bitmap, the bitmap can be drawn or typed into
the bitmap grid area, and then saved to the User Library. To hand draw a
bitmap, select Pen in the Draw Mode parameter, and then select the Brush
Size. Create the bitmap in the grid area, if a mistake is made, select Eraser
and erase the mistake out in the grid.
Once happy with the bitmap, press {Save to Library} and the bitmap will be
saved to the User Library, up to 50 bitmaps can be stored and recalled.

Text can only be entered into the grid by using a USB QWERTY keyboard.


Select Text in the Draw Mode parameter, then select the required font size
in the Font parameter. Touch the grid to select where the text will be placed,
then type the text on the keyboard. Text can also be saved into the User
Library.
The bitmap displayed in the User Function buttons (2) can also be edited by
touching the User Function button and pressing {Grab from Page}, the
bitmap is displayed in the grid area and can now be altered/edited
Once happy with the bitmap, select the User Function button by touching the
screen, the button will turn Orange, then press {Apply}. The bitmap will then
be displayed in the button.
Note:
2
1
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User Function Layouts

In this menu, individual User Function button banks are setup and attached
to an M/E or a DVE.






Parameter Controls and Table
Button Group selects the User Function button groups that are attached
to each M/E on a control panel and any ShotBoxs that are connected.


Not shown in this diagram, the ShotBox will be displayed as:
ShotBox 1a a, b and c relate to the pads of User Function button groups.
ShotBox 1b
ShotBox 1c

Then ShotBox 2a etc. depending on how many are connected.

ME/DVE selects the M/E and DVE cards in the mainframe.
Active Layout selects the preset layouts A G (described earlier).
Current Page selects the Pages 1 11.

When pressed, the {Show Banks} action button will make the User Function
buttons display which button group they are attached to.

Note:
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User Function Macros
This menu allows the user to assign macros that are stored in projects to the
User Function buttons.

Parameter Controls


Project select the project where the required macros are saved, the
individual macros will then be displayed in the Macros table.
Macro this selects an individual macro in the table, highlighted by the Red
bar
Layout this selects one of the 7 available Layouts that the macros can be
attached to.
Page this selects one of the 11 available pages that the Layout with the
macros can be attached to.

Setting Up the User Function Buttons with Macros
Select the Project that the required Macros are stored in, select a macro
using the Macro parameter. Then touch one of the User Function buttons
displayed in the menu. Press the {Assign Macro} action button, this will
assign the macro to the highlighted button with any bitmap that was made
previously.

Individual Macros from different Projects can be assigned to a single Layout
of User Function buttons.

If the user wants to remove a Macro or a Snapshot from one of the buttons,
again highlight the button by touching the menu screen and then press the
{Clear Macro/Snapshot} action button.
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User Function Details
This menu displays all the different Pages, Layouts, Macros, Snapshots etc.
that have been assigned to the User Function buttons.



Parameter Controls
Project select the project where the required macros are saved, the
individual macros will then be displayed in the Macros table.
Macro this selects an individual macro in the table, highlighted by the Red
bar in the table.
Layout this selects one of the 7 available Layouts.
Page this selects one of the 11 available pages.

Macros can also be setup in this menu (as described on the previous page),
and Snapshots can be assigned to buttons. This is done by touching a
button in the menu, and then pressing the {Activate Snapshot} action
button. The Snapshot will be displayed in the button with the register
number.
The attacher next to the button layout displays the number (register number)
of the highlighted User Function button, the control function (Type) attached
to the button, the Project, a Store/Macro if attached, and the file position of
the Store/Macro in the Project.
The {Locate Macro} button will locate the position/description of the macro
in the Macros table.
For example: if a macro button us highlighted by the Red square, and the
Red bar in the Macros table is on a different Macro function, pressing the
{Locate Macro} button will make the Red bar jump to the correct Macro file
in the table.

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User Function Buttons



This menu allows a bitmap image to be created for a user function button
when it is being used as a Clone or a Snapshot.

The table displays one of the 7 user function layouts A to G, which are
selected using the Layout parameter. Each of the12 user function buttons,
are listed down the table.
Select the Layout, Page and Button using the parameter controls

No. user function button number 1 to 12
Action displays the action attached to the user function button, Macro,
Snapshot, Page Select GMEM etc.
S/Shot displays the project and snapshot file number
Macro displays the project and macro file number
Clone displays the cloned function
Lamp displays the type of lamp that will light the user function button
Bitmap displays where the bitmap is taken from

Clear Macro/Snapshot will clear the macro or snapshot function from the
table and Button
Clear Clone will clear the clone function from the table and Button
Edit Button Bitmap will open the bitmap editor menu

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RollCall Logging




This is another way to enter the RollCall Mainframe Logging and Panel
Logging menus that were discussed in full in the Eng Config (Engineering
Config IP Client Protocols) menu in section 4.2.

This function enables customers to setup IP protocols to enable the use of
the Snell & Wilcox RollCall software, to remotely monitor certain aspects
of the Kahuna mainframe and GUI.





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Shadow Switcher

Shadow Switcher is a function that will allow a Master Mainframe and
control panel to control a Slave Mainframe .
This will allow the Slave Mainframe to directly emulate the operation of the
Master Mainframe, this feature allows a single control surface to
control/shadow multiple M/Es across two mainframes.

Operational Overview
The control panel logs in to one logical switcher as a master. Once logged
in, it is possible to select another logical switcher to act as a slave.



In addition, it is possible to specify some of the M/Es and DVEs in the master
switcher to directly control M/Es and DVEs in the slave switcher, this will be
discussed later in this section.



To set this up, the Switcher that is currently being used is called the Master
(in the above example Kahuna Mainframe- Switcher A (Three M/E +DVE)).
From the menu, select the switcher that will be the Slave (in the above
example the 6U Kahuna Mainframe Switcher A (2M/E +DVE)), and then
press {Connect}.
Select which M/E on the Master controls which M/E on the Slave, by
touching the M/E buttons in the bottom half of the menu, use the same
process for the DVEs, then press {Enable} to enable the System. You
should now be able to switch on the master M/E and the Slave M/E will
follow.


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Commands and Functions Overview

Commands that are only sent to one M/E (e.g. Key layer operations,
transitions etc.) are also forwarded to the associated slave M/E.

Commands that are common across all the M/Es and DVEs in the master
switcher (Matte, Wash, Input colour correction, etc.) will also be sent by the
panel to all the modules in the slave.

Operations that load and save DMEMs, GMEMs, setup files, framestores
etc. are normally sent to the output M/E of the logical switcher, and it is then
responsible for forwarding the command to the appropriate M/Es and/or
DVEs to be processed. In slave mode, the load command is also forwarded
to the output M/E of the slave switcher. The enables are manipulated
according to the master/slave mapping so that the appropriate slaved
modules are loaded and saved.
When using [COPY] or [PASTE] on key layers or whole M/Es, the copied
data is saved in a file on the hard drive. When forwarded to a slave module,
the filename used by the slave is different from that used by the master to
prevent problems if the master and slave switchers are in the same
mainframe.

When a slave switcher is connected to, any macros that are loaded on the
master switcher will also be loaded on the new slave. When the slave
switcher is disconnected from, the macros are unloaded. Running a macro
will cause the macro to be run on both the master and the slave (assuming
that slaving is turned on). Parts of the macro that are M/E or DVE specific
will be run on the M/E or DVE that is specified by the remapping, or not run
at all if the module isnt remapped. Parts of the macro that are send-to-all
are run everywhere on the slave. Parts that are send-to-output-me are only
run on the output M/E of the slave.




It is advisable that only one master/slave setup is used







Note:
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USB Controllers - Human Interface Devices


What is a Human Interface Device ?


HID is a class of USB devices that includes joysticks, trackballs, specialised
keyboards etc. It also includes other devices specifically geared towards the
video editing environment such as jog/shuttle knobs and 3D controllers.
Kahuna allows up to three USB HID devices to be plugged in to the panel at
any one time. This can be multiple instances of the same device type, or
different types of device.
There is a USB Controllers sub-menu accessed via the Panel Config
menu. This is separated into five sub-menus (Profiles, Device Setup,
Configuration, Axes and Buttons).
One feature of USB HID devices is that (in theory), a specialised device
driver is not needed to allow a PC or other computer system to use the
device. When the device is plugged in, the operating system can interrogate
the device to find out how many buttons it has, how many rotary knobs,
sliders, spring-loaded axes there are, what range of values to expect from
each of these axes, and what lamps and graphical displays are present for
user feedback. Unfortunately, many (if not most) HID devices do not give
accurate information about their capabilities (e.g. the wrong number of
buttons or incorrect ranges for the axes). This makes it impossible for
Kahuna to handle many HID devices without extra information being
provided to correct the errors. This is done in the form of a HID configuration
file. The filing system import menu now has the ability to import a HID
configuration file.
Each device is assigned a profile that tells Kahuna how to handle that
particular device. There are ten profiles available, a single profile can be
assigned to multiple devices of the same type, also, more than one profile
can be created for a single device type, however, only one of these profiles
can be assigned to a device at any one time. Each profile consists of twelve
pages of configuration, allowing the device to be easily switched from
controlling one set of parameters to another.
Similar to the Kahuna ShotBox, each connected HID device has the concept
of an M/E/DVE module delegate and a background/key-layer delegate. Any
attached


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USB Controller Profiles Menu
In the USB Controller Profiles menu, the New Profile Device parameter
will list all the attached USB devices that conform to the HID specification.
To assign a new profile to a device, select the device and select an unused
entry row using the Profile parameter control, then press the {New Profile}
button.


When a new profile is created, the system searches through the HID
configuration files on the mainframe for one that matches the device. If
found, the information in the file will override the default information that the
device returns for number of buttons, axes etc.
A name can be assigned to the profile if required. To delete a profile, select
it and press {Delete Profile} button. To prevent a profile from being deleted,
turn on the Lock function.
The order that devices appear on the New Profile Device parameter list
depends on which USB ports the devices are plugged in to. If you are using
multiple devices of the same type, Kahuna is unable to distinguish between
them. If you unplug the devices and reattach them in a different order, the
functionality that they devices are configured to perform will be reordered
accordingly.

Note:
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Controller Device Setup Menu
Once you have created a profile for each of the attached devices, go to the
Controller Device Setup menu. Select a profile on the Device Profile
parameter control. The buttons and axes areas of the menu should update
to show the appropriate number of buttons and axes for the device that the
profile is associated with.



If the device has been correctly recognised, pressing buttons on the HID
device will show a red dot while each button is held down. It will also move
the white highlight to the last button that was pressed and will show the
name associated with that button. The name can be changed to anything up
to 11 characters.
Axis area.
Red bar will
expand up and
down depending
on the device
action
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Adjusting knobs/sliders/axes on the HID device will move the red region in
the axes area of the menu. The information above the axes area shows
details of the currently selected axis including an assignable name for the
axis. Axis names can be predefined in the HID config file. Touch the graphic
for an axis to make that the selected one.
Each axis is assigned a type (Centered, Rotary Knob etc.), allowing Kahuna
to know how to process the information that the device will generate for that
axis:
Centred - Axis that has end-stops and has a spring-loaded center position.
Includes spring-centred joysticks,3D multi-axis controllers and VTR shuttle
rings.
Rotary Knob - Axis that has no end-stop and generates a continuous
stream of increments or decrements as it is adjusted.
Includes - rotary digipot knobs, trackballs, and VTR jog wheels.
Slider/Fixed - Axis that has end-stops but is not spring-loaded to a center
position. Includes parameter controls with limited range of angular
movement and linear sliders.
Each axis also has Gain and Coring values associated with it. Use the gain
to increase the effect of the control over the parameters that are attached to
it. The meaning of the filtering value depends on what the axis type is set to:
Centred - The filtering value is interpreted as a coring level. The axis will
have no effect on attached parameters until the level exceeds plus or minus
the coring level. Useful when high resolution devices are over sensitive and
produce noisy values even when not being adjusted.
Rotary & Slider/Fixed - The filtering value is used to average out the
increments over time. Low resolution rotary knobs produce pulses which
would make use for controlling a VTR very stepped action. Turning up the
filtering value smears the pulses out, making VTR motion smoother.
The higher the filtering value, the longer the period over which the pulses are
smeared.


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Configuration Menu

The USB Controller Config menu shows the list of connected controllers,
which profile is assigned each of them, which page of the profile is currently
active, and which M/E or DVE the device is configured to control. If the
profile associated with a device was not created to work with that device
type, the profile number will be shown in red, and the device will not operate.






The selected controller also has information displayed below the list. HID
devices identify themselves by Vendor and /Product ID values (see below for
details). The Predefined Profile value will be Yes if the profile is based on
information from an imported HID configuration file. Otherwise, it will be
No, and the profile is derived from values that the device provides (which
may or may not be accurate).
There is also a Recenter Device Axes button that will recalibrate any
devices which have a Centred type (do not press this button when any
device axis is being held off-center).

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Axes Menu
The USB Controller Axes menu allows parameters to be attached to axes
on a device. Parameter attaching is done via the parameter copy/paste
clipboard.





To attach one or more parameters to a HID, go to a menu containing the
parameters to be attached (or bring them up on the assignable controls
parameter controls on the panel). Press and hold the Copy button on GUI,
then press the snap/norm button (or the button next to the assignable
controls parameter control) for the parameter (or parameters) to be
assigned.
Next, go to the USB Controller Axes menu (shown above), the copied
parameters will be displayed in the Clipboard list. The lower list shows the
axes for the selected device profile. Using the Page parameter, choose the
profile page number to be updated, make sure that the appropriate clipboard
entry and axis are selected in their lists, press the {Attach} button. The
selected clipboard entry and axis will auto-increment each time Attach is
pressed, making it easy to attach multiple parameters.
To detach a parameter from an axis, press Detach.
Each page also has its own axis gain value which is applied in addition to
the overall axis gain specified on the Controller Device Setup menu.
Where relevant, the module and bus of the parameters controlled by the HID
axes is determined by the HID M/E/DVE delegates and the HID
background/key-layer delegates.
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Buttons Menu
The Buttons menu is used to control how the buttons will operate.
By default, all HID buttons are configured so that they can have macros
and/or clone actions attached to them. This is exactly the same methods as
for assigning/de-assigning macros and/or clone to any other panel button.
Make sure that the required HID profile page is selected before attaching the
macros and clones.




In addition, each HID button can be configured (using the Button-Type
control) to perform many other operation (most of which could also be
achieved using cloning, however, this is easier). The choices allow the
following:
Macro/Clone (default mode).
Selection of a specific profile Page (1 through 12).
Selection of Next and Previous profile pages.
ME 1 to 3 and DVE 1 and 2 delegates.
Next and Previous module delegates (Cycle through M/E and DVE
delegates).
Background A/B and key layer delegates.
Next and previous layer delegates (Cycle through Bgnd A/B and key
delegates).
Snap/normalize for each of the individual HID axes.
Snap/normalize that applies to all HID axes simultaneously.
A button that takes the GUI to the HID Config menu.

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The button marked Copy To All Pages will copy the selected button type
value to all twelve pages of the selected profile page for the selected button.
This is particularly useful for putting a Next Page and Previous Page button
on all the pages of a profile.
There is also a link button {Button Info} to the User Config Button
Info menu, which is used for checking what macros and clones are on the
buttons and for removing the macros and clones.
The M/E/DVE module and background/key-layer bus used by macros and
clones attached to HID buttons is determined at the time that the macro or
clone is created. They are unaffected by the HID module and layer
delegates.

HID Configuration Files

Some HID devices do not provide accurate information about their
capabilities. This may happen because a manufacturer uses the same USB
controller chip in multiple different devices, having different numbers of
buttons or axes. Therefore Kahuna has the ability to import configuration
files which override various parameters that are returned by the device. In
addition, the configuration files allow meaningful names to be assigned to
buttons and axes.
Each make and model of HID device uniquely identifies itself by a Vendor ID,
which represents the manufacturer of the device, and Product ID, which is
the manufacturers own identifier for the device. This information can be
found on the Configuration sub-menu.
HID Configuration files are plain text files with a name made up of the eight
characters of the vendor / product ID plus a .TXT extension. They can be
edited on a PC using Microsoft Notepad or a similar editor.
The hash (#) character is used to start a comment line. Anything following
a hash is ignored up to the end of the line.
The section of the file that is interpreted begins with [DEVICE] and ends with
[END]. Each line within this section starts with a keyword followed by one or
more space-separated parameters. A typical config file would be:
# This line is a comment and is ignored

[DEVICE]
NAME "Contour Design ShuttleXpress J og/Shuttle Knob"
VENDOR 330B
DEVICE 2000
NUM_BUTTONS 5 4
BUTTON 1 "Thumb"
BUTTON 2 Index"
BUTTON 3 "Middle"
BUTTON 4 "Ring"
BUTTON 5 "Little"
NUM_AXES 2
AXIS 1 CENTRED -7 7 "Shuttle" 1.0 0.1
AXIS 2 CONTINUOUS 0 255 "J og Wheel" 20.0 10.0
[END]

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Action of the Configuration Lines

NAME - line has an argument which is a double-quoted string of up to 47
characters. This string will be displayed in the filing-system import menu.
VENDOR and DEVICE - lines are the code that the device returns and
should match up with the name of the configuration file (VVVVDDDD.TXT).
NUM_BUTTONS - line can take one or two parameters. The first parameter
specifies the number of buttons that the device actually has. The second
parameter (which defaults to zero if not present) is necessary if the device
claims to have more buttons than it actually does and the there is an offset to
the first real button in the data returned by the device when buttons are
pressed.
BUTTON - lines take two parameters. The first is the button number and the
second is a double-quoted string of up to eleven characters, which will be
used to name the button.
NUM_AXES - line can takes one parameter which specifies the number of
axes that the device actually has.
AXIS - lines take between four and seven parameters:
Axis number (1 to N).
Axis type (CENTRED, CONTINUOUS or ROTARY).
Minimum value that is returned by the device for the axis.
Maximum value that is returned by the device for the axis.
Eleven character double quoted string for the name assigned to the axis
(Optional).
Default gain value used by the axis (Optional unless the next argument is
specified).
Default filtering value used by the axis (Optional).
The minimum and maximum values can be found on the Device Setup sub-
menu by watching the Device Value parameter changing as the axis is
moved from one end-stop to the other.


Please Note
Some USB devices that might reasonably be expected to fall into the HID
class, in fact do not. These devices will implement their own device class
(probably something similar to a serial port protocol) which will be specific to
that device, and may well be proprietary. When plugged in to Kahuna, these
devices will not appear on the USB controllers menu and therefore cant be
configured and will not function.
Some USB alpha-numeric keyboards identify themselves as HID class
devices and will appear in the list of connected devices. The HID part
usually relates to extra multimedia buttons (volume, calculator, email, home
etc). Although it is possible to assign a profile to these devices, it is unlikely
that it will be possible to attach macros and clones to these buttons.

Due to the large variety of USB devices available that fall into the HID class
and the variation in the way that these devices behave, it is impossible for
Snell & Wilcox to guarantee that any particular USB HID device will work
with Kahuna.
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Preview Aux Panel (Option)

Preview Aux Panels are a new range of Aux Bus control panels. These
connect to the rear of the GUI.
The Auxes that are displayed do not have to be consecutive, they are user
definable.
The Switched Source mnemonic emulates the Crosspoint or Button Map
setup on the main control surface and as with the Master Aux panel, has
Red on air tallies.
Kahuna Preview Aux Panels are enhanced Aux Bus control panels that
have three mnemonic displays which give the operator three levels of
information:

1. Aux Output Designation allows the user to rename the Aux
output designation.
2. Current Source to the Aux Output as would be displayed on the
existing Master Aux panel
3. Crosspoint crosspoint or button map driven

The Panels Range from a K16 with 16 Crosspoints and Aux Bus Controls, to
K40 with 40 Crosspoints and 40 Aux Bus Controls (K24 and K32 versions
are also available).




The Aux Bus name can be assigned in the Eng Config/Source Names
Menu.
The Aux Bus Select buttons are numbered starting at 1 on the left of the
panel and can have any available Aux Bus assigned to them, using the Bus
rotary control in the Panel Config/ Preview Aux Menu.

Parameter Controls
Panel this selects Preview Aux panel 1 or 2
Button the Button parameter relates to the physical Aux Select Buttons
Bus this allows the user to select the Aux Bus that will be displayed on that
button
Disable disables the button leaving it blank and inactive

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FILING SYSTEM SECTION 4.5

The filing system is as it suggests a menu where all the individual setups,
macros, DMEM/GMEM and stills are stored and can be accessed.
Here the Import and Export of setups, macros, DMEM/GMEM/DVEMEM and
stills are also accessed.

To enter the Filing System menu press [FILING SYS] button on the GUI, the
menu below will appear in the GUI.


All the menus are straightforward and are accessed, updated and deleted in
the same way, with the exception of the Import/Export menu.


Filing System - Projects

Projects should be the first step when setting up Kahuna.


Press the {New Project} button. Notice that a new row has been added to
the projects table. Enter the chosen name into the name attacher box then
press enter on the USB Keyboard. A new project has now been created.
As the user sets up and configures Kahuna and adds macros, stills GMEM
and DMEMs they are listed in the projects table in the users specific project
as shown above.
To delete a project select a project using the Current Project parameter
control then press {Delete}.



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Project Locking
Each Project can now be locked to prevent files from being written and
deleted. This is indicated by the Pad Lock symbol next to the Project.


Projects has 0 to 99 memory positions available to save to, but only
positions 1 to 98 should be used:
Project 0 is a Default project that always remains that way, it also
contains all the Config Files (e.g. Eng, User, IO, and Panel)
therefore if project 0 is locked, the user will not be able to write to
these either.
Project 99 is the Snapshot project and should be avoided for
general use.
In the Name attacher the Total Disk Size and Free Disk Space is
displayed.

Filing System - Config

The following explanation is an example of how to use the config menus.
The config menus only give the user the choice of loading, re-naming or
deleting a specific config file.

Select a file, using the File parameter control then choose delete, load or re-
name the file using the USB Keyboard.
{Make Default} action button will make the selected configuration (marked
by a star symbol next to the file number, shown below) into the default for the
Eng Config setup.
Important Note:
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The {Lock} action button will lock a selected setup and will not allow that
setup to be changed until unlocked. Select the required setup and press the
{Lock} button, a padlock symbol will then appear in the far-left column. To
unlock, press the {Lock} button once more.

Filing System - GMEM, DMEM, DVEMEM, Macros and Stills

The following explanation is an example of how to use the GMEM, DMEM,
Macros and stills menus. These menus only give the user the choice of
loading, re-naming or deleting a specific file.



Select a project using the Current Project parameter control, then select a
file within the project. There are three options load the file, rename the file or
delete the file.

Contents
The {Contents} menu link button enters a menu that displays the full file
contents of a Project and File (shown below).


The content of the Project/File is displayed in the file table in the center of
the menu. Select the Project and File using the parameter controls. The
M/Es, DVEs, Configurations etc. can all be expanded out (using the action
buttons at the bottom of the table) to display their contents.

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Importing / Export menu
This menu is used to import/export Projects, Stills, GMEMs, Macros and
configurations from a USB memory device.

For example to import stills, press the {Stills & Audio} action button to open
the Filing System Import Stills / Audio menu.


Choose a Project using the parameter controls, then select a new destination
or an existing destination for the Stills to load into.
Select Yes/No on the Allow Overwrite parameter control. Press {Yes} if you
wish any existing Stills to be over written in the Project.
Select {No} and the new Stills will automatically be inserted into the next
available slot.

Kahuna can store up to 1000 (0 to 999) Stills in its filing system per project.

The {Contents} menu link button opens the Filing System Contents
menu as described on the previous page.
Press {Search} to find the new Stills, these will now show up in the Stills on
Removable Devices table.
Press {Select} to choose individual Stills, or {Select All} to select all the
Stills.
Press {Import} to load the Stills into the Current Project Stills table.


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Manage Media



The {Manage Media} menu allows the user to format or partition a
memory device or external hard disk drive.


If the {Format} button is pressed a warning dialog box will appear, prompting
the user to make a decision. Only press {OK} if the selected device is to be
formatted.


The {Partition} menu will, as the dialog box says erase all the data on the
device and create new FAT16 or FAT32 partitions, select the type of
partitions required 128Gb, 256Gb or Single Partition.
Only press {OK} if the selected device is to be Partitioned.
Important Note:
Important Note:
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USB Backup Restore Kahuna and Backup Kahuna






The Backup Kahuna will backup the Internal Hard Disk to a USB device.
To do this, insert a USB Device for Backup, press {Next}
1. Select a previous backup to Backup to or a New Backup.
2. If you select a Previous Backup the System will only backup newer
files that are found on the Hard Disk. If you select the Remove
Deleted Files/Projects From Backup option the system will remove
from the Backup; any files that have been deleted on the Hard Disk.
This incremental Backup should be much faster than a new backup as only
the files required will be transferred. Press {Next}.

3. When {Start Backup} is pressed the system will analyze the Hard
Disk and the USB device to determine what is required and
approximately how long it will take.
4. The backup will then commence and eventually complete.

This backup can be used as part of the Hard Disk substitution below.
If the USB device is not large enough to take the Backup the operation will
fail with a Pop up.
Note:
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Restore






To restore files from a USB device to the Internal Kahuna Hard Disk select
the Restore Kahuna Option.
1. Device Search, Select the Device and press {Next}
2. Select the Backup you want to use to restore the files from, then
press {Analyze}. This will then display the Projects for restore.
Press next.
3. A collapsible list will be displayed of the possible Projects and Files
that will/could be restored. Files and Projects can be selected as
required. A Red tick indicates all Files will be restores. A Gray tick
indicates than some files have not been selected for restore. No tick
indicates no files/Project will be restored
This maybe required if only a unique Project on the system needs to be
restored. E.g. A project was deleted from the Hard Disk and only this project
is required to be restored without effecting another project on the Hard Disk.
Press {Next}
The Project/Files will be restored.
Note:
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PERIPHERALS SECTION 4.6


The Peripherals menu is used to control various external equipment; such
as VTRs, video disks, routers etc.

Press the [PERIPH] button on the GUI to enter the Peripherals main menu.



Peripherals Tally/Router

Tally Control
This menu allows the setup of a Tally serial port that is connected to an
external device.

Serial Port selects the serial port that is connected to the external
equipment.

Attacher Parameters
For Serial Protocol and IP Server Protocol

Extension Enable - Enable the Snell & Wilcox extension in the protocol.
Full Table Enable - Send every instance of every type of tally message,
otherwise only send relevant message e.g. If the system is a 3M/E system
with no DVE, only send information for 3M/E if this bit is OFF.
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MPK Tally Setup
This protocol allows Kahuna to emulate up to four Universal MI-3040
GPO/GPI boxes when connected to a J upiter

Controller.

Setting Up the Protocol
The protocol is setup in the Engineering Config Peripheral Protocol
menu.
In this menu, select the RS422 port using the Port parameter, then using the
Protocol parameter select the GVG (Philips) MPK Tally, and finally select
Default Setting, and press {Apply}.


Using the Peripheral menu

In the Peripherals MPK Tally Setup menu, the RS422 Ports that were
setup in the Protocols menu will be displayed in the Port parameter, select
the Port that was setup for the GVG (Philips) MPK Tally protocol.

Each one of the 4 (Dev 1 to Dev 4) MI-3040 emulators need to have a
unique Physical Address, the address is entered using the address
parameters. If the address has been entered and polled successfully, the In
Use Yes flag will be set for this device.







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Index - parameter, each of the 4 MI-3040 GPO/GPI emulators can send out
40 tally states.
Source - parameter is used to select the Kahuna source to be tallied.
Tally - Now/Next Tally column is used to select the tally state of the source
(i.e. tally when the source is on-air or tally when the source is on-air next)

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MPK UMD Setup

This function gives Kahuna the ability to drive the Philips MPK Bus
Protocol. The protocol is used to control Under Monitor Displays (UMD) in
a gallery monitor wall, these displays are used to show the name of the
camera/source being received by the monitor. An RS422 port from the
Philips MPK can have up to 32 UMD's daisy chained from it.
Kahuna will then transmit tally information to the UMD's via the protocol.

Table Parameters
UMD under monitor display number
Device Address the Device Address column enables the protocol to
direct its tally information to the correct UMD (hence each UMD being given
an address in the address column - these are set and read by the protocol
the user does not need to specify)
Display 1, 2 and 3 these columns display which input is feeding which
UMD at any time. The table displays the Input Number however, the UMDs
will display the associated Source Name as given in the Source Names
menu.
Dependant on what type of UMD protocol being used, its width can span
across up to 3 monitors, a 3 Wide UMD will sit underneath 3 monitors and
at that point Display 1 relates to the 1st monitors source, 2 to the 2nd and so
on.

Attacher Parameters
Tally Mode Tally Mode is describing what type of Tally occurs on the
actual UMD itself. As well as a bar of text the UMD also has an LED to the
left and right of the text.
Pgm (Both) - If the Tally Mode reads PGM Both, when UMD 1 is on
air BOTH its lights will light Red.
Pgm (R) - Tally Mode R means that the Right hand light will light
Red when the source is on air, and the Left will be independant of
the switcher. (for instance - if it was coming in as live from a sport
event in another country, the left hand light would represent the state
of the source in that country)
Pgm (R) Pvw (L) this means a Red light will tally to the right when
on air and the left hand light will light Green when the source is
selected on the Preview Bus.

UMD used to select the UMD device
Address this is the UMD device address

Source selects the input source to the UMD device
Enable enables/disables the source to the display
Port - parameter box displays which port the RS422 is connected to on the
mainframe.
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Router Control

This function allows Kahuna to control a third party router.




Current Router/Salvo Status Parameters
Current Router Status - shows the destination and source status of a
currently selected third party router.
Salvo Status - shows any names associated with router salvos.

Protected Destination protection status.
Destination Physical outputs associated with currently selected router
matrix.
Source Physical inputs associated with currently selected router matrix
Salvo Scrolls through pre-built router Salvos.
Name Selects available router protocols

Router Control Buttons
Take Sets a crosspoint
Protect protects a destination
UnProtect removes the destination protection
Take All sets all crosspoints
Protect All protects all destinations

Salvo Buttons
Salvo Take sets all crosspoints associated with currently selected router
salvo.
Salvo Send adds a crosspoint to a router salvo
Clear Salvo clears the currently selected router salvo


Router Control Attacher
Matrix selects router matrix configuration.
Next Source the next source of physical inputs associated with currently
selected router matrix
Output Size number of physical router outputs.

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Router Level Mapping


Map Levels 'On' - enables the user to select up to 32 levels for one single
TAKE command.
Map Levels 'Off' - only one level can be selected for one single TAKE
command.
Each TAKE command sent includes a Destination, Source and a Level or
Level Map


Router Control by Names

This menu enables the user to control the router Names rather than by
Index.
When first connecting to a system controller, Kahuna will request all the
names for the Destinations, Sources and Levels.
The user can then assign names to the 12 destination buttons and 12 next
source selection buttons, the level names will then also appear in the Level
Mapping by Names menu.

Router Control Buttons
Take Sets a crosspoint
Protect protects a destination
UnProtect removes the destination protection
Take All sets all crosspoints
Protect All protects all destinations
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Router XY

This menu is the virtual 36x36 XY panel for setting crosspoints on a third
party router.





Router Control Buttons
Take Sets a crosspoint
Protect protects a destination
UnProtect removes the destination protection
Take All sets all crosspoints
Protect All protects all destinations

Router Control Attacher
Matrix selects router matrix configuration.
Output Size number of physical router outputs.


{Levels} button switches to the Peripherals Router Level Mapping
menu.


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Router Control Number Pad



This allows the control of a third party router via a number pad.

Router Control Buttons
Take Sets a crosspoint
Protect protects a destination
UnProtect removes the destination protection
Take All sets all crosspoints
Protect All protects all destinations

Salvo Buttons
Salvo Take sets all crosspoints associated with currently selected router
salvo.
Salvo Send adds a crosspoint to a router salvo
Clear Salvo clears the currently selected router salvo

Router Control Attacher
Matrix selects router matrix configuration.
Output Size number of physical router outputs.


{Levels} button switches to the Peripherals Router Level Mapping
menu.
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Physical Connections

The Physical Connections menu is used to map the physical connections
between the Outputs of a third party router and the Inputs to a Kahuna
Mainframe. It is then possible to retrieve source names from a third party
router for the mnemonic display on a Kahuna panel.



Kahuna Inputs - Physical Kahuna Inputs 1-80.
Router Outputs - Physical outputs of a third party router.
Matrix - Defines which matrix to retrieve source names (Router Control
systems can contain a multiple of Matrix configurations).
Level - Signal Type (e.g SD/HD Video, Analogue Video, AES etc.)
Router Port the port the Router is physically connected to.



Procedure to show third party router source names on mnemonic display

1. Define the router mapping in the router setup menu. From the serial
protocol menu, configure one port for a router protocol.
2. In the Crosspoint menu select source names and scroll the list for
Inputs 1-80. Select the 'allow router to overwrite' option for the
sources of interest.
To show router source names on the mnemonic display, go back to the
crosspoint menu and make sure there is '???' defined in the Xpt.Name
column for the Fill source of interest (Also valid if you leave the Xpt.Name
column blank).



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Kahuna as Router Setup

This section details the protocol for controlling Kahuna Switchers as routers.
It covers the protocol used to:

1. Change the source of a destination
2. Interrogate the connection status of a destination
3. Request a source name





Kahuna as Router this selects Kahuna as the required router.
Route by:-
Crosspoint - Router Sources in the range of 1 to 192 are used for
Kahuna crosspoints. Crosspoints 161 to 192 can only be assigned to
Aux busses. If Split Key mode is not used, setting crosspoints on
that key bus will have no effects. Crosspoints can not be set on Grab
2 bus.
Source - Router Sources in the range of 1 to 208 are used for
Kahuna sources.
Auto Status Report reports the status of the router
Matrix - Defines which matrix to retrieve source names (Router Control
systems can contain a multiple of Matrix configurations).
Level - Signal Type (e.g SD/HD Video, Analogue Video, AES etc.)
Destination Physical outputs associated with currently selected router
matrix.
Protect - When a destination is protected, its connection status can not be
changed until that protection is released.


For each currently supported router protocol, a flag is used to indicate
whether Kahuna uses the protocol to initiate commands (controlling routers)
or respond to requests (controlled by router controllers).


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Peripherals Machine Control

VTR Control
This menu will allow control of VTRs that are connected to one or more
serial ports which were initially setup using the Port Protocols menu.
The selected devices output will be displayed on a monitor using one of the
crosspoints, which was also setup during the setup and configuration
process.


Select the device using the VTR Port Parameter, the status of the device will
be displayed in the Status attacher. Use the standard controls to Play, Fast
Forward/Rewind, Cue or Record the material on the device.

When in Edit Mode Cue points can be set up, which can be controlled
directly from this menu or can be saved to a button on the panel as a macro.
When selecting Edit Mode the Edit Cue Point will stop and you can manually
adjust the Timecode to reach a particular frame. Pressing Learn will record
that as a Cue point and add it to the list. Turn off Edit Mode until you are
ready to Recall this point.
To Recall a Cue point, select it in the list and press Edit Mode and press
{Recall}. You will notice the VTR will now scroll to that Timecode and wait
for further instruction.
Cue Register will scroll through your list of recorded Cue Points.

{VITC} - Vertical Interval Time Code
VITC assigns a specific time in hours, minutes, and seconds to each vertical
blanking interval in a video recording, along with a frame number. The time
code can be used to start a recording at a certain chronological time (such
as 5:00:00 p.m.), or it can be used to keep a playback machine synchronized
with a master time source. The former application might be used by a home
television viewer, while the latter application would more likely be used by a
broadcaster.

{LTC} - Longitudinal Time Code
LTC is recorded along the length of the tape in the form of a modulated
audio signal. The signal may be recorded on a spare audio channel or, in the
case of professional equipment, on an "address track" available for just this
purpose.

{NDF} Non-Drop-Frame Format
{DF} Drop-Frame Format
The difference between the two is that with Drop-Frame format the frame
address is periodically adjusted (once every minute) so that it exactly
matches real time (at the 10 minute mark), while with Non-Drop-Frame
format the frame address is never adjusted and gets progressively further
away from real time.
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{Single Command} allows control of one selected VTR, via the VTR Port.
{Gang Commands} this allows the ability to GANG Roll VTRs.
Select the {Gang Commands} action button and then select the required
VTR ports that will be take control of.

Learn/Recall Cue points will also respect the Gang VTR Port select. The
user can assign the GANG VTR port to real buttons on the panel (and/or
User Function Buttons) using Button Cloning. The user can then make
Macros from the Gang Commands buttons.

The lamps and Current Timecode will be taken from the currently
selected VTR port.

Jog Shuttle on Trackerball/Joystick

The J og/Shuttle function of a BVW75 VTR can be assigned to the J oystick
and/or Trackerball on the control panel. For each VTR Port this assignment
can be Enabled in this menu.




This can be permanently assigned to the Trackerball/J oystick by pressing
and holding of the [MEM] button, either on the J oystick or Trackerball.
With the MEM enabled the Trackerball/J oystick will return to the VTR J og
Shuttle. When the MEM function is off, the J oystick/Trackerball will take on
the current GUI assignment.
Note: 1
Note: 2
Note:
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Follow Timecode

This function will allow an external device (any device that gives out
timecodes, e.g. VTR) to control timelines.





Follow Timecode From select the external device that the timecode will
be taken from using the parameter control.
Current Timecode the current timecode from the external device.
Timeline Control set to On if a timeline is to follow a timecode.
Start Offset starts the timeline running.

The timelines will start running once the Start Offset is reached, timelines will
run according to the speed of the VTR.
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Kahuna as VTR
Kahuna as VTR mode allows a Timeline to be driven using BVW 75 VTR
commands. The Kahuna timeline will follow the incoming timecode and can
be set to load a GMEM as the timecode crosses the hour.



{Remote} switch On if an external device is going to be used to control this
protocols functionality
{Local} switch On if local control from this menu is being used
{GMEM Load Enable} allows GMEMS to be loaded and triggered by a
timecode.
{Short Timecode} this sets the operation of the timecode to jump to the
next hour every 15 minutes, i.e. if a timecode starts at 00:00:00, when
00:15:00 is reached the timecode jumps to 01:00:00 and so on until stopped.
{NDF} Non-Drop-Frame Format
{DF} Drop-Frame Format
The difference between the two is with Drop-Frame format the frame
address is periodically adjusted (once every minute) so that it exactly
matches real time (at the 10 minute mark), while with Non-Drop-Frame
format the frame address is never adjusted and gets progressively further
away from real time.

Current Timecode the current timecode from the incoming timeline.
Machine Status displays the current VTR control button status, i.e. Play,
Stop, Slow etc.

Project selects the project that contains the required GMEMs
First GMEM displays the first GMEM to run in the selected Project, use
the parameter control to select the first required GMEM to run.
Timeline Control set to On if a timeline is to follow a timecode.
Maximum Speed sets the maximum speed for Cue Forward or Reverse.
Press the Cue button repeatedly until the maximum speed is reached.
Timecode Delay sets the delay in Fields (not offset) on the timecode
messages coming out from Kahuna, some external editors require an
element of delay as the timecode responds too quickly. Default setting is 4
Fields.

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Video Disk Communications Protocol - VDCP Control

VDCP is a common protocol for video servers. Note that only some
commands (which means also functions) are mandatory; many are optional.
If optional commands are not implemented in the disk server, VDCP Simple
should be selected instead.

A video server is a system that has hard disk storage for video, and one or
more audio/video channel connected to it. A channel on a server can play or
record or both. The number of channels on the server, and what capabilities
they have, are server dependent

Playout
Press the {VDCP Control} menu link button, this option is used to control
video disk servers. Enter the Playout.



Parameter Controls
Port selects the serial port which is connected to the required server
Channel selects a channel on the server
Select File selects a clip by name
File Name Length allows the user to input file names greater than 8
characters by selecting Variable
Play File selects a clip on the Play List for editing
Out Point sets the start or end time code within the selected clip

File List this table displays all available clips on the server by name

File List Attacher Controls
Channel displays the selected channel on the server.
No of Files displays the number of files in the File List
Free Space displays the Free Space left on the Video Servers Hard Disk
Select File - allows the user select a file and to also rename a file
Length - displays the duration of the selected clip

{Set Channel} - action button once the Channel has been selected. Note
that if the channel selected is not available on the server, or the access has
been denied (normally because some other device is currently using this
channel), the Channel will be set to 0 after the button is pressed.
{Delete File} deletes the clip from the server permanently
{Refresh File List} refreshes the file list after clips have been deleted or
added.
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Edit
In Point displays the play out start position of the selected clip
Out Point displays play out end position of the selected clip
Play Rate will allow the user to speed up or slow down a clip and change
the direction of play

{Mark In Point} used to set a play out start point within a clip
{Mark Out Point} used to set a play out end point within a clip
{NDF} Non-Drop-Frame format
{DF} Drop-Frame format
The difference between the two is that with Drop-Frame format the frame
address is periodically adjusted (once every minute) so that it exactly
matches real time (at the 10 minute mark), while with Non-Drop-Frame
format the frame address is never adjusted and gets progressively further
away from real time.

Using this menu
Select a clip and press {Play} to start back-to-back play out. The attacher

shows which clip is playing or about to play and its current timecode. While a
clip is playing, Play Rate parameter can be used to change the play speed
and direction.

Using the Port parameter select the port the Video Disk system is connected
to, this will then be displayed in the Configure Channel attacher, then select
the channel number on the server and press the {Set Channel} button. Any
stored clips will then be displayed in the File List. Using the Select File
parameter, select the required clip. The total length of the clip will be
displayed below the File List table, here the clip can also be re-named or
deleted. The user can choose to play a whole clip or just a part of it by
setting a play out start or/and play out end position(s). The Current Clip box
will display the name of the current clip being played or about to be played.





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VDCP Ganged Commands

Ganged Commands - this allows for VDCP (BVW75) devices to be gang
rolled or cued. Press the {Gang Commands} button, notice that a new
option has appeared in the menu next to the Transport Control buttons, this
option displays the available Gang VDCP Ports. There are 28 Gang Ports
available as shown below.

These commands can be both Cloned and placed in Macros.








Loop will place the clip in a constant loop once the clip has been set top
play, the loop will only stop when the user presses the Stop button.

Load & Cue will load the selected clip and cue ready to start, the
Timecode, displays the timecode of the current loaded clip.

Note:
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Transport Control
Play / Play - play a clip backwards and play forwards at standard speed


Slow / Slow - play a clip backwards and forwards at slow motion speed


Stop stops a clip


/ - fast reverse and fast forward

pause a clip


/ - steps a clip forward and backward by one frame



Record
This menu will allow video/audio material to be recorded to the video disk
system. The user needs to give the new clip a name and record duration
and then press the Record action button. Note that the new name can not
duplicate any existing ones and all names are case sensitive.


Record Attacher
Capacity displays the server hard disk capacity
Name put in the name of the clip that is going to be recorded (selecting
Variable in the File Name Length parameter allows names longer that 8
characters)
Duration displays the record duration.
Start Position sets the start position timecode, for the start of the record
process
Timecode displays time code as the clip is being recorded

Transport Control
Record starts recording

Stop stops the recording process

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AVSP Control
Advanced Video Server Protocol, It allows the running, recording and
editing of clips from up to 6 channels with either EVS XT or EVS XT2.
The protocol is connected via a Serial Port, one serial port will support the
use of 6 channels of EVS, either in Playback or Record modes.

To enable the protocol
Go to the Engineering Config Protocols menu, in the Serial menu, using
the Port parameter, select the chosen Serial Port, then select the Protocol
as EVS AVSP.
Using the Default settings, Name the Protocol if desired, then press {Apply}
to attach the protocol.
Finally, save the Engineering Configuration to record the protocol selection.

To use the protocol
Press the [AVSP Control] button to enter the Peripherals AVSP Play
main menu.

The box in the top middle will display the number of configured EVS
channels and their relevant details, these channels are displayed as Rec or
Play.



Port this displays the Kahuna serial port that is connected to the server.
Video Standard this has to be set to the video standard being used by the
server.
Name the Clip Name


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PLAY menu
Clips clip data stored on the server.
Center Top (Channel Selector Area) which channel of EVS is being
controlled.
Server Info data regarding the server being used which includes:
Standard the Video Standard of and number of Clips stored on the server
Clip Num the number of the clip being played
Free Size the remaining Free Storage Space,
Clip Info data regarding the name of the chosen clip, total clip duration
and In/Out points.

Transport Control - generic play controls affecting the selected clip includes
PLAY Fwd, PLAY Rev, Play speed fwd, rev, Pause.

It is advisable to {Pause} when the clip is needed again because Stop will
stop the clip from running, and has essentially emptied the contents of that
channel, it is then necessary to Load and Cue the next clip. This will set the
new clip to the marked In point.

Edit In / Out Points the currently stored In and Out points for the currently
loaded clip. Using the attachers and Snap/Normal buttons it is possible to
scroll through the clip to re-assign a new In or Out point.

Pressing and holding the Snap Normal button on the GUI brings up the
internal popup number pad, for the inserting of Time Code


Length total duration of the currently loaded clip
Timecode current Timecode of loaded clip
Play Rate controls the playback speed of the clip

Save In/Out - saving the In and Out points will save to the server. Editing a
clip and re-saving will overwrite the original In/Out points. The action will be
validated then Save this ensures that a clip will always start on field 0 when
using Interlaced standards, it is a requirement of the EVS that a clip begin on
field 0 and end on field 1.

G pressing the G buttons beside the EVS channels will Gang the Playback
or Record channels together.
Ganging allows the transport control of more than one of the channels at a
time. A Load and Cue operation cannot be used on Ganged channels.
It is possible to clone or macro the transport controls as master controls or
pertaining to individual clips.
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MOD


The addition of the two parameters Position and Play Rate in this menu
means that it is possible to Modulate the two functions. Modulators can be
attached to these parameters in the usual fashion.

RECORD
Recording will create a stream of footage within the selected server,
additional recordings are appended onto the end of the stream.




Ensure the Rec channel(s) is selecting a video source that is running in
the same video standard as the server, it may be useful to route this source
and the record channel to a monitor, to be certain that pictures are actually
being recorded. The EVS can be set to record from M/E Ops or directly from
external sources.

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Start Recording
Select the correct Rec channel from the top section, then give the Clip a
name (it is advisable to give the recorded clip a name as the EVS generates
a random number that is not easily remembered), press the {Rec} button,
record until satisfied, then Stop

Finally press {Create Clip} and the Clip will be saved to the server and
appear in the Clip List

Now it is possible to go back to the Play menu and Edit the In and Out points
of the newly recorded clip.
Delete Clip will delete the recorded clip
Re-save your default Engineering Config to record the protocol set-up.



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Odetics Control

Introduction
Odetics protocol is a serial based protocol, that will allow Kahuna to control
external equipment such as disk servers.




Control Functions

Port selects the serial port that is connected to the external equipment
Select File selects a file by name
Play File selects a file from the Play List table for editing

{NDF} Non-Drop-Frame format
{DF} Drop-Frame format
The difference between the two is that with Drop-Frame format the frame
address is periodically adjusted (once every minute) so that it exactly
matches real time (at the 10 minute mark), while with Non-Drop-Frame
format the frame address is never adjusted and gets progressively further
away from real time
Mark In / Out Points the currently stored In and Out points for the
currently loaded clip. Using the attachers and Snap/Normal buttons it is
possible to scroll through the clip to re-assign a new In or Out point.

File List this table displays all available files external tape or equipment
Free Space displays the free space left on the external equipments disk
Select File - allows the user to select a file from the File List

Add to Playlist adds selected clip from the File List to the end of the
Playlist
Delete File deletes the file from the File List
Refresh File List refreshes the file list after file had been deleted or
added.


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Odetics Control - continued


Transport Control

Cue Playlist will cue the currently selected play list.

Play / Play - play a selected file backwards and play forwards at standard
speed


Slow / Slow - play a file backwards and forwards at slow motion speed


Stop stops a clip


/ - fast reverse and fast forward


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AMP Control

Introduction
AMP protocol is an IP Based control structure, it will support 4 channels
(VTR1, VTR2, VTR3, & VTR4) in a single device, and also supports multiple
devices over different IP Addresses.

Set-up
To Set-up the AMP protocol go to the Eng Config Protocol - IP Client
menu, then using the Protocol parameter select Advance Media Protocol
as the protocol.
Name the device as required e.g. Server1, this name will appear wherever
the user needs to select it, next, touch the IP Address attacher and set the
IP Address parameters as required.





If the server is not on a local network, an IP Gateway will be required.

Next, set the Port Number as required, e.g. 3811, finally press {Apply}.

There can be up to 20 Slots assigned.




Note:
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Using the Amp Server
Kahuna can manage Folder (Bin) selection; set In and Out points, as well as
the Standard VTR type commands. It is recommended that Macros and/or
Clones are used to assign these controls to the main control surface.




The Peripherals AMP File List menu allows the user to set the VTR that
is being controlled, and the working Folder - Folder Name table.

Each VTR 1, 2 , 3 and 4 can be set to contain different Folders/Clips.

The Clip Name table displays all the clips in the current working folder on
the server.
{Refresh} button will refresh the Folder and Clip tables (e.g. if another
controller adds a new Folder/Clip).

Kahuna uses the Folder Name and Clip Name for reference.

{Load & Cue Clip} button will load and cue the currently selected clip to the
currently selected VTR.
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Play/Edit Clip Menu



The Play/Edit Clip menu allows the user to set In/Out points for the currently
selected VTR and clip, setting the In/Out points can be done either by using
the VTR command buttons to position the clip then press the {Mark In} or
{Mark Out} buttons, or by direct input using the In and Out parameter
controls.

Press and Hold the [SNAP NORM] button on the GUI will display the
Number Pad on the GUI screen.

To assert the In/Out points, press the {Load & Cue Clip button}. To make a
Macro that will Cue a clip and assert In and Out points, set the Clip as
described above, once happy with the Clip, including its In/Out points, press
[MACRO REC] button on the GUI.
Next, press {Load & Cue Clip} button, then press [MACRO REC] to stop
recording the macro.
The macro will now Load and Cue the selected Clip in the Macro main menu.
View the macro and notice that it has stored the Clip Name and In/Out
Points.

Example
To make a Fill and Key Clip, set-up the Clips on VTR 3 and VTR4 as
required and then set the IN/Out points for each of these clips. Press
MACRO REC, then press the {VTR3} button, next press the {Load& Cue
Clip} button.
Press {VTR4} button, then again press the {Load & Cue Clip} button, press
[MACRO REC] button to stop macro recording.
This will build a macro that will load VTR3 and 4 with a Fill and Key, and Cue
them to the Start. In the MACRO/Edit menu set the Use Delays parameter
to No (this will then send out the commands to VTR3 & 4 to cue
simultaneously).
Many different Load and Cue macros can be generated.

Pressing the button whilst a clip is playing will make the clip cue back
to the start.
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Kahuna can also be used to set-up the Record VTR (Channel).

The record VTR/channel is set on the K2 server. To set the Clip Name, and
Timecode press the {Record Cue} button.






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P Bus Setup
This menu allows the control of Peripheral Bus Interface Boxes that can be
connected to the serial ports on the Kahuna mainframe. The P Bus boxes
have various external devices connected to them such as VTRs, cameras
etc.
The P Bus boxes when daisy chained allow more than one device to
be controlled through one serial ports on the Kahuna mainframe, this allows
up to 24 P Bus boxes to be controlled.




Parameter Controls

Register is a store for the setup and position of the P Bus device, 4096
registers are available. For example, the start point on a VTR tape can be
set in a register by selecting a register number at a certain point relating to
the time code then pressing the {Learn} button. {Recall} will wind the tape
back to the start point again which relates to the register point.
Trigger Type this is a selection of devices that are pre loaded on to the
mainframe hard drive with the trigger functions setup ready to use, the
trigger settings for each device are displayed in the Triggers matrix in the
menu. Scroll through this parameter and observe that the triggers will
change for each device selected.
Trigger selects one of the 16 trigger options in the Triggers matrix
Port selects the serial port the P Bus device is connected up to

Button Controls
Device Selection - Touch one of the 24 available Device Selection buttons
to control up to 24 .
Learn will learn an action from an external device and set the action to a
register point
Recall will recall the Learned action to the selected register point
Trigger the Trigger facility allows the switcher to be used to control various
functions of the connected device such as Play, Stop, Slo-Mo or Reverse
Play.

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Peripherals - Miscellaneous

Editor Control
This menu allows Kahuna to be controlled by a Sony / GVG Editor using
GVG100 protocol.
Select the serial port which the Editor is connected to using the GVG100
Port parameter.
The Current Settings:

Current Target ME - shows the ME that the Editor is controlling, if required,
select a New Target ME and press Set button.

Select a serial port using the GVG100 Port parameter, then if required select
a new target ME using the New Target ME parameter, or use the current
setting.
Crosspoint Offset allows a user to set an offset between the editor
crosspoints and Kahuna crosspoints. This is to correct any possible Offset in
the interpretation regarding counting from XPT0 or from XPT1.

Sony BVS/DVS Control
This selects the type of Wipe Number Remap that an external editor will use
to select wipe patterns.
None will select wipe patterns from Kahunas wipe pattern list
Sony - will select wipe patterns from Sonys wipe pattern list
SMPTE - will select wipe patterns from SMPTEs wipe pattern list

Crosspoint Offset allows a user to set an offset between the editor
crosspoints and Kahuna crosspoints.
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User Protocol

This function will allow the user to type in an ASCII or Hex
command/message and send it out to a serial port.






Port selects the serial port that will be used to send the commands
Index the index number in the table for the selected command
Input Mode selects between ASCII or HEX as a command form.
Command command code written by the user. When in ASCII mode,
Kahuna can be made to also send out two special characters
To send a carriage return character type <cr> and <lf> for a line feed
character

Length command length
Name name (function) given to the command data.









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IQDSK Control
This function allows Kahuna to control the Snell & Wilcox IQDSK00/01
Modular board via RS422 link, the IQDSK00/01 module provides a simple
linear or luma Keying capability for HD/SD-SDI video streams, and has a
dedicated program output along with selectable program and preview
outputs with a clean feed option.

These instructions should be used in conjunction with the
IQDSK00/IQDSK01 user manual.



The Port parameter selects the RS422 port that is connected to the
IQDSK00/01 board.

Genlock
This sets the IQDSK00/01 genlock to the analog reference or the
background input. The delay through the IQDSK00/01 board and allowable
offset of the input signals relative to the selected reference is different for the
two genlock modes.

Standard this is the video standard set by RollCall interface
Lock Mode these are the two modes that the genlock can be set to,
Reference or Background, one is a valid reference signal connected to the
input, the other is a background signal.
H Phase - this allows the horizontal timing of the Program output signal in
Lock to Reference mode relative to the analog reference sync.
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Output
This menu allows the Preview and Program output signals to be chosen.

Program FTB Time - This sets the time taken to Fade to Black.

Default Program Output - If the background input is lost, the program
output will revert to the signal selected as the Default Program. The default
program options are:
Default Fill
Matte
Color Bars
Black
If the Default Fill input is selected, and both the background and fill inputs
are lost, the output will revert to black.

Preview Output (1 and 2) - The preview output can be selected from the
following sources: Program Displays the default program output.
Prog (pre-fade) If the program output has been faded to black, this option
displays the unfaded picture.
Preview Displays the picture that will be displayed when Key On is selected.
The effects of opacity adjustment are not shown, and the key mode on the
preview output will be Luma (even if Linear is selected); in this case, the Key
mode will change to Linear when Key is selected.
Background - Input Displays the background input.
Fill Input - Displays the fill input. Key Input Displays the key input.
Processed Key - Displays the signal output from the key proc amp
that will be used for keying. Matte Displays the currently selected
matte source.
Black - Displays a black picture.
Color - Bars Displays a color bar signal.
Note:
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Ancillary Data
This allows the source of ancillary data to be specified, and whether
horizontal ancillary data (HANC), vertical ancillary data (VANC), or both are
blanked.




Source - this can be either from the Background input, or the Fill input.
Blanking - these controls specify whether horizontal ancillary data (Blank
HANC), vertical ancillary data (Blank VANC), or both, from the specified
ancillary data source, are blanked.

Input Color
Input Color Correction, applies color adjustment to the selected input source.


Source selects the input source that will be color corrected
Brightness, Contrast and Saturation the YUV control needs to be turned
ON to use these adjustments.
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Key Control

This menu controls the main key and mix operations of the IQDSK00 and
IQDSK01 modules, this operates a down stream Keyer where the Key layer
can be faded up or down, or cut in and off.





Key Control Options
Full - the fill is a full layer over the background hiding it completely.

Linear linear Key (a pre-cut key)

Luma - luminance Key (no pre-keying has been applied to the fill)

Invert - inverts the Keying signal

Matte Fill - sets Matte for the selected Key layer as that layers fill

Capture Fill this will capture or grab a frame of the input source and save
it to the Frame Store, the captured frame can then be used as a Fill source.

Coupled Key - sets the Key source as that selected on the input

Self key - sets the Key cut source as that selected on the Key i.e., a Luma
self Key.
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Key Fade Time - this sets the time taken to fade the Key layer up or down,
or to dissolve to the set mix level.
Fade Enable sets the Key Fade enable option On/Off





Lift - sets the luma level at which the Key operates.
Gain - affects the sharpness of the lift point.
Opacity - controls how transparent the Key is.
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Fill Position this adjusts the X position of the Fill source
Key Follows Fill this means that, the Key X position will always follow the
Fill X position. Otherwise, the Key X position can be adjusted independently.
Key Position adjusts the X position of the Key source




Frame Store
Status this shows the status of the Frame Store, if a frame has been
captured using the Capture Fill function, this will be displayed in the Status
box.
Source this is the source that the Capture Fill will use to capture a frame

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Matte Selector
Hue - Hue sets the actual Matte color, the rotary control operates a 360
degree color wheel where:
0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Luma - The Luminance or brightness control affects the selected Matte Hue,
the parameter adjusts from 0 to 100% where 0% is no luminance or Black
and 100% is maximum brightness.

Sat -The saturation control affects the selected Matte Hue, the parameter
adjusts from 0 to 100% where 0% is no saturation or no color i.e. only
shades of Gray and 100% is fully saturated or maximum color.

EMEM & GPI Setup
This function saves and recalls settings to and from the IQDSK00/01 that
have been saved in one of the memory positions

Memory - selects a memory position to save settings to, or recall settings
from
Learn learns and saves settings from the IQDSK module
Recall recalls settings from the memory positions
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Audio Mixer

Audio Mixer peripheral, this function allows Kahuna to control an external
audio mixing desk.



Kahuna uses the serial protocol (Eng Config Protocols) to connect to an
external audio mixer; Kahuna has 8 faders available that can be attached to
any one of up to 192 faders on an external audio mixing desk.

Fader Map
Kahuna this column relates to the faders available on Kahuna, and
corresponds to the 8 faders that are in the Faders menu
Console this relates to the faders on the external audio mixer, any one of
up to 192 can be attached to the Kahuna faders
Layer there are 2 layers for each fader on the mixing desk, this allows the
user to select which layer to control
Cut this function cuts the fader On and Off
Level this is the fader audio level; the level is default at 0dB, with a range
of - infinity to 10dB.
Label this takes any name given to a fader from the external audio mixer
Update rate update rate is the rate at which Kahuna will update the fader
levels on an Audio Mixing Desk.

Port this parameter selects the RS422 port on the Kahuna mainframe that
the audio mixer is connected to

Registers
Registers can be setup to store fader settings from the fader map, there are
20 registers available where the fader settings are saved.

To use the Registers function, touch a register in the table and the register
parameters will appear, select a register, then select a fader in the fader map
and press {Learn}. The fader settings are now stored in the selected
register.
The stored individual fader settings can be recalled at any time by pressing
the {Recall} button.
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Faders
The faders in the Mixing Console shown below, correspond to the faders
that were setup in the fader map menu.



Each individual fader can be adjusted by touching the slide control and
moving it up or down, the external audio desk layer can be selected by
touching A or B, and the fader control can be cut On or Off.
At the bottom of each fader is the fader name (Fader 1 to Fader 8), the
default name is shown in the diagram above, the fader names will change if
the fader on the audio mixer is give a name.



Main Faders

This menu allows the user to control the levels of the main fader outputs on
the audio mixer desk.
M1/S1 and M2/S2 select the master/slave faders.

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Audio Follow Video

In the Audio Follow Video menu an audio sources that is associated with a
video source can be linked in the Crosspoint to Fader Map.



Crosspoint to Fader Map
Using the parameter controls, the user can link an audio fader to any of the
crosspoints on Kahuna, so that when a video source goes on air, the
corresponding audio source can be faded in, and the audio source that was
previously in (on air) is faded out. When a transition is performed on Kahuna,
the audio mixer will follow a crossfade between the two audio sources.

The Non Mute Level displays the audio level of the fader, this is important
because it shows the user what the audio level would be if it was transitioned
to go on air
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Kahuna interface with Yamaha DM 1000 Audio Mixer

Kahuna is able to communicate with a Yamaha DM 1000 Audio Mixer using
an RS422 protocol which enables Kahuna to; for example, use Pre Fade
Listen to route sources to monitor out on the Yamaha desk, transition audio
sources on the Key bus of the Kahuna control surface using Audio Break
Away.

What is a is required
Kahuna mainframe running V4.2r11 software or greater
Yamaha Audio Mixer (DM 1000 V2 in this example)
RS422 to RS422 cable (special cable must cross-connect 2 and 8, 3
and 7

Connecting a Kahuna mainframe to the Yamaha Audio Mixer
Connect the Kahuna mainframe RS422 serial port to the serial interface port
on the Audio Mixer



RS422 Ports
RS422 Cable
Kahuna Mainframe
Yamaha Audio Mixer
Pin 1 =GND
Pin 2 =RxA
Pin 3 =TxB
Pin 4 =Transmit Signal Common
Pin 5 =Spare
Pin 6 =Receive Signal Common
Pin 7 =RxB
Pin 8 =TxA
Pin 9 =GND
Frame Ground =Pin 1
RxA =Pin 2
TxB =Pin 3
GND =Pin 4
No Connection =Pin 5
GND =Pin 6
RxB =Pin 7
TxA =Pin 8
Frame Ground =Pin 9
Yamaha DM1000 Pin Out Kahuna Pin Out
RS422
RS422 Pin Out Diagram
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Setting up the Protocol
Serial protocol on Kahuna needs to be setup to allow the mainframe to
communicate with the Audio Mixer.
Press the [Eng Config] button, then in the main menu press the
{Protocols} menu link button to get into the following menu.




In the Serial menu, select a free Port using the Port parameter, use the
Protocol parameter to select the ESAM II Audio protocol and make sure
that the Settings parameter is set to the following:
Communication between the Kahuna and the audio mixer via RS422 using
the following settings:-
Settings = Default
Baud rate = 38400
Parity = Even
Data bits = 8
Stop bits = 1
Port Type = Master

Finally press the {Apply} button.

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Using the Audio Mixer Peripheral Controls

Press the [PERIPH] button on the GUI, then in the main menu press {Audio
Mixer}.


At this point it is beneficial to discuss the main function of this Kahuna
Peripheral Control when used with a Yamaha DM 1000 Audio Mixer.





The ESAM Mode button has to be set to Source, and the Yamaha Map has
to be set to On.


Note:
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Audio Follow Video

In the Audio Follow Video menu audio sources associated with a video
source can be linked in the Crosspoint to Fader Map.
Using the Break Away menu, the Kahuna Control Surface can be setup to
transition an audio channel or groups of audio channels to coincide with a
video cut, mix or transition, using the Key layer buttons to select the audio
channels.


Crosspoint to Fader Map Overview
Using the Crosspoint and Fader parameter controls, the user can link an
audio fader to any of the crosspoints on Kahuna, so that when a video
source goes on air, the corresponding audio source can be faded in, and the
audio source that was previously in (on air) is faded out. When a transition is
performed on Kahuna, the audio mixer will follow a cross fade between the
two audio sources.
The Non Mute Level displays the audio level of the fader, this is important
because it shows the user what the audio level would be if it was transitioned
to go on air.

Non Mute Level and Layer is not supported on Yamaha Audio Mixer.
Note:
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Audio Break Away Overview
In the Audio Follow Video menu press the {Break Away} button to open
the Audio Break Away menu.
This menu can be used to clone individual or groups of audio channels
(Audio Now/Audio Next) and apply the clone to buttons on a Key/Util Bus on
a Kahuna Control Surface, allowing the audio sources to be transitioned with
PGM/PVW video sources on a selected M/E.




The Audio Now buttons relate to the audio fader channels in the selected
group of faders, highlighted by the dark blue Fader Selection buttons
marked {Faders 132} down to {Faders 16164}. The Audio Now faders
are used in the same way as a PGM Bus where by selecting audio now
faders will cut the audio live to air
The Audio Next buttons work in exactly the same way as the audio now
buttons, but would be used as the PVW Bus, where they would be cut to air
with a transition.
With the Break Away parameter turned to On, the Target ME can be set to
allow the Audio Transition to be included with a selected M/E. The Channels
buttons select the audio outputs on the audio mixer desk.
If Audio is included in Transition, then audio break away mode overrides
audio follow video mode.



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Audio Break Away and Kahuna Control Surface Setup
This example describes how to clone the Audio Now/Audio Next audio
channel buttons to Key/Util bus buttons on the Kahuna control surface so
they can be transitioned with a video source:

Turn On the Break Away button and select a Target ME.
Using the [COPY] and [PASTE] buttons, clone the Audio Now audion
channel button that has the required audio channels to one of the top row of
Key layer buttons on the Target ME, make sure that the Lamp From
Normal and Normal Function setting in pasting option are turned On,
continue until all the required audio faders have been cloned.



Using the same method as above, clone the Audio Next fader buttons to the
bottom row of Key layer buttons in the Target ME.
Next, clone the Audio Trans button in the Audio Break Away menu to the
[PRIOR] button in the Transition Control area of the Target ME, again
turning off Normal Function when pasting.


AUDIO NOW AUDIO NEXT
Clone Enables on Key and Util buttons
AUDIO TRANS AUDIO BUS On/Off
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In the Short Cuts - Panel Control menu, clone the Clone Enables button to
the control surface Key 1, Key2, Key 3, Key 4, Util 1, Util2 buttons, this will
ensure that when selecting a Key or Utility bus, clones are disabled.



Clone the Clone Enables to a User Function Button and edit the button
bitmap to say Audio Bus.


This will now allow an audio cross-fade from Audio Next to Audio Now to
be performed when Audio Trans is included using the [PRIOR] in the
Target ME transition control.



Fader this parameter will allow a single audio fader to be associated with a
Xpt source, or a group of audio faders to be associated with that Xpt.
Priority Low - ensures faders not mapped to a crosspoint remain in the
same state on a crosspoint change. High ensures any fader not mapped to
a crosspoint is turned off.
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Some of the following functions are not available when connected directly to
a Yamaha Audio Mixer.

Fader Map


Kahuna this column relates to the faders available on Kahuna, and
corresponds to the 8 faders that are in the Faders menu
When connected directly to the Yamaha audio mixer the 8 faders do not
work
Console (Console Fader) this relates to the faders on the external audio
mixer, any one of up to 192 can be attached to the Kahuna faders
Layer there are 2 layers for each fader on the mixing desk, this allows the
user to select which layer to control
Cut this function cuts the fader On and Off

Level this is the fader audio level; the level is default at 0dB, with a range
of - infinity to 10dB.
Label this takes any name given to a fader from the external audio mixer
Note:
Important Note:
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Update Rate update rate is the rate at which Kahuna will update the fader
levels on an Audio Mixing Desk.
ESAM Mode this switches between EASM Source and Machine mode. It is
recommended that ESAM Source option is used when connected to the
Yamaha audio mixer.
Yamaha Map this allows Kahuna to be mapped to the Yamaha audio
mixer. Yamaha Map has to be set to the On position
Port this parameter selects the RS422 port on the Kahuna mainframe that
the audio mixer is connected to


Faders
PFL Pre Fade Listen routes the fader audio source to the monitor output
on the Yamaha audio mixer.
On will turn the fader On allowing PFL to be used.


When connected directly to a Yamaha audio mixer, only the {On} button and
{PFL} buttons work with the audio mixer.
Important Note:
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Kahuna Interface with a Yamaha DM1000 Audio Mixer using a Digital Solutions
BVE02 Interface.

Kahuna is able to communicate with a Yamaha DM1000 Audio Mixer via the
BVE02 interface. This Protocol allows the user to manually control faders
from the GUI and also control them automatically during video transitions.

What is a is required
Kahuna mainframe running V4.3r4 software or greater
Yamaha Audio Mixer (DM 1000 V2 in this example)
Digital Solutions BVE02 Interface Box
One RS422 to RS422 cable following the wiring information below a special
cable is required to connect the BVE02 to the Yamaha Audio Mixer
A second RS422 cable is required to connect Kahuna to the BVE02 interface
box
Use the following pin out information to create the correct RS422 cables.
Pin 1
Pin 2
Pin 3
Pin 4
Pin 5
Pin 6
Pin 7
Pin 8
Pin 9
Pin 1
Pin 2
Pin 3
Pin 4
Pin 5
Pin 6
Pin 7
Pin 8
Pin 9
Yamaha Remote Port BVE02 Mixer Port
RS422 Pin Out Diagram for BVE02 and Yamaha Connection
Pin 1
Pin 2
Pin 3
Pin 4
Pin 5
Pin 6
Pin 7
Pin 8
Pin 9
Pin 1
Pin 2
Pin 3
Pin 4
Pin 5
Pin 6
Pin 7
Pin 8
Pin 9
Kahuna RS422 Port BVE02 Editor Port
RS422 Pin Out Diagram for BVE02 and Kahuna Connection
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Connecting a Kahuna mainframe to the Yamaha Audio Mixer
Connect a pin to pin RS422 cable from the Kahuna mainframe RS422 port to
the Editor RS422 port on the BVE02 Interface.
Connect the specifically made RS422 cable from the Mixer port on the
BVE02 Interface to the RS422 Remote port on the Yamaha Audio Mixer



Setting up the Yamaha Audio Mixer

Press the DISPLAY ACCESS [SETUP] button repeatedly until the Setup
Remote page appears.
Move the cursor to the REMOTE FUNCTION parameter, then select MIDI to
enter MIDI mode.
To configure MIDI ports for MIDI message transfer, press the DISPLAY
ACCESS [SETUP] button repeatedly until the Setup - MIDI/Host page
appears.
This page enables you to set MIDI message input and output.
To transfer MIDI messages, set the Rx Port and Tx Port parameters in the
GENERAL section on the Setup - MIDI/Host page to REMOTE
Press the DISPLAY ACCESS [MIDI] button repeatedly until the MIDI -
Setup page appears.

Set Channel for Tx and Rx to 1.
ii) Program Change to Off for Tx and Rx.
iii) Control Change to Off for Tx and Rx.
iv) Parameter change to On for both Tx and Rx .
v) Bulk to Off.
vi) Other commands off.
vii) Omni Off .
viii) Echo Off.
viiii) Fader resolution Low.

Press the DISPLAY ACCESS [AUTOMIX] button repeatedly until the
Automix - Main page appears. Enable Auto Mix

RS422 Ports
Kahuna Mainframe
Yamaha Audio Mixer
Editor (RS422) Mixer (RS422)
Digital Solutions
BVE02 Interface Remote (RS422)
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Setting up Kahuna
Serial protocol on Kahuna needs to be setup to allow the mainframe to
communicate with the BVE02 Interface Box.
Press the [Eng Config] button, then in the main menu press the
{Protocols} menu link button to get into the following menu.



In the Serial menu, select a free Port using the Port parameter, use the
Protocol parameter to select the ESAM II Audio protocol and make sure
that the Settings parameter is set to the following:
Communication between the Kahuna and the BVE02 via RS422 using the
following settings:-
Settings = Default
Baud rate = 38400
Parity = Even
Data bits = 8
Stop bits = 1
Port Type = Master

Finally press the {Apply} button.

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Using the Audio Mixer Peripheral Controls
This describes how to use the Audio Mixer Peripheral controls on Kahuna.
Press the [PERIPH] button on the GUI, then in the main menu press {Audio
Mixer}.


At this point it is beneficial to discuss the main function of this Kahuna
Peripheral Control when used with a Yamaha DM 1000 Audio Mixer.




Note:
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Fader Map


Kahuna this column relates to the faders available on Kahuna, and
corresponds to the 8 faders that are in the Faders menu
Console (Console Fader) this relates to the faders on the external audio
mixer, any one of up to 192 can be attached to the Kahuna faders
Layer there are 2 layers for each fader on the mixing desk, this allows the
user to select which layer to control (not supported for this protocol)
Cut this function cuts the fader On and Off

Level this is the fader audio level; the level is default at 0dB, with a range
of - infinity to 10dB.
Label this takes any name given to a fader from the external audio mixer
(not supported for this protocol)



Update Rate update rate is the rate at which Kahuna will update the fader
levels on an Audio Mixing Desk. (not supported for this protocol)
ESAM Mode this switches between EASM Source and Machine mode.
Yamaha Map Set to off for this configuration
Port this parameter selects the RS422 port on the Kahuna mainframe that
the audio mixer is connected to


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Faders
PFL Pre Fade Listen routes the fader audio source to the monitor output
on the Yamaha audio mixer. (not supported in this configuration)
On will turn the fader On, and by selecting the Channels 1 to 8 in the
Channels parameter will allow the faders to control the faders on the
Yamaha Audio Mixer.
Touch the fader and slide to the required level, notice that the fader on the
Yamaha audio desk tracks the movements of the on-screen fader.



Controlling Audio Faders in ESAM Source Mode
When the Peripherals Audio Mixer menu has the ESAM Mode parameter
switched to Source mode, individual faders can be controlled.




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Controlling Audio Faders in ESAM Machine Mode
In the Audio Fader Map menu if ESAM Machine mode is selected, groups of
faders on the Yamaha audio mixer can be controlled, selecting different
consoles in the fader map will allow the user to control a fixed group of
faders defined in the table below, for example; selecting Console 1 will
control faders 1 and 2. The table displays the channels that can be
controlled.

Machine (Console) Channels


0 or BLACK None
1 ( A ) 1 & 2
2 ( B ) 3 & 4
3 ( C ) 5 & 6
4 ( D ) 7 & 8
5 ( E ) 9 & 10
6 ( F ) 11 & 12
7 ( G ) 13 & 14
8 ( H ) 15 & 16
9 ( I ) 17 &18
10 ( J ) 19 & 20
11 ( K ) 21 & 22
12 ( L ) 23 & 24
13 ( M ) 1, 2, 3 & 4
14 ( N ) 5, 6, 7 & 8
15 ( O ) 9, 10, 11 & 12
16 ( P ) 13, 14, 15 & 16
17 ( Q ) 17, 18, 19 & 20
18 ( R ) 21, 22, 23 & 24
19 ( S ) 25, 26, 27 & 28
20 ( T ) 29, 30, 31 & 32
21 ( U ) 33, 34, 35 & 36
22 ( V ) 37, 38, 39 & 40
23 ( W ) 41, 42, 43 & 44
24 ( X ) 45, 46, 47 & 48

Machines 25+are 8-channel Machines (1-8, 9-16 etc. etc.)
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Audio Follow Video
In the Audio Follow Video menu audio sources associated with a video
source can be linked in the Crosspoint to Fader Map.
Using the Break Away menu, the Kahuna Control Surface can be setup to
transition an audio channel or groups of audio channels to coincide with a
video cut, mix or transition, using the Key layer buttons to select the audio
channels.




Crosspoint to Fader Map Overview
Using the Crosspoint and Fader parameter controls, the user can link an
audio fader or group of faders, setup via the Group Setup menu, to any of
the crosspoints on Kahuna, so that when a video source goes on air, the
corresponding audio source can be faded in, and the audio source that was
previously in (on air) is faded out. When a transition is performed on Kahuna,
the audio mixer will follow a cross fade between the two audio sources.
The Non Mute Level displays the audio level of the fader, this is important
because it shows the user what the audio level would be if it was transitioned
to go on air.
Fader this parameter will allow a single audio fader to be associated with a
Xpt source, or a group of audio faders setup in the {Group Setup} menu
to be associated with that Xpt.
Priority Low - ensures faders not mapped to a crosspoint remain in the
same state on a crosspoint change. High ensures any fader not mapped to
a crosspoint is turned off.


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Audio Break Away Overview
In the Audio Follow Video menu press the {Break Away} button to open
the Audio Break Away menu.
This menu can be used to clone individual or groups of audio channels
(Audio Now/Audio Next) and apply the clone to buttons on a Key/Util Bus on
a Kahuna Control Surface, allowing the audio sources to be included in a
transition with PGM/PRESET video sources on a selected M/E.



The Audio Now buttons relate to the audio fader channels in the selected
group of faders, highlighted by the dark blue Fader Selection buttons
marked {Faders 132} down to {Faders 16164}. The Audio Now faders
are used in the same way as a PGM Bus where by selecting audio now
faders will cut the audio live to air
The Audio Next buttons work in exactly the same way as the audio now
buttons, but would be used as the PRESET Bus, where they would be cut to
air with a transition.
With the Break Away parameter turned to On, the Target ME can be set to
allow the Audio Transition to be included with a selected M/E. The Channels
buttons select the audio outputs on the audio mixer desk.
If Audio is included in Transition, then audio break away mode overrides
audio follow video mode.



Note:
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Audio Break Away and Kahuna Control Surface Setup
This example describes how to clone the Audio Now/Audio Next audio
channel buttons to Key/Util bus buttons on the Kahuna control surface so
they can be transitioned with a video source:

Turn On the Break Away button and select a Target ME.
Using the [COPY] and [PASTE] buttons, clone the Audio Now audio
channel button that has the required audio channels to one of the top row of
Key layer buttons on the Target ME, make sure that the Lamp From
Normal and Normal Function setting in pasting option are turned OFF,
continue until all the required audio faders have been cloned.



Using the same method as above, clone the Audio Next fader buttons to the
bottom row of Key layer buttons in the Target ME.
Next, clone the Audio Trans button in the Audio Break Away menu to the
[PRIOR] button in the Transition Control area of the Target ME, again
turning off Normal Function when pasting.


AUDIO NOW AUDIO NEXT
Clone Enables on Key and Util buttons
AUDIO TRANS AUDIO BUS On/Off
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In the Short Cuts - Panel Control menu, clone the Clone Enables button to
the control surface Key 1, Key2, Key 3, Key 4, Util 1, Util2 buttons, this will
ensure that when selecting a Key or Utility bus, clones are disabled.
Make sure that the Lamp From Normal and Normal Function On is
selected in the pasting option.





Clone the Clone Enables to a User Function Button and edit the button
bitmap to say Audio Bus.


This will now allow an audio cross-fade from Audio Next to Audio Now to
be performed when Audio Trans is included using the [PRIOR] in the
Target ME transition control.



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Chapter 1 - Page A240
Shotoku Robotic Camerad Head Control

This function allows Kahuna to communicate with and control a Shotoku
robotic camera head using an IP Server protocol.
Setting up Kahuna
A Kahuna ID is first needed to tell the Cameras that a new controlling device
is about to come online. To set this up, first go to the Peripherals menu then
press the {Shotoku Robotics} menu link button and using the Kahuna ID
parameter, enter a unique number for the Kahuna ID.








Connecting to Shotoku Robotics
The IP Server protocol on Kahuna needs to be setup to allow the mainframe
to communicate with Shotoku robotic camera head control.
Press the [Eng Config] button, then in the main menu press the
{Protocols} menu link button to get into the following menu.

In the IP Server menu, use the Protocol parameter to select the Shotoku
Robotics protocol and set the Protocol Enable parameter to On.
Kahuna ID
Parameter
Kahuna ID
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Using the Shotoku Robotic Peripheral Controls
This function is used to control Shotoku Robotic Camera Heads.

Press the [PERIPH] button on the GUI, then in the main menu press
{Shotoku Robotics}.


Camera Control Menu
Kahuna uses the IP Server protocol (Eng Config Protocols) to connect to
connect via a network hub to the Shotoku Mainframe.





Camera Status
The table in the menu above displays the camera head connection status,
when connected to either the Kahuna system or the Shotoku robotic camera
head control panel.

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Using Camera Control
The control buttons display the current cameras that are online. They can be
used to select, detach, grab cameras and attach various parameters to the
joystick for control.

The joystick memory button on. (If a tracker ball is present alternate params
are attached). i.e when J oystick Set is Pan, Tilt & Zoom, the X, Y and Focus
values will be attached to the tracker ball and vise versa.

The user can select a device by touching one of the Camera Control
Buttons, making sure that the correct Joystick Set is selected for the type
of device.

Each control button can have a number of commands and attachments, so
the cloning of camera control buttons is recommended.




Camera Status Table




Camera ID this displays the number of Robotic Camera heads that are
connected and can be controlled,
Selected this displays if the Robotic Camera heads are selected and
active
Controller ID this displays a unique number for the controlling device, for
example, the Shotoku Control panel could be Controller ID 1, and Kahuna
could be Controller ID 2 depending which Kahuna ID value is entered by the
user.
Local this indicates if the camera head is currently under local control.
Move Type this shows the 'shot type' of the current move. This will only
display something during the shot recall.
Time To Shot if a camera head has got a preset position setup in one of
the Registers (shown later), this is the time that the camera head would take
to move into that preset position.
Note:
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Kahuna ID A unique ID set as the controlling device, when online this field
will be greyed out
Default Shot Time The default time entered for camera shot storage
control.





The user can manually select which camera head they wish to use by
touching one of the available buttons.

The camera head can only be selected if it is deselected on the Shotoku
controller.

Command Select makes the number button select that camera for
controlling. Detach makes the number button deselect that camera.
Joystick Set this selects the preset robotic camera head movement
control e.g. Pan, Tilt and Focus etc.
Note:
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Pan, Tilt and Zoom these parameters work with the J oystick Set
parameters, as soon as the attacher is touched the selected parameters will
now work with the control surface joystick.




X, Y and Focus work in the same way as the parameters above and are
selected by touching the attacher, and selecting X, Y & Focus in the J oystick
Set parameter.
Height adjusts the height of the camera pedestal


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Camera Shots Menu


This menu allows the user to store (Store Shot) up to 100 recorded robotic
camera head positions into registers, and recall them (Recall Shot) at any
time.



Using the Store Shot Registers
To use this function, the user will have to go back to the Camera Control
Menu and touch either the Pan, Tilt, Zoom or X, Y, Focus attacher
(depending on the type of camera head used) then press and hold down the
Mem button located next to the joystick. This will allow the user to move the
camera head using the joystick whilst in the Camera Shots menu.




Go back into the Camera Shots menu, select a camera head by pressing
one of the available buttons, the button will turn Green when selected. Next
use the joystick to position the camera head, select a register position in the
table, and then press the {Store Shot} button.
The stored position can be recalled by pressing the {Recall Shot} button.
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Camera - will select one of the available camera heads, use either the
parameter control or press one of the buttons in the menu.
Register this selects a register in the table.
Time To Shot this changes the time that the camera head moves from its
current position to its saved Store Shot position.
Shot Type this controls the way the recorded shots are recalled by the
system.

Registers Table
The table displays the Register position, the Name of the Shot (this can be
altered using the Name attacher below the table), the Description (again,
this can be given a name using the Description attacher below the table),
Camera ID, this is the selected camera head when the register was saved
and Time To Shot is the time that the camera head takes to move from its
current position to its saved position in the selected register.

Touch the Name attacher twice and the on-screen keyboard will appear,
allowing the user to enter a new name for the stored shot.
Touch the Description attacher twice to enter a description for the stored
shot.
Note:
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Vinten Robotics

Kahuna communicates with and controls a Vinten robotic camera head using
the Vinten Radamec Control IP Client protocol.

This peripheral takes pre-configured and saved camera head setups called
Shows from a Vinten mainframe, which are then used to control the camera
heads, there is no actual control of the camera heads using the Kahuna
control surface joystick, the camera heads are controlled using a Vinten
Controller and the movements are saved into the Vinten Mainframe.

Setting up the Protocol
The IP Client protocol on Kahuna needs to be setup to allow the Kahuna
mainframe to communicate with the Vinten mainframe that holds the pre-
saved camera Shots.
Press the [Eng Config] button, then in the main menu press the
{Protocols} menu link, and then press the {IP Client} button.




In the IP Client menu, use the Protocol parameter to select the Vinten
Radamec Control protocol and set the Port to 11239, and then setup the
Address.
Finally press the {Apply} button to apply the protocol.

Important Note:
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Camera Control Menu
In this example Kahuna is connected to the Vinten mainframe via a network
hub, and uses the IP Client protocol (Eng Config Protocols), to call pre-
saved camera shots from the Vinten mainframe and uses them to control the
camera heads.



IP Slot make sure that this is set to the Vinten Radamec Control protocol
as set in the Eng Config Protocols menu.

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Vinten Shows
The Vinten Shows table displays the up-loaded camera shows (shots) from
the Vinten mainframe, select one of the Shows and then press the {Load
Show} button, it is then loaded into the table below which shows the Shot
Names, Camera, Type of shot, Duration and Move Status.



The buttons at the bottom of the menu have no function when pressed, they
indicate the camera heads that are connected to the Vinten mainframe.




Using the Vinten Radamec Control Peripheral

Select a Show in the Vinten Shows table using the Shows parameter, and
press {Load Show}, the information is then loaded into the table below
where the user can now select a shot a number of shots.

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Shot Names - are the pre configured camera movements that were created
using the Vinten control equipment
Camera is the name or number of the camera head associated with the
shot, as shown in the list of cameras available at the bottom of the menu
Type is the name of the type of shot that controls the camera head
Duration is the time taken to complete the camera head movement
Movement Status this is an indication of the camera shot status

Once a show has been loaded into the Shot Names table, a camera head
shot can then be recalled by pressing
Cut Moves the camera head to a position using the shortest path possible.
Fade Moves the camera head to a position will use the time specified by
Time to Shot
If shots are of type motion, then the transport control buttons, Play forward,
play backward, cue forward or backward become available to the user.
Stop Stops any camera heads in a shot recall status

Recording Macros for Cut or Fade etc, records unique IDs for device, show
and shot. So recalling does not require reloading the specific show



Note:
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Chapter 2 - Page B1
TABLE OF CONTENTS

Chapter 2 ......................................................................................................................................................... B3
Using the Control Panel Section 5 ........................................................................................................ B3
Source Switching Overview........................................................................................................................... B3

Crosspoint Control Buttons Section 6.................................................................................................. B4
1. M/E Selection and Setup (Dynamic Mix Effect Allocation) ............................................................................. B4
2. Key Channel and Utility Bus Selection........................................................................................................... B4
3. Display Panel ................................................................................................................................................. B4
How to setup Crosspoint Mapping Using the GUI......................................................................................... B5
Fill Source / Name .................................................................................................................................................... B6
Key Source / Name................................................................................................................................................... B6

Transition Control Section 7................................................................................................................ B7
Transition Control Button Functions.............................................................................................................. B8
Setting Transitions......................................................................................................................................... B9
Background Transition.............................................................................................................................................. B9
Key Transition........................................................................................................................................................... B9
User Function Buttons................................................................................................................................. B10
Key Control.................................................................................................................................................. B11
Key Control Function Buttons...................................................................................................................... B11
Assignable Controls..................................................................................................................................... B13
Assigned Functions ..................................................................................................................................... B14
Key Controls................................................................................................................................................ B14
Transition Control ........................................................................................................................................ B14
M/E Enables ................................................................................................................................................ B14
M/E Enables ................................................................................................................................................ B15
1 & 2. KEY 1 to 4 and BGND.................................................................................................................................. B15
3. SOURCE...................................................................................................................................................... B15
4. SNAP-SHOT................................................................................................................................................ B15
5. TIME-LINE ................................................................................................................................................... B15
Number Pad................................................................................................................................................ B16

DMEM and GMEM Section 8.............................................................................................................. B17
DMEM / GMEM Overview........................................................................................................................... B17
DMEMs................................................................................................................................................................... B17
GMEMs................................................................................................................................................................... B17
Practical Differences............................................................................................................................................... B17
DMEM / GMEM and Store Save and Load Using the Number Pad............................................................ B18
DMEM Save................................................................................................................................................. B18
GMEM Save............................................................................................................................................................ B18
Hard GMEMs .......................................................................................................................................................... B18
Soft GMEMs............................................................................................................................................................ B18
DMEM/GMEM Enables........................................................................................................................................... B19
Kahuna Snapshot and Timeline Enables in DMEM files......................................................................................... B19
Store Save in a DMEM........................................................................................................................................... B20
DMEM and GMEM Load......................................................................................................................................... B20
Store Load.............................................................................................................................................................. B20
Timeline Function Buttons........................................................................................................................... B21
Panel Control............................................................................................................................................... B23
Button Controls ....................................................................................................................................................... B23
Mouse Mode........................................................................................................................................................... B23
Panel Control continued....................................................................................................................................... B25

Aux Panel Setup Section 9................................................................................................................ B26
Master Aux Panel.................................................................................................................................................... B26
Remote Aux Panel.................................................................................................................................................. B26
Aux Panel Control........................................................................................................................................ B27
Aux Panel Setup.......................................................................................................................................... B27
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Micropanel Section 10.................................................................................................................. B29
2. M/E Selection and Setup (Dynamic Mix EffecetsAllocation) ........................................................................ B29
3. Key Channel and Utility Bus Selection......................................................................................................... B29
4. Mnemonic Display Panel.............................................................................................................................. B29
Transition Control Button Functions............................................................................................................ B31

ShotBox Section 11........................................................................................................................ B32
Preview Aux Panels Section 12 ........................................................................................................ B33

GUI Processor Section 13 ................................................................................................................ B34
GUI Processor Overview........................................................................................................................................ B34
GUI Processor Connectivity Diagram..................................................................................................................... B34
Using the GUI Processor. ....................................................................................................................................... B35
Mouse Mode........................................................................................................................................................... B35
GUI Processor Standby.......................................................................................................................................... B35

GUI Extension Section 14................................................................................................................. B36
GUI Extension Overview......................................................................................................................................... B36
GUI Extension Connectivity Diagram...................................................................................................................... B36
How the GUI Extension Works................................................................................................................................ B37
Controlling the GUI Extension Box.......................................................................................................................... B37
1. PWR_SEQ (power sequence) ........................................................................................................................... B38
2. PWR_SW (power switch)................................................................................................................................... B38

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Chapter 2 - Page B3
CHAPTER 2

USING THE CONTROL SURFACE SECTION 5



Source Switching Overview
The 3M/E Control Surface has three banks of M/E of 24 crosspoint selection
buttons and each M/E is identical, an example is shown below.


Each row of crosspoint selection buttons comprise of; lower two (larger
buttons) being for the PGM/PVW (Program and Preset - A/B) and the upper
two for the Key Source selections.

The source selection buttons for each function (program/preset or keys) form
a crosspoint bus which is fundamentally a switching matrix with the incoming
signals forming the vertical parts of the matrix and the bus outputs the
horizontal parts.

A bus button is a matrix crosspoint, when pressed it routes the source to the
bus output.
Kahuna allows any physical video input, any still store, matte or wash to be
mapped to any crosspoint button for a specific M/E, i.e. each M/E may be
mapped differently. Using a combination of crosspoint and key mapping
specific signal sources can be shared across M/Es or restricted to one
particular M/E.
Note:
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Chapter 2 - Page B4
CROSSPOINT BUS CONTROL SECTION 6


At the right-hand end of the column of crosspoint buttons, there are buttons
that select which bus the crosspoints refer to.







1. M/E Selection and Setup (Dynamic Mix Effect Allocation)
To select a required M/E use the buttons located bottom right, labeled [ME 1
to ME4]. From here any M/E can be allocated, to select an M/E from this
bank of buttons, double press the button.

2. Key Channel and Utility Bus Selection
At the top right are six buttons, four to select the Key channel and two which
select the Utility 1 or 2 bus. Of these six buttons, the top row of three affect
the top row of bus buttons situated to their left and the bottom row affect the
second row of bus buttons, i.e., they affect the crosspoint button row that they
are in line with.

Utility Buses are only available on M/E1 and M/E2

3. Display Panel
There is a row of display panels between the key bus and program/preset
bus buttons. This will display information relevant to the source allocated to
each button. These panels provide a display of 20 pixels high by 36 pixels
wide for each column of buttons.

1
2
3
Important Note:
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Chapter 2 - Page B5

How to setup Crosspoint Mapping Using the GUI

The crosspoints of each switching bus may be mapped to any source by
entering the Crosspoint Mapping menus on the GUI, an example of which is
shown below.


The crosspoint mapping menus are used not only to map inputs to
crosspoints for each M/E but also to name the crosspoints and the inputs and
to design button displays.
The crosspoints of each M/E can be mapped to any of the physical inputs or
the internal signals, this is carried out in the Crosspoint Mapping menu, an
example of which is shown below.

The actual mapping section of the Crosspoint Mapping Menu has four
columns as shown above. The left column contains a list of the available
crosspoints, the following three columns are set in the Crosspoint Mapping
menus. The Xpt. Name column is for a crosspoint name that the user can set
using a USB keyboard (this is indicated in the bottom left part of the menu
where a red rectangle is against Name). The Key and Fill columns are used
to set the actual source to be mapped to the selected crosspoint and to give
the source a name.
Selected Crosspoint
Name of Crosspoint
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Fill Source / Name
This column is used to set the Fill Source, which is the signal that provides
the fill when selected on a key bus or provides the source for the background
busses.

Key Source / Name
This column selects the Key Source which provides the key (hole cut) signal
when selected on a key bus. It has no effect when selected on a background
bus.







The right-hand side of the menu displays the parameter sets allocated to the
rotary controls/buttons at the side of the display panel. These parameter sets
are indicated by red circles, in the bottom left area of the User Setup
Crosspoint Mapping menu.




1. The top control selects the Crosspoint Button to be mapped.

2. The second control selects the source, which will be the Fill Source
for the selected crosspoint.

3. The final control selects the source, which will be the Key Source for
the selected crosspoint.


1
2
3
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Chapter 2 - Page B7
Transition Control Section 7


There is an identical set of transition control buttons for each M/E. These
buttons are used to set which layer(s) will be included in the next transition
and what type of transition it will be. The function of each button is described
below.

When the system has gone through the startup sequence, each of the
transition T-bars need to be calibrated,(notice that the LEDs next to the T-
bars are Red) by moving the T-bars from stop to stop position, they are now
calibrated and ready to use (LEDs now turned Green when the T-bar is
moved).

Key On/Off

Only Key1 and Key2 are available on M/E3 (1/2 M/E)

These four buttons are primarily intended as indicators. Their actions are to
cut a Key layer on or off, the affected Key layers are 1 to 4 from left to right.
The lamps within the buttons have three states; Off, Green or Red, these
indicate the following situations:


Off - The Key layer is off.
Green - The Key layer is on but not contributing to the program output.
Red - The Key layer is on and contributing to the program output.

By pressing one of these buttons the following will happen:

Press Off - Cuts layer on.
Press On - Cuts layer off

If part way through a transition, pressing one of buttons removes the layer
from the transition process.
Note:
Important Note:
Note:
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Transition Control Button Functions

PRIOR Enables a priority transition. Also enables the key control pad to set/indicate
the next priority.

KEY 1 to KEY 4 TRANS These four buttons enable the use of a Key layers own transition. (Each Key
layer can have its own Wipe, Mix and /or DVE transition). Any or all of these
buttons can be selected as required. The transition for the selected layer(s)
is started by pressing the Auto button (see below). This facility allows one or
more of the Key layers to be transitioned, using a different transition for each
layer, at the same time as the background transition.

BGND, KEY 1 to 4 These five buttons select the layer(s) for the next transition. Any number may
be active at any one time. Pressing any one of these buttons will clear all
others. Holding one button down and then pressing any others will make all
of those selected active

MIX Selects Mix as the main transition.

Mix User 1 To setup user defined transitions with the Matte generator

Mix User 2 To setup user defined transitions with the Matte generator

WIPE Selects Wipe as the main transition. Also attaches the Assignable Controls
to some associated parameters.

FLIP FLOP Enters or exits transition Flip Flop mode whereby the start and end condition
of the transition swaps for alternate transitions.

REV Reverses the start and end condition of the transition.

BGND 3D DVE 1 & 2 Selects a DVE that will be used in the next transition. Pressing either one of
the buttons will cause the GUI to jump to the DVE Primary Transform
menu.

PVW TRANS Allows the next transition to be previewed on the preview monitor without
affecting the program output.

CUT Cuts the Background B (Preset) source to the Background A (Program)
bus/output causing bus swap (unless non swap mode is selected).

TIME Allows the time for an auto transition to be set from the number pad and the
top rotary control of the assignable controls.

AUTO Starts an automatic pre-timed transition, using whatever transition types and
times have been selected for the layers included in the transition. The
transition time for each layer can be different as can any time offsets.

T-Bar Performs a manual transition using whatever transition types have been
selected for the layers included in the transition.

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Setting Transitions
Independent transitions can be set for the Background and for each of the
four Key Layers.

Background transitions are set using the Transition Control button group and
the Assignable Controls.
Key transitions are set using the Key Control button group and the
Assignable Controls.

Background Transition
Select the type of transition from MIX, CLIP, MATTE MIX and WIPE.
Parameters applicable to the selected transition are automatically assigned to
the Assignable Controls, e.g. if Wipe is selected the Assignable Controls
provide the following controls - Selection of wipe pattern, Wipe edge
softness, Wipe border width and Wipe aspect.
Press the BGND button and the Background will transition using the selected
transition and parameters when either the T-bar is moved or the AUT0 button
is pressed.

Key Transition
Select the Key for which the transition is to be set using the bottom row of
buttons in the Key Control group.
Select the type of transition from MIX, CLIP, MATTE MIX and WIPE.
Parameters applicable to the selected transition are automatically assigned to
the Assignable Controls, e.g., if MATTE MIX is selected the Assignable
Controls provide Hue, Luma and Sat settings for the Matte.
Set the layer priority with the Layer Up & Layer Down buttons.
Press the appropriate Key button and the associated Key Trans button in
Transition Control. The Key will now transition with the T-bar or Auto button.


The Key(s) will be transitioned simultaneously with the Background.

Note:
Displaying
Key 1 is
Live to Air
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Chapter 2 - Page B10
User Function Buttons


There is an identical set of User Function buttons for each M/E on the control
panel.
The buttons are used to control any function assigned to them, macro,
snapshot or button clone. They have a back lit liquid crystal display which is
driven by the macro bitmap designer. The buttons can have a graphic
display, which can be chosen from a library of designs, or a manually drawn
image. Text can be entered into the button display using a USB keyboard.
An example of the User Function buttons in use are shown above, where
macros have been assigned which control an external VTR device through
the peripheral protocol ports.

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Key Control
There is an identical set of Key Control buttons for each M/E. These buttons
are used to set parameters for the four Key layers. The function of each
button is described below.


Key Control Function Buttons

LED Bars These bar displays indicate the priority levels of the Key channels, where the
top bar is highest priority.

FULL The fill is a full layer over the background hiding it completely.

LIN Linear Key (a pre-cut key)

LUMA Luminance Key (no pre-keying has been applied to the fill)

CHROM Chroma Key

INV Inverts the keying signal

MATTE FILL Sets Matte for the selected Key layer as that layers fill

COUPLED KEY Sets the Key source as that selected on the bus crosspoint

SPLIT KEY Allows the fill and cut signals to be separated. The fill signal is selected as
normal. To split the cut signal, press this button and select the cut signal on
the Key crosspoint bus. With this button pressed the bus displays the cut
source and with it released the fill source is displayed.

Displaying
Key 1 is
Live to Air
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SELF KEY Sets the Key cut source as that selected on the Key crosspoint bus, i.e., a
Luma self Key.

RE-SIZE Selects the re-size X, -Y position of the zoom and effects.

LAYER UP Moves the priority of the currently selected Key up one layer, this will be
indicated in the Key Priority bar graph, changes next priority if Prior trans
is on.

BORDER Selects the key border facility

BUS COLOR Selects the color effects facility

MASK Selects the Key Mask facility

3D DVE1 Selects the Key 3D DVE option

LAYER DOWN Moves the priority of the currently selected Key down one layer, this will be
indicated in the Key Priority bar graph

TIME Attaches the Number Pad to the Key layer Transition Time. The Assignable
Controls are also attached to the Transition Time and Offset. The offset is
relative to the Main Transition Time.

FLIP FLOP Enters (or exits) Key transition Flip Flop mode whereby the start and end
condition of the transition swaps for alternate transitions.

REV Reverses the Key transition

3D DVE2 Selects the Key 3D DVE option

MIX Selects Mix as the Key transition

CLIP Allows the key transition to be associated with a selected clip. The clip
position is determined by the Transition Time.

MATTE MIX Selects Matte mix as the Key transition

WIPE Selects Wipe as the Key transition

PVW KEY Previews the Key and Fill

KEY1 to 4 Selects the Key layer that will be affected by the Key Control buttons

PVW AUTO Future option



Control Panel Set-up The control panel set-up is saved in files called DMEMs or GMEMs, these
can also be saved for future use or for transfer to another system.
The specific set-up for a particular M/E saved are controlled by the M/E
Enables buttons for that M/E.

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Assignable Controls

There is a set of assignable controls for each M/E on the control panel.







The four rotary controls each have an associated button with a built in
display. These controls are automatically attached to functions when certain
facilities are switched on, such as a Keyer or color corrector. The buttons act
as a display for the control pairs as well as performing snap to value on
single press, normalize on double press or attach to number pad on press
and hold. The controls will automatically detach when the function they were
attached to is switched off or another assigned function is selected.
The buttons have a slightly different mode of operation when attached to
Snap-Shot and Timeline enables. Each button displays and toggles the state
of a sub enable. All rotary controls scroll the list of sub enables through the
buttons.
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Chapter 2 - Page B14
Assigned Functions

The functions listed below are functions that are controlled by the Assignable
Control LDC buttons and rotary controls.

Key Controls

FULL Full Opacity
LIN Lin Lift, Gain, Opacity. Invert On/Off
LUMA Luma Lift, Gain, Opacity. Invert On/Off
CHROM Chroma Hue, Chroma Luma, Key Angle, Chroma Angle
MATTE FILL Matte Fill, Hue, Luma, Sat, Matte Select (source)
RE-SIZE H Posn, V Posn, Zoom, Horizontal Flip
BUS COLOR Col Fx, Red Gain, Green Gain, Blue Gain, Chroma
MASK Top, Bottom, Left, Right
TIME Transition Time, Transition Offset
MATTE MIX Hue, Luma, Sat
WIPE Wipe Softness, Border Width, Wipe Aspect

Transition Control

MIX USER2 Hue, Luma, Sat
WIPE Wipe Pattern, Softness, Border Width, Aspect
TIME (LCD button) Time Transition Time

M/E Enables

SS KEY 1 to 4 Xpt, Mixer, Col Eff, Keyer
SS BKGD Xpt A, Xpt B, Mixer, Col Eff
TL KEY 1 to 4 Xpt, Mixer, Col Eff, Keyer
TL BKGD Xpt A, Xpt B, Mixer, Col Eff

The buttons toggle the applicable sub-enables On/Off.
Any rotary control will scroll the sub-enables through the buttons.


Note
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ME Enables
The diagram below shows the layout of the buttons which control the Save
Enables and Sub-Enables for the Snap-Shots and/or Timelines. There are
independent Enables and Sub-Enables for Snap-Shot and for Timelines.
Both can be set together by pressing the Snap-Shot and Timeline buttons
simultaneously, however in this case access to the Sub-Enables is not
allowed.

1 & 2. KEY 1 to 4 and BGND
Toggles the Enable for the appropriate layer. The assignable controls will be
attached to the Sub-Enables for the selected layer. The indicator is green
when all Sub-Enables are on, yellow when only some are on and off when no
Sub-Enables are set.



3. SOURCE
Prevents or allows the control of source selection. Each layer also has a Sub-
Enable. To achieve source selection control both the Sub-Enable and this
(Source) button have to be on.
4. SNAP-SHOT
When a DMEM is saved and this is enabled, the current state of the M/E will
be recorded.
5. TIME-LINE
When a DMEM is saved and this is on, the current enabled sections of the
M/Es timelines will be recorded.

1
2
3
4
5
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Number Pad
The number pad on the Kahuna control panel, shown below, is used for the
direct loading and saving of Stores, DMEMs and GMEMs. The display
defaults to showing the last DMEM/GMEM loaded on each M/E.





SECTION 8
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Chapter 2 - Page B17
DMEM AND GMEM SECTION 8

DMEM / GMEM Overview

The number pad on the Kahuna control panel, shown below, is used for the
direct loading and saving of Stores, DMEMs and GMEMs. The display
defaults to showing the last DMEM/GMEM loaded on each ME.




DMEMs
A DMEM saves the setup information related to a single M/E but does not
save Stills or Clips.
DMEMs save the following information: Bus Setup for each Bus
(Crosspoints, Keyer, By Bus/Source Flags, Mixer Setup, Super, Wipe, Mix,
Independent Transition usage, Layer on/off)
Color Effects
Mask, Crop, Border, 2D/3D DVE
Key Layer Priorities
Main Transition set-up

GMEMs
A GMEM saves setup information relating to multiple M/Es plus Stills and
Clips. GMEMs may be saved as Hard saves or Soft saves.
Up to four DMEMS (one per M/E)
Up to 12 Stills and 4 Clips


Practical Differences
To change a Still/Clip used in a hard GMEM the whole GMEM has to be
saved again with the new Still/Clip loaded.
To change a Still/Clip in a soft GMEM all that is required is to change the
Still/Clip where it is stored in the system.

The rest of the GMEM is not changed, the Soft GMEM is also much smaller
in physical size and quicker to load.

Note
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DMEM / GMEM and Store Save and Load Using the Number Pad

DMEM Save
To save a DMEM, first type in the Project Number (optional) followed by a [.]
(dot) and then enter the DMEM memory number.

When in a Project, the number pad will automatically assume that that is the
Project to work with.

If a Project Number is not typed in, omit the (dot) as well. The DMEM will
then be saved to the Project that the user is working in.
The maximum number of Projects are 0 to 99 (project 0 and project 99
should not be used as they are used for saving Snap-Shots see the Filing
System section in Chapter 1) and DMEMs are 0 to 999, if a 3 digit DMEM
memory number is typed in, the display will instantly show the Project
number and memory number.
Pressing [+] symbol will increment the DMEM number and pressing []
symbol will decrement the DMEM number. Pressing [DELETE] will delete the
last number entered.
Once a memory number has been selected you need to select which M/E
you want to save the state from, e.g. pressing M/E3 will select the and save
data from M/E3 (when selected the button will turn Orange).
If a second M/E button is pressed, then multiple M/Es will be selected, which
can then only be saved as a GMEM.
To deselect an M/E, press that M/E again and a different one can selected.

Pressing [CANCEL] will cancel the entire operation.

Finally press the [SAVE] button. The task bar will then briefly show Saved
OK . If the file already exists, a prompt will ask to overwrite the file. If either
[SAVE] or [ENTER] is pressed a second time, the existing file will be
overwritten.

GMEM Save
A GMEM can contain DMEMs as well as Stores or be a complete SnapShot
of the entire system.
Select which M/Es and Stores are to be saved within the GMEM.
To save all stores and M/Es press [*].
To individually select M/Es press the M/E number required e.g. M/E1, M/E3,
these selected M/Es will go Orange.
To add other features press I/O Config in the number pad area and the
DMEM/GMEM Save menu will appear.
Select those functions that are to be saved in the GMEM and press [GMEM
SAVE].
You now have the option to save as a Hard or Soft GMEM.
Hard - will store all the stores and M/E data in a single file Complete
Snapshot.
Soft - will save pointers to the DMEM files and Stores. The advantage with a
Soft GMEM is if you modify a DMEM or STORE all soft GMEMS will
reference the new version.
To save the GMEM press [GMEM SAVE] or [ENTER].
If the file already exists you will be prompted to overwrite it - if either [SAVE]
or [ENTER] is pressed a second time, the existing file will be overwritten.

Hard GMEMs
In a hard GMEM the actual Stills or Clips are saved as part of the GMEM.

Soft GMEMs
In a soft GMEM, instead of saving the actual Still and Clip files, the GMEM
saves a reference to the applicable Still and Clip stores.
Note:
Note:
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Chapter 2 - Page B19
DMEM/GMEM Enables

To enter the DMEM/GMEM Enables menus, enter a number on the numeric
keypad (shown in the keypad display as a project) then press the {I/O
CONFIG} numeric keypad button and the following menu will appear.

These menus will enable or disable the Timeline/DVE Enables, M/E Enable
buttons on the control panel and some features that work on Key and
Background layers.


The parameters on the right will turn On or Off the Enable functions, or use
the touch buttons in the columns to enable or disable the features.
The Enable indicator will light Green when all functions are enabled and
Orange to suggest that one or more are not in the default state. The factory
default-state is all functions enabled.

Kahuna Snapshot and Timeline Enables in DMEM files
Snap
Shot
Timeline File contains After Load Timelines
Cleared
Snap
Shot
Enables
Timeline
Enables
Off Off No data No change No No
changed
No
Change
On Off The current state of any Key layers
and background with the Enable On.
This will include all the sub enabled
data regardless of the state of the
sub enable.
All enabled Key layers and background will
be restored, according to the state of the
sub enables when the file was saved.
No From File No
Change
Off On Only Timelines with enable on. Timelines from file loaded.
All other timelines are unchanged.
No No
change
From File
On On The current state of any Key layers
and background with the Enable On.
This will include all the sub enabled
data regardless of the state of the
sub enable.
Only Timelines with Enable On.
All enabled key layers and background will
be restored, according to the state of the
sub enables at the time when the file was
saved.
Timelines from file loaded.
All other timelines are cleared (on the M/E).
Yes From File From File
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Store Save in a DMEM

To save a Store, first type in the Project Number (optional) followed by a [.]
(dot) and then enter the DMEM memory number.
If a Project Number is not typed in, omit the (dot) as well. In doing this the
current Project will be assumed as the location for the Store.

The maximum number of Stores that can be saved are 1000 (0 to 999).
If a 3 digit Store memory number is typed in, the display will instantly show
the Project number and memory number.
Pressing [+] symbol will increment the Store number and pressing [] symbol
will decrement the Store number. Pressing [DELETE] will delete the last
number entered.
Now press either [STILL- STORE] or [CLIP- STORE] followed by the store
you want to save then [ENTER]. Press [SAVE] and the store will be saved.

Use the [ / ] key on the number pad to save stills/clips in groups e.g. numbers
1-5 or 10-13. There is also the ability to type in the project number, then
press the [.] button and then press the [.] button again and the still/clip will
automatically be stored to the next available free Memory.
Stills and Clips can also be stored to the next available store after Memory 10
for example, by typing Project Number [.]10[.] Save.
The maximum number of Projects is 100 and the maximum number of Stores
per Project is 1000.
By pressing [+] button will increment the DESTINATION and [-] decrement
the DESTINATION.


DMEM and GMEM Load

Type in the DMEM or GMEM project number (optional) and memory number
required, e.g. 2.123 will select Project 2, memory 123 then press the ME1 to
ME4 button to nominate the M/E into which it will load.

If a GMEM and/or a DMEM exist with this number then the LOAD switch will
light to load a DMEM and a GMEM LOAD switch will light for a GMEM.

Once loaded the display will show the currently loaded DMEMs.

If the project does not exist the display will show Invalid Project Number


Store Load

To load a still store direct from the number pad, type in the Project number
(optional) and the number of the still/clip you want to load.
Next press STORE, then the number of the store you want to load to.
Finally press LOAD.
So 2.123 STORE 4 LOAD will load Store 4 with Still/Clip 123 from Project 2.



Note
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Chapter 2 - Page B21
Timeline Function Buttons



EDIT ENABLE Enables the timeline function buttons. The ME Enable [TIME LINE] button
must be enabled (Green) and at least one of the Keys or the Source/BGND
buttons selected before the Edit Enable function will work.

AUTO RUN Allows the timeline to auto run at certain point in the keyframe.

PAUSE KF Adds a pause to the keyframe in a timeline.

TOTAL TIME Displays the total time a timeline runs for in the numeric keypad display.

TRANS KF Allows a transition on a Key or Background to be inserted into a timeline.

INSERT Inserts a keyframe to the left of the current keyframe.


INSERT MODIFY Starts a timeline with an initial keyframe or allows an existing keyframe to be
modified.

INSERT Inserts a keyframe to the right of the current keyframe.


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RIPPLE MODIFY Inserts an action on a keyframe and/or previous and subsequent keyframes.

DEL Deletes one keyframe at a time.

PREV KF Moves the timeline cursor back to the previous keyframe.

SNAP Snaps the triangle cursor to the nearest keyframe.

NEXT KF Moves the timeline cursor to the next keyframe.

GOTO TIME Allows the selection of a specific point in time in the timeframe, using the
numeric keypad. If the FTB function is selected, GOTO TIME will also turn
the FTB function OFF.

DVE1 SNAPSHOT When a DVE MEM for DVE1 is saved and this is enabled, the current state
of the DVE setup will be recorded.

DVE1 TIMELINE When a DVE MEM for DVE1 is saved and this is on, the current enabled
sections of the DVEs timelines will be recorded.

DVE2 SNAPSHOT When a DVE MEM for DVE2 is saved and this is enabled, the current state
of the DVE setup will be recorded.

DVE2 TIMELINE When a DVE MEM for DVE2 is saved and this is on, the current enabled
sections of the DVEs timelines will be recorded.

DELETE ALL Deletes all timelines currently being used.
Press once and the button goes from Green to Red (Red for 2 seconds).
Double press and all timelines will be deleted.

TL ENABLE Timeline enable allows the timeline to run.

FTB Enables a Fade to Black (FTB).
The button will alternate Red/Green/Red/Green if part way through FTB and
FTB function is selected.
The button will alternate Red/blank/Red/blank if part way through FTB and
FTB function is deselected.

GOTO START Will re-start the timeline at any point in the timeline run time.

STOP NEXT KF Will stop at the next keyframe in the timeline. If the FTB function is selected,
STOP NEXT KF will also cut to Black.

FLIP FLOP Will make the timeline or timelines run forwards then backwards on the next
run request.

REV Makes the timeline or timelines run in reverse

RUN Runs the current timeline or timelines.
If the FTB function is selected, RUN will enable FTB.



Please see Chapter 3, Timelines for a full explanation of timeline setup and
operation.
Note
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Chapter 2 - Page B23

Panel Control
Button configuration may change depending on the type of control panel
being used.

This selection of buttons inhibits or allows certain functions on the control
panel.



Button Controls
MOUSE Displays a mouse pointer on the GUI screen, the pointer can be
controlled either by the trackerball or joystick.
Mouse Mode
A USB compatible mouse can be plugged into one of the three USB sockets
on the GUI, this will automatically display a mouse pointer on the GUI screen.
The mouse pointer can also be controlled by using the tracker ball, in
conjunction with using the X and Z buttons to select and de-select items.
Press the {MOUSE} button in the Panel Control area of the of the control
panel.


Display
Button
Select
Function
Important Note:
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If the mouse pointer is moved across to the left side of the screen and the
Right mouse button/X tracker ball button is pressed, then a set of buttons that
mimic the function buttons running down the left side of the GUI panel will be
displayed. Use the Left mouse button/Z button to select a function. If the
mouse pointer is moved towards the bottom of the screen and once again the
Right mouse button/X tracker ball button is pressed, a set of buttons will be
displayed that mimic the buttons at the bottom of the GUI. This function is
useful if the GUI buttons are not easy to reach depending on how the GUI is
mounted.




SHADOW SWR Enables the Shadow Switcher operation.
CLONES ENABLE When Green this button enables any of the Button
Clones that are attached to Panel buttons. When Red (press and hold) the
panel will display any clones that are attached, in Red and turn out other
lamps. When Off it disables all clones attached to Panel buttons.
Not applicable to User Function Buttons
ME LOCK 1 to 4 when turned On (press button once, button goes Green)
this will lock the selected M/E/M/Es, a DMEM/GMEM can still be loaded.
When latched (press and hold button, goes Red) nothing can be loaded and
M/E/M/Es are still locked out.
MACROS ENABLE - When Green this button enables any Macros that are
attached to Panel buttons. When Red (press and hold) the panel will display
any macros that are attached, in Red and turn out other lamps. When Off it
disables all macros attached to Panel buttons.
Not applicable to User Function Buttons
HOLD INPUTS When on, prevents a DMEM or GMEM load from altering
any of the current crosspoint selections, when enabled the button will light up
Red.
OVERIDE ENABLES To load only a subset of a DMEM or GMEM, select
the required parts using the M/E Enables and turn this function On before
loading the DMEM or GMEM.
Press once to turns the function On/Off (when On the button is Green), press
and hold the button to latch ON (button goes Red). When On (Green) a
DMEM/GMEM can still be loaded, when latched (Red) nothing can be
loaded.
ME BUTTON LINK Enables (when ON) the M/E Button linking option. This
option is in the Panel Setup ME Button Linking menu.
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Panel Control continued

LIVE MODE Inhibits the use of selected buttons to limit errors when
switching live.
The Live Mode button toggles (Green) On and (Unlit) Off, determining
whether the inhibits are active.
To setup Live Mode, press and hold the button and the button will go Orange.
All the button back-lights will go out on the control panel, GUI and any Aux
panels connected, press the required buttons to inhibit their function (the
inhibited buttons will turn Red).
Finally press the [LIVE MODE] button once again to use the system. To
remove the button inhibits, go through the same process and press the
inhibited buttons to unlock them.
Remember - When ready to use this Mode turn the Live Mode button On.
Now, when pressed the inhibited buttons will have no function and will not
interfere with the main output.


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Chapter 2 - Page B26
AUX PANEL SETUP SECTION 9




Master Aux Panel


1. Aux output selection, 4 outputs per M/E.
2. M/E output selection, 4 outputs per M/E.
3. Store selection, 4 stores per M/E.
4. Crosspoint selection, 94 crosspoints, (48-94 selected using the shift
button)



Remote Aux Panel

1. Aux output selection, one Aux output selectable per remote Aux
panel.

The GUI can have up to 16 1RU remote Aux panels connected to it.
These are daisy chained with RJ 45 connectors, typically, each panel can be
set to control one AUX output.

1
4
2
1
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Aux Panel Control
In the Panel main menu, press the {Aux Panels} menu link menu button to
enter the Panel Config Aux Panel Setup menu.



This menu allows the selection of Aux bus outputs to the Aux panels, 4 per
M/E and up to a maximum of 8 (Aux 5 to Aux 12 in the default setup state)
with this Kahuna mainframe can be controlled.
Select the Aux panel using the Aux Panel parameter control.
Touch the selected Aux panel (1 to 16) in the Allowed Control of Aux
Buses on the GUI screen, this will cause the Aux panel reference box to turn
Green.
The Aux panel is now selected and ready to use.

Aux Panel Setup
The AUX outputs can be set up from the menus on the GUI. Press the
[USER CONFIG] button to enter the main User Config Menu, then press the
{Aux Bus Setup} menu link button.


In this table the source to the Aux can be selected and whether Color
Correction is applied or Ancillary Data will be fed through an Aux output .
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In this menu, the exact setup for each individual Aux Bus output can be
adjusted. The center of the menu screen shows a table, which contains the
Aux Bus output details. The attacher boxes at the bottom of the screen
contain the individual parameters.
Aux this displays the available Aux Buses and Internal Aux Buses, which
depend on the system setup:

Aux Name Aux Buses can be renamed in the Source Names menu, the
new Aux Bus Name will then be displayed in the column.
Crosspoint crosspoint selection
Source Name name of the Fill source for the selected crosspoint.
Lock crosspoint lock On/Off.
Ccr output color correction On/Off
Ancill enables the Ancillary Mapping option
Tally Now and Tally Next - allows the user to Tally the sources selected on
an Aux bus.

For example: If Aux1 has source 3 selected and has Tally Next ON this
source would be tallied as NEXT in both the serial Tally and the GPO Tally
(ENG/GPO).
Auxs can also be tallied using GPIs. An example of this would be an Aux
output feeding an external DVE. The DVE would feed back a GPI to indicate
that source was currently active. This would then feed through the Kahuna
Tally system as required.

Use the parameter controls to select the AUX output required and then the
crosspoint for that AUX output.

Please see chapter 3 Color Correction for a full explanation of Aux color
correction.
Note
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Chapter 2 - Page B29
MICROPANEL SECTION 10


The Micropanel can be used as a 1M/E control panel, it is connected to the
GUI or main control panel via a 15 Way D-type connector.
The panel can control most of the main functions that a full size panel can
control.






1 Program and Preset (A/B) and Key
There are four rows of source selection buttons, the lower two being
for the M/E background source selection Program and Preset (A/B)
and the upper two for the Key Source selections. There are 8
Prg/Pst buttons and up to 14
Xpts available when using the Shift Function

2. ME Selection and Setup (Dynamic Mix EffecetsAllocation)
To select a required M/E use the buttons located bottom right, labeled [ME 1
to ME4]. From here any M/E can be selected to be controlled from the Micro
Panel, to select an M/E from this bank of buttons, double press the button.

3. Key Channel and Utility Bus Selection
At the top right next to the Key selection buttons are six buttons, four to select
the Key channel and two which select the Utility 1 or 2 bus. Of these six
buttons, the top row of three affect the top row of bus buttons situated to their
left and the bottom row affect the second row of bus buttons, i.e., they affect
the crosspoint button row that they are in line with.

4. Mnemonic Display Panel
There is a display panel between the key bus and program/preset bus
buttons. This will display information relevant to the source allocated to each
button. These panels provide a display of 20 pixels high by 36 pixels wide for
each column of buttons.

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Key On/Off
These four buttons are primarily intended as indicators. Their action is to cut
a Key layer on or off, the affected Key layers are 1 to 4 from left to right. The
lamps within the buttons have three states; Off, Green or Red, these indicate
the following situations:






Off - The Key layer is off.

Green - The Key layer is on but not contributing to the program output.

Red - The Key layer is on and contributing to the program output.
By pressing one of these buttons the following will happen:

Press Off - Cuts layer on.
Press On - Cuts layer off

If part way through a transition, pressing one of buttons removes the layer
from the transition process.
Note
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Transition Control Button Functions

PRIOR Enables a priority transition. Also enables the key control pad to
set/indicate the next priority.

KEY 1 to KEY 4 TRANS These four buttons enable the use of a Key layers own transition. (Each Key
layer can have its own Wipe, Mix and /or DVE transition). Any or all of these
buttons can be selected as required. The transition for the selected layer(s)
is started by pressing the Auto button (see below). This facility allows one or
more of the Key layers to be transitioned, using a different transition for each
layer, at the same time as the background transition.

BGND, KEY 1 to 4 These five buttons select the layer(s) for the next transition. Any number may
be active at any one time. Pressing any one of these buttons will clear all
others. Holding one button down and then pressing any others will make all
of those selected active

MIX Selects Mix as the main transition.

Mix User 1 To setup user defined transitions with the Matte generator

Mix User 2 To setup user defined transitions with the Matte generator

WIPE Selects Wipe as the main transition. Also attaches the Assignable Controls
to some associated parameters.

FLIP FLOP Enters or exits transition Flip Flop mode whereby the start and end condition
of the transition swaps for alternate transitions.

REV Reverses the start and end condition of the transition.

BGND 3D DVE 1 & 2 Selects a DVE that will be used in the next transition. Pressing either one of
the buttons will cause the GUI to jump to the DVE Primary Transform
menu.

PVW TRANS Allows the next transition to be previewed on the preview monitor without
affecting the program output.

CUT Cuts the Background B (Preset) source to the Background A (Program)
bus/output causing bus swap (unless non swap mode is selected).

TIME Allows the time for an auto transition to be set from the number pad and the
top rotary control of the assignable controls.

AUTO Starts an automatic pre-timed transition, using whatever transition types and
times have been selected for the layers included in the transition. The
transition time for each layer can be different as can any time offsets.

T-Bar Performs a manual transition using whatever transition types have been
selected for the layers included in the transition.

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Chapter 2 - Page B32
SHOTBOX SECTION 11

Please reference Chapter 1, Panel Config User Functions for a full
explanation of how to setup the ShotBox.

The ShotBox works as an extra set of User Function buttons, with the latest
software release the User Function buttons have many more functions. The
buttons can now be used to recall Macros, Snapshots, DMEMs, GMEMs,
M/E DMEMS, Stores and Projects and can take an instant Snap Shot of any
available M/E.

The ShotBox is connected to the GUI or main control panel via a 15 Way D-
type connector.


This is a Multi Bank System, the effects recalls are accomplished
by organizing the registers as; 11 Pages (Banks) of 11 registers for each set
of User Function buttons, this will give a total of 527 registers available to
use. See section

Page (Bank) Recall Buttons
Important Note:
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Chapter 2 - Page B33
PREVIEW AUX PANELS SECTION 12


Preview Aux Panels are improved Aux Bus control panels that have three
mnemonic displays which give the operator three levels of information:

Aux Output Designation Mnemonic allows the user to rename the Aux
output designation.
Current Source to the Aux Output Mnemonic as would be displayed on
the existing Master Aux panel
Crosspoint Mnemonic crosspoint/inputs




This gives the operator complete confidence of operation, not having to rely
on Aux video monitor output to view what has been selected. The color
Crosspoint mnemonic on the Preview Aux Panel is the same as the color
Crosspoint mnemonic on the main control surface, and as with the Master
Aux Panel, the Preview Aux panel also has Red On-Air tallies.


There are 4 types of Preview Aux Panel:
K16 with 16 Crosspoint and Aux output buttons
K24 with 24 Crosspoint and Aux output buttons (as shown below)
K32 with 32 Crosspoint and Aux output buttons
K40 with 40 Crosspoint and Aux output buttons




1
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Chapter 2 - Page B34
GUI PROCESSOR SECTION 13


The GUI Processor is essentially the processing element of the GUI, without
the touch-screen device and housed in separate box.
Its purpose is to help the user have extra control surfaces away from the
main control area, and give the ability to use multiple smaller control panels.


GUI Processor Overview
Visual output is via a VGA DSub to connect to a VGA type monitor.
Comms to the GUI Processor from the control panel is via a 25 way D type,
and two 15 way D Type connectors allow two ancillary panels to be
connected and 4 USB ports for external devices (mouse, hard drive etc.).
An RS232 Diagnostics Port.
An RJ 45 connector provides comms to the Mainframe.
An RJ 45 connector provides comms to a Remote Aux Panel
External Power Supply connected to the 25 way D Type connector, if the
Control Panel is not connected, or 12V supply from the Control Panel.

GUI Processor Connectivity Diagram


RJ45 Connection from Mainframe
25 Way
D type
25 Way D type
Used to connect a
Control Panel or an
External PSU
VGA D Sub
Computer Type
Monitor (optional)
USB Mouse and
Keyboard (Optional)
GUI Processor
2 x 15 Way
D type
RJ45
Connection
from Mainframe
RJ45 Connection
To Remote Aux
RS232
Diagnostics
Port
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 2 - Page B35

Using the GUI Processor.

The GUI Processor operationally works in exactly the same as a normal GUI,
but as mentioned earlier, the visual output of the GUI Processor can is
provided by connecting an external VGA compatible monitor to the VGA
output. Controlling the GUI Processors functions can be done in two ways
Using the Control Panel in Mouse Mode in conjunction with a trackball, this
will display a mouse pointer on the screen allowing the user to access the
function buttons and parameter controls as described in the Mouse Mode
description below.
Using a USB mouse to control the mouse pointer, note: that the control panel
will still have to be set to Mouse Mode to display the mouse pointer.

Mouse Mode
A USB compatible mouse can be plugged into one of the three USB sockets
on the GUI, this will automatically display a mouse pointer on the GUI screen.
The mouse pointer can also be controlled by using the tracker ball, in
conjunction with using the X and Z buttons to select and de-select items.
Press the {MOUSE} button in the Panel Control area of the of the control
panel.

If the mouse pointer is moved across to the left side of the screen a set of
buttons that mimic the function buttons running down the left side of the GUI
panel will be displayed. Use the Left mouse button/Z button to select a
function.

Note: if a GUI Extension is used without a Control Panel, only PSU1 LED will
light on the GUI Processor. If a GUI Extension is used with a Control Panel,
the PSU1 and PSU2 LEDs on the GUI Processor refer to the power supplies
in the Control Panel. In both cases the PSU1 and PSU2 LEDs on the GUI
Extension show which of its power supplies are present.

GUI Processor Standby
The GUI processor starts up when power is applied from a control panel or
external power supply (optionally via a GUI Extension). It can be put into a
low power standby state (Red LED lit) by pressing the recessed Standby
push button on the front. Press the pushbutton again to bring it out of
standby. Going into and out of standby provides a convenient way of
resetting the GUI Processor.
Select
Function
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 2 - Page B36
GUI EXTENSION SECTION 14


The GUI Extension Box is used to provide a means of operating a GUI
display more than 3 metres away from a Kahuna Control Surface.
It will provide a good level of Redundancy to another GUI, and also provides
a flexible solution for the GUI fixing/implementation in a facility and decreases
the number of single points of failure.

GUI Extension Overview
The GUI Extension Box physical size is compatible to fit into a 19 rack, and
is a 1RU high.
There are 2x 25 Way D type DC PSU inputs, for external 12V DC PSUs.
If only connecting one GUI up to the Extension box, and two PSU are being
used, one of the PSUs is used for redundancy. If two GUIs are connected,
the GUI Extension box uses one PSU per GUI.
Output to the GUIs is via 2x 25 way D type outputs
Comms to the GUI Extension box is via a 25 way D type from the Control
Panel.
This is NOT able to supply 12V DC to power a GUI.
Controlling the GUI Extension box is done via the 15 way D type Remote
setup port.



GUI Extension Connectivity Diagram
Note:
Note:
RJ45 from Mainframe
25 Way D type
Greater than 3M
25 Way
D type
2x External
Power
Supplies
GUI Extension
15 Way D type
Remote Setup
Control
RJ45 Connection from
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 2 - Page B37

How the GUI Extension Works.

The GUI Switch Box has various modes depending on what it is going to be
used for. The modes are controlled by a combination of inputs, these inputs
either come from the hex switch on the back of the unit or they are enabled
with the hex switch and then operated from an input to the 15 way d-type
connector on the back of the unit.


Controlling the GUI Extension Box
The GUI Extension is controlled by a combination of the Select Setup rotary
switch and the 15 way Remote Setup connector on the rear of the unit. The
GUI Extension has three main functions:
1. Allows two GUI (or GUI Processor) units to be connected to one control
surface, and switch between them.
Set the Select Setup switch to the factory setting of 'C', and connect a
latching (ie not momentary) switch between pins 1 and 9 of the Remote
Setup connector. Open the switch to select GUI 1 and close it to select GUI
2. There will be a few seconds delay in powering the second GUI after
switching over. The LEDs at the front of the GUI Extension indicate which
GUI is powered.

Note: the switch must be an isolated contact closure - see below. The GUI
will not work if the control surface is not connected and powered.

2. Allows a GUI or GUI Processor to be sited away from the control surface.
The voltage drop in the cable between the control surface and GUI normally
limits the distance. Set the Select Setup switch to the factory setting of 'C'
and connect the GUI (or GUI Processor) to GUI 1.
3. Allows a GUI or GUI Processor to have dual redundant power supplies in
a 'stand alone' installation ie without a control surface. Set the Select Setup
switch to '1' and connect the GUI (or GUI Processor) to GUI 1 connector.

The GUI extension has three control inputs: GUI_SW selects between GUI 1
and GUI 2 (when appropriate) and is only available at the Remote Setup
connector. PWR_SEQ and PWR_SW are mode controls, which can be
remote controlled if required.

Table 6
15 Way Remote Setup
Pin Connection Pin Connection Function Open Closed
1 GUI_SW_A 9 GUI_SW_B GUI_SW GUI 1 GUI 2
2 Remote PWR_SEQ_A 10 Remote PWR_SEQ_B PWR_SEQ Enable Disabled
3 Remote PWR_SW_A 11 Remote PWR_SW_B PWR_SW Enable Disabled
4 Not connected 12 Not connected
5 Not connected 13 Not connected
6 Not connected 14 Not connected
7 Not connected 15 Not connected
8 Not connected

Note: that isolated contact closures must be used. logic levels or switched
grounds are not suitable.


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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 2 - Page B38

The Select Setup rotary switch sets the mode of the unit by individually
forcing the states of PWR_SEQ and PWR_SW, or allowing them to be
remote controlled.



Table 7
Select Setup Switch
HEX
SWITCH
VALUE

PWR_SEQ

PWR_SW
HEX
SWITCH
VALUE

PWR_SEQ

PWR_SW
0 Enabled Enabled 8 Enabled Remote
1 Disabled Enabled 9 Disabled Remote
2 Enabled Disabled A Enabled Disabled
3 Disabled Disabled B Disabled Disabled
4 Remote Enabled C Remote Remote
5 Disabled Enabled D Disabled Remote
6 Remote Disabled E Remote Disabled
7 Disabled Disabled F Disabled Disabled


The factory setting is C which remotes both controls. If the mode control pins
are left unconnected PWR_SEQ and PWR_SW both default to enabled.

The mode controls act as follows:

1. PWR_SEQ (power sequence)
For a Control Surface to connect correctly to a GUI it must have power
applied first. When enabled, this mode powers the GUI(s) only when power
from the Control Surface is detected. If PWR_SEQ is disabled the GUI(s) will
power up regardless of whether a Control Surface is present or powered.
This allows the GUI Extension to provide dual redundant power supplies to a
stand-alone GUI.

2. PWR_SW (power switch)
When enabled, this mode switches power only to the GUI selected by
GUI_SW. On switching GUIs there is a short delay before the second GUI
powers up to ensure the Control Surface establishes communications
correctly with the new GUI. If PWR_SW is disabled, power is applied to both
GUIs, irrespective of GUI_SW.
Note: this mode can only be disabled if the GUI Extension has two power
supplies. If only one is present, only the GUI selected by GUI_SW will be
powered, regardless of the state of PWR_SW.
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C1
TABLE OF CONTENTS

Chapter 3 Feature Explanations...........................................................................................C5
Product Overview Section 1.................................................................................................C5

Color Correction Section 15.....................................................................................................C6
Input Color Correction...................................................................................................................................C6
YUV Menu.................................................................................................................................................................C6
Main Attacher............................................................................................................................................................C6
Input Color Correction - Main Attacher - continued...................................................................................................C7
YUV Control Attacher................................................................................................................................................C7
Presets......................................................................................................................................................................C7
RGB Control..............................................................................................................................................................C8
Bleed Menu...............................................................................................................................................................C9
Bus Colour...................................................................................................................................................C10
Output Color ................................................................................................................................................C11
ME Color Correction - Settings ...............................................................................................................................C11
ME Color Correction ME Outputs.........................................................................................................................C12
Aux Color Correction Settings..............................................................................................................................C14
Aux Color Correction Aux Setup..........................................................................................................................C14
Aux Color Correction Aux Setup - continued........................................................................................................C15
Mattes and Washes.....................................................................................................................................C16
Wash Generator..........................................................................................................................................C17
Wash Generator - continued...................................................................................................................................C18

Stores and Cliptrax Section 16 ..............................................................................................C19
Stores and Cliptrax Overview......................................................................................................................C19
Importing Stores ..........................................................................................................................................C20
Naming and Saving a Store in the Filing System....................................................................................................C21
Loading Stills and Clips ...............................................................................................................................C22
Ancillary Audio Setup Using - Aux Bus Setup.............................................................................................C23
Details menu...........................................................................................................................................................C23
Details menu...........................................................................................................................................................C24
Store Grab...................................................................................................................................................C25
Grab options ...........................................................................................................................................................C25
Playback.................................................................................................................................................................C26
User Config - Store Setup Menu.................................................................................................................C27
Grab Bus Override.......................................................................................................................................C29
Playback.................................................................................................................................................................C30
Playback Mode.......................................................................................................................................................C30
Setup......................................................................................................................................................................C31
Edit..........................................................................................................................................................................C31
Clip Store Memory Expansion (Option).......................................................................................................C32
Memory Expansion Details .....................................................................................................................................C32
Store Play Edit - How to use Sub Clips...................................................................................................................C33
Sub-Clips Details ....................................................................................................................................................C34
Store Save...................................................................................................................................................C35
Pan/Crop......................................................................................................................................................C35
Store Contents.............................................................................................................................................C36

Transition Control Section 17................................................................................................C38
Wipe Parameters.........................................................................................................................................C39
Advanced Wipe Settings .............................................................................................................................C40
Transition Advanced Wipe........................................................................................................................C40
Modulation Parameters...........................................................................................................................................C40
Modulation Parameters - continued........................................................................................................................C41
Secondary Wipe......................................................................................................................................................C41
Secondary Wipe Parameters ..................................................................................................................................C42
Radial Splits............................................................................................................................................................C43
Radial Splits Parameters ........................................................................................................................................C43
Main Transition Control ...............................................................................................................................C44
Mix Menu Structure .....................................................................................................................................C45
User Mix 1&2...............................................................................................................................................C46

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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C2
Wipe Settings ..............................................................................................................................................C48
Wipe Attacher .........................................................................................................................................................C49
Aspect.....................................................................................................................................................................C49

Keying Section 18................................................................................................................C51
Keying Theory.............................................................................................................................................C51
Linear Keying..........................................................................................................................................................C51
Luma Keying...........................................................................................................................................................C51
Chroma Keying.......................................................................................................................................................C51
Key Layers..............................................................................................................................................................C51
Key Sources ................................................................................................................................................C52
Pop to Keyer Menu.................................................................................................................................................C52
Selecting a Type of Key Using Key Control ................................................................................................C53
Other Key Control Functions.......................................................................................................................C55
Fill and Key Store Coupling.........................................................................................................................C57
Store Coupling........................................................................................................................................................C57
Keying Using the GUI ..................................................................................................................................C58
Linear and Luma Keying..............................................................................................................................C59
Key Control Using Assignable Controls ......................................................................................................C61
Chroma Key.................................................................................................................................................C62
Chroma Keying - Overview.....................................................................................................................................C62
Achieving good results............................................................................................................................................C62
Chroma Key - Quick Setup..........................................................................................................................C62
Chroma Keying Main Menu controls ........................................................................................................C67
Clean the Key.........................................................................................................................................................C67
Clean the Fill...........................................................................................................................................................C68
Util Masks....................................................................................................................................................C69
Preset Masks 1 & 2.....................................................................................................................................C70
Parameter Controls.................................................................................................................................................C70
Border Generator.........................................................................................................................................C71
Border Generator - continued.....................................................................................................................C72
Border.....................................................................................................................................................................C72
Parameter Controls Border..................................................................................................................................C72
Setup Attachers ......................................................................................................................................................C73
Extrusion.................................................................................................................................................................C73
Parameter Controls - Extrusion...............................................................................................................................C73
Drop Shadow..........................................................................................................................................................C74
Parameter Controls.................................................................................................................................................C74
Key Control..................................................................................................................................................C74
Box Mask.....................................................................................................................................................C75

Timelines Section 19.........................................................................................................C76
Timelines .....................................................................................................................................................C76
What is a Timeline ..................................................................................................................................................C76
Keyframes...............................................................................................................................................................C76
Interpolation in a Kahuna Timeline..........................................................................................................................C77
Profiles....................................................................................................................................................................C77
Step Profile.............................................................................................................................................................C78
Linear Profile...........................................................................................................................................................C78
Curve Profile...........................................................................................................................................................C79
Spline Profile...........................................................................................................................................................C80
Tension, Continuity and Bias (TCB)........................................................................................................................C81
Tension...................................................................................................................................................................C81
Continuity................................................................................................................................................................C82
Bias.........................................................................................................................................................................C83
Knowing which Menus to Use.....................................................................................................................C84
Timeline Insert Menu - Creating the Timeline.........................................................................................................C84
KF Edit Editing the Timeline.................................................................................................................................C84
Summary and Setup Try Out the Timeline...........................................................................................................C85
Example of creating a Key Layer Timeline..................................................................................................C86
Background Checks Before Creating a Key Layer Timeline.......................................................................C87
Using the Parameter Controls in the Timeline Insert menu.....................................................................................C91
Attacher Parameter Controls...................................................................................................................................C91
Button Controls .......................................................................................................................................................C92
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C3

Ripple Modify...............................................................................................................................................C95
Ripple to Change....................................................................................................................................................C95
Ripple To End.........................................................................................................................................................C95
Ripple Forwards/Backwards ...................................................................................................................................C95
Ripple Duration.......................................................................................................................................................C95
Ripple Profile...........................................................................................................................................................C95
Ripple Modify..........................................................................................................................................................C95
Cancel.....................................................................................................................................................................C95
KF Edit.........................................................................................................................................................C97
Current Keyframe Attacher .....................................................................................................................................C97
Profile Attacher .......................................................................................................................................................C98
Timeline Attacher....................................................................................................................................................C99
KF Edit Buttons.....................................................................................................................................................C100
Summary Menu.........................................................................................................................................C102
Timeline - Setup........................................................................................................................................C103
Duration Rounding................................................................................................................................................C104
Why is Duration Rounding Used...........................................................................................................................C104
DVE Timeline Selection.............................................................................................................................C105
Creating a DVE/DVE Tile Timeline............................................................................................................C107
Keyframe Edit............................................................................................................................................C108
Split DVE Timeline Menus.........................................................................................................................C109
Enabling Split DVE................................................................................................................................................C109
Split DVE Keyframe Edit............................................................................................................................C111
Split DVE Summary Menu.........................................................................................................................C111
Keyframe Macros - Macro Assignment.....................................................................................................C112
Parameter Box Information...................................................................................................................................C112
Inserting a Macro..................................................................................................................................................C113
Inserting a Macro - continued................................................................................................................................C114
Enables Menu............................................................................................................................................C115

DVE Transition Presets Section 20 .....................................................................................C116
DVE Preset Transitions .............................................................................................................................C116
DVE Transition on a Key Layer.............................................................................................................................C118
DVE Preset transitions - Fluid...................................................................................................................C119

Util Bus Section 21..............................................................................................................C120
Parameter Controls...............................................................................................................................................C120
Util Format Fusion.................................................................................................................................................C120

Macros Section 22..............................................................................................................C121
Macros.......................................................................................................................................................C121
Macro Record............................................................................................................................................C122
Pausing a Macro Record Sequence .....................................................................................................................C122
Appending more Macro Actions to a Macro Sequence.........................................................................................C122
Macro Test and Edit ..................................................................................................................................C123
Test Macro............................................................................................................................................................C123
Pause Macro.........................................................................................................................................................C123
Ripple Delay Macro...................................................................................................................................C123
Attacher and Parameter Controls..........................................................................................................................C124
Bitmap........................................................................................................................................................C125
Saving a Macro..........................................................................................................................................C126
Assigning Macros to buttons .....................................................................................................................C127
GPI Details............................................................................................................................................................C128
Quick Macro..........................................................................................................................................................C128
GPI Buttons ...............................................................................................................................................C129
Macro Load................................................................................................................................................C130

Resize Section 23.................................................................................................................C131
Resize Menu Structure..............................................................................................................................C131
Fill Effects..................................................................................................................................................C135
Key Settings ..............................................................................................................................................C137
Key Effects.................................................................................................................................................C138
Resize using the Assignable Control and the Key Control........................................................................C139

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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C4

Modulate Function Section 24 .............................................................................................C140
Modulate Overview....................................................................................................................................C140
Global Modulators .....................................................................................................................................C140
Parameter Controls...............................................................................................................................................C141
Bus Config Group......................................................................................................................................C144
DVE Group, I/O Config Group and User Config Group.............................................................................C145
Modulators Setup......................................................................................................................................C146
How to Use the Modulator Function..........................................................................................................C146

SD/HD and HD/HD Option (Format Fusion) Section 25 ......................................................C148
Source Standard Definition........................................................................................................................C148
Using an SD Input in HD...........................................................................................................................C149

Video Timing Technical Reference Section 26.................................................................C151
Introduction...........................................................................................................................................................C151
Vertical Picture Position........................................................................................................................................C151
Minimum Delay Mode...........................................................................................................................................C151
Synchronization Timing mode...............................................................................................................................C152
Referencing and Genlock timing...........................................................................................................................C152
The Exceptions to One Frame Of Delay..............................................................................................................C154
Kahuna working as a Genlock Reference.............................................................................................................C154
Summary ..............................................................................................................................................................C154

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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C5
CHAPTER 3 FEATURE EXPLANATIONS


This chapter of the manual describes the remaining operational functions in
detail. The description will mainly follow button sequence that run down the
left side of the GUI.
The exception being the System menus, which are discussed in Chapter 1.

PRODUCT OVERVIEW

SECTION 1


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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C6
COLOR CORRECTION SECTION 15

This section deals with Kahuna color correction functions and will cover
Input Color Correction, Bus Color Effects, Output Color Correction and
the setup of Mattes and Washes.
Kahuna has three types of color correction, Input Color Correction, which
applies adjustment to single source regardless of which Bus it is selected on.
Bus Color Correction, which applies adjustment to a whole bus, so that all
sources receive the same amount of color correction adjustment. Output
Color Correction will apply a Color Correction to the entire M/E output
selected.

All the functions mentioned above are accessed via the GUI using the
Source menu buttons as shown left, outlined in Red.


Input Color Correction

YUV Menu
Press the [INPUT COLOR] menu button on the GUI panel to enter the
{YUV} I/O Config - Input Color menu.
Looking at the menu title bar, the selected input source for the selected M/E
and background or Key layer can be confirmed.
Input Color Correction applies adjustment to single source regardless of
which Bus it is selected on.

Touch the Main attacher box to enable the options, notice that a new set of
parameter controls appear on the right side of the screen, as shown below.
The parameters can then be turned on or off by touching the parameters or
rotating the individual rotary controls.

Once a source has been color corrected in any way, make sure that the
Source Correction option remains turned ON; if it is turned off the source
will revert back to its original color configuration.


Main Attacher
Crosspoint the selected crosspoint that the color correction is applied to.
Source the source that is sent to the crosspoint
Name the name of the source being sent to the crosspoint
Color Correction On/Off. This will enable/disable color correction for the
current source.
Note:
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C7

Input Color Correction - Main Attacher - continued

YUV Control this will enable/disable the YUV adjustment parameter
controls.
RGB Control this will enable/disable the RGB adjustment parameter
controls.
Bleed this will enable/disable the Bleed adjustment parameter controls.


YUV Control Attacher

Touch the YUV Control on screen menu to enable the YUV options,
The active circle symbols will turn Red, notice that a new set of parameters
appear on the right side of the menu screen.
By changing the parameters, the brightness, contrast and saturation can be
adjusted, as each of the above are adjusted notice that the parameters in the
YUV Control menu turn Orange and the percentage of adjustment is shown.



In the center of the GUI screen is the Presets buttons, by pressing one of
the option buttons, the source signal will turn B & W (black and white), Sepia,
Linear or Inverse. These are preset values for a quick adjustment of the
source signal, to produce some best effects.

Presets

B & W sets the chroma saturation to zero removing the chroma content,
making the signal black and white.
Sepia - sets the chroma saturation to zero removing the chroma content,
then adds positive portions of Red and Green and a negative portion of Blue
to make-up a sepia appearance.
Linear Removes any non-linear elements to the RGB signal. It acts like a
reset control, which returns the settings to normal.
Inverse Inverts the video signal making the picture a negative of its correct
colors.


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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C8

RGB Control

Press the {RGB} menu link button to enter the I/O Config - Input Color -
RGB menu.
Make sure the Source Correction is turned ON; top left of the screen menu,
if it is off, and adjusting any of the settings in this menu will have no effect on
the source signal.


Here again, a crosspoint can be selected in the RGB Control attacher, the
source on the selected crosspoint will also be displayed in this attacher.
The initial menu is set to a default condition, which shows all five Master
adjustment parameters highlighted by the Red active circles. This will give an
adjustment of Master Lift, Gamma, Gain, S-Gain and S-Center. These
adjustments will alter all three elements of the RGB signal at the same time.
When one of the master parameters is altered, notice that the RGB curve
profile changes in the graph situated center of the menu.



To return to the default attacher condition, touch the title bar.

Touch one of the attachers on the left to enable the individual options. When
one of the menus become active the rotary parameter controls on the right
side of the screen will change to reflect the adjustable parameters in the
selected menu box.

When one of the attachers become active, the Red portion of the RGB signal
can be selected and altered, the same applies for the Blue and the Green
signals.

Note:
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C9

Bleed Menu
Color bleed is a situation where a single color will over power the other
colors in the RGB signal. By using the bleed function the stronger color can
be softened to make the color output more natural, or adjusted to suit a
specific need.





Again make sure the Source Correction is turned on.
The initial menu has a default state where a single adjustment for each
parameter menu is active; this will allow the adjustment of the main RGB
bleed parameters.
Touch one of the attacher to enable all the options in that menu, this will
allow a detailed adjustment for each of the R, G and B bleed settings. The
adjustments are measured on a 100 to a +100 percentage scale. Each
parameter menu will adjust a single color, i.e. red into red, green into red and
blue into red. These changes are also reflected graphically in the RGB bar
graphs above the parameter sets.


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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C10

Bus Colour
Press the [BUS COLOR] menu button on the GUI panel to enter the
{YUV} Bus Color Effects menu.

Make sure the Color Correction is turned ON

This function is basically exactly the same as the Input Color Correction
menu but instead of color correcting a single crosspoint source, it will color
correct a Key Layer or Background Bus so that any source selected on that
particular bus will be corrected.

Looking at the menu title bar, the selected the selected M/E and the
Background or Key Layers can be confirmed.


The Key Layer or Background Bus is selected by using Delegate buttons on
the GUI or the Key Control buttons on the Control Panel.





Note:
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C11

Output Color
Press the [O/P COLOR] menu button on the GUI panel to enter the I/O
Config Output Color menu.


This menu will allow color correction to be adjusted for each individual M/E
output or Aux Bus output. By default when this menu is entered, the attacher
name boxes for the M/E Output and Aux Bus at the bottom of the menu
screen are highlighted by the Red active circles.
The M/E and Aux color Correction tables list the available M/Es/Aux outputs.
Select the individual M/E/Aux output using the rotary controls on the right
side of the menu screen and adjust as necessary.

ME Color Correction - Settings
The {Settings} menu link button will enable the YUV, RGB and Bleed
menu, which is identical to the Input Source Color menu as described in the
previous section.
This function is basically the same as the Input Color Correction menu but
instead of color correcting a single source, it will color correct each M/E
output. The number of M/E outputs will depend on the system purchased.


Legalizer The only difference with the M/E output menu is the Legalizer menu.
This menu will limit the peak white level in a digital video signal and allow an
extra portion of black to be added below black level, also known as Super
White and Super Black.
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2.5 M/E Kahuna CF+User Instruction Manual Issue 5.1 Rev 2 2010 Snell Limited
Chapter 3 - Page C12

ME Color Correction ME Outputs

The section below is a brief description of the ME Output menu function and
layout, the only menu that concerns the color correction setup is on the
{Page 2} menu link, which will indicate if the color corrector is turned
On/Off for a particular M/E or M/E output.

Pressing the {ME Outputs} menu link button will enable the Engineering
Config ME Output Setup menu.

In this menu the exact setup for each individual M/E output can be adjusted.
The attacher boxes at the bottom of the screen contain the individual
parameters for each M/E output.
Here select the individual M/E output (the number of M/E outputs will depend
on the system configuration).

{Page 1} options
Output- This gives the physical name of the M/E output e.g. M/E3 Op2 is
output two on M/E 3.
Name This gives the User assigned name for the M/E output.
Pvw- This sets this output to be a Preview for the M/E output you select.
Previews can be re-entered but there will be no tally. Once you have
selected this option all options to the right of this will have no effect.
Key This sets this output to be a Key Only for the output selected. Once
you have selected this option all options to the right of this will have no
effect. It is normal in this case that the background for the output you want
this to be the Key for is set to Black.
E.g. OP2 in this row would set this output to be the Key for output 2 of this
M/E.
On Air Sets the output to go to an on air signal or the output to go to a GPI
output (GPI 1 to GPI 256)
Bgnd - This sets up which bus/buses are used as the background.
Black - Background will always be black
A/B - The main A and B buses will be used as the backgrounds in
transitions.
A - J ust background A will be used and the background will not
transition
B - J ust background B will be used and the background will not
transition
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U1/U2 - Utility Bus 1 and Utility Bus 2 will be used as the background and
transition with the selected background transition or this output. Util1 and Util
2 crosspoints can be selected on the main panel.
U1 - J ust Utility Bus 1 will be used and the background will not
transition
U2 - J ust Utility Bus 2 will be used and the background will not
transition
U3 - J ust Utility Bus 3 will be used and the background will not
transition
U4 - J ust Utility Bus 4 will be used and the background will not
transition

Key1 to Key4 - These columns determine what Keys will appear on the M/E
output.
Off - This Key will NOT appear on this output
PGM - The Key is available on this output as determined by the Transition
status on the main panel
On - The Key will always be present on this output. The main Transition will
NOT be able to remove it.


Press the menu button {Page 2} menu link to enter the second M/E Output
Setup menu.

Output- This gives the physical name of the M/E output e.g. M/E3 Op2 is
output two on M/E 3.
NAME This give the User assigned name for the M/E output.
Ccr- This indicates whether the output color correction is active.
ON=Output Color Correction is active.
OFF =Output Color correction in-active
Ovrlay- This allows the overlay store to be used on this output.

The overlay store will not appear when this output is viewed as a re-entry or
on an AUX output. To set up the overlay store you need to go to overlay set
up in Engineering.

FTB - Fade to black on a transition

Touch one of the attacher boxes at the bottom of the screen to enable the
options and the active circle symbols will turn Red. All the parameters are
adjusted using the parameter controls down the right side of the menu.

ISO1 and ISO2 these are isolation tallies see Chapter 1 page A62
Note:
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Aux Color Correction Settings
The {Settings} menu link button will enable the YUV, RGB and Bleed
menu. This function is basically exactly the same as the Input Color
Correction menu but instead of color correcting a single source; it will color
correct each Aux output.



Legalizer The only difference with the Aux Main/YUV output menu is the Legalizer
menu.
This menu will limit the peak white level in a digital video signal and allow an
extra portion of black to be added below black level, also known as Super
White and Super Black.

Aux Color Correction Aux Setup
Press the {Aux Setup} menu link button to enter the User Config Aux
Setup menu.

In the default setup Aux Outputs 1 to 4 are not available to use


In this menu, the exact setup for each individual Aux Bus output can be
adjusted. The center of the menu shows a table, which contains the Aux Bus
output details. The attacher boxes at the bottom of the screen contain the
individual parameters.
AUX Bus this displays the selected Aux Bus
Important Note:
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Aux Color Correction Aux Setup - continued

Crosspoint crosspoint selection
Source Name name of the Fill source for the selected crosspoint.
Lock crosspoint lock On/Off.
O/P Ccr output color correction On/Off
Ancil enables the Ancillary Mapping option
Tally Now and Tally Next - allows the user to Tally the sources selected on
an Aux bus.

For example, if Aux5 has source 3 selected and has Tally Next ON this
source would be tallied as NEXT in both the serial Tally and the GPO Tally
(ENG/GPO). Auxs can also be tallied using GPIs. An example of this would
be an Aux output feeding an external DVE. The DVE would feed back a GPI
to indicate that source was currently active. This would then feed through the
Kahuna Tally system as required.

i1 and i2 these are isolation tallies please see Chapter 1 page A62
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Mattes and Washes

The Wash Generator will only work on M/E1 and M/E2, and Washes 1 and
2 are not available to use.


Mattes & Washes are used as a background, a Fill or a border, they can be
set on any crosspoint the in the same way as a Source Input, Store, Key
border or a Wipe border.

Press the [MATT WASH] menu button on the GUI panel to enter the User
Config All Mattes menu.



There are a total of 16 mattes that can be setup and used as a source.
Select the Matte color from the menu palette. To adjust the color, touch the
selected matte on the menu screen and three parameter boxes will appear.
Adjustment of Hue, Luma and Saturation is made using the rotary controls,
or notice that there are Red triangles in the parameter boxes denoting that
adjustment can be made using the tracker ball or the joystick.

If required press the menu buttons {Mattes 1 8} or {Mattes 9 16}
menu links depending on the selected color and a new menu will appear.



Touch the color swatch of the matte originally selected and again three
parameter boxes will appear. This will also allow adjustment of the Hue,
Luma and Saturation. When satisfied with the Matte color, a name can be
applied to the Matte, using the USB Keyboard.
If a new name has been given to the matte, keep the number of characters in
the name down to 8 (e.g. 4+4) and the Matte will be displayed in the
mnemonic on the control panel, if added into the crosspoint as a source.
Important Note:
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Wash Generator

The Wash Generator will only work on M/E1 and M/E2, and Washes 1 and
2 are not available to use, only Washes 3 to 6 can be used.

Wash function will allow a matte to fade from one color to another color as a
background or Fill. The Wash can be used in the same way as a Matte, as
an Internal Source for Stores, Key border or a Wipe border. It is a mix of
colors instead of a single solid color and will fade from one color into another
in a specified direction.

There are two Wash effects available per M/E. Each Wash can be given a
unique name by pressing the [ENG CONFIG] GUI button, then pressing the
{Source Names} menu.
Select a wash from the Source Parameter box then enter the new name into
the Name parameter box below the Source Naming table.

If a new name has been given to the Wash it will be displayed in the
mnemonic on the control panel, if added as a source to the panel
crosspoints.

Press the {Wash} menu link button to enter the User Config Wash
Generator menu.


In the Choose Wash area of the menu, a Wash Mimic displays the resultant
Wash as the Wash Corners are being adjusted.

The above diagram (left) shows a possible Wash from a mix of colors. When
a Wash is setup, the four corners can be set as different colors the resulting
effect will be all the colors will wash into each other to give an overall mix of
color.
Note
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Wash Generator - continued

Touch the Choose Wash attacher box, then using the parameter controls
top right, select an available wash.
Next select a Matte color for each Wash Corner individually using the Matte
attacher on the right.
If Local Matte is selected then all the Wash Corner color boxes will have
the option to adjust the Hue, Luma and Saturation for that Wash Corner,
using a new set of parameter menus.
Touch one of the Wash Corner colors and adjust as required.

If Matte 1 to 16 is selected then the Matte color is preset and can only be
adjusted in the Matte menu option as described in the previous section.
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Chapter 3 - Page C19
STORES AND CLIPTRAX SECTION 16



Stores and Cliptrax Overview

In the Default Setup state, Stores 1 to 4 cannot be used, Stores 5 to 12 are
available.

The Kahuna Stores function is used to setup and manipulate Stills, Audio
and Clips that are downloaded or routed into the Kahuna mainframe.
A unique feature to Kahuna is that the Stores facility is now capable of
storing audio as well as video, the Audio Store function is known as
Cliptrax . The audio and video data in an individual store are kept in
separate areas of memory and can be manipulated independently of each
other (described later in this section).

Cliptrax can be used in several scenarios:

Pre-rendered flying key clips for transitions.
Tied to DVE transitions
Audio accompaniment on a general background,


Audio can follow two paths from an input through the mainframe. Audio can
be input to any of the 40 available inputs as Embedded Audio then fed to a
crosspoint as Ancillary Data, and sent to any of the Aux Bus outputs. The
audio information is output as AES 8 channel audio with video, which is
output as SDI.

The second path is through the Store facility, which is the Cliptrax option.
The audio or audio and video can be grabbed from SDI information that is on
one of the inputs, and then placed in one of the available Stores. Here the
audio and video can be manipulated separately to build a clip or the audio
can be combined with video in another Store to build a clip.

Audio can be imported in to the Stores facility in two ways:
1. Using the Filing System Import/Export option, from a memory
device, and placing the imported audio into a Project.

2. Using the Stores Grab function to extract the audio from sources
routed into the mainframe or from a Store.


If imported using a memory device, the file format must be a .WAV file with
the following rules applied: BWF files, 48kHz, 24 bit, that can contain up
to 8 channels of audio.

The files can be can loaded or saved maintaining the Audio or Video in a
Clip.
The amount of Audio per clip is defined in the USER Config - Store Setup
Allocation menu.


Ancillary Data on AUX software option must be loaded before audio can be
output from the Kahuna mainframe.

Cliptrax

software option must be loaded before the audio store facility can
be used.



Important Note:
Important Note:
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Importing Stores
To import Stills/Audio into the Stores memory in the mainframe, make sure
that a USB memory flash drive or a Zip disk is inserted into the GUI.
To import stills, as an example, press the {Import/Export} button in the
Filing System main menu, the next menu will give the option to Import/
Export a file, press {Import}. In the next menu press the {Stills &
Audio} action button to open the Filing System Import Stills / Audio
menu.



Choose a Project using the parameter controls (shown in the menu below)
then select a new destination or an existing destination for the Stills & Audio
data to load into.
Select Yes/No on the Allow Overwrite parameter control.
Be careful at this point, if {Yes} is selected, all the stores data in the selected
project will be over written.
Select {No} and the new Stills & Audio will automatically be inserted into the
next available slot.

Kahuna can store up to 1000 Stills & Audio data files in its filing system per
project.



The {Contents} menu link button opens the Filing System Contents
menu as described in Chapter 1 - User Config Crosspoint Mapping.
Press {Search} to find the new Stills, these will now show up in the Stills on
Removable Devices table.
Press {Select} to choose individual Stills, or {Select All} to select all the
Stills.
Press {Import} to load the Stills into the Current Project Stills table.
Note:
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Naming and Saving a Store in the Filing System

In this menu, a name and a description can be given to a Still, to do this,
press the [Filing Sys] button on the GUI panel, to go back to the main
menu.
Then press the {Stills} menu link button, the menu shown below will now
appear.
Select a Still by using the File parameter control (1) to move up or down in
the Stills and Clips table. The Name attacher (2) box will have a flashing
cursor, type a name for the file in this box.

If using an external USB keyboard, remember to press Enter on the USB
Keyboard, or the Name/Description will not be saved in the dialog box.

Touch the Description attacher box, and type a description of the file into
this box.






Stills/Clips can be loaded into Stores from this menu, to do this, select a
Still/Clip using the File parameter control, next select a Store 5 12
(depending on the system) then press the {Load} button and the Still/Clip
will be saved in the selected Store.



Go to the Store main menu and enter the Store Contents menu, the loaded
Stills/Clips are displayed.



1
2
Note
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Loading Stills and Clips

Press the [STORE] button to access the Store Load main menu. Stores are
Project based, so the project that the Stills, Cliptrax and Clips are stored in
is selected using the Current Project parameter control.


The Mini Pics (as shown above) show an image of what is stored in a
Project as Stills or Clip. The Stills, Cliptrax and Clips are sequenced in
numerical order. This number appears on the bottom left of the mini pic
starting with 0 and ending at 999.
The mini pic is generated from a still or the center frame of a Clip. The
bottom right hand corner will display C if the image is a Clip.
A K in the bottom right corner indicates that the Still or Clip has a Key
saved with it. This Key will be loaded into the Coupled Store (see store
Coupling in the previous section).
When an A is displayed in the mini pic this indicates that the store contains
audio content.
The Store parameter will display KStore if the store is a coupled Key to Fill
store.


Select the Store that the Still or Clip will load into, using the Store parameter,
Using the File parameter place a Red box around the mini pic. Once the
desired mini pic has been selected then press the {Load} button to load the
image into the selected store.

Alternatively once the destination store is selected, touch mini pic on the GUI
screen, to load the Still or Clip into the selected store.
The touch-screen can also be used to scroll through the mini pics using the
scroll ball to the right of the mini pics.
Stills and Clips can also be loaded directly from the number pad or via
GMEMs (see the GMEM section of this manual)

New - Allows the user to load new stores.
Append - In Append each time an image is loaded, the image will be added
to the end of the existing store contents. E.g. If 16 Stills are loaded into a
store, in the Play/ Edit menu it is possible to scroll through them, as you
would the frames of a clip.
Clip Mini Pic Keyed Clip with
Audio Mini Pic
Keyed Clip Mini Pic Cliptrax Mini
Pic
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Ancillary Audio Setup Using - Aux Bus Setup

To hear audio in conjunction with a clip or video source from a Store, it is
necessary to configure an Aux, allowing Ancillary Data to be passed.
In the User Config Crosspoint Mapping menu, setup a crosspoint (Xpt
17 in this example) with Store 7 as a Fill Source, then go to the User Config
Aux Bus Setup menu.





Setup the AUX bus that will output Audio, by setting Ancillary Enable ON.
Then setup the ancillary mapping for each crosspoint when selected on an
Aux in the User Config - Aux Ancillary Mapping menu, this will define
where the Embedded Audio or Ancillary data is derived from.
For example: For XPT 17 Store 7 is the input, Store 7 is then set As Fill
Source, therefore any Audio file loaded into Store 7 will be heard from Aux
8. This setup should be saved in the Filing System - User Config.


Video Clips with Audio will be displayed with the addition of a Speaker Icon
on the GUI. J ust Audio clips will appear with the file name embedded as the
mini pic.

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Details menu




Press the {Details} menu link button, this menu will show further
information about the Stills and Clips. The table demonstrates the Name,
Description and Date/Time that the Still was saved.
The Selected Still/Clip will show a mini pic of the Fill and Key (if coupled).

The parameter box will display information regarding the video standard, the
width and height and if Auto Play is turned On/Off.

A new file (Still/Clip or Audio Clip) can be selected and loaded into the Fill
window, by using the File parameter to select the file then press the {Load}
button.

Below the Fill and Key windows are Video and Audio attachers, which
display the duration of the file.

It is important to note that the existing file will be overwritten and any audio
content will be lost unless Keep Video or Keep Audio are selected.

If the original Fill store is an audio only file, and the user wants to keep the
audio content as part of a new Still or Clip, by pressing the {Keep Audio}
button the audio content will remain as part of the new Fill store.
This option is the same when an audio file is loaded and the Keep Video
function is used.

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Store Grab
Another option to generate a Still or Clip is the {Grab} option; this allows the
user to grab images and audio from a crosspoint in the system. Select the
required crosspoint that contains the images, video or audio content, using
the {Grab Crosspoint} parameter, and then select the Store into which the
grabbed information will be placed and press the {Grab} button.
If the Store/Audio that is grabbed is coupled with another store for a Key, the
Grab function will grab the Key as defined in the crosspoint mapping into the
coupled store.
The mini pic will display what is currently the center frame of what is in the
store.

Grab options

Single Frame - used to grab a single frame into the store on press.
Latching Grab - this will latch the grab function and allow the grabbing of
Clips. This option is best used with the Auto-Stop When Full to end the
grabbing once the Store is full i.e. once all the available frames in the Store
have been used.
Grab - This will continue to grab while the button is pressed. This will also
respect the Auto-Stop When Full.
Auto-Stop When Full This mode will turn off the Grab automatically, when
the Stores memory is full.

Grab Mode Append allows the grab to either be appended to the end of
the existing store contents. To reset the store and replace the existing
image, perform a Grab with the Grab Mode set to New.
Grab Video will grab the video content only
Grab Audio will grab the audio content only
Turn both options on to grab the audio and video content
Keep Video/Audio will keep original audio/video content if new
audio/video content is grabbed.
The attacher below the Grab buttons displays:
Grab Store - the Store the video/audio grab will be saved in.
Grab Crosspoint - displays the source the Video/Audio is taken from.
Max Video maximum memory available for the video file in the selected
store
Video Duration length of the video clip
Max Audio maximum memory available for the audio file in the selected
store
Audio Duration length of the audio clip
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Playback

Play / Play - play a clip backwards and play forwards at standard speed


Stop stops a clip


/ - this will move the clip forward by 1 field

/ - steps a clip forward and backward by one frame

/ - steps to the end or the start of the clip


Loop will make the file loop from start to finish constantly
Ping-Pong will make the file run from start to finish then finish back to the
start again constantly
Audio Mute - will mute the audio content of the file

Position - parameter displays the run time duration of the clip


Grab Audio Levels this displays the Grabbed audio levels for all 8 audio
channels.
Fill Source/Key Source this displays the Key and Fill sources that make
up the Still or Clip
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User Config - Store Setup Menu
Press the {Store Setup} menu link button to enter the User Config Store
Setup menu.




The Coupled Key Store column displays the Fill store that is coupled to the
Key store.
The Key To Fill Stores column displays the Key store that is coupled to the
Fill store.

Use the {Uncouple All} action button to uncouple all the stores in all the
M/Es, use the {Uncouple} action button to uncouple individual stores.

When coupling the stores, if a store is coupled to an M/E which is set to a
different video standard the Coupled Key Store will turn Red.
This is NOT advisable.

In the Allocation menu Video and Audio clips known as Cliptrax

are setup
and allocated memory space.
There are 4 stores per M/E as shown in the table in the diagram below.

HD - Min Video 4 frames per store
Max Video 12 seconds or 388 frames per M/E (3 seconds or 97
frames per store)
Audio 1726 or 22 mins 19 seconds

SD - Min Video 21 (625) - 23 (525) frames per store
Max Video 72 seconds or 2231 frames per M/E (18 seconds or 558
frames per store)
Audio 1726 or 22 mins 19 seconds


DVE Store, Coupled Lighting Store, and Lighting to Effects Stores -
please see Chapter 5 Fluid Effects.
Note:
Important Note:
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The menu grab displays the parameters for each available M/E, and each
individual store. Using the parameter controls, the user is able to setup the
memory allocation for each audio and video clip. The user cannot exceed the
memory allocation.

Audio In Reverse does not mean that the Cliptrax are played backwards
or in reverse, this means when the video clip is played backwards, the audio
is still played forward within the timecode setup.








DVE Store - please see Chapter 5 Fluid Effects.

Important Note:
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Grab Bus Override
Grab Bus Override will inhibit the use of the Key or Fill Grab function of 4
stores in order to allow the user a selectable output without having to burn a
real Aux or Util bus.
By selecting an M/E Output and choosing Grab Fill or Key, that output will
display the Xpt as selected in the User Config Store Setup menu.

Each M/E has four stores and two grab Buses (Fill and Key) associated with
it. Previously, these two grab Buses were dedicated to grabbing from the
selected crosspoint into the stores on that M/E. Now, using the Fill Grab
Override parameter or the Key Grab Override parameter, the user can
change the source to the grab Fill Bus and the grab Key Bus on each M/E to
display xpts of their choosing. If an Internal Aux was set as a xpt, it is
possible then to select that aux as a source to the Fill bus and view its
output.

These xpts must be in the video standard of the M/E.

For example, in the 1 M/E menu below, the Grab Fill Bus is set to XPT 3 and
the Grab Key Bus is set to XPT 4. In the Store - Grab menu, notice that the
word "Overridden" is now written in Red next to the Fill Source and Key
Source parameters.

The information displayed in the Fill/Key Source parameter boxes is now
taken from the XPT 3 (Fill) and XPT 4 (Key) instead of the sources on the
fill/key of the selected grab crosspoint. Change the selected grab store to a
store other than 1..4, and the "Overridden" indicator will disappear and the
parameters will show the sources on the selected grab crosspoint once
again.

All other Store functions will act normally e.g. loading and xpt placement
Note:
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Store Play/Edit



Playback

Play / Play - play a clip backwards and play forwards at standard speed


Stop stops a clip


/ - this will move the clip forward by 1 field

/ - steps a clip forward and backward by one frame

/ - steps to the end or the start of the clip

Loop will make the file loop from start to finish constantly
A Loop Count of 0 will loop the Clip indefinitely.
Ping-Pong will make the file run from start to finish then finish back to the
start again constantly
Audio Mute - will mute the audio content of the file

Playback Mode
The user has the option to play back Clips in Field or Frame mode (or J ust
Field1 or J ust Field2) using the Playback Mode parameter control.
This feature can be used if a Clip is made from a sequence of individual
Stills.
If each Still is a Frame in duration the user can Play/Position the Still and in
the Stop state, both fields (Full resolution) will be displayed.
If the material is Field based then in Frame mode the user will risk seeing
flickering images from two different fields.

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Setup
Save with Auto Play This allows a Clip to auto play with pre saved
attributes such as Loop or Ping-Pong.
Auto play On Load the Clip will play once it has completed loading.
Audio Delay sets a delay at the start point of the audio file.
Sub Clips - allows the user to load stores using the Load Mode Append
function, this will generate a sub clip for each Still/Clip loaded up to 16.
(see, Clip Store memory expansion on the next page)

Edit
Press the {Edit Mode} button, then the user can setup in and out points
on the Clip. Position the start point of the Clip as required using the Position
control on the right hand side and {Mark In Point}.
This will now show the frame number in the In Point box.
Next position the Clip at the end point of the Clip required and {Mark Out
point}. This will now show a frame number in the Out Point box.

Come out of Edit mode by pressing the {Edit Mode} button. When the
{Play} button is pressed, the Clip will only Play, Loop or Ping-Pong, from
the set In Point and set Out Point.
This new Clip can now be saved.

Key Follows Fill If editing a clip that has an associated Key signal, Key
Follows Fill is will also mark the selected In and Out Points for the Key
signal in the coupled Key Store.


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Clip Store Memory Expansion (Option)

The Clip Store expansion option is both Hardware and Software. The
Hardware (memory upgrade) will quadruple the size of the Clip Stores,
allowing increased clip capacity.

Memory Expansion Details
Hardware Expansion
The details below show the increase in memory for the upgrade for a singe
M/E, the list below displays the time/frames allocation total per M/E in a
system:

HD1080 & HD1035 =51:22 sec/frames total
HD720 =58:12 sec/frames total
SD625 =5:10:10 mins/sec/frames total
SD525 =4:57:22 mins/sec/frames total
Audio in all Standards =1:32:59:20 hrs/mins/sec/frames total

HD memory has increased from 12 seconds to 51 seconds
SD memory has increased from 72 seconds to up to 5 mins 10 sec

There are 4 DVE Stores available per M/E, if the video standard of the M/E is
set to 1080i/59.94, each DVE Store has 12:8 sec/frames available, and if
only one DVE Store is being used there is a total of 51:22 sec/frames
available.



With the Clip Store expansion (software) option comes the ability to have
Sub Clips, this allows the user to load stores using the Load Mode -
Append function, this will generate a sub-clip for each Still/Clip loaded, up to
a maximum of 16 Still/Clips.
This allows easy access to still/clips without having to load each store
individually when it is needed.
Read How to use Sub Clips on the next page.








Example:
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Store Play Edit - How to use Sub Clips

Using the Store parameter, select which Store the sub-clips are going to be
allocated to, and make sure that the store has been allocated enough
video/audio memory in the User Config Store Setup menu.
In the Store - Play/Edit menu there is a Sub-Clips Enabled Yes/No option,
with is function enabled, 16 small Sub-Clips buttons will appear in the center
of the menu, with nothing loaded into sub-clips the buttons are Grayed out.
Next, in the Store Load menu, make sure that the Load Mode is set to
Append.
Before loading any still/clips into sub-clips allocation, the stills/clips must be
of the same physical size, i.e. the width and height are the same size in
pixles.
Finally, while still in the Store Load menu, the user can now select up to 16
stills/clips by touching the minipics, and they will load into the sub-clips
allocation.




To use sub-clips, select the crosspoint that the store (which contains the
sub-clip) is mapped to, the monitor should display the first sub-clip that
selected in the Load menu which is sub-clip 1, then enter the Store
Play/Edit menu, touch a sub-clip and the still/clip will be displayed on the
monitor.
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Sub-Clips Details
This menu shows the Sub-Clip Details of the stills/clips that were previously
loaded.
Pressing any of the loaded sub-clip buttons displays a mini pic at the bottom
of the menu and also the In/Out Points, the In/Out Points for each clip can
also be adjusted in this menu.



Selecting a sub-clip will set the clip In/out points so that only that portion of
the overall clip is played. These buttons can be made into a Macro or Cloned
as required, and will set the store to the currently loaded sub clip position.
An example of when sub-clips can be used is if several clip transitions are
required, but will only ever use 1 at a time.
These clips can be appended into a store, this is then saved in a Hard
GMEM, Macro the Sub Clips (possibly including setting the time/offset of
each transition), and then assign these to the Panel. These transitions would
be instantly available to the user at the press of a button.
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Store Save


To save Stills or Clips select the {Save} at the bottom of the GUI. This will
then go to the Store Save menu. This will show a mini pic of the Store that is
about to be saved in the Gray box above the {Save} button.
Select the Project you want to save it in using the Current Project
parameter control, and where in that project the still is to be saved.
Select the File number using the control File on the right hand side or scroll
down the table using the scroll knob.
Determine if you require Auto Play On or Off.
Once the selections have been made, press the Gray Save button to save
the file.

Pan/Crop


This feature allows the user to manipulate the stills/clips that are assigned to
one of the four stores in each M/E. It is useful to have set the store up as a
crosspoint so the store can be displayed on a monitor to assist in cropping or
panning.

Make sure that the Crop/Pan function is turned ON, by touching the
{OFF/ON} buttons in the Crop parameters.

Crop adjustment range 0 to 100%, where 0% is full and 100% entirely
cropped away.
Use the Horizontal and Vertical Pan parameters to move the still to the
correct position. This function effectively moves the still around under the set
cropped borders. Reset On Grab gives the option to keep the settings or
reset to default when another still is Grabbed into that Store

Note:
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Store Contents




This shows a set of mini pics that are currently in the stores. For Clips it will
show the center frame of the Clip.
The Store parameter control pre-selects the store for entry into the
{Load}, {Play/Edit}and {Save} menus. The Store parameter does
not pre select the store for a Grab.
Locked this will set a lock on the selected store in the Store Contents
menu, the Store will display a padlock symbol top right corner of the mini pic
(shown above). If the user tries to change the store once it is locked, a dialog
box (shown below) will appear with options.
Auto Reload when set to Yes this causes the still or clip to be
automatically reloaded from the hard disk whenever the original file location
is updated. This feature can be very useful in conjunction with Kahuna Mirror
and Kahuna Watch application software. If the store contains something that
was grabbed rather than loaded, then this has no effect.
Update All This feature is a manual version of {Auto Reload}. It manually
forces the update of all of the stores whose original file location has
changed. The Update All button will light up Green if there are stores to
update.


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At the bottom of the Store Contents menu, the Name and Description
fields allow the Name and Description to be changed. Touch the Red name
parameter box twice and the on-screen QWERTY keyboard will appear.

The Video, Audio, Width and Height fields display the properties of the
Store, Clip or Audio file. The Video/Audio displays Time and Fields, Width
and Height in Pixels.


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Chapter 3 - Page C38
TRANSITION CONTROL SECTION 17



These next few sections of the manual deal with the Transition functions,
covering Transitions, Keyer, Timeline, Utility Bus and Macro functions.

The Transition menu is accessed by pressing the [TRANS] button on the
GUI.



When the initial Transition menu appears, the top of the menu indicates
which M/E or Key the transition or wipe will effect, as shown below.



The required M/E, Background or Key can be selected using the Delegate
buttons on the GUI. Notice that it is displayed at the top of the menu.


The initial menu includes Wipe patterns and the functions that control a wipe
pattern; the menu also has sub menus for mix controls. Notice that all the
analog control indicators are Red and ready to start setting up a wipe
pattern. The parameter controls down the right of the menu control the wipe
settings.

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Wipe Parameters

Profile - This parameter control will adjust the curve profile in the display box
under the Main heading. Adjusting the curve profile will make the transition
speed up or slowdown at a specific time in the transition period (this will be
explained in more detail a little later when the Main attacher box is
explained).
Wipe Pattern - Adjust to select the required wipe pattern, there are a
number of individual wipe patterns available.
If the transition is applied to a Background A/B there are 100 wipe patterns
available.
If the transition is applied to a Key Layer there are 68 wipe patterns
available.
Softness - This parameter adjusts the softness of the leading edge or edges
of the selected wipe pattern, 0% is the default setting which shows a hard
clean edge and 100% blends the edge into the background making it barely
visible until the transition is complete.
Border Width - If a border has been selected for example on a square wipe
which starts from the center of the screen, the width of the border in relation
to the edge of the wipe can be adjusted.

Touch the Position attacher box to activate the Position parameters
controls.

Aspect Ratio - Touch the On/Off button to activate the aspect ration
function, as the name suggests this function changes the aspect ratio of a
wipe pattern, 0 to 100% will change the vertical ratio and 0 to +100% will
adjust the horizontal ratio.
Aspect ratio will only adjust some of the wipe patterns.



Notice the Gray box directly below the wipe menu. When a wipe is selected
this box will display parameters that denote how the wipe can be adjusted,
touch this box and a set of adjustment parameters will appear on the right of
the menu.

Position - Touch any one of the On/Off buttons in the parameter controls,
this will set all the buttons to the On position if they are currently off.
X Position Y Position - The wipe start position can be adjusted to start
anywhere on-screen by changing the parameters in the X/Y Position
attacher box. Touching any of the On/Off buttons will activate all three
parameter boxes. Notice that the Red indicators in the parameter boxes are
triangles denoting that the parameters can be adjusted using the rotary
controls on the GUI or by using the tracker ball or joystick on the control
panel.
Rotation - Rotation will rotate the wipe pattern clock-wise or counter clock-
wise in increments.
Note:
Note:
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Advanced Wipe Settings

The Advanced Wipe settings offer additional wipe patterns that are created
by combining the main wipe patterns.
For example if a straight edge primary wipe is combined with a secondary
circle wipe, the resulting wipe edge will now have a bowed effect, as shown
in the example below.

To use the Advanced Wipe Settings, Background (BGND) A/B has to
selected in the Delegate area of the GUI.



Transition Advanced Wipe



Modulation Parameters
The modulation function enables the user to add different modulation effects
to the transition wipe effects.

Enable enables the modulation option
Modulation Shape selects the type of modulation effect

Note:
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Modulation Parameters - continued

Horiz Mod Amp controls the horizontal amplitude (peak to trough
distance) of the modulation
Horiz Mod Freq controls the horizontal frequency (number of peaks per
centimeter) of the modulation
Horiz Mod Phase controls the start point of the of the modulation and thus
the relative position of the peaks and troughs to the horizontal edge of the
wipe

Vertical Modulation parameters in principle work in exactly the same way
as Horizontal Modulation.












Secondary Wipe
As mentioned at the start of the Advanced Wipe section, the resulting wipe is
a combination of two main wipes, the above menu displays the available
wipe shapes and the parameters that are used to control the Advanced wipe
shape.

Example 1
Advanced Horizontal Modulation
Wipe
Example 2
Advanced Vertical Modulation
Wipe
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Secondary Wipe Parameters
Secondary Patterns used to select the secondary wipe pattern
Blend Level adjusts the amount of blend between the primary and
secondary wipe, 0% means no secondary wipe will be added to the primary
wipe, 100% means the wipe shape is made entirely of the secondary wipe
shape.
Aspect Ratio adjusts the aspect of the secondary wipe, for example, a
circle secondary wipe will become elliptical when the Aspect Ratio is
adjusted, 0% to 100% will adjust the aspect vertically and 0% to 100%
horizontally.
Position enables or disables all the position parameter adjustments
X Position adjusts the start position of the wipe pattern horizontally
Y Position adjusts the start position of the wipe pattern vertically
Rotation will rotate the wipe pattern counter or clock-wise in increments

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Radial Splits
Radial Splits will divide up the area around the advanced wipe shape up to 7
times, using this function combined with the modulation function the user can
create some very unusual effects, example shown below.



Radial Splits Parameters

Splits - determine how many times the advanced wipe is divided up
Enable enables the Radial Splits function
Phase adjusts the phase of the advanced wipe pattern in increments






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Main Transition Control
Adjustments in this section of the menu change the profile of the transition as
briefly mentioned in the wipe menu structure.






Transition Level - This attacher displays the progress of a wipe as a
percentage, useful if a limit is required on a transition.
Mixer Mode - This parameter control determines the type of transition effect.
Profile - This parameter control will adjust the transition curve profile,
changing the curve profile will make the transition accelerate or decelerate at
a specific moment in the transition period. The curve profile can only be used
to change the Cubic S/Sin S and Cubic Curve/Sin Curve profiles, which are
selected using the in the Shape parameter control. The Linear profile cannot
be adjusted.
Shape - Selecting one of the Shape options will depict the type of profile
curve; this will alter the acceleration rate for a transition.
Linear constant transition, no change in transition acceleration
Cubic C and Sin C these profiles are similar to each other, the
default transition will have a fast acceleration at the start and
slowdown towards the end.
Cubic S and Sin S these profiles are also similar to each other,
the default transition will accelerate at the start slow down towards
the mid point and accelerate again.
Transition Control - The Pri., U1/2, Bgnd and K1 to K4 buttons are used to
select or de-select the Transition Control buttons on the control panel.

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Mix Menu Structure

The mix menu changes the type of mix fading between two sources in a
transition. Touch the Mix attacher box and three parameter controls appear
on the right, these are Matte Mix Profile, NAM Profile and FAM profile.





Matte Mix Profile - The Matte Mix Profile is where the output passes
through the Matte mix color between the two transition sources, this will
cause the transition to go from the first source through a selected matte color
to the second source.

NAM Profile - Non-Additive Mix profile, this is where the brighter parts of
either source are more prominent than the darker parts during the transition.
Thus the brighter parts of the fading out source are apparent for longer than
the darker parts. A normal mix will fade out equally across all brightness
levels.

FAM Profile - Full-Additive Mix profile, this is where the luminance parts of
each source are added together so that at the mid point through the
transition, the luminance of both sources are at 100%.

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User Mix 1&2

Press the {Mix Settings} menu link button to enter the Transition Mix
menu.
To select which type of mix will be used in the transition, fist select
{Mix User 1} or {Mix User 2} on the control panel as shown below.








Matte Mix Profile - This is where the output passes through the matte mix
color between the two transition sources. This menu sets the amount of
matte Fill in the transition.


NAM Profile - This is where the brighter parts of either source are more
prominent than the darker parts during the transition. Thus the brighter parts
of the fading out source are apparent for longer than the darker parts. A
normal mix will fade out equally across all brightness levels.
The NAM profile control changes the shape of the profile curve where 100%
equals maximum amplitude, which produces full Non-Additive Mix, 0.00%
produces a normal mix so no NAM and 100% highlights the dark areas in
the mix transition.

MIX
USER1
MIX
USER2
BGND
3D
DVE1
BGND
3D
DVE2
Mix User
1 and 2
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FAM Profile - Full-Additive Mix profile, this is where the luminance parts of
each source (example - background A and B) are added together so that at
the mid-point through the transition, the luminance of both sources are at
100%.
After the mid-point of the transition Background B becomes the dominant
source and the luminance of Background A goes to 0%.
User 1/2 Mix Type - These buttons select the type of mix that is applied to
the [MIX USER 1] or [MIX USER 2] buttons




Fill - This function selects the type of source that will be used as a Matte, the
options range from Matte, Util Bus 1 to Util Bus 4. The Util Bus Fill is setup in
the Util Bus menu, press the [UTIL BUS] button on the GUI to see which
crosspoint the Util Buss are set to reference.

Matte Selector - Select the required Matte from the options Local Matte or
MAT 1 to MAT 16.
Hue, Luma and Saturation will only affect the Local Matte setting.

Matte Hue - Hue sets the actual Matte color, the rotary control operates a
360 degree color wheel where:
0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma - The Luminance or brightness control affects the selected
Matte Hue, the parameter adjusts from 0 to 100% where 0% is no luminance
or Black and 100% is maximum brightness.

Matte Sat -The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.



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Wipe Settings

Once back in the main Transition menu, press the {Wipe Settings} menu
link button to enter the Transition Wipe menu.

This menu is similar to the main transition menu in functionality, but also
allows the setup and adjustment of a border that has been applied to a wipe
edge.

Notice again the Gray box to the left side of the wipe menu. When a wipe is
selected this box will display parameters that denote how the wipe can be
adjusted, touch this box and a set of adjustment parameters will appear on
the right of the menu.





Press the {On} button in the Border Width parameter to activate the border
function.

Border Width - Adjust this parameter to change the border width around a
wipe pattern, as the width is adjusted the curve profile shown beside the
Wipe Edge title changes. The curve profile will also change when the
Softness and Softness Bias are adjusted.

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Wipe Attacher
This attacher box allows the selection of a wipe pattern, adjusts the softness
of the leading edge of the wipe and adjustment of the aspect ratio of certain
wipes. These functions are repeated for ease of use for the user. The only
addition is the Softness Bias.

Pattern the parameter is used to select the required wipe pattern, and also
displays the number of the selected pattern in the attacher.
Softness - This function controls the leading edge of a wipe and will add a
soft edge transparent edge to the border.
Softness Bias - When a border has been applied to a wipe pattern, this
parameter allows the softness adjustment of the inner and outer edges of the
border where 100% affects the outer edge, 0% both edges are equally soft
and 100% changes the inner edge.

Aspect

Aspect Ratio control adjusts the aspect ratio horizontally/vertically of
some wipe patterns (will only change the aspect of wipes with the type of
adjustment circled in Red, shown left).
Alternate Aspect widens the aspect horizontally and vertically





Position control - As described in the transition main menu the adjustment
of the X and Y Position will enable the wipe start to be positioned anywhere
on a monitor screen.




The Rotation control will allow the wipe to turn in either direction.

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Wipe Edge attacher - In this menu the border properties are changes,
ensure that the border has been turned on as described at the start of this
section.




Border Width - This parameter adjusts the width of the border, the default
state is set at 0% observe the border and adjust as necessary. A graphical
representation is shown in the profile curve box at the top of this menu.

Border Fill - Select the border Fill from either a Matte or one of the four Util
Buses, as described in the Mix menu structure.

Matte Selector - Select the required Matte from the options Local Matte or
MAT 1 to MAT 16.
Hue, Luma and Saturation will only affect the Local Matte setting.

Matte Hue - Hue sets the actual Matte color, the rotary control operates a
360 degree color wheel where:

0 =Red
60 = Yellow
20 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma - The Luminance or brightness control affects the selected
Matte Hue, the parameter adjusts from 0 to 100% where 0% is no luminance
or Black and 100% is maximum brightness.

Matte Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.

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KEYING SECTION 18


Keying Theory
Keys 1 to 4 are available to use on M/E1 and M/E2, only Key1 and Key2 are
available to use on M/E3 (the M/E)


Keying is the process of inserting a specific part of one video signal (Key
signal) into another video signal (background) to create a third signal. The
Key signal has two jobs and may be one signal or two. It has to cut a hole
into the background and Fill that hole with a picture, or a matte.
Where two signals are used one, the Key cut, cuts the hole in the
background and the other, the Key Fill, Fills that hole. The Fill has to be
shaped to match the hole.
Where one signal is used it both cuts and Fills the hole. This process of
Keying with a single signal is known as a self Key or video Key.

There are three types of Keying available with Kahuna; they are Luma
Keying, Linear Keying and Chroma Keying. Luma and Linear are standard
features but Chroma is a cost option.

Linear Keying
Linear Keying is used where the Key signal is already Keyed, i.e., the area
outside the required video is at black level. It is also used where there are
separate Key cut and Key Fill signals. The Key signal(s), (cut and Fill) are
usually anti-aliased (soft edged) shaped signals created by a character
generator or graphics system.

Luma Keying
Luma Keying is a Keying system that is typically used on sources that are
not pre-Keyed, such as those from a camera. The Key cut signal is
generated from the video signal using lift and gain controls. The portions of
the signal that is lower in luminance than the lift level cut the hole in the Key
layer.

The Key lift and gain levels are user adjustable.
The Fill may be the same source as the cut or from a different source, or
matte generator.


When only one source is used for both Key Fill and Key cut the Key is called
a Self Key or a Video Key.

Chroma Keying
In chroma keying the Key cut signal is derived from color rather than level. A
particular color of a picture is keyed away to the background leaving the
other colors visible over the background. The transparent color is user
selectable and may be a range of colors or a single color. There are various
controls to reduce fringing and other artifacts from appearing in the
composite picture.

Key Layers
In a Kahuna switcher there are four Key layers per M/E. Their parameters
are set-up using the Key Control buttons for the applicable M/E. The required
Key layer is selected from the four buttons at the bottom of the button group,
Key 1 to Key 4.

These buttons are mutually exclusive; they latch and illuminate to indicate
which Key layer is being worked on.
Each Key layer is independent and may have a totally different set-up.
Note:
Important Note:
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Key Sources

Each switcher crosspoint is allocated two sources in the Crosspoint Mapping
menu, one for use as a Fill signal and the other as a Key signal. The Fill/Key
selection buttons (see below) in the Key Control button block, determine how
the Fill and Key sources are used for a particular Key.

Pop to Keyer Menu
A double press or selecting the same Key using the Key 1 to 3 buttons will
take the GUI to the Keyer menu for the Key select buttons in the Key Control
Pad. The GUI menu will be the Keyer control for that Key layer and M/E.



On a non-Key Bus only the Fill source is used.



Note:
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Selecting a Type of Key Using Key Control
The type of Keying to be used is selected by the top row of buttons in the
Key Control group.




FULL The Fill is a full layer over the background hiding it completely.

LIN Selects a linear type of Key.

LUM Selects a luma type of Key.

CHROM Selects chroma Key.

INV Inverts the Key signal so that the parts, which were Keyed off, become Keyed
on and vice versa.





MATTE FILL (Latching) Causes the Fill to be the Key Matte regardless of whether in Coupled
Key, Split Key or Self Key.

COUPLED KEY (Latching) Uses the Fill and Key sources allocated to the crosspoint.

SPLIT KEY (Momentary) Allows the Fill and Key sources to be split across two different
crosspoints. The Fill is selected on the Key bus in the normal manner. The Key
source is that allocated to the crosspoint selected on the Key bus with the Split
Key button pressed and held down.

SELF KEY (Latching) In Coupled Key mode Self Key causes the Key, as well as the Fill, to
be derived from the Fill source allocated to the crosspoint, also known as a
Video Key.
In Split Key mode Video Key causes the Key to be derived from the Fill source
of the crosspoint used as the split away.

RE-SIZE Enables the Key re-size function, which allows the Key to be sized in the
vertical and horizontal directions and located anywhere over the background.
(using the assignable controls)

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Key Priority The in front / behind position of each of the four Key layers is displayed by
the Key Priority LEDs above the Key Control buttons. The priority of the layers
is changed by the [LAYER UP] and [LAYER DOWN] buttons, in conjunction
with the Key 1 to Key 4 buttons. The LEDs display which layer the Key is on in
conjunction with the square symbols which display the layer priority.











When the [PRIOR] Transition Control button is on, the Key Control Priority
LEDs will display the next Key transition priority and will show as Orange.
The [LAYER UP] and [LAYER DOWN] buttons move the selected Key layer
up or down one level per press. Thus selecting Key 2 and moving it down
one would cause it to change priority level with Key 3. Moving it down two
presses would set the priority Key 1 - Key 3 - Key 4 - Key 2.





When a Key layer is live to air, the LEDs will turn Red.




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Other Key Control Functions



BORDER Each Key may have a border, shadow or extrusion. This is enabled by the
Border button in the Key Control group. The type of border and its parameters
are set in the Keyer Border menus, for the appropriate Key, which are entered
via the top level Keyer menu.

BUS COLOR Enables the Bus Color Correction which is set-up in the Source Color menus.

MASK Enables the Box and Wipe Mask facility. The parameters for the mask are set in
the Mask menus which are entered via the top level Keyer menu.

3D DVE1 Selects the 3D DVE 1 in the Key bus.

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TIME Allows the duration of an auto Key transition to be set. Pressing the Time button
brings up the numeric Keypad where the required time, in frames, is entered.

FLIP-FLOP If FLIP-FLOP is selected the start point alternates.

REV If REV is selected the start point is reversed.

3D DVE2 Selects the 3D DVE 2 in the Key bus.







MIX Selects a standard mix (also known as a dissolve or crossfade) as the Key
transition.

CLIP Allows the Key transition to be associated with a selected clip. The clip position
is determined by the Transition Time.

MATTE MIX Selects a Matte-mix where the source passes through the Matte color before
reaching the selected signal.

WIPE Selects a Wipe as the Key transition.

PVW KEY Key Previews the Key and the Fill.

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Fill and Key Store Coupling

When a Still comprises a Fill part and a Key part Kahuna has to be told what
to do with the Key part when the Still is loaded into a Still Store. This is done
in the User Config Store Setup menu.

The Key Source is associated with the Fill Source in the User Setup
Crosspoint Mapping menu.


Store Coupling
In this menu the left column is the location of the Fill and the right the
location of the associated Key.
The top two Parameter controls select the appropriate Store in each column.

Use the Video/Audio Memory parameter controls to adjust the amount of
frames and seconds that will be allocated to the selected store.
The minimum amount of frames for a single store is 4 frames, the maximum
amount of frames for a single store is 380. The maximum time for a single
store clip is 12 seconds (HD) and 72 seconds (SD), per M/E.

This process is to control the automatic loading of the Key part of a Still/Clip
into a Store. If this coupling is not set the Key part of the Still will not be
loaded at all. Do not couple the Key store to anything

Fill Store and Key Store Crosspoint Mapping
In order for the Key to be used with the Fill in a Key layer the Fill Source and
the Key Source have to be mapped to the same Crosspoint, in the
Crosspoint Mapping menu (above right).
The Crosspoint is selected using the Crosspoint Parameter, which
highlights the crosspoint in the table.
The Fill Source selects which BNC input will be the Fill for the Crosspoint.
The Key Source selects which BNC input will be used as the Key for that
Crosspoint.
Note:
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Keying Using the GUI

Keyer Key Control

The Key Control area of the control panel, can now be accessed and
controlled by using an on-screen menu on the GUI.

Press the [KEYER] button on the GUI and then touch the {Key Control}
button in the Keyer main menu.




To control the required Key Layer, the same Key Layer button; Key 1 4
button, must be selected on the GUI and the control panel. If they are
different, the user will not be able to use the Key Control functions from the
GUI unless they have nominated to use Key Delegate Tracking within the
Panel Preferences menu.
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Linear and Luma Keying
Linear and Luma Keyer set-up is carried out in separate menus found under
the Keyer top level menu.
The Kahuna has 4 Keyers per M/E. Each Keyer can be Full, Lin, Lum or a
Chroma Keyer.







The Linear and Luma Keyer menus look similar. They each have
independent sets of lift level, gain and opacity controls. The exception being
the Shaping parameter in the Luma Keyer

Lift - sets the luma level at which the Key operates.
Gain - affects the sharpness of the lift point.
Opacity - controls how transparent the Key is.
Shaping stops dark edges appearing around a Keyed source (anti-
aliasing).

When using sources that are not pre-Keyed, such as those from a camera,
the Key cut signal is generated from the video signal using lift and gain
controls. The portions of the signal that are greater in luminance than the lift
level cut the hole in the background.
The Key lift and gain levels are user adjustable. The Fill may be the same
source as the Key or from a different source, or matte generator.

When only one source is used for both Key Fill and Key cut the Key is
sometimes called a Self Key or a Video Key.
















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In Key Control select LUMA as the type of Key for Key 1.


Select Key 1 as shown above, the next transition. On M/E2 Key 1 bus select
a suitable source (one with a good areas of black and white).
Select M/E2 and Key 1 from the Delegate area of the GUI.
Next press the [KEYER] menu button in the Transition area of the GUI
panel. Adjust the Lift, Gain and Opacity parameters in the parameter controls
on the right to obtain the desired Key.

The Keyer top level menu provides access to the Luma, Linear and Chroma
Keyer menus plus the Border and Mask menus and the Matte set-up.

If the BGND 3D DVE1 button is selected in the Transition Control area of
the control panel, the DVE Transitions button will light Green.

To access the Luma Keyer menu, touch the {Luma Keyer} menu link
button on the screen and the following menu will appear.

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Key Control Using Assignable Controls

The alternative method of setting the Keys is to use the Assignable
Controls next to the Key Control area of the panel. Adjustments made here
control the same parameters as those in the menu.

When you selected LUMA as the Key for Key 1, these changed to the Lift,
Gain, Opacity and Invert controls for this Keyer.




Normalize the Lift, Gain, Opacity and Invert settings by double clicking on the
buttons associated with these controls.

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Chroma Key
Chroma Keying - Overview
Kahuna has a high quality Chroma Keyer on each Key of each M/E.
Therefore this system will have 10 Chroma Keyers.
Chroma keying can be used in both the Keying of graphics and live pictures.
When keying graphics, the set up of the chroma Keyer will be quick and
straight forward, this is because the Keyed area is easier to control in a 2D
environment. Keying for a live or moving environments usually more
involved and requires additional work as it is more difficult to control color
and light.

Achieving good results
The main factor in setting up a good Chroma Key in a live environment is a
well lit Key and subject. The Key (usually Blue or Green screen) should be
highly saturated and even in tone. The lighting of the subject should
highlight whilst aiming to limit the amount of Key color (sometimes resulting
in spill) reflecting onto the subject. The subject should avoid like colors to
the Key color to avoid break-up in the fill. In addition, appropriate and
consistent camera setup will be important. The user should also ensure that
the Chroma Key is set up for any camera movements and changes in
picture.






Chroma Key - Quick Setup

This option enables the user to quickly setup and use the Chroma Key
feature, by following the stages listed in the following pages.





Before using this option, ensure the [CHROMA] and [SELF KEY] are turned
on in the Key Control area on the Control Surface (for normal keying).
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The user will first need to adjust the Hue, Saturation and Luminance, this
can be done in one of two ways. Manually adjust the Hue, Saturation and
Luminance, or use the Pick Color feature.

Concentrate on keying out the background first. If there is break-up or
outline/highlights in the foreground picture, this can be fixed later.


Stage 1. Pick Color this sets the Hue, Saturation and Luminance
automatically, Key and Chroma Acceptance angles will also be set.





Touch the attacher box to activate the color picker cursor.
Cursor X and Cursor Y attacher box area of the display. A cursor will
appear on the preview monitor. Use either the trackerball or the joystick to
move the cursor over the color you wish to select to Chroma Key.

The cursor can only be viewed in the preview output for that M/E (each M/E
that you wish to use must have a dedicated Preview Monitor).

Move the cursor to the area you want keyed. Press the {Take Sample}
button (or touch the Gray box next to the Pick Color controls).


Only take one sample. If the Key is not even, try to pick from an area that
best represents the Key. Additional samples will make adjustments to the
values set by the Pick Color parameters.


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Stage 2. Remove Background - Hue, Saturation and Luminance can be set
manually if the Key needs some more adjustment after using the Pick Color
parameters.

This stage may not be necessary if stage 1 has produced the desired effect,
if this is the case please proceed to stage 3.



Hue - sets the percentage of the Key color.
Rotate this parameter to the position that allows the user to see most of the
background, or gives the best results.
Saturation - sets the intensity of the color being keyed.
Rotate this parameter to the percentage that allows you to see the most of
the background.
Luminance - sets the brightness of the color being keyed.
As chroma keying focuses more on color information, changes in the picture
using this control are likely to be subtle. As a result it is more likely to see
the effects of this in the composited image.



When the background has been effectively keyed, some break-up or
transparency of the foreground may be seen. If this is the case it may be
necessary to adjust the Clip and Gain controls described in stage 3.
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Stage 3. Clean Foreground this function removes break-up or
transparency of the foreground.




Clip - sets the overall brightness of the Key Layer (this works similarly to lift
on a Luma Key).
Adjust the Clip parameter to fill in any transparency in the foreground image.
Gain - sets the hardness of the edges between the key and the fill, by
adjusting the contrast of the key.
It can be used to show or mask fine detail at the edges of the foreground.
Setting this too high will lead to hard edges to your key.


Adjusting the clip will affect the Key and the user will either have to make
some fine adjustments to Stage 2 to give the best results, or increase the
gain. Both controls may achieve similar results.

Wipe the Key halfway On or Off while adjusting these settings, since they
can affect the background if over-adjusted. The half-wipe will make any
adverse changes to the background color or visibility readily apparent.
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Stage 4. Remove Spill - at this stage, there maybe a color border around
the Keyed image, this is known as Spill.



Chroma Acceptance Angle - this defines what colors (outside of the dotted
lines) are re-mapped towards the colors along the chroma acceptance angle.
It is important that this is at least the width of the Key acceptance angle.
Adjust this parameter to remove as much of the spill as possible, however
opening this too wide will modify the foreground color (as they are
remapped).
Chroma Coring - this adjusts the colors included in the Key signal by
modifying the Key acceptance area in relation to the Hue angle.
Adjust this parameter to get the best results at the edge of the Key.
Chroma Suppression this defines the range of colors (within the dotted
lines) that get suppressed to Gray. The chroma Keyer will de-saturate the
spill area to Gray, as it is harder for the eye to recognize compared to a
bright Blue or Green halo.
Adjust this parameter to reduce the Gray outline and get the best possible
results.


Chroma Coring may also assist with transparency.


Wipe both the Key and background On or Off to the original Key source (on
the background bus) when adjusting these settings. This will allow the user
to see whether the colors and detail in the Fill are consistent with the un-
keyed image.
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Chroma Keying Main Menu controls

These menus as the heading suggests are the Chroma Keyer main menus
and offer full chroma key control.
In Key Control select CHROMA as the type of Key for KEY 1.
For regular (suppressive) Chroma Keying ensure [SELF KEY] on the control
panel is selected.
The Chroma Keyer is only suppressive when in Self Key mode and not
inverted, in all other states the Chroma Keyer is multiplicative.

Select KEY 1 on the control panel as the next transition, select a suitable
source for Chroma Keying on KEY 1.

Select [KEYER], touch the {Chroma Keyer} menu link button on the GUI
display and the menu as shown below.





Touch the Color Picker Cursor X and Cursor Y attacher box area of the
display. A cursor will appear on the preview monitor. Use either the
trackerball or the joystick to move the cursor over the color you wish to select
to Chroma Key.


The box below the X and Y positions, will show the color that the cursor is
currently over.

Touch the {Take Sample} button or the Gray sample area of the screen and
the selected color will appear in this panel. Chroma Keying will now take
place over the selected color.
This is the basic Chroma Keyer setting it will now need to be refined and
cleaned.

Clean the Key

Press the [PVW KEY] button on the control panel, the button should now be
green. Move the cursor over any blemish or gray area on the Key
background. Touch the {Take Sample} button again. Repeat these steps
until the background is all black.



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Clean the Fill

Press the [PVW KEY] button on the control panel again. The button should
now be Amber. Turn the preview output color corrector ON. This is selected
by pressing the [INPUT COLOR] button, then pressing the {RGB}menu
link button. Touch the parameter button to turn the Master Gamma ON.


In Input Color Correction menu ensure the correct M/E output is selected
so that the preview output is the one used.


Set the Master Gamma to maximum. This will enable you to easily see all
the defects.

Return to the Chroma Keyer menu; adjust the Luma and Luma Acceptance
Angle for a clean Fill. Adjust the CLIP and GAIN to harden or soften the
edges.

The Chroma Suppression needs to be set to minimum value with no color
in the background. If the image has areas of transparency or semi
transparency, touch the Chroma Suppression attacher and adjust the
controls for optimum results.
Chroma Coring - to be set for the transparent areas.
Luma Coring and Luma Compensation - for the level of transparency.

Finally return to Chroma Suppression to remove any residual background
color from the image.
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Util Masks

Press the {Util Masks} menu link button to enter the Keyer Util Masks
menu.



The Util Masks use the key source of the Util Bus Xpt that is setup in the Util
Bus menu. Using the key source of Util1 Xpt, a Util Mask will key the fill
source of Key1 over the background.
This acts like a Luma Key and is typically used on sources that are not pre-
Keyed. There can be two Util Masks used on one Key layer.

Enable turns the Util Mask source On and Off
Source selects the Util Bus from which the key source of the Xpt will be
used to create the mask. To change the Xpt of that Util bus, go to the Util
Bus menu or select Util1 or 2 near the Trans Control area and the chosen
Xpt on the panel.
Lift sets the luma level at which the key operates
Gain affects the sharpness of the clip point
Invert inverts the mask leaving the background visible through the Util Bus
Key.


Mode selects between Inclusive and Exclusive
Shaping stops dark edges appearing around a key source (anti-aliasing)
Overall Enable will enable or disable both Util Masks


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Preset Masks 1 & 2
Press the {Preset Mask 1} menu link button to enter the Keyer Preset
Mask 1 menu.

Preset Masks allow the Key layer to be masked; they do this by using a
pattern to key through to the background layer. There are two Preset Mask
options, both are identical in operation and both can be applied to a single
key layer.
Each mask has arrows identifying which direction the mask will be adjusted
using the parameter level controls.
Use the Pattern parameter to select a mask or by touching the appropriate
pattern on the GUI, a red square will appear around the mask.

Notice the Gray box directly below the mask menu. When a mask is selected
this box will display parameters that denote how the mask can be adjusted,
touch this box and a set of adjustment parameters will appear on the right of
the menu.

Parameter Controls
Preset Enable enables the Preset Mask
Invert - inverts the mask leaving the background visible within the preset
mask pattern
Mode select between Exclusive and Inclusive, set to Exclusive unless
using a chroma key.
Pattern scrolls through the masks available
Level controls the amount of mask wipe

X Position moves the center of certain masks in the horizontal direction
Y Position - moves the center of certain masks in the vertical direction
Rotation Rotates certain masks, the rotation parameter displays the
rotation in degrees, and the amount of rotations made.
Aspect Ratio varies the aspect ratio of the mask
Softness makes the edge of the mask soft
Overall Enable enables or disables both Preset Masks
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Border Generator

Press the {Border} menu link button to enter the Keyer Border
Generator main menu.


The Key Border Generator menu will add three different types of effect to a
Key layer:
Border will add a border around a Key layer











Extrusion will add an edge to a single side or two sides of a Key layer










Drop shadow will add a shadow to the Key layer



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Border Generator - continued




Border


To choose between Border Extrusion or Drop Shadow press the Green
button then touch the attacher below to call up the control parameters.

The border menu as stated earlier, will add a border to a key layer, the
border fill type is selected using the Fill Type parameter, the fill type can be
either a Matte or one of up to 4 Util Bus crosspoints available depending on
the type of system.

If Matte is selected for the border, use the Matte Selector parameter to select
Local Matte or one of the 16 available Mattes, if the local Matte is selected
the Hue, Luma and Saturation can be adjusted in this menu.

Parameter Controls Border
Softness makes the outside edge of the border softer, the default setting
is 20%
Opacity makes the border change from opaque to transparent softer, the
default setting is 100%
Width changes the width of the border, the default setting is 20%
Outline When Filled the keyed source is visible, when set to Outline only
the Border is visible
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Setup Attachers
These parameters are the generic for the three different Border Generator
effects.
Border turns the border On or Off
Mode Drop Down Mode will apply a Border, Extrusion or Drop Shadow to
a key layer within 1 field by moving the key source down by the width of the
border. Add Frame will maintain the keys position but will add a frame of
delay to allow the Border, Extrusion or Drop Shadow to be generated.
Fill Type selects between Matte and Util Bus, which is used as the border,
extrusion or shadow
Matte Selector selects between Local Matte or Mattes 1 to 16
Hue, Luma Sat adjusts the color of the Local Matte only

Extrusion
This option will add an extrusion to one side or two sides of a Key layer, and
give the illusion that the key layer has a thickness.


Parameter Controls - Extrusion
Softness - makes the outside edge of the border softer, the default setting is
20%
Opacity makes the border change from opaque to transparent softer, the
default setting is 100%
Depth exaggerates the extrusion, the default setting is 20%
Direction - moves the extrusion around the edge of the Key layer, the
default is set to the bottom edge of the Key layer.

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Drop Shadow
This option will add a shadow to the background of the Key layer.


Parameter Controls
Softness - makes the outside edge of the border softer, the default setting is
20%
Opacity makes the border change from opaque to transparent softer, the
default setting is 100%
X Position moves the shadow horizontally, default setting is 20%
Y Position moves the shadow vertically, default setting is 20%


Key Control
The Key Control menu offers the user GUI access to function buttons that
are found in the Key Control area of the control panel.
All the functionality is exactly the same as the control panel and is useful
when using hardware such as the Kahuna Micropanel, explained in Chapter
2 of this manual.
This menu can also be accessed by pressing the [SHORTCUTS] button on
the GUI and entering the Shortcuts menu.


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Box Mask

Press the {Box Mask} menu link button to go to the Keyer Box mask
menu, this function uses a mask shape to mask away the Key layer
revealing the Background layer.


Touch the bottom attacher to reveal the parameters to turn on the Box Mask
options.

Overall Enable enables/disables all masks in the Keyer options
Invert inverts the background through the Key layer
Box Mask Mode - selects between the Preset Masks and the Box Mask


Top, Bottom, Left, Right using the parameters, this function will mask
each side of the Key layer individually, use the On/Off buttons shown in the
parameters to switch the Mask On/Off.
Softness this option softens the outside edge of the Mask




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Chapter 3 - Page C76
TIMELINES SECTION 19


Timelines

What is a Timeline
A Timeline on Kahuna is the creation of a Keyframe or Keyframes that set
out a sequence of events in a linear time order. A Keyframe denotes an
object that is moved around or an action, and each keyframe reflects the
point at which an object changes direction along a timeline.




Keyframes contain information about the state of the Background and Key
Buses across 1 or more of the M/Es as well as DVEs. Values in between
keyframes are interpolated to form a timeline.

Timelines are saved within DMEMs, DVEMEMs and GMEMs.



Keyframes
How a keyframe interpolates its values to that of the next keyframe is
referred to as its Profile. Kahuna has 4 profiles; Step, Linear, Curve and
Spline. A profile is selected depending on the effect that the user wants to
achieve. Some, but not all profiles will define how the interpolation is
calculated between each key frame.
Reading the Profiles explanation starting on the next page will show how
some profiles can be adjusted to achieve a desired effect.






Keyframes
Timeline
Timeline
Play Head
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Interpolation in a Kahuna Timeline

Values at key frames are fixed and are set by the user when creating a
timeline. However, with the exception of the Step profile, values between
key frames have to be interpolated. Interpolation in a timeline is an algorithm
that calculates movement points between keyframes, and the interpolation
algorithm changes according to the profile chosen.

Linear profile, interpolation values are taken from the key frames either side
of the cursor to determine the linear path. When a keyframe is not available
either side the previous Keyframe value is taken twice.

Curve and Spline profiles, the method of calculating interpolation is different
to Linear, and to achieve a smooth path, values are taken from two key
frames either side of the cursor.
When 2 key frames are not present either side of the cursor, the previous or
next key frame value will be taken twice.
It is important to note which of the key frames will be used for calculating
different sections of a Curve and Spline interpolation because adding or
changing key frames in one part of your time line will have an affect on the
preceding keyframes. The motion across a three key frames time line will
change when you add a fourth key frame.

Not all parameters can use all of the profiles, for example, if a timeline is
created and the only function added to the timeline is crosspoint switching,
the only profile that can be used is Step, this is by default. There are only a
limited number of timelines that can utilize all the profiles such as Key Layer
and DVE Tile timelines.


Profiles
As mentioned on the previous page there are four profiles available, before
moving onto timeline menus, parameters and how to use timelines, it is
important to understand how profiles affect movement between keyframes.
Within profiles there are a number of additional parameters; Acceleration,
Tension, Continuity and Bias that will affect the manner in which the profile
interpolates the keyframe values, meaning that they can be adjusted to affect
the way a value in a timeline changes.

When assessing the effects of a profile, it is important to note that not all
parameters will affect all profiles.


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Step Profile

Step has no interpolation, keyframes keep their value for their duration and
then change instantly at the point in time of the next keyframe, so in effect
the object will Step from one keyframe point to the next with no visible
movement.

Parameters
Acceleration, Tension Continuity and Bias have no effect on a Step timeline,
and the parameters will be Grayed out.



Linear Profile

Interpolation is linear. Information for interpolation is taken from 1 key frame
either side of the cursor. Change between key frames has a constant
velocity and movement will follow a straight line.


















Parameters
Acceleration applying change to this parameter means that velocity is no-
longer constant.
0% Acceleration =linear interpolation.
Greater than 0% =acceleration towards the next key frame.
Less than 0% =deceleration towards the next key frame.

Tension, Continuity and Bias have no affect on a linear timeline
KF1
KF2
KF3
KF1
KF2
KF3
Direction of movement
Direction of movement
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Curve Profile
Movement is given a smoother path, accelerating out of a keyframes and
decelerating into keyframes. Information for interpolation is taken from 2 key
frames either side of the cursor, or previous and next keyframe twice.
Trajectory will be altered by keyframe duration.









Parameters
Acceleration applying change to this parameter means that velocity is no-
longer constant.
0% Acceleration =linear interpolation.
Greater than 0% =acceleration towards the next key frame.
Less than 0% =deceleration towards the next key frame.

Tension exaggerates the centre point of the curve between keyframes.
Range is -400.00% to +400.00%, default tension setting is -80.00%, this will
be explained in detail in the TCB explanation.

Continuity - exaggerates the angle of tension as the curved path enters and
exits keyframes.
Positive Continuity will exaggerate the curve angle into and out of each
keyframe.
Negative continuity will reduce the curve angle between keyframes to a
linear path and then bow inwards.
Range is -400.00% to +400.00%, default continuity setting is 0.00%, this will
be explained in detail in the TCB explanation.

Bias - has no affect

In V5.1r1 software the a new Curve profile has been added to replace what
was called Curve Alt, the Alt part of the software has been moved to
another setting called Durations Affect, in the KF Edit menu.
Originally Curve affected the Path, Curve Alt affected the Speed.
KF1
Accelerates out of KF
KF2
KF3
Decelerates into KF
Accelerates out of KF
Example of Default Curve Profile
Decelerates into KF
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Spline Profile
Movement is given a smoother path, accelerating out the first keyframe and
decelerating into the last keyframe. Information for interpolation is taken from
2 keyframes either side of the cursor, or previous and next keyframe twice.
Trajectory will be dramatically altered by keyframe duration.



Parameters

Acceleration applying change to this parameter means that velocity is no-
longer constant.
0% Acceleration =linear interpolation.
Greater than 0% =acceleration towards the next key frame.
Less than 0% =deceleration towards the next key frame.

Tension exaggerates the centre point of the curve between keyframes.
Range is -400.00% to +400.00%, default tension setting is -80.00%, this will
be explained in detail in the TCB explanation.

Continuity - exaggerates the angle of tension as the curved path enters and
exits keyframes.
Positive Continuity will exaggerate the curve angle into and out of each
keyframe.
Negative continuity will reduce the curve angle between keyframes to a
linear path and then bow inwards.

Range is -400.00% to +400.00%, default continuity setting is 0.00%, this will
be explained in detail in the TCB explanation.

Bias - has the effect of pulling the center of the curve and add greater
tension to one side or the other of the curve.
Range is -400.00% to +400.00%, default continuity setting is 0.00%, this will
be explained in detail in the TCB explanation.

In the KF Edit menu there is a function called Smooth, this function is only
available in the Spline Profile.

KF1
Accelerates out of KF
KF2
KF3
Decelerates into KF
Example of Default Spline Profile
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Tension, Continuity and Bias (TCB)

It is important to understand how the parameters Tension, Continuity and
Bias affect and adjust the path into and out of keyframes.
As a timeline starts to run the timeline algorithm in Kahuna calculates values
that look at the previous keyframe and ahead to the next keyframe/s which
determines the trajectory through the keyframes, this is known as the Vector
Path.


Tension
Tension affects the Curve and Spline profiles only, the example below is
using a Spline Profile, with the tension set to the default of -80.00% the path
of the object in the timeline passes in a natural curve from keyframe 1
through to keyframe 3, adding negative tension pulls the center point of the
of the curve between the two keyframes as shown below between KF1 to
KF2 and exaggerates the path in an outward motion.

As the tension is adjusted in a positive direction the path can be made to act
like a smooth linear path, as the path has more positive adjustment it
produces a path that enters and leaves each keyframe in opposite directions
as shown above.

-80.00% Default
-200.00% Negative Tension
+300.00% Positive Tension
+80.00% Linear Tension
KF1 KF2
KF3
Negative Tension
Negative Tension
KF1 KF2
KF3
Positive Tension
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Continuity
Continuity affects the Curve and Spline profiles only, the example below is
using a Spline Profile, continuity determines the angle of the objects path
leading into and out of a keyframe, and allows the user to adjust the angles
into and out of a keyframe. With the continuity set to the default of 0.00% the
path of the object in the timeline passes in a natural curve from keyframe 1
through to keyframe 3. Adding positive tension (positive continuity) pulls the
path and causes an effect of overshooting the midpoint of the keyframe, but
because the path has to cross the keyframe, the path is forced to bend
inwards. The path then bounces outwards and finally bends towards the final
keyframe.







As the continuity is adjusted in a negative direction the path can be made to
act like a smooth linear path, as the path has more negative adjustment it
produces a path bows inwards.

When using the Spline Profile and selecting the Smooth function in the
Timeline Edit menu, continuity is no longer available, it is used in the
Smooth function.
Smooth function causes an acceleration in the timeline path at the start
(coming out of the first keyframe) and at the end (going into the last
keyframe) this gives the timeline path a smooth appearance.
00.00% Default
+120.00% Positive Continuity
-180.00% Negative Continuity
-100.00% Linear Continuity
KF1
KF2
KF3
Positive Continuity
KF1 KF2
KF3
Negative Continuity
Positive Continuity
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Bias
Bias affects the Spline profile only, the example below is using a Spline
Profile, Bias determines whether the path will be pulled towards the previous
or the following keyframe. Negative bias pulls the path towards the previous
keyframe and positive bias pulls the path towards the following keyframe.
With bias set to the default of 0.00% the path of the object in the timeline
passes in a natural curve from keyframe 1 through to keyframe 3, adding
positive or negative bias create an overshoot effect.










00.00% Default
+65.00% Greater Bias
00.00% Default
-65.00% Greater Bias
KF1
KF2
KF3
Greater Bias
Lesser Bias
Positive Bias
KF1 KF2
KF3
Lesser Bias
Greater Bias
Negative Bias
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Knowing which Menus to Use

It is important to understand way the Timeline menus are structured, and
which menu the user needs to access to be able to Create, Edit, and Try
Out timelines that have been created.

Each of the menus and their parameters will be discussed in detail later in
this section.

Timeline Insert Menu - Creating the Timeline


This is the first menu that will appear when the [TIMELINE] button on the
GUI is pressed is the Timeline Insert menu, this is where the initial setup
of the timeline is created. It helps if the user knows what parameters, i.e.
Profile, Duration, TCB etc. are required, if not they can altered later in the
KF Edit menu.


KF Edit Editing the Timeline


This where individual Key Layer or DVE Tile timelines are fine adjusted, the
user can step through each keyframe and change the appearance of the
timeline. Once a change has been made the user can run the timeline and
see the effect of the changes.
Note:
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Summary and Setup Try Out the Timeline




In the Summary menu the user is able to select and run the timeline with all
the Key layers/DVE tiles.
Pressing the {Setup} menu link button will open a menu where the
selected timeline can be adjusted and tested without necessarily
permanently changing the timeline.

The KF Macro and Enables menus will be discussed later in this section.

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Example of creating a Key Layer Timeline

Kahuna Timelines give the user an almost infinite number of possibilities for
creating different kinds of timelines. For example, Kahuna timelines can
control:
3 M/Es, 1 DVEs, 4 Key Layers and 4 DVE Tiles (model dependent).

In the following example, a simple 3 keyframe; Key Layer timeline will be
created.
All the attacher parameter functions and button functions in the menus will
also be discussed.





Selecting the M/E, Background or Key is done in the Delegate area of the
GUI.





First select the M/E that the timeline will run on, then select the type of
timeline, either Key Layer and also the background required.


Notice that when selecting the M/E and Key that the Title Bar at the top of
the menu changes to display what is selected.



(1) Select the
M/E
(2) Key
(More Keys can be enabled
in the Timeline Insert menu)
(3) Select BGND A/B
with Key layer
Note:
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Background Checks Before Creating a Key Layer Timeline

There are a couple of steps that need to be checked before starting to create
a key layer timeline.

1. Press the [I/O CONFIG] button to enter the I/O Setup menu, next press
the {By Crosspoint} menu link button to enter the By Bus/By Crosspoint
Setup menu. Ensure that all the parameter buttons for the Key 1- 4 are set
to Bus, the buttons light up Green to show which function they are set to.





2. Press the [TIMELINE] enable button which is situated in the group of
buttons named ME Enables, this will enable the timeline function, and allow
the user to select a Key, BGND or SOURCE in the enables function, these
will then be saved when the timeline is saved as a GMEM.
Also allows enabled actions to be timelined.


Timelines are saved within DMEMs, DVEMEMs and GMEMs.
1
2
Note:
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3. Press the [TL ENABLE] button so it lights Green, the button is next to the
time transition T-bar in the Timeline Control area, this enables the timeline
function.


4. Finally press the [EDIT ENABLE] button in the Timeline Edit area of the
control panel. The Edit Enable button will light Red and the [INSERT
MODIFY] button will light Green, the system is now ready for the user to start
creating a timeline.




3
4
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Placing a key layer onto a monitor, select the required Key Layer and
Background in the Transition Control area of the control surface.
Then in the Key Control area, double press the [RESIZE] button and use
the Assignable Controls to resize and position the Key Layer to the start
point for the first Keyframe.



Press the [TIMELINE] button on the GUI, and the first menu is the Timeline
Insert menu, take time to look at the parameters and select the Profile,
Duration etc. if the timeline does not move as expected when run, all the
parameters can be adjusted in the KF Edit menu.
To set the first keyframe of the timeline, press the [INSERT MODIFY] button
in the Timeline Control area on the control surface or the soft button in the
menu, shown below, the button will turn from Green to Orange.


Notice that the first keyframe (Blue dot) in the timeline has been added to the
timeline display, the {<Insert} {Insert>} buttons in the menu are now lit
signifying that the next keyframe can be added.

Press to set the first
Key Frame
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There is an identical set of keyframe insert buttons on the control surface in
the Timeline Control area, they will also be lit, so it is up to the user which
buttons they wish to use when creating a timeline.




It is also worth noting that the Timeline Edit, ME Enables and
Timeline/FTB Run areas of the control panel, can also be accessed and
controlled by using an on-screen menu on the GUI.

Press the [SHORTCUTS] button on the GUI and then touch the {Timeline
Edit} button.






Press to set the first
Key Frame
Bgnd, Keys and ME can be Enabled
using these buttons in the Timeline
Insert menu
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Using the Parameter Controls in the Timeline Insert menu

Attacher Parameter Controls
Display Zoom zooms in on the timeline run display to give more detail.

Start Offset adjusts the start position of the timeline, if more than one
timeline i.e. Key 1, 2 and 3 is setup on a M/E, the timelines start position can
be offset so the different timelines start running at different times.
(use the Delegate buttons on the GUI to select Keys 1 4)
Total Duration displays the total length of the timeline run time.

Keyframe Align this allows the user to align all the mis-aligned timelines,
and line up the first keyframes in each timeline.
(Select the Timeline)
Duration sets the duration of the Keyframe at Insert.
Profile sets the motion path of the timeline.
Step will cause the timeline to jump between Keyframe points.
Linear sets the motion of the timeline to travel around corners at 90
degrees, in straight lines.
Curve sets a curved timeline, motion accelerates out of a keyframe,
then decelerates into the following keyframe. Tension and Continuity
can control the path between keyframes
Spline again sets a curved timeline, motion accelerates out of the
first keyframe, then decelerates into the last keyframe. Tension,
Continuity and Bias can control the path.
Tension affects the Curve and Spline profiles only, adjusts the curve at the
center point between keyframes. Default setting the path between keyframes
takes a natural curve, positive tension will bow the curve outwards, and
negative tension will bow the curve inwards until the paths into and out of a
keyframe eventually cross.
Continuity - affects the Curve and Spline profiles only, adjusts the path
leading into and out of a keyframe, positive tension pulls the path and
causes an effect of overshooting the midpoint of the keyframe, but because
the path has to cross the keyframe, the path is forced to bend inwards. The
path then bounces outwards and finally bends towards the final keyframe.
Negative tension bows the curve inwards.

The continuity parameter is disabled when {Smooth} is selected.

Bias affects the Spline profile only, positive bias pulls the path towards the
previous keyframe, and negative bias pulls the path towards the following
keyframe.
(these settings can be used on Insert, or Ripple Modify)
Note:
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Button Controls
{Auto Goto} when the timeline is saved (in a DMEM), this function works
in conjunction with the {Start} and {Pos} functions.
Saving the timeline with {Start} enabled will cause the first keyframe to be
applied to the enabled portion when the timeline is recalled.
Saving the timeline with {Pos} enabled will cause the current keyframe to be
applied to the enabled portion when the timeline is recalled.
If {Auto Goto} is turned off, then no keyframe is applied when the timeline is
recalled, but the actual position is remembered if the {Pos} function is
enabled.

Mod Profile Modify Profile, allows the user to modify the profile at a
selected keyframe in a timeline.
Mod Duration Modify Duration, allows a user to modify a timeline duration
between keyframes.
Prev moves the cursor from its current keyframe position to the previous
keyframe.
Next - moves the cursor from its current keyframe position to the next
keyframe.




The first keyframe has been inserted into the timeline, the timeline will start
off with a Linear profile, KF1 to KF 2, and then Curve profile KF2 to KF3.
Select Linear profile and create KF1 to KF2 (shown on the next page).
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Using the Resize Assignable Controls, move the key layer horizontally to
the next position, and then press the {Insert>} button, the next keyframe will
be added to the timeline.
Linear Profile
KF1
KF2
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Adjust the Profile to Curve, press {Mod Profile} and then move the key
layer using the Vertical Resize, adjust so the key layer moves downwards to
KF3 position, then press the {Insert>} button, the next keyframe will be
added to the timeline.







If the Display Zoom is set so that the timeline Keyframe graphic runs off the
display area, when the timeline run button is pressed the timeline cursors
may run along the timeline and off the display area.
To make the display track the moving cursor, the GUI delegate button that
corresponds to the Key or Bgnd bus should be pressed. Then, when the
timeline runs, the cursor will run along the whole timeline and the display will
scroll to follow the cursor.
Modify will make adjustments to more than one Keyframe.

When other timelines are enabled, the timeline cursor will track the duration
of the longest timeline this can be counteracted by switching off other ME,
DVE Timeline Enables, when in edit mode.
Linear Profile
Curve Profile
Constant Velocity
Accelerates
Decelerates
KF2 KF1
KF3
Note:
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Ripple Modify
When creating a timeline in the Timeline Insert menu, it may become
necessary to make changes to the same parameters of more than one
Keyframe at a time; to do this quickly the Ripple Modify function can be
used.


In the same way that an Insert Modify adjusts one Keyframe, pressing
Ripple Modify will make adjustments to more than one Keyframe.


Notice that when on a Keyframe in a timeline, pressing the Ripple Modify
button causes a dialog box to appear. This box allows the user to select
which Keyframes will be adjusted.



Ripple to Change
Having adjusted the parameters that need to be altered, and selected Ripple
Modify, Ripple to Change, Forwards/Backwards, this alteration will be
Rippled through the Timeline UNTIL a Keyframes data doesnt match the
original data, at which point Rippling will stop.

Ripple To End
Use Ripple to End when the same adjustment is required to all Keyframes
(dependant on the directions selected).

Ripple Forwards/Backwards
Determines in which direction the change will be applied
(can be used together to change identical parameters across the whole
timeline)

Ripple Duration
Adjusts the duration of the Ripple through the timeline, the duration is taken
from the duration that is set in the Insert Settings parameter.

Ripple Profile
Adds the selected Profile that is set in the Insert Settings parameter.

Ripple Modify
This confirms the action
A second press of the Ripple Modify button on the panel will also confirm the
action as the two are functionally identical

Cancel
Cancels the action
Note:
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This example highlights the concept of Ripple to Change and Ripple to End:

Keyframe 1 Keyframe 2

K1 V =0.15 K1 V =0.15


Keyframe 3


K1 V =-0.19

Having made a timeline that moves key 1 around the screen, the user
decides that key 1 should travel nearer to the top of the screen between
Keyframes 1 and 2.
To make the same adjustment to the V position of both Keyframes 1 and 2
the user alters Keyframe 1 V position to 0.17 and presses Ripple Modify,
Ripple to Change, Forwards.
This then adjusts the V position of both Keyframe 1 and 2, but not Keyframe
3, as Keyframe 3s initial V position did not match that of Keyframe 1.
If the V position was altered, Ripple Modify selected, Ripple to End and
Forwards, the new V position would be applied to 1,2 and 3.
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KF Edit
In the Timeline Insert menu, press the {KF Edit} menu link button.


KF Edit allows the user to change the parameters of individual keyframe
points in a timeline. If there is more than one timeline created, i.e. there is a
timeline on Key 1, Key 2, Key 3 and Key 4, the user can step through the
individual timelines by selecting the relevant Key button in the Delegate area
on the GUI.
The user can move the play head from one keyframe to the next keyframe
using the [PREVIOUS] and [NEXT] buttons on the control surface. Once at a
keyframe the user can adjust a parameter which will then change the action
at that keyframe.


Current Keyframe Attacher


Current Keyframe displays which Keyframe is selected in the timeline
On Keyframe displays Yes if the play head is directly on a Keyframe.
Duration sets the time duration of the current Keyframe.
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Durations Affect - defines how a change in duration between keyframes
affects the path taken.
Speed =allows a change of speed at keyframes
Path=affects the path taken through the keyframes but
keeps the speed constant
Accel Profile Interp allows a linear acceleration between keyframes
Step will instantly change the acceleration at each keyframe,
keep it constant until the next keyframe
Accel Curve Cubic starts off slow coming out of a keyframe then ramps
up to its maximum speed as it gets the next keyframe.
Sine starts off slow out of a keyframe then gets to its
maximum speed at the center point between keyframes, then
slows down as it arrives at the next keyframe.


Profile Attacher



Profile sets the motion path of the timeline.
Step will cause the timeline to jump between Keyframe points.
Linear sets the motion of the timeline in a straight line keeping
velocity unless acceleration is changed.
Curve sets a curved timeline, motion accelerates out of a keyframe,
then decelerates into the following keyframe. Tension and Continuity
can control the path between keyframes
Spline again sets a curved timeline, motion accelerates out of the
first keyframe, then decelerates into the last keyframe. Tension,
Continuity and Bias can control the path.

Acceleration sets the degree of speed change between Keyframes in the
currently-enabled timelines. 0 gives a constant speed; other values will
cause acceleration through or between Keyframes.
Tension affects the Curve and Spline profiles only, adjusts the curve at the
center point between keyframes. Default setting the path between keyframes
takes a natural curve, positive tension will bow the curve outwards, and
negative tension will bow the curve inwards until the paths into and out of a
keyframe eventually cross.
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Continuity - affects the Curve and Spline profiles only, adjusts the path
leading into and out of a keyframe, positive tension pulls the path and
causes an effect of overshooting the midpoint of the keyframe, but because
the path has to cross the keyframe, the path is forced to bend inwards. The
path then bounces outwards and finally bends towards the final keyframe.
Negative tension bows the curve inwards.

The continuity parameter is disabled when {Smooth} is selected.

Bias affects the Spline profile only, positive bias pulls the path towards the
previous keyframe, and negative bias pulls the path towards the following
keyframe.



Timeline Attacher




Timeline displays the timeline that is to be adjusted, and is displayed on
the delegate buttons.
Keyframes lists the number of Keyframe points in the timeline.
Total Duration displays the total length of the timeline run time.
Position displays the current position.
Start Offset adjusts the start position of the timeline.
Loop Count allows the user to set the amount of loops, when set to 0 will
set to constant loop mode

Note:
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KF Edit Buttons


{Pause} this Keyframe will cause a pause in the timeline. The timeline will
run up until the Keyframe pause point and will not carry on running until the
{Run} button is pressed.
The Pause Keyframe is highlighted by a Red Keyframe indicator.









{Transition} this indicates that a Transition will take place between these
Keyframes.
Setup and insert the first Keyframe then complete the transition on the
selected Background or Key and press the {TRANS KF} button. Then
{INSERT } and the Keyframe will be added and highlighted in Green to
the relevant Background or Keys.









{Loop} when the {Loop} button is pressed, the timeline will show a loop at
the end (shown below). Adjusting the Duration parameter when the timeline
cursor is stationary on the last Keyframe, will extend the loop along the
timeline, and extend the duration of time of the loopback to the start.



Pause Keyframe point
Transition point
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{Smooth} With the Spline Profile selected, pressing the {Smooth} button
will make the path at the first and last keyframes start and end with
acceleration giving a smooth appearance.
When only 2 keyframes are in a timeline, linear parameters will also be
smooth, for example: in a one tile Pull-back effect on a key layer resize.

{Reverse} runs the timeline in reverse.
{Flip Flop} runs the timeline forwards then backwards each time the
timeline is run.
{Run} runs the timeline, a second press stops the timeline.
{Goto Start} this will make the play head return to the first keyframe in the
timeline.


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Summary Menu
The Summary menu displays all the timelines that have been created for
each ME and each DVE.

The individual MEs and DVEs can be enabled/disabled by touching the
button.


The play timeline button at the end of each timeline allows the user to run the
timeline when pressed. This play button ignores the enables.
Disable Macros will disable any macros that are attached to any timelines.
All Stop will stop all timelines running.

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Timeline - Setup

Pressing the {Setup} menu link button will open a menu where the
selected timeline can be adjusted and tested without necessarily
permanently changing the timeline.



The menu allows the user to experiment and see what effect changing
parameters have on a timeline. It is important to note that the changes made
here affect the timeline as a whole, but the changes will not be saved unless
the user chooses to press the {Make Permanent} button.

Select a timeline in the KF Edit menu, press the {Loop}and {Run}buttons to
make the timeline run continuously.


Change some of the parameters like Profile, and then change the Tension or
Continuity, then press the {Try Current Values}the changes can be seen
whilst the timeline is running, while the {Try Current Values}button is lit
Green, any parameter changes made to the timeline can be instantly seen.
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The user now has two options, if the {Try Current Values}is pressed and
goes Gray, the timeline will go back to its original state. If the {Make
Permanent button is pressed the parameter changes made will be applied to
the timeline.



Duration Rounding

This function is used to round up the duration of selected Keyframes to
within a Field or Frame of each other.



Duration Rounding has 3 states:-

1. OFF this is the default state

2. Field - in this mode the Keyframe durations are forced to round to the
nearest whole Field, and re-scale the timeline.
3. Frame - Is like Field except rounds to the nearest frame.


Why is Duration Rounding Used

It is very useful when editing timelines, because the user will often end up
with fractional duration keyframes when manually using the parameter
controls to set the durations. It can then be difficult to edit multiple timelines
as the Keyframes are nearly at the same position but not quite.
Duration rounding makes it much easier to adjust durations to line up
Keyframes across multiple timelines, so that the Duration [SNAP NORM]
button shows ON KEYFRAME for all the timelines.


During the editing process both the rounded and un-rounded durations are
preserved, so that scaling down and then up will not loose the relative
Keyframe lengths BUT a saved timeline will only save the rounded length, so
saving a timeline with rounding ON will permanently round that timeline.

Keyframe Align can also be used to line-up keyframes.
Note:
Note:
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DVE Timeline Selection
The latest software has two options for the user when creating a DVE
timeline, there is the Normal DVE timeline which was the original DVE
timeline setup, and now there is DVE Tile timelines where the user can
select up to 4 DVE tiles and control each one individually like a timeline
created using Keys 1 to 4.

If a DVE Tile timeline is created and saved as a DVEMEM, the timeline
cannot be imported and used on a system with software that is older than
V5.1r1

When the DVE timeline mode is set to Multi-Tile, the individual Tile timelines
only control their respective tiles in the One, Two, Three and Four Tiles
models in the DVE menu.

The Normal Main DVE timelines and Split DVE timelines work with all the
other DVE models.
Important Note:
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If a DVE Tile timeline is required, before any DVE tiles can be selected, the
user has to first activate the Multi Tile option in the DVE Config menu.
Press the [USER CONFIG] button on the GUI, then press the {DVE
Config} menu link button.
Normal mode allows a DVE timeline to be created as previously in older
versions of Kahuna software.


Touch the DVE Setup attacher then select the Multi Tile parameter, now the
DVE Tile buttons can be selected in the timeline area of the Timeline Insert
menu.

DVE Tiles can be selected using the Enables buttons on in the timeline area
of the menu.
Touch a button and when active it will turn Green.






The buttons are also a useful quick visual indication of which DVEs are
enabled.

Multi Tile enable button
Touch a DVE Tile enable
button to select DVE Tile
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Creating a DVE/DVE Tile Timeline

Creating a DVE timeline is exactly the same as creating a timeline using
Keys 1 to 4, all the parameter controls are exactly the same in the Timeline
Insert menu, KF Edit menu and the Summary/Setup menus.
The main difference is the way the user selects either DVE timeline or DVE
Tile timeline.

Press the [3D DVE1] Delegate button on the GUI to enter the Timeline
Insert menu.










The menus above show the two different DVE timeline insert menus, the
one on the left is the Normal DVE timeline menu and the one on the right is
the DVE Tile Timeline menu.


DVE Multi Tile Timeline Menu
Normal DVE Timeline Menu
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Keyframe Edit


As mentioned earlier the KF edit menu has all the same parameter controls
as described in the Creating a Key Layer Timeline section, the difference
here is the way the user selects the Main DVE timeline and the DVE Tile
timeline.

When creating a timeline in Normal mode, to select the timeline in the KF
Edit menu, press the [BGNDA] and [BGNDB] Delegate buttons on the GUI
and the timeline will be displayed in the menu.

When creating a timeline in DVE Tile mode, individual DVE Tile timelines
can be selected using the Key 1 to Key 4 Delegate buttons on the GUI.


The Summary and Setup menus are the same as described for the Creating
a Key Layer DVE section.
Note:
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Split DVE Timeline Menus

Split DVE option, this allows two 3D DVE Effects tiles to be used on one ME,
and a further two 3D DVE Effects tiles to be used on a second ME.

Enabling Split DVE
The DVE Config menu is used to setup the Split DVE option that provides
the capability of dividing a DVE into two independent dual tiles which can be
assigned across ME busses.




Touch the DVE Split Config attacher then, depending on the system
configuration, select DVE 1 AB Split using the parameter buttons.

If two DVE cards are fitted, DVE 2 AB Split may also be selected.


DVE option is now split (DVE 1A and DVE 1B) and can be designated for
use in any two of the available MEs. If DVE 1A is selected for use with ME4
DVE Bus Sends ME3 3D DVE 1, then the buttons labelled 3D DVE 1 in
ME3 will select DVE 1A. DVE 1B can then be assigned to another area of
the switcher.



The original DVE models and menus are no longer available until the Split
DVE option is turned off.

Note:
Note:
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A Split DVE Timeline can also be created in Normal or multi Tile mode,
selecting the Normal mode will allow the user to select DVE 1A or DVE 1B,
Selecting Multi tile allows the user to select two DVE tiles each within DVE
1A or DVE 1B




A timeline can be attached to each of the 3D DVE Effects tiles, the menu
structure, functions and features are exactly the same as an ME/Key or
normal DVE structure as shown below.




Notice that DVE 1A is displayed in the tile bar of the menu, (if DVE 1B is
selected it will be displayed) Pressing {Tile 1} will enable the top DVE
timeline (which relates to the second part of the Split 3D DVE).
Using the [3D DVE 1] and [3D DVE 2] Delegate buttons on the GUI will
toggle between the two timelines.
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Split DVE Keyframe Edit

Again, the menu structure, functions and parameters are exactly the same
as an ME/Key or normal DVE structure.




In the Normal Split DVE mode, the [3D DVE1] Delegate button on the GUI
allows the user to select between DVE 1A and DVE 1B by pressing the
button, notice that the title bar switches between DVE 1A and DVE 1B.
In Multi Tile Split DVE mode, the [KEY1] and [KEY2] delegate buttons select
between Tile 1 and Tile 2

Split DVE Summary Menu

This is an extended Summary menu that displays the Split DVE timelines.
The timeline next to the DVE 1 Enable button is DVE 1A and the timeline
below is DVE 1B, and the same applies to DVE 2

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Keyframe Macros - Macro Assignment

This function will allow up to two different macros to be assigned to a
Keyframe point in a timeline.
Press the {Keyframe Macros} menu link button to access the ME
Timelines Macro Assignment menu.



The selected timeline is displayed at the top of the menu, showing each
Keyframe insertion point, the table below the timeline displays the selected
macro/s and the parameter box, center bottom displays the individual
Keyframe information at any selected point in the timeline.

A macro can only be attached to a Keyframe and cannot be attached
between Keyframes.

Parameter Box Information

Keyframes total number of Keyframes in the timeline
Current Keyframe currently selected Keyframe in the timeline
On Keyframe displays Yes if the Red triangle cursor is on a Keyframe or
No if between Keyframes.
Position displays the exact position of the cursor along the timeline in
seconds, frames and fields. It corresponds to the timing bar displayed below
the timeline.
Macro A/B displays the specific project information for the selected macro.

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Inserting a Macro



Using the [NEXT KF] / [PREV KF] Timeline Enable buttons on the control
panel, decide at which Keyframe the macro is to start.
Using the Current Project parameter select the project, which stores the
macro, the macro or macros will then be displayed in the table.
Next, if there is more than one macro in the table, select the macro using the
Macro parameter.



Press the {Attach A} action button to attach the macro to the Keyframe, the
{Detach A} button will turn Orange and the {Locate A} button will turn Red.
Then run the timeline to make sure the macro is in the required place in the
timeline.
When the macro is attached the {Fwd A} / {Rev A} buttons will light up
Green, allowing the macro to run whether the timeline is running Forwards or
in Reverse, deselect Fwd A or Rev A as appropriate.
As stated earlier, two macros can be attached to a Keyframe, to add the
second macro, first select the second macro using the Macro parameter
then attach using the {Attach B} button.
To detach a macro, use the Detach A or B action button.
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Inserting a Macro - continued

When a timeline that has macros attached is set to run, on reaching the
Keyframe, the macro action buttons will light Orange as shown below and
the macro will trigger.
If the timeline is stopped on a Keyframe with a macro attached, press the
{Locate A} button and this will display the macro and its details in the table
and the parameter information box.



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Enables Menu
Press the {Enables} menu link button to enter the ME Timeline Enables menu.


This menu will enable or disable the ME Enable buttons on the control panel
and some features that work on Key and Background layers.
The parameters on the right will turn On or Off the ME Enable control panel
functions, or use the touch buttons in the columns to enable or disable
certain features on a Key or Background.
The {Master Enable} action button will enable all the ME Enable Key,
Background, Source and Timeline buttons.
The {All Sources} action button will enable or disable the Source button.

If a timeline has been setup and saved to a DMEM, once the DMEM is
recalled the switcher will be updated to match the enable/disable condition of
that DMEM.


The DVE Enables menus have the option to enable/disable Main DVE 1 and
2, and also the individual Tiles 1 to 4.

The Split DVE Enables menu allows the Split DVE 1A and 1B, and DVE
Tiles 1 and 2 to be enabled/disabled.
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DVE TRANSITION PRESETS SECTION 20



DVE Preset Transitions

DVE Preset Transition are only available on M/E1 and M/E2.

This menu gives the user an option to select from a list of preset DVE
models to use in transitions.





Presets Transitions turns the option On/Off
Transitions Type future feature
Transition Effect selects a transition effect from the options in the menu.
Effect Level moves the transition of A to B from start to finish

The Transition Presets feature is a quick way of using a DVE transition on
either the background or a Key layer. The transition icons (at the bottom)
illustrate the choices of transition available and the film strip icons (at the top)
illustrate how the transition will take shape.

To use, enter the DVE Trans menu on the GUI and switch Trans Preset on.
Select, from the list of effects, the desired transition model.

To preview as a Background transition, select Pvw Trans in the Transition
Control area, and turn on Bgnd 3D DVE and move the TBar from 0%
through to 100%.

When satisfied with the effect press Pvw Trans again in the Transition
Control area, to switch it off and use the Tbar or Auto Trans to complete the
transition.



Important Note:
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Trajectory selects the movement of the DVE Model whilst in a transition.
Selecting one of the Trajectories automatically selects the available
Transition Effect, for example; a Horizontal Trajectory is applied to a Push 1
type Transition Effect, a Diagonal Trajectory is applied to a Page Turn
Transition Effect.
Deformation Type selects the way the DVE Model is deformed. Selecting
one of the Deformations automatically selects the available Transition Effect
for example; Curl is applied to a Page Turn.
Content Alteration changes the physical appearance of a DVE Model,
such as Pixellate and Defocus.
Tile Division sets the way a DVE Tile divides during a transition, example;
Half, splits the tile in to two pieces, Quarter, splits the tile into four etc.





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DVE Transition on a Key Layer

If using the DVE Trans to transition on or off a key layer, go to the Keyer
menu and press DVE Transition. Turn on 3D DVE in the Key 1 Key Control
area, select Key 1 and Key 1 Trans in Transition Control and use the
Tbar/Auto Trans to transition the sources.



Only effects that reveal surface B will be suitable for use on a key layer,
those that manipulate tile B will not be usable.




The DVE Preset Trans feature will inhibit the use of other DVE models while
switched on remember to switch off after use.

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DVE Preset transitions - Fluid
In the DVE Preset Transitions main menu press the {Fluid} button enter
the (Fluid) DVE Preset Transitions menu.



This menu is intended for use with fluid animations that form a transition, that
is they start with a full screen of video and end with an empty screen. For
example curtains opening or a cloth falling away.

DVE Preset Transition, 'Fluid' menu displays a screen full of icons for the
available fluid effects. The user simply selects the DVE Store to use and
touches the icon for the fluid transition they want. The fluid transition can
then be used in the same way as the existing 'Classic' DVE preset
transitions.

Using the Load Mode Append function, sub-clips of the Fluid stills/clips can
be loaded in to a DVE Store.
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UTIL BUS SECTION 21


Utility Bus functionality works on M/E1 and M/E2 only.
There are 4 Util Buses each on M/E1 and M/E2, Util Buses can be used in
borders, Backgrounds and Masks.

Press the [UTlL BUS] button on the GUI to enter the Util Buses menu.
Parameter Controls
Util Bus selects the Util Bus (availability depends on the system)
Crosspoint selects a crosspoint that will be used as a source.
Crosspoint Lock locks the Util Bus and the associated crosspoint, so
whilst the Util Bus is being used the crosspoint cannot be changed. Select
the Util Bus using the parameter control, then press the {Lock}/{Lock All}
button.
Util Format Fusion
In earlier revisions of the Kahuna software, the Format Fusion resource was
floated between Key 4 and the Background Buses; the consequence was
that the ability to use Key 4 was taken away.
Using this menu, Format Fusion can be switched between Key 4 and the Util
Buses. Using the Util buses is known as Extended Background Format
Fusion; essentially it is the resizing of one source standard, for use in
another, or as part of a dual standard production.
The latest software releases Key 4 functionality has now been returned and
Key 4 is ALIVE

When working in a multi format environment, all Keyers and Backgrounds
perform transitions with SD and HD sources, this is now done by using Utils
3 & 4,in conjunction with the A/B Background Buses and Key 4s Resize.

Sources that are on Key 4 must be the same standard as the M/E source
standard.
Note:
Important Note:
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MACROS SECTION 22



Macros
Macros can be assigned to any button on the panel (including Aux panels
and some GUI functions). When macros are assigned to the User Function
button they can have an associated bitmap added to the LCD display on
the User Function Button.
Kahunas macros are recorded in real time, this means that macros record
functions behind buttons, rather than just the button press. This allows
creation of simple multi button operations to complex effects and transitions,
which include; Pbus, GPOs, DMEM, and GMEM loading, clip playing and
VDCP.





Macros are saved under Filing System - Macros and the buttons functions
are assigned within the Panel Config. Although the macros themselves are
run and activated in the mainframe the buttons are associated with the Panel
Config.
As mentioned earlier, macros are recorded as a sequence of button presses
in real time, which in turn are translated into a sequence of actions. The
delay between these functions (button presses) can be tested and edited
once the recording is completed. Once a macro is running if it is run a
second time halfway through the macro run sequence, it will instantly start
from the beginning.

A Menu Operation is not recorded as a macro but any direct action within
menus will be (e.g. a Pbus trigger).



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Macro Record



To start recording a macro press [MACRO REC] button on the GUI panel,
this button will now go Green indicating a macro is ready to be recorded, the
macro recording and button delays will only be activated after the first
function (button press) has been entered. Once the macro recording has
started the [MACRO REC] button will go Red. While recording a macro
different menus on the GUI can be entered to gain access to any menu-
related functions. Once the macro is completed press the [MACRO REC]
button again and this will end the macro and the button back to an unlit state.


The button press sequence that was recorded in the macro is displayed in
the Macro Actions table (shown above). Press the {Test Macro} button to
test the macro just recorded.

Pausing a Macro Record Sequence
A Macro can be paused once a record sequence has started, whilst a Macro
is being recorded the [MACRO REC] button is Red, press and hold the
[MACRO REC] button and it will turn Orange indicating that it is Paused, at
this point the Button Delay timer is also paused.
Press the [MACRO REC] button once, the button will turn Red and the
record process will start once again.

While a macro is paused, Kahuna can still run multiple other macros at the
same time

Appending more Macro Actions to a Macro Sequence
Additional macro actions can be added to a previously recorded macro
sequence, in the {Edit} menu, move the highlight bar to the position above
where the action is going to be inserted, and then press and hold the
[MACRO REC] button. Again the button will turn Red and the record
sequence will start, when finished press the [MACRO REC] button again to
stop recording, and the macro sequence will be added below the highlight
bar.
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Macro Test and Edit

Test Macro
To test a macro and edit the actions, press the [MACRO] button on the GUI
to enter the Macro Edit menu. If a macro has just been recorded, the
functions/actions that have just been recorded can be seen in the Macro
Actions table. To replay/test a macro, press the {Test Macro} button.

Pause Macro
A macro action sequence can be paused at a selected point, there are two
ways to do this, either use the Action parameter to select a specific point in
the action sequence and press {Pause}, or press the {Test Macro} button to
run the macro sequence and then press {Pause}, at the required point. The
next time the Test Macro is run, the macro will pause when it reaches the
chosen point.

Ripple Delay Macro
Allows an Action Delay that has been set, to be Rippled through all
Actions in the table from that point onwards.
Pressing the {Ripple Delay} button will pop up a Macro Ripple Delay dialog
box.
Ripple To Start button will ripple the current delay value to all previous
Actions up as far as the first Action in the table
Ripple To End button will ripple a delay from current action to all Actions
until the last action
Ripple All button will set all Actions to current delay, and Cancel will cancel
the Ripple delay request.
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Attacher and Parameter Controls

Use Delays this function turns the real-time button press delays On or Off.
Follow ME/DVE this function will overwrite the M/E upon which the macro
had been saved, and instead will assign itself to the M/E that is selected in
the Dynamic Mix Effect area.
This means that a macro that mixes Key 2 on, that had been saved using
M/E2 Key 2, can be used on M/E3 Key 2 as long as M/E3 is selected in the
Dynamic Mix Effect area of that M/E.



Where the Macro is attached has a bearing on where it will run also. Should
a User Function Page be called up on all 3 User Function Pads on this
system then the macro will run on each adjacent M/E when the macro is
pressed.
On Re-Trigger this will set the action after a Macro has been re-triggered,
and selects between ReStart, Pause, Ignore and Stop.

Action displays the current Macro Action that the scroll bar is currently on
Action Delay this can adjust the delay on a selected individual Macro
Action, and is used to adjust the 00(time):01(frames)
1
(fields) to the required
delay.
Action Deleted this will delete a selected Macro Action.
Disable Button this option will disable a buttons original function and only
allow the button to enable the macro that is assigned to it
Use Button Delay this will allow a delay to be added to the Normal
function of the button, so the macro will act and then the Normal function will
take place.
Button Delay this sets up the delay time for the button delay.


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Bitmap


If a macro is going to be assigned to a User Function Button (LCD Button),
a bitmap function button can be generated that will be associated with the
recorded macro.

Preset Library selects an icon from the Preset bitmap library
User Library selects an icon from the User bitmap library, these are
manual entries designed by the user.
Brush Size selects the brush size that is used on the Bitmap Edit grid
Draw Mode selects between Pen, Eraser and Text entry into the Bitmap
Edit grid.
Font selects the type of font used when typing text into the Bitmap Edit
grid.

Select the {Bitmap} menu link option from the macro main menu. This will
show a large view of a grid representing the LCD button.
This will give the ability to draw freehand by using the touch screen or to
select a pre-defined bitmap from the library. When drawing bitmap freehand,
select the size of the brush and also if the brush is to be used as a pen or
eraser, to clear the grid press the {Clear} button.
To select a library bitmap use the Library parameter control to select the
icon required. A mimic of the current selected Icon will appear as you run
through the library of bitmaps. Once the icon required is found, press {Grab
from Library} action button and this will place the library icon on to the large
bitmap grid area. Then add or remove from the bitmap using the freehand
tools and touch screen. Characters can also be entered into the bitmap grid
area using the USB Keyboard, use the Draw Mode parameter to select
between Pen, Eraser and Text options.
When happy with the Bitmap in the display, move onto the {Save} menu.
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Saving a Macro


Once the macro has been setup, configured and a bitmap has been chosen,
the next step is to Save the macro.
Press the {Save} menu link button to enter the Macro Save menu, then
using the parameter controls, select a Current Project and a Destination
within the Macro Save table.
A Name and Description of the macro can also be added by touching the
Red attacher button twice, and entering the required name and description
using the on-screen QWERTY keyboard.
Finally, press {Save} and the macro will be saved to the Hard Disk in the
mainframe.

Up to 1000 macros can be saved in a single project.



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Assigning Macros to buttons



Once back in the Macro - Edit main menu, press the {Assign} menu link
button. This will take you to the current list of available macros.
Select a Current Project and the macro that will be assigned to a button,
using Macro parameter control.
Press {Button Attach}, the {Button Attach} action button in the Assignment
menu will go Red.
All the panel buttons will now go out; buttons with macros already assigned
will go green.
If the selected macro is already assigned to a button it will be lit red. The
same macro can be assigned to many buttons.
Press the button to which the macro will be attached, the panel will return to
the normal configuration and the macro will be attached to the button.

To detach a macro, press the {Button Detach} action button, the {Button
Detach} button in the menu will go Red. The panel lights will go green for
buttons with macros and any button with the current selected macro will be
Red. Press the button you want to remove the macro from.
The panel will now return to its normal configuration.
The {Button Detach} button on the GUI will go Gray and the macro will no
longer be associated with that button (NB. you have not actually deleted the
macro from the Project, but just removed it from that button).

To find out which macro is attached to any button, press the {Button
Locate} action button on the GUI and any button on the panel with a macro
associated with it will be lit either green or red as above. Once you have
pressed a macro button, the table of macros available will highlight the
macro on this button. This will work in reverse as well, to find the particular
macro in question touch on it in the macro table then press {Button Locate}.
Any button with that macro attached will light green.


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GPI Details
This menu link button opens a sub menu that lists the details of attached
macros.



Quick Macro
The {Quick Macro} button is a short cut to record a macro.
Press the button and the Quick Macro button will go Green, this signifies that
the Macro record has been enabled, press the required buttons for the
macro function sequence, this will cause the Quick Macro button to go Red.
Press the Quick Macro again and this will Save the Macro, the macro will be
saved in the next available macro number in the current project, with a
default Bitmap consisting of Macro Title, Project Number and Macro
Number.
This will also enable the Button Attach so the macro can be assigned to the
panel(s).
If the Quick Macro is Cloned to a non GUI Menu button ie. Any button other
than Soft Clones in the Short Cuts Menu, its behavior is changed. When
attached to a Panel Button the Quick Macro will not latch the Button Attach
at the final press. It will save the macro as before and while pressed, it will
illuminate Orange once the macro is saved, and if the button is held down
the macro can be assigned.
The panel will not go dark to show where macros are already assigned when
used in this mode. If the Quick Macro is assigned to a paged user Button it
will perform as per the normal attach button if the page is changed.





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GPI Buttons
This function allows an external device to control a saved macro.
The GPI parameter control selects the GPI pin that the external device is
connected to. The selected GPI pin is displayed in the attacher, center
bottom of the menu.

GPI Attach once the correct GPI pin has been selected, press the GPI
Attach button to attach the external device to the macro setup. Displays the
project and memory number of Macro when GPI Attach is pressed
GPI Detach this will detach the GPI pin from the external device.
GPI Locate once the external device has been attached to the macro,
pressing the GPI Locate button will jump to the correct project and display
the macro setup in the table, even if the table is displaying a different project
and macro setup at the time.


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Macro Load
The macro load menu will load a Macro into the active buffer, which can then
be edited and tested.




Select a Project using the Project parameter control, notice that if a project
has any macros attached they are listed in the Load for Editing table.
Once a project has been selected a macro can then be selected using the
Macro parameter control. The project and the macro are also listed in the
attacher box above the {Load Macro} action button.
{Load Macro} will load the selected macro.
{Test Macro} will run the macro function.
{Stop All Macros} will stop all running macros.
{Resume All Macros} when a macro is running this button will be lit
Orange, if a macro has had a pause inserted, the macro will run until it
reaches the pause and will stop, the Resume All Macros button will flash
along with the {Test Macro} button. Press the Resume All Macros button to
start the macro running once again.

Notice that the Macro name is displayed at the top of the menu (see above).

IF A MACRO HAS A BITMAP THAT IS ATTACHED TO A USER
FUNCTION BUTTON, THE BITMAP WILL BE DISPLAYED IN THE GRID
BELOW THE {STOP ALL MACROS} BUTTON.
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RESIZE SECTION 23



The resize menu is used to resize a Fill or a Key, add borders or crop edges.

Press the [RE-SIZE] button on the GUI which will open the top level Resize
Fill menu, the controls determine the method used to re-size the image.

Notice that the title bar displays the ME and Key that is being controlled.

In the Position & Size part of the main menu to the left, touch the Resize
On/Off menu box, using the parameter menu on the right, turn the Resize
On for the selected source (or press the [RE-SIZE] button in the Key
Control area of the control panel).


Resize Menu Structure
Using the rotary control to scroll through the parameter options for
H Mode / V Mode:

H Mode / V Mode - This determines the freedom of control over the image.

Free/Free No constraints over the horizontal or vertical sizing.

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Aspect/Grid This will lock lines 1:1 and set the width to maintain the
aspect ratio. You will have no control of the size. This will allow direct line
mapping of the input onto the output (V). The user will only be able to set the
V.Pos in steps of line pairs. H position will be smooth.
Free/Grid - This will lock the lines as above, but allow free control over the H
size. The user will be able to position the image vertically in line pairs and
smooth horizontally.
Grid/Grid - This will pixel pair map the input onto the output and give the
best quality, but possibly the wrong aspect. This may possibly best be used
for Bugs and Graphics, especially if you are not converting the format.
Grid/Free - This will Pixel pair map in the horizontal and allow free control
over the vertical size and position.
Horizontal Flip This function inverts the source giving the effect that the
source is back to front.
Timeline Zoom this parameter has two settings Linear and Spline. When
only 2 keyframes are in a timeline, linear parameters will become smooth,
when switched to Spline for example: in a one tile Pull-back effect on a key
layer resize.



X/Y Position Used to move the Fill around the monitor screen
Zoom Used to zoom the Fill in and out
X/Y Size Used to increase or decrease the width or height of the Fill
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Format Fusion will determine whether the filtering of the input (as
displayed in the Title bar) will be controlled Locally by the parameters in
the Resize menu, or at Source in the Format Fusion menu.



When the Resize is switched off the system will automatically use Source
based settings to enable any standards conversion.
It is important to remember that when using Format Fusion in any capacity
the source field/frame rate must match that of the current switcher standard.
Interlaced Source:
Normal Video - is the default setting for Interlaced Source as that is the
most suitable mode for live programme making.
Normal Video - when creating the current field/frame, will use the current
input field and a percentage of both the previous and next input fields.
Typically used when the output of a camera is fed to the switcher as a
continuous stream of footage.
Video Pairing - when creating the current field/frame, will use the current
input field and a percentage of either the previous or next field to maintain 1-
2 or 2-1 pairing. This could be used for pre-prepared material with cuts on
known field boundaries to prevent possible subtle artifacts appearing at cut
points.
Frame Pairing - when creating the current field/frame, will directly combine
the current input field and either the previous or next field. This mode should
only be used if the fields are temporarily matched, eg. PAL film based
sources or some animation.
Single Field - when creating the current field/frame, will only use the current
input field.
Video De-interlace - is not relevant if the input standard is progressive,
meaning each field contains all lines of picture rather than odd and even.
Video De-Interlacing will default to 45%. A video signal is made up of 2 fields
of picture per frame, the first field contains the odd lines of picture and the
second field contains the even lines.
Each time the switcher creates a new output picture an element of the
previous and/or next field is used to fill the missing lines of picture.
The Video De-Interlace function will allow the user control over the amount of
picture taken from the adjacent fields.
If the source being used contains a lot of movement eg. sports, the
difference in picture from one field to the next will be more pronounced than
if the source is a static shot eg. studio discussion.
For more amount of movement decrease the De-Interlace value, and for less
amounts of movement increase this value.
H Sharpness adjusts the horizontal sharpness of the source output
V Sharpness adjusts the vertical sharpness of the source output

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The {Format Fusion} menu link button opens the Eng Config Format
Fusion menu.
This is described in full in Chapter 1, Engineering Configuration Source
Standards section.




Border On/Off Switches the Border On or Off
Border Fill Selects the border fill from a Matte and Util Bus1 to Util Bus4
Border Width Adjusts the width of the border
Border Softness Softens inside and outside edges of the border
Border Bias Adjusts the horizontal and vertical bias of the border on
rectangular borders.




Matte Selector Selects the preset Mattes 1 to 16 or a Local Matte to be
used as a Border Fill
Matte Hue, Luma and Sat Adjusts the Hue, Luma and Saturation of the
Local Matte.
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Cropping On/Off Switches the crop facility On or Off
Top, Bottom, Left and Right Crops the Fill edges
Softness Softens the edges of the crop

Fill Effects
Press the {Fill Effects} menu link button to enter the Resize Fill Effects
sub menu.





Freeze Mode Freezes a Fill source if the source is a moving picture from a
camera or VTR.
Field selects the Field/Frame where effect will start, eg. Will start on Field
1, Field 2 or Frame.
Freeze Turns on Freeze or leaves the pictures Live
Film Shutter this gives video material a jumping effect, for example, as
seen on old film footage.


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Pixelation On/Off turns the Pixelation option On/Off
Pixelation Amount A variable pixelation of a Fill source
Pixelation Bias Adjusts the aspect of the pixels
Center X Allows the pixelation into a predefined space on the monitor
Center Y Allows the pixelation into a predefined space on the monitor




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Key Settings

The Key Settings and the Key Effects menus have the same functions, and
affect the Key source in the same way as the menus above alter the Fill
source.

Press the {Key Settings} menu link button to enter the Resize Key sub
menu.


This menu is basically exactly the same as the Fill Settings menu; the
functions for Position & Size behave in the same way except they are for a
Key source.
The only difference in this menu is the Key Independence menu as shown
below:



Key Independence this function allows the Key source to be altered
independently of the Fill source

If the options in the Key Independence are turned Off, nearly all of the
options in the attachers on the left side of the menu are Grayed out, which
means that they will have no affect on any of their attached functions when
the parameters are altered.
Important Note:
Note:
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Key Effects
Press the {Key Effects} menu link button to enter the Resize Key
Effects sub menu.


Freeze Mode Freezes a Key source if the source is a moving picture from
a camera or VTR.
Field selects the Field/Frame where effect will start
Freeze Turns on Freeze or leaves the pictures Live




Pixelation Amount A variable pixelation of a Key source
Pixelation Bias Adjusts the size of the pixels
Center X Allows the pixelation into a predefined space on the monitor
Center Y Allows the pixelation into a predefined space on the monitor

Key Independence this function allows the Key source to be altered
independently of the Fill source
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Resize using the Assignable Control and the Key Control

A Key layer can also be resized and positioned using the Key Control and
the Assignable Control on the control panel.



Select the Key layer that is going to be adjusted by pressing one of the
[KEY] buttons shown above (1) then press the [RE-SIZE] button (2). The
assignable control buttons will now light Green indicating that the resize
settings are in a default state.
If any of the parameters are changed the button will turn Orange, double
press the button twice and the parameter will go back to its default state.
1
2
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Chapter 3 - Page C140
MODULATE FUNCTION SECTION 24



Modulate Overview
The modulation function enables the user to add modulation effects to
transitions, wipes, borders, 2D effects and 3D effects. The type of
modulation applied to a function is selectable and can be added to many
different parameters, whether it is Global, Bus, I/O or User related.

The modulators are sorted into relevant Groups, determined by their subject
matter:
Global Modulators are used to modulate multiple parameters in a fixed
relationship.
Bus Config Group displays modulator parameters within a Bus function,
such as Transition of a Keyer.
DVE Group - displays modulated parameters within a DVE function.
I/O Config Group displays modulated parameters within an I/O function,
such as Red Gamma in RGB Input Color.
User Config Group displays modulated parameters within a User function,
such as Mattes and Washes.

Global Modulators

Press [MODULATE] to enter the Modulators Setup menu

Global modulators, as mentioned earlier are used to run more than one
modulator function on a parameter at the same time.
An example could be a Wash effect - a modulator is set to change the Hue
on each Wash color in the User Config Group, then each modulator is
switched to Global Modulator 1, thus Global Mod 1 is able to control the
entire Wash frequency, phase or Modulator Type.
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Parameter Controls

Name there are 10 individual modulation setup options in this column,
each one can be given a unique name, by selecting the required row using
the Modulator parameter, then typing the name into the Name attacher.
Type this is the modulation effect used, either Spin, Sine, Sawtooth,
Triangle, Square, Shake, Linear Drift and Cubic Drift, Static, Bounce and
Transition. Preset to start with a Sine wave modulation.
Run allows the modulation to run.
Frequency adjusts the frequency of the modulation, range from 0Hz to
30Hz. Preset to start at 1Hz
Gain adjusts the gain of the modulation, range from 100% to +100%.
Preset to start at +50%.
Phase changes the phase of the modulation, range 360 plus complete
turns, i.e. 5:180 this is 5 complete turns plus 180.

An individual modulator setup can be switched On, by selecting an individual
modulation using the Modulator parameter. Next, touch one of the On/Off
buttons in the Frequency, Gain or Phase parameter displays.
Notice that Yes has now appeared in the Run column of the table.
All the modulator setups in the table can be started by pressing the {All
Start} action button, or stopped by pressing the {ALL STOP} button.





Note:
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The Transition Select allows the use of the transition engines to control the
level of other parameters. Using the Transition modulator type it is possible
to use the AUTO Trans and T Bar to control the level of a particular
parameter.





If a Transition type Modulator is attached to a Store Pan H position for
example, the Store is then used as a Utility Wipe Border; when the Bgnd
Transition takes place the T Bar moves the picture within the Store at the
same time as the wipe edge.
To choose which T Bar controls the movement of the modulated parameter,
select the M/E from the Transition Select area. By determining a Bgnd or
Key Bus the modulation will only take effect when that Bgnd or Key bus is
selected in the transition.


The modulator Gain can be used to adjust how much effect the transition
engine has on the modulated parameter. Global Modulators as well as
Bus, I/O Config, DVE and User Config group modulators can all use the
Transition type modulator.


Modulators can also be controlled using the Timeline or Transition T Bars.
The Timeline T Bar is enabled when both [TL Enable] and [FTB Enable] are
both Off.
In this mode any modulated parameters associated with the Timeline T Bar
position will be activated. When using the transition modulator, the transition
type needs to be selected (e.g. M/E2 Key1, M/E1 Backgound etc.) this is the
parameter that will be controlled by the modulator.
Note:
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In the example below the Key 4 Resize X Size will be controlled by the
M/E1 Background Transition Level. Therefore as you perform a background
transition on M/E1 the X resize of Key 4 will be adjusted.

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Bus Config Group

This is a modulation applied to a parameter that will affect a Bus.
e.g. transition wipe, Bus color and Keyer parameters, and is for example
applied to a Key on an M/E.
Touch the {Bus Config Group} menu link button to enter the Modulators
Bus Config Group menu.


The table in this menu displays the modulation setup:

Modulator this column will show if the modulation is Local to the Bus
Config group or if it is attached to a Global Modulators setup (displayed as
Mod 1 10 or named if setup in the Global Modulators menu).
Touch the Modulator attacher box (center of the menu), two parameters will
appear. Use the Attachment parameter to scroll through and select a
modulator setup in the table, then use the Modulator parameter to select if
the modulation is Local to the Bus Group or attached to a Global
Modulators setup.

Local Type this is the type of modulation effect, notice that when the
Modulator parameter is changed from Local to a Global Modulation the

text in the Local Type, Run and Freq columns turns Gray and will not have
any affect in the Local setup.

Run, Freq, Gain and Phase these parameters have the same affect on a
modulation setup as described on the previous page.
Local Frequency and Local Type parameters will only affect a modulation
setup in the Bus Config Group.

Parameter this column displays the Bus that the modulation effect is
attached to.

Parameter Details - this named box displays the actual function that the
modulation is attached to for the selected Bus modulation in the table.

All Start/ALL STOP as described on the previous page, this function will
set all the modulation setups in the table to run or stop.

Detach this will delete a selected modulation setup in the table.

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DVE Group, I/O Config Group and User Config Group

These three menus below work in exactly the same way as the Bus Config
Group. They all have a Local type modulation setup or can be attached to
a Global Modulations setup.

The DVE Group modulators are attached to parameters in the DVE XFORM,
MODEL and SURFACE menus.



The I/O Config Group modulators are attached to parameters in the Input
Color menu.


The User Config Group modulators are attached to parameters in the
Output Color and Mattes & Washes menus.
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Modulators Setup

The modulate operation is setup in a specific sequence as shown below:
Select the function the modulation will affect
Select the parameter that the modulation will be attached to
Attach the modulator.



How to Use the Modulator Function
Select the function the modulation will affect, then select the parameter the
modulation will be attached to.
Press and hold the [MOD ASSIGN] button on the GUI, the button will turn
Orange. Whilst holding the button, press the [SNAP NORM] button for the
chosen parameter. Notice that the selected parameter display now has a
Blue sinewave symbol top right of the box, as shown below.


1
2
3
Select a Function
Select a Parameter
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Also notice that the attacher that displays the parameter settings has turned
Blue as shown below.



Once the [MOD ASSIGN] and [SNAP NORM] buttons are released the GUI
display will jump to the assigned modulator menu and highlight the attached
parameter function in the table and Parameter Function display box.
The specific modulator setup can now be adjusted.

If a parameter is selected and a modulator cannot be attached to it, a dialog
box will appear in the menu stating that the parameter cannot be modulated,
as shown below.




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Chapter 3 - Page C148
SD/HD AND HD/HD OPTION (FORMAT FUSION) SECTION 25


This section will define the features of the HD/SD capabilities of Kahuna.
This option allows SD inputs (video and Key) to be mixed with HD inputs
(video and Key).
Format Fusion allows the video and Key to be re-purposed as required.
This requires a color space conversion, re-size and position of the video,
cropping and border. The re-purposed layer can be brought to air by using
either the main transition engine (CUT/WIPE/MIX) or the Key layers own
transition engine (CUT/WIPE/MIX). All other Keying features are available on
these re-purposed Key layers (e.g. Preset Shapes (masks), Chroma Key,
Color Correction, Split Key).

Source Standard Definition

To allow the switcher to know what video and therefore what default action to
take with each source (within 1 Frame) you are required to define what video
standard each input is set to. This menu can be found in [ENG CONFIG]
Engineering Setup Source Standards menu.
The field rate of the output standard of an M/E has to match the field rate of
the input video standard, and be genlocked (setup within the Video
Standards menu). If this is not matched you may get repeated or dropped
fields from the input source.


The table shows all the sources coming into the switcher and the name of
the BNC the sources are attached to.
Source The input source to Kahuna.
Name The name of the BNC socket the input source is connected to,
which can be given a unique name in the attacher.
Standard The video standard that is selected for the input source, can be
set to be the same as the default output standard or a new standard can be
selected.
V Offset F1/F2 Used to set the vertical offset of each field as required.

The video standard has to be set by the user, by default all sources are
assumed to be in the default switcher output format, and therefore the Use
Output Standard will be set to {Yes} so there is no standard shown in the
Standard column of the table.
To set an input to a different standard, use the parameter controls, or touch
screen to set the Use Output Standard to {No}. Next select the new video
source standard from the options in the New Standard list, then press {Set
Standard}. The new standard should then appear in the Standard column.
This should be done for all video sources which are not the same the default
output standard.
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The color matrixing for the Input video will be converted to the Output matrix
color space. This will be done automatically.

Once happy with the Source Standards setup go back into the Engineering
Setup main menu to save the setup either as an existing engineering setup
or as a new engineering setup.


Using an SD Input in HD



Once the input standards have been set, these sources, HD or SD, can be
used on both BGND and Key layers.

Note:
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As mentioned in section Chapter 1 (page A61), by setting Key 4 to BGND, or
using Util 3&4 and Key 4s Resize, the Format Fusion engine will be applied
to each source and as long as the Source Standard and Video Timing
have been set correctly, HD and SD can be cut together seamlessly.


If the user does not wish to use Key 4 in this way, by using the Transition
Control and Key Control on the control panel, select the source on a Key
layer and then turn the Key ON. If [FULL] has been selected, then the SD
source will fill the HD screen.








To repurpose the SD source, and associated Key, you can use the Re-Size
Engine to position and size the Key layer, the Re-size facility will allow the
capability of Aspect Ratio conversion, Re-positioning and size control. The
Key layer can have a user defined soft crop applied, with a the option of a
border. The Border can be Filled with a Utility bus or Matte.

The re-size can also be used to re-purpose HD standard sources which are
not in the same format as the switcher output (Field/Frame Rate need to
match), or Input sources at the same video standard as the switcher output.

Using the Input Color Correction menu set the color correction as required.
Note:
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Chapter 3 - Page C151
VIDEO TIMING TECHNICAL REFERENCE SECTION 26



Introduction
Kahuna differs from most video switchers in several respects, these are:

1. Multiple simultaneous video formats are supported.
2. All Buses have full frame synchronization capability.
3. The outputs of Kahuna can be vertically and horizontally co-timed to
its inputs for easy system integration.
4. In normal (one frame) delay mode all paths through the switcher
from an input to any output have the same delay even when image
resizing, Format Fusion or DVE effects are in use (with two minor
exceptions which will be described later).

At first sight it may appear that the second feature removes all need to worry
about timing, and to an extent this is true. Unsynchronized remote sources
can be used without needing external frame synchronizers and the picture
will be correctly positioned no matter what (see Vertical Picture Position
below).
However life is never quite that simple. Synchronizers may introduce
unnecessary video delay and cutting along a bus may not be clean if sources
are badly timed. Some attention to timing is needed to get the best out of the
Kahuna switcher and comprehensive internal timing diagnostics take the
guesswork out of the process.

Vertical Picture Position
The input frame synchronizers normally take care of this, but not all video
sources follow current video standards. In particular, some older 525 line SD
equipment follows early standards in which the first line of the picture is
flagged in the SDI data stream (V), ahead of the first line which actually has
video on it.
This F to V error can be up to 10 lines, a monitor shows a correctly
positioned picture because it uses the boundaries between the fields (F) as
a reference point. Kahuna cannot use this point, because it is too early in
vertical blanking. The input router would need to cut well before this point to
ensure clean cutting along the buses. For this reason Kahuna has controls
for each input to allow any error in the vertical position to be corrected.
It is important that these are set before checking timing margins.
The first thing to do after setting the output standard(s) required in the
Engineering-Setup - Video-Standard menu, is to set the input standards
and the vertical offsets in the Engineering-Setup - Source-Standards
Menu. The V Offset for each field (F1 and F2) is easily set on an under
scanned video monitor, using moving images. Select the input on the
background bus, and adjust to the point where active video just reaches the
bottom line on both fields. Finally check that interlace looks right; if not, one
field is a line out.
There may be situations where the V Offset settings are not constant, for
example, if an input to Kahuna is fed from an external router. Such inputs
can be set to line-synchronizer mode. This trades the advantage of frame
synchronization for consistent picture position even with unknown sources.
Minimum Delay Mode
In the Engineering-Setup - Video-Standard menu, touch the Advanced
attacher to access the control for Minimum Delay. For normal live switcher
operation set Minimum Delay to Off. In this mode the minimum video delay
through the switcher is just less than one frame, with full functionality.
Minimum Delay On should only be selected where a frame of delay cannot
be tolerated e.g. for pre-read editing. In this case, the minimum video delay
is 4 lines or less (depending on video standard), but many features e.g.
image resizing on Key layers and Format Fusion are disabled.
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If there is a need to switch between Minimum Delay 'On' and 'Off' without
changing the switcher's output timing, Genlock and Switcher Delay settings
must be adjusted with Minimum Delay 'On'. When Minimum Delay is
switched 'Off', source margins will then increase by several lines, and the
video delay through the switcher will increase by exactly one frame.

Beware: if the system has been timed for one frame of delay with Minimum
Delay 'Off', when Minimum Delay is switched 'On' it will not work, because
the source margins will increase to nearly one frame, indicating that the
switcher is still delaying the video by nearly one frame!

Synchronization Timing mode
Line Sync Inputs (global) must also be set before any timing adjustments.
Go to the Engineering-Setup - Source-Standards menu. If any 525 line SD
sources may be of uncertain F to V timing select Yes. If in doubt, select
Yes anyway; the No option is for backward compatibility of timing with
earlier software versions which did not have line synchronization capability. If
Yes mode is selected, each input can be individually assigned to be line or
frame synchronized with the Source Synchronizer button in the same
menu. If set to Line, the V-Offset controls are greyed out since they have
no relevance.

Again beware: input synchronizer timing margins change with the setting of
Line Sync Inputs. Yes will generally reduce the margins.

Referencing and Genlock timing
In most systems the switcher will be locked to the same reference as the
sources. Go to the Engineering-Setup - Video-Standard menu. Set the
standard of the reference input being used to the standard of the reference
and genlock to it. A genlock phase of zero is normally what's needed. If Cut
Line is set to SMPTE, this puts the input router cut point close to the
nominal setting given in SMPTE RP168 (for most standards line 6 or 7 on
field 1, counting from the field boundary). Alternatively the Cut Line can be
set to Line 1. This is the recommended setting. The only reason for
selecting SMPTE Cut Line would be to minimize any disturbance to ancillary
data when cutting sources to Aux outputs.
The timing of the source router cut point is set according to the video
standard of the output M/E. Provided the sources of different standards are
all genlocked with the start of the first line of the frame aligned, the cut point
will be safely inside vertical blanking for SMPTE or line 1 cutting, and
source cutting will be clean. Acceptable cut points for clean cutting common
video standards are:

SMPTE cut point Line 1 Cut
525 - 8 to +(7 - V Offset ) see below -2 to +(13-V offset)
625 - 6 to +14 -1 to +19
1080i/PsF - 7 to +11 -1 to +17
720P - 10 to +16 -4 to +22

If the output M/E is running in 525/60 and there are any old spec 525
sources caution is required, since the input router cut point is determined by
the video standard of the output M/E. If 10 lines of vertical offset had been
applied, the cut point specified in RP168 is actually after the line flagged as
the start of video. Setting Cut Line to Line 1 normally solves this problem.
If line synchronization is used (Line Sync Inputs set to Yes and Source
Synchronizer set to Line for the source) the cut point may be anywhere
inside vertical blanking; for 525 line standard: -8 to +7 for SMPTE or 2 to
+13 for line 1 cutting.
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Next go the Engineering Config - Video-Standard then press the {Input
Status} menu link button. This displays the timing of all the sources currently
selected on an M/E or DVE. The margin and cut timing boxes are colored to
indicate whether the timings are acceptable.
Green indicates safe.
Red indicates bad and yellow indicates uncertain.
In a system running mixed standards you can only check the cut point and
margin on an M/E running in the same standard as the source, or on a key
layer if Format Fusion is installed.
Look at the figures for Margin. For a source which is frame synchronized,
this is the delay (in lines) which the input synchronizer is applying to the
video, a small number of lines are required here. A large number (close to
the number of lines in a frame) means unnecessary video delay. It may also
mess up the control timing of the switcher, so that when the source is
changed on a bus, any effects or corrections may be applied out of step with
the video. There may also be a flash frame of the wrong source when cutting
between an internal source such as a store and an external one.
If there is a large margin, increase the Switcher Delay setting. This sounds
contradictory, but it's not. If the switchers output is set to be too early, the
only way it can get the picture correctly positioned is to delay it by nearly 1
frame. In most cases a switcher delay of zero will give a small margin
(between 0.1 and 2 lines).
If the cut point is advanced with the genlock timing, set a bigger switcher
Delay number to get the same margin.
If the sources have very different margins, increase the switcher delay so the
latest one has a small margin (say 0.5 line).
There is a maximum desirable margin (see below). If all sources cannot be
set between zero and the maximum, adjust the genlock settings of the
sources themselves.
For sources which are line synchronized, a margin between zero and 1 line
must be obtained. Any other margin means that the picture will be shifted
vertically. Aim for a margin between 0.10 and 0.90 lines to ensure the picture
will not hop vertically.

If the numbers keep changing then the source (or the Kahuna) is not
Genlocked.

The timing mode settings are summarized in the table below:

Minimum Delay Off Off On On
Line Sync Inputs Off On Off On
Can clean cut sources co-timed to outputs Yes Yes No No
Sources can be asynchronous Yes Yes Yes Yes
Use genlocked sources with unknown F-V No Yes No Yes
Use asynchronous sources with unknown F-V No No No No
Compatible with previous software versions Yes No Yes No
Resizing of key layers/Format Fusion Yes Yes No No


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The Exceptions to One Frame Of Delay
Select an internal source (the output of another M/E, Still/Clip Store, Matte,
Wash or DVE) on the M/E being monitored, notice that there is no timing
margin displayed. This is because these sources do not usually go through
the input synchronizers.
The first case where there is extra frame of video delay is when an internal
source is resized on a Key layer. There is no need to worry about the
margin, that is taken care of automatically, but if the switcher delay setting is
too large there will not be a clean cut to an external source of the same
standard. To avoid this, the margin on frame synchronized external sources
should be no more than 2 lines less than the interval from the field boundary
to the start of active video (F to V). The maximum margin for common video
standards is:

525 4 to 14 lines for a vertical offsets of 10 to 0 respectively.
625 20 lines
1080i/PsF 18 lines
720P 23 lines

Obviously this is irrelevant for line synchronized sources which must have a
margin between 0 and 1 line.

The second situation where an extra frame of delay is introduced, is when a
bus-based DVE is used on a key layer. This does not happen when doing a
background DVE transition unless bus-based color effects are used. No
extra delay is added if the output of a DVE is selected as a source, provided
the DVE output is not also resized or format converted as mentioned above.

Kahuna working as a Genlock Reference
If there is no source of reference sync, Kahuna can provide one. Simply
distribute the sync output from the output M/E to all sources. Switch genlock
off. Again set the switcher delay to zero. With current software the Sync
Phase adjustment is relative to the output, so a setting of zero for Minimum
Delay 'Off' will normally give a small source margin. If Minimum Delay is
On, a negative Sync Phase up to -4 (ie lines/per/frame 4) will be required.
If required, use Kahuna's genlock to time Kahuna's output into downstream
equipment and adjust Genlock Phase to suit. The timing of Kahuna and all
its sources will shift together.
In a mixed video standard installation, it may not be possible to genlock all
source equipment to the same reference. For example, some HD equipment
may not be capable of genlocking to an SD reference. The sync output of an
M/E can be used to provide a reference in the video standard of that M/E.

Summary
For the simplest system:
Genlock Kahuna to the same reference as the sources, set source
standards, select line synchronization or set source vertical offsets for
correct picture position if necessary (usually only for 525).
Set Minimum Delay to On only if pre-read editing capability is required.

Select line 1 cut timing instead of SMPTE.
If Minimum Delay is Off, set switcher delay to 0.
Otherwise set switcher delay to 0 and look for any sources with a large
timing margin (close to the number of lines in a frame). If there are, increase
switcher delay to the point where all sources have a small timing margin at
least, say 0.5 line or 0.1 to 0.9 line for line-synchronized sources.
Check margin and cut point in the Input-Status menu are green for all
sources.

Dont forget to save the Engineering Config!

Note:
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Chapter 4 - Page D1
TABLE OF CONTENTS

Chapter 4 ......................................................................................................................................................... D5
Introduction to DVE .......................................................................................................................................D5

DVE Sources Section 27.................................................................................................................... D6
Setting up the ................................................................................................................................................D6
DVE Sources.................................................................................................................................................D6
Aux Setup.................................................................................................................................................................D6
DVE Surfaces Local DVE Aux....................................................................................................................D7
Setting Up the Surface..................................................................................................................................D8
Surface Content Parameter Controls........................................................................................................................D8
Border & Crop Menu......................................................................................................................................D9
Border On/ Crop On..................................................................................................................................................D9
Border Control Parameters.......................................................................................................................................D9
Border Matte Parameters........................................................................................................................................D10
Crop Control Parameters........................................................................................................................................D10
Bevel Control ..........................................................................................................................................................D11
Parameter Controls.................................................................................................................................................D11
Parameters continued..........................................................................................................................................D12
Effects Menu................................................................................................................................................D13
Defocus On/ Pixelation On......................................................................................................................................D13
Effects Parameters .................................................................................................................................................D13
Defocus Effects.......................................................................................................................................................D14
Pixellation ...............................................................................................................................................................D15
Sketch Effect...........................................................................................................................................................D16
Freeze.....................................................................................................................................................................D16
Freeze.....................................................................................................................................................................D17
Bump Map...............................................................................................................................................................D18
Bump Map Parameter Controls...............................................................................................................................D19
Per-Surface Lighting Menu.....................................................................................................................................D20
Lighting On..............................................................................................................................................................D20
Light Control Parameters........................................................................................................................................D20
Light Control Parameters Light Matte ..................................................................................................................D21
Light Matte Parameters...........................................................................................................................................D22
Location & Orientation............................................................................................................................................D22
Parameter Controls.................................................................................................................................................D22
Shade Menu................................................................................................................................................D23
Global Lighting.............................................................................................................................................D24
Keyer Menu.................................................................................................................................................D25
Parameter Controls.................................................................................................................................................D25
Color Effects Menu......................................................................................................................................D26
Main Parameter Controls........................................................................................................................................D26
YUV Parameter Controls ........................................................................................................................................D26
RGB.............................................................................................................................................................D26
RGB.............................................................................................................................................................D27
Bleed............................................................................................................................................................D27
Curves .........................................................................................................................................................D28
Parameter controls continued..............................................................................................................................D29
Film Effects..................................................................................................................................................D29
Film Effects..................................................................................................................................................D30
Film Effects - continued..........................................................................................................................................D31
Film Effects - continued..........................................................................................................................................D32
Film Effects - continued..........................................................................................................................................D33
Camera & Film........................................................................................................................................................D33
Film Effects - continued..........................................................................................................................................D34
Film Effects continued..........................................................................................................................................D35
Film Effects continued..........................................................................................................................................D36
Projector & Blemishes.............................................................................................................................................D36
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Chapter 4 - Page D2

Film Effects continued..........................................................................................................................................D37
Film Effects continued..........................................................................................................................................D38
Film Effects continued..........................................................................................................................................D39
Film Effect Examples ..............................................................................................................................................D40

DVE Models Section 28.................................................................................................................. D41
Examples of Basic DVE Model Shapes ......................................................................................................D41
Two Tile Model........................................................................................................................................................D41
Slab Model..............................................................................................................................................................D41
Understanding DVE Surfaces......................................................................................................................D42
DVE Models Menu.......................................................................................................................................D43
Understanding How DVE Models Move......................................................................................................D44
Axis, X, Y, Z Rotate.................................................................................................................................................D44
Source and Target Adjustment...............................................................................................................................D44
Two Tiles Model ..........................................................................................................................................D45
Parameter Controls.................................................................................................................................................D45
Main Transform (Target).........................................................................................................................................D45
Button Functions.....................................................................................................................................................D45
Mimic Attachers...........................................................................................................................................D46
Label .......................................................................................................................................................................D46
Show.......................................................................................................................................................................D46
Transforms..............................................................................................................................................................D46
Warp Menu..................................................................................................................................................D47
Parameters and Attachers ......................................................................................................................................D47
Linear......................................................................................................................................................................D47
{More}menu........................................................................................................................................................D47
Swirl ........................................................................................................................................................................D48
Ripples....................................................................................................................................................................D49
Ripples {More}menu...........................................................................................................................................D50
Lighting........................................................................................................................................................D51
Lighting...................................................................................................................................................................D51
Highlight/Shade.......................................................................................................................................................D51
Shatter.........................................................................................................................................................D52
Melt..............................................................................................................................................................D53
Multi Tile .................................................................................................................................................................D54
Multi Tile continued...................................................................................................................................D55
Multi Tile Examples .....................................................................................................................................D56
Flag Wave....................................................................................................................................................D57
Flag Wave - continued............................................................................................................................................D58
Flag Wave - Lighting...............................................................................................................................................D59
Highlight/Shade.......................................................................................................................................................D59
Transforms Menu........................................................................................................................................D60
Advanced Menu...........................................................................................................................................D62
Active Tiles..............................................................................................................................................................D62
Corner Pin...............................................................................................................................................................D62
Surfaces Parameters ..............................................................................................................................................D63
Priority..........................................................................................................................................................D64
DVE XFORM - DVE Primary Transform Menu............................................................................................D65
Parameter Controls.................................................................................................................................................D65
Source Transform........................................................................................................................................D65
Target Transform.........................................................................................................................................D66
Slab Model...................................................................................................................................................D67
Setting up the Slab Surfaces parameter controls.................................................................................................D67
Parameter Controls.................................................................................................................................................D67
Slab Position and Adjustment......................................................................................................................D68
Parameter Controls.................................................................................................................................................D68
Fragment Model ..........................................................................................................................................D69
Parameter Controls.................................................................................................................................................D69
Surfaces Parameters ..............................................................................................................................................D70
Push and Squeeze Model ...........................................................................................................................D71
Push and Squeeze Parameters ..............................................................................................................................D71
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Surface Parameters.....................................................................................................................................D72
Page Turn and Page Roll Model .................................................................................................................D73
Page Turn Parameters............................................................................................................................................D73
Lighting Perameters................................................................................................................................................D74
Surfaces..................................................................................................................................................................D75
Advanced................................................................................................................................................................D75
Highlight Blur Model ....................................................................................................................................D76
Highlight Blur Parameters.......................................................................................................................................D76
Surfaces..................................................................................................................................................................D76
Mix/Wipe Model ...........................................................................................................................................D77
Mix Wipe Parameters..............................................................................................................................................D77
Surfaces parameters...............................................................................................................................................D77
Sphere Model ..............................................................................................................................................D78
Sphere Parameters.................................................................................................................................................D78
Sphere Shaping Edit Shape.................................................................................................................................D78
Examples of Sphere Models...................................................................................................................................D79
Surfaces Parameters ..............................................................................................................................................D79
Splits Model .................................................................................................................................................D80
Splits Parameters....................................................................................................................................................D80
Surfaces Parameter................................................................................................................................................D80
Glow Model..................................................................................................................................................D81
Glow Parameters ....................................................................................................................................................D81
Advanced................................................................................................................................................................D82
Surfaces..................................................................................................................................................................D82
Highlight..................................................................................................................................................................D82
Ripples Transition........................................................................................................................................D83
Ripples....................................................................................................................................................................D83
Surfaces parameters...............................................................................................................................................D83
Lighting........................................................................................................................................................D84
Lighting...................................................................................................................................................................D84
Highlight/Shade.......................................................................................................................................................D84
Multi Peel.....................................................................................................................................................D85
Multi Peel Parameters.............................................................................................................................................D85
Quad Peel Parameters ...........................................................................................................................................D85
Multi Peel Examples....................................................................................................................................D86
Fan Model....................................................................................................................................................D87
Fan Parameters ......................................................................................................................................................D87
Fan Model Examples ..............................................................................................................................................D88
Kaleidoscope Model ....................................................................................................................................D89
Dartboard Model..........................................................................................................................................D90
Surfaces Parameters ..............................................................................................................................................D90
Dartboard Examples....................................................................................................................................D91
Blinds Models ..............................................................................................................................................D92
Some Blinds Examples...........................................................................................................................................D94
Shadow Model.............................................................................................................................................D95
Using Shadow Model ..............................................................................................................................................D95
Using Shadow Model ..............................................................................................................................................D96
Parameter Controls.................................................................................................................................................D96
Cast Shadow Controls ............................................................................................................................................D97
Surfaces..................................................................................................................................................................D98
DVE Displacement Mapping........................................................................................................................D99
Displacement Mapping - continued.......................................................................................................................D100
DVE Stereoscopic Model...........................................................................................................................D101
Setup of Crosspoints.............................................................................................................................................D101
Convergence Correction.......................................................................................................................................D102
DVE Stereoscopic Model continued...................................................................................................................D103
Calibration.............................................................................................................................................................D103
DVE Stereoscopic Model continued...................................................................................................................D104
Camera Orientation...............................................................................................................................................D104
DVE Trail Store..........................................................................................................................................D105
Sparkle..................................................................................................................................................................D108
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Textures.....................................................................................................................................................D111
Example of - How to use DVE Trail Store.................................................................................................D112
Creating Trail Store effects ...................................................................................................................................D112
Flames/Smoke......................................................................................................................................................D113

Split DVE Section 29...................................................................................................................... D114
Split DVE Overview...................................................................................................................................D114
Sources.................................................................................................................................................................D114
How They Are Used..............................................................................................................................................D114
Using Split DVE.........................................................................................................................................D115
M/E Bus Selection.................................................................................................................................................D116
DVE Setup............................................................................................................................................................D116
Selecting A Split DVE Model .....................................................................................................................D117
Understanding DVE Surfaces....................................................................................................................D117
Aux Setup.............................................................................................................................................................D118
Crosspoint Selection.............................................................................................................................................D118
Setting Up the Surface..........................................................................................................................................D119
Surface Content Parameter Controls....................................................................................................................D119
Selecting a Single Tile Model ....................................................................................................................D120
Parameter Controls...............................................................................................................................................D121
Main Transform (Target).......................................................................................................................................D121
Button Functions...................................................................................................................................................D121
Mimic Attachers.........................................................................................................................................D122
Label .....................................................................................................................................................................D122
Show.....................................................................................................................................................................D122
Transforms............................................................................................................................................................D122
Split DVE Page Turn Model.......................................................................................................................D123
Page Turn Parameters..........................................................................................................................................D123
Lighting Perameters..............................................................................................................................................D124
Surfaces................................................................................................................................................................D125
Advanced..............................................................................................................................................................D125
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CHAPTER 4

DVE


Introduction to DVE
The 2.5M/E Kahuna CF+has one DVE card that will offer the user a range of
visual effects suitable for use in either HD or SD formats.
The DVE card generates four tiles. Each tile has two surfaces, which are fed
by sources via Aux Buses, either real or virtual, yet any surface can be
assigned to any tile. The default settings for the surfaces can be seen in the
Default table.

The DVE models available are all created using these tiles however certain
models may not utilize all four tiles.
The Two Tile model, as the name suggests, shows two tiles and yet uses
four tiles to allow the use of keyed sources. If using sources with a separate
Key and Fill, two tiles provide the Key signal and two tiles are the Fill signals.

The DVE is designed to work in two modes, Source based and Bus based.
In Source based mode the DVE appears as a source to the switcher. In Bus
based mode the DVE is selected on a bus by using the buttons on the panel
(BGND 3D DVE or 3D DVE Key bus).
These can be differentiated between, by the point at which the DVE enters
the switcher.

Key1 and Key2 are the only Keys available to use on M/E3

Source based DVE transforms will be applied by the switcher before any Key
adjustments are added, whereas Bus based mode will mean the DVE will
apply its transforms after any Key adjustments have taken place.

In the Crosspoints menu it is necessary to setup the Fill (DVE Output 1) and
the Key (DVE Output 2). That crosspoint can now be selected on the switcher
while working Source based (making use of the Ext Auxes in the Take Feed
From parameter in DVE Surfaces menu) or by selecting Feed A or B in the
DVE Surface menu for Bus based and using the DVE on a key layer.
When using an Aux as a feed, the DVE will automatically use the coupled key
that has been setup for the source to the Aux, in the Crosspoint menu. If
using Feed A in Bus based mode the key is automatically taken from Feed B.
The nature of the Bus based mode means that on a switcher working in HD,
selecting an SD fill as Feed A would allow the Format Fusion transform to
take place and show multiple standards.

Any of the Keyed models will use the Bus based mode.

Important Note:
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DVE SOURCES SECTION 27


Setting up the DVE Sources
This section explains how the DVE is setup and how the surface sources are
achieved, Before setting up any of the DVE Models, it is important to
understand how the sources to the surfaces for the models are achieved.

There are two types of sources, and two ways they are used.
Sources
Take Feed From selects which Aux output will feed the selected surface.
Bus Insert Feed selects which source will be used as a Fill and Key.

How They Are Used
Source Based - where the DVE appears as a source to the switcher.
Bus Based - where the DVE is selected on a bus by using the buttons on the
panel (BGND 3D DVE or 3D DVE Key bus).

Aux Setup
Enter the User Config menu to access the Aux Bus setup menu, and setup
the Aux crosspoints to the required Stores or sources. The DVE Surfaces can
be filled with the sources of external or internal Aux Buses, in this menu
crosspoints are chosen which will become the sources for the relevant Aux
Buses.

Set up the DVE outputs in the Crosspoint Mapping menu, so the DVE outputs
can be selected on the control panel. The DVE takes its feeds from the Aux
Buses therefore the user must configure the Auxs to look at the relevant
crosspoints.
The DVE outputs will be displayed in the Crosspoint Mapping table, there are
4 DVE outputs per DVE card fitted in the mainframe.
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DVE Surfaces Local DVE Aux

In the DVE Surfaces main menu, there is an option to setup the DVE Aux
inputs, press the {DVE Aux} menu link button to enter the DVE Surfaces
Local DVE Aux menu.




Like the Internal/External Aux Buses, the Local DVE Aux is used to feed
sources to the DVE surfaces, there are 8 DVE Auxs available, and they are
setup using the parameters (shown in the menu below) to select the relevant
source for each DVE Aux. These sources can be crosspoints, Mattes,
Washes or Stores.

Once setup, the user can select a DVE Aux in the DVE Surfaces main menu
using either the Take Feed From, or the Bus Insert Feed parameters.

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Setting Up the Surface
Press the [DVE SURFACE] button on the GUI to enter the DVE Surfaces
menu.
The Select Surface parameter buttons in the menu below select the surfaces
for the DVE models, so up to 8 different sources can be applied to the
surfaces.
Touch the required Surface button, then using the rotary parameter controls,
select a source from the Take Feed From or Bus Insert Feed options.



Surface Content Parameter Controls
Select Surface this parameter determines which surface of the tile is being
affected
Take Feed From selects which DVE Aux, Ext. Aux or Int. Aux output will
feed the selected surface. This method is used when the DVE Op1 is
selected as a source on the PGM Bus
Bus Insert Feed selects which source (DVE Aux, Ext. Aux or Int. Aux) will
be the Fill for Feed A or the Key for Feed B when the 3D DVE is selected in
the Key Control on the control panel. External and Internal Auxs can also be
selected when using this mode.
Opacity changes the opacity for the selected surface. When set to 100.00%
there is no visible light through the Tile, when set to 0.00% the tile is
completely transparent.
Fill Source This is the Fill source that is feeding the selected surface, the
Fill source is setup in the Crosspoint Mapping menu.
Key Source - This is the Key source that is feeding the selected surface, the
Key source is setup in the Crosspoint Mapping menu.

Once the Surfaces have been setup with the required sources, a number of
effects can be applied, these effects include Border & Crop, Defocus,
Lighting and Shade, Color Effects and Keyer.

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Border & Crop Menu
Press the {Border & Crop} menu link button. In this menu borders can be
applied to surfaces and the edges of surfaces can be cropped, borders are
selected from Mattes and Local Matte.



Border On/ Crop On
Touch this attacher to enable the Border and Crop On/Off parameters.

Border Control Parameters
Selected Surface the selected surface that will have the Border/Crop
added
Border On/Off selection for the border option, turned On/Off by the touch
buttons in the parameter options.
Width border width
Softness softness of the edge of the border
Bias used to move the softness from inside edge through to the outside
edge of the border.
Corners this selects between Square corners and Curved corners option.
Radius this will adjust the radius of the curve in the corners of the boarder,
when the Corners parameter is set to Curve 0% will have a very slight radius
curve in the corner, 100% will have the most exaggerated radius.


Tile with Red Matte Border
Tile with Curved Corners
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Border Matte Parameters
Matte Select selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Local Hue - sets the actual Matte color, the rotary control operates a 360
degree color wheel where:

0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Local Luma sets the Luminance or brightness control that affects the
selected Matte Hue, the parameter adjusts from 0 to 100% where 0% is no
luminance or Black and 100% is maximum brightness.
Local Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.

Crop Control Parameters

Softness softens the leading edge of the crop

Crop - On/Off selection for the crop option, turned On/Off by the touch
buttons in the parameter controls.
Top, Bottom, Left, Right selects the edge of the surface that will be
cropped, the crop feature also allows the DVE Crop parameters to be
adjusted negatively (Under Crop) allowing the edge of the DVE tile to be
expanded outwards. Under cropping will reveal repeated pixels and lines
from the edges of the picture.




Top Bottom Crop
Left Right Crop
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Bevel Control

This function changes borders placed around the edge of a tile to give the
effect of Beveled Edges.

To use the Bevel Control, a tile with a border has to be created, then in the
Border Control area touch the attacher that has the Style option, then select
Beveled, this will then activate the Bevel Control options at the bottom of
the menu.



Parameter Controls
Profile this changes the shape of the beveled edge, at 0 the edge shape is
sloping inwards from the outside edge, as the parameter control is turned
from 0 to 4 the edge starts to change to give a curved effect.
Opacity will change the appearance of the boarder from solid until it
disappears.
Softness changes the sharpness of the outside edges of the boarder
Luma Lift changes the Luma element of the boarder, making the boarder
change from light to dark, this will also effect the way the lighting element fall
on the boarder edges.

Tile with Bevelled Edge sloping from outside edge inwards
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Parameters continued
Lighting will turn on a light source shining on some of the border edge
giving the effect of light coming from a certain direction.
Light Source as the parameter is rotated, the direction that light falls on
the boarder edge will change.
Tile with a curved Bevelled Edge effect
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Effects Menu
In this menu the source that is applied to a DVE Model surface can be
defocused.



Defocus On/ Pixelation On
Touch this attacher to enable the Defocus and Pixelation On/Off parameters.


Effects Parameters
Surface the selected surface that will have the Effect added
Defocus - On/Off selection for the Defocus option, turned On/Off by the
touch buttons in the parameter options.
Level applies and adjusts the amount of Defocus to a source, 100% is
maximum Defocus
Bias once the source has been defocused, this parameter applies the
defocus on a horizontal or vertical axis, 0% sets the defocus evenly across
the source, -100% sets the defocus to streak horizontally across the source,
+100% sets the defocus to streak vertically on the source.
Profile This modifies the non-linearity of the Defocus Amount control.
The curve profile can only be used to change the Cubic S/Sin S and Cubic
Curve/Sin Curve profiles, which are selected using the Shape parameter
control. The Linear profile cannot be adjusted.
Shape - selecting one of the Shape options will depict the type of profile
curve; this will alter the defocus rate. The shapes include:

Linear defocuses at an even rate
Cubic C and Sin C these profiles are similar to each other, the default
defocus transition will have a fast acceleration at the start and slowdown
towards the end.
Cubic Curve and Sin Curve these profiles are also similar to each other,
these will accelerate at the start slow down towards the mid point and
accelerate again.
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Defocus Effects

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Pixellation


Pixellation On/Off
Pixelation Level The level of pixellation applied to a source
Pixelation Bias Adjusts the aspect ratio of the pixels
Horz Center Changes the pixellation centre on the x-axis
Vert Center Changes the pixellation centre on the y-axis
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Sketch Effect

This DVE surface effect changes a tile source to make it look as if it has been
drawn with a pen or a pencil

Touch the Sketch Effect attacher and then turn On all the parameter On/Off
buttons to enable the Sketch effect.

Line Width widens and narrows the Pen/Pencil line that the surface is
drawn with.
Lift sets the Luma level -100% maximum brightness, +100 % changes the
surface to black
Gain affects the sharpness of the lift point

Embossed gives the effect of pressing the source into the surface of the
tile
Style - gives the effect of the source being drawn by a Pen or Pencil
Line Bias changes the black level of the line to make the lines look thicker
of almost disappear.
Apply to this applies the Sketch Effect to the Key source or Fill source
Sketch with
Thin line
width
Sketch with
Wide line
width
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Freeze





Freeze Mode turns freeze mode On/Off
Multigrab 1 in this mode a freeze of a pre-determined duration can be
applied this is known as a Period in time
Multigrab 2 in this mode a freeze of a pre determined duration will be
applied after the first Period in time.
Freeze selects between Live or Frozen source material
Field actions will freeze on the next Field 1 of the source, or the next Field
2 or the next Frame of the incoming source on the DVE surface.
Film Shutter - this converts the incoming fields to a Frame Average of 2
Fields giving film like effect.
Period One - at the next Field 1,2 or Frame as determined, the live video will
be frozen for the specified duration
Period Two this determines the duration of the second period of the freeze

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Bump Map
Bump Maps are a DVE Surface effect, they work in association with the
Lighting Effects therefore the Lighting must be enabled in the DVE Surface
Lighting menu before using the Bump Map functions.



Bump Map will add effects such as Dimples, Cones, Pyramids, Rivets to a
surface of a model.

As mentioned above the Lighting/Shade needs to be enabled and setup
with the selected DVE model surface first.




Once the lighting source on the DVE model surface has been setup, the next
step is to go back to the DVE Surfaces main menu, touch the {Effects}
button and enable the Bump Map Active parameter.
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Use the Bump Map parameter control to select the type of Bump Map effect,
these include Dimple, Cone, Pyramid, Rivet, Weave, Egg box and Compass.
The diagram above right shows a DVE tile with a Cone Bump Map effect
added, the light source is set in the center of the tile.

Bump Map Parameter Controls

Bump Map Active will turn the Bump Map effect On/Off
Bump Map selects the type of Bump Map effect
Bump Map Follows this determines whether the direction of the bumps
light effect will be influenced by the light or shade
Bump Map Normal/Inverted, this will change the look of the Bump Map
effect, and will for example cause a Dimple effect to either look raised from
the surface or sunken into the surface.

Shade/Light Bump inverts the Bump Map effect
Bump Map on Shade/Light will turn the bump map On/Off either the
shade or the light source.
DVE Tile with Cone Bump Map added
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Per-Surface Lighting Menu
The DVE Lighting option provides a source of Light or Shade, which can be
directed permanently at a surface or directed into a 3D space through which
a surface can pass.


Lighting On
Touch this attacher to enable the Lighting On/Off parameter.



Light Control Parameters
Light - On/Off selection for the Light option, turned On/Off by the touch
buttons in the parameter options.
Intensity fades and strengthens the light source
Width adjusts the spread of the light across a source
Softness adjusts the softness and opacity of the beam
Ambient light will add light to the whole source
Light Type select between Lantern and Flashlight
Lantern will display a dispersed beam that spreads out as the intensity is
adjusted, like an old fashioned lantern placed in a window.
Flashlight will display a more intense spot beam as the direction is
changed the beam will stay intense, like someone holding a flashlight and
moving the beam around.
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Light Shape changes the shape of light beam hitting the source from Spot
to Bar



Invert inverts the light source, so that light is everywhere except in the spot
or bar beam, shown below


Surface Texture select between a Matt and Glossy surface only relevant
in Lantern mode the texture determines where the light will fall across the
tile.

Light Control Parameters Light Matte
This function controls the light source color.

Spot Beam Bar Beam
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Light Matte Parameters

Matte Select selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Hue - sets the actual Matte color, the rotary control operates a 360 degree
color wheel where:

0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Luma sets the Luminance or brightness control that affects the selected
Matte Hue, the parameter adjusts from 0 to 100% where 0% is no luminance
or Black and 100% is maximum brightness.
Sat - The saturation control affects the selected Matte Hue, the parameter
adjusts from 0 to 100% where 0% is no saturation or no color i.e. only shades
of Gray and 100% is fully saturated or maximum color.



Location & Orientation




Parameter Controls
Position X, Y and Z control the movement of a light source around the
DVE Surface
Orientation X, Y, Z Rotate control the movement of a light source around
a fixed point


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Shade Menu
The Shade option works in exactly the same way as Light function, all the
parameters and controls are the same as diagram below shows.




In the Location & Orientation area above, the user can copy the values set
in the Light menu as an easy option to setup the position and direction of the
shade falling on a tile surface



Example of Shade on Two tiles
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Global Lighting

Global Lighting is a surface DVE effect and is used to control lighting
across multiple tiles.


The Global Lighting, and Global Shade function works in exactly the same
way as the Lighting function described on the previous pages, all the
parameter controls are the same, the only difference is; this menu is used to
control lighting across multiple tiles, this effect would be used on models such
as Slab Model.


In the Slab Model example shown below, notice that the light falls across
three sides of the model.

Note:
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Keyer Menu

This menu sets up the Keyed source for a DVE surface and works much like
the Key Control area on the control panel. This menu allows a key
adjustment to be applied to a single surface in the Source/Pre-Transform.





Parameter Controls.
Selected Surface the selected surface that will have the Keyed source
added
Lift sets the luma level at which the Key operates
Gain affects the sharpness of the lift point
{Full} the Fill is a full layer over the Background hiding it completely
{Linear} linear Key (a pre cut Key)
{Luma} - Luminance Key (no pre-keying has been applied to the fill)
{Coupled} - Sets the Key source as that selected on the bus crosspoint
{Self} - Sets the Key cut source as that selected on the Key crosspoint bus,
i.e., a Luma self Key.

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Color Effects Menu


Main Parameter Controls
Selected Surface determines which surface will be color corrected
DVE Color Effects enables the color effects option
YUV On/Off. This will allow YUV adjustment.
RGB On/Off. This will enable the RGB control.
Bleed On/Off. This will enable the Bleed control.


YUV Parameter Controls
Brightness adjusts the brightness of the source
Contrast adjusts the Contrast
Saturation adjusts the saturation

Presets - by pressing one of the Presets option buttons, the source signal
will turn B & W (Black and White), Sepia, Linear, Inverse and Metallic.
These are preset values for a quick adjustment of the source signal.
Tile with Presets option set to Metallic
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RGB

Make sure the DVE Color Effects attacher is turned ON, top left of the
screen menu, if it is Off, adjusting any of the settings in this menu will have
no effect on the source.

The initial menu is set to a default attacher condition, which shows all five
Master adjustment parameters highlighted by the Red active circles. This will
give an adjustment of Master Lift, Gamma, Gain, S-Gain and S-Center.
These adjustments will alter all three elements of the RGB signal at the same
time.
When one of the master parameters is altered, notice that the RGB curve
profile changes in the graph situated center of the menu.

Bleed

Color bleed is a situation where a single color will over power the other colors
in the RGB signal. By using the bleed function the stronger color can be
softened to make the color output more natural, or adjust to suit a specific
need.
Again make sure the DVE Color Effects is turned on.
The initial menu has a default state where a single adjustment for each
parameter menu is active; this will allow the adjustment of the main RGB
bleed parameters.
Touch one of the attacher to enable all the options in that menu, this will
allow a detailed adjustment for each of the R, G and B bleed settings. The
adjustments are measured on a 100 to a +100 percentage scale. Each
parameter menu will adjust a single color, i.e. red into red, green into red and
blue into red. These changes are also reflected graphically in the RGB bar
graphs above the parameter sets.
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Curves
This function is used to artistic type effects to a DVE surface such as Solarize
and Posterize, and also allows the user to setup user defined effects.

To use Curves the option has to be turned On in the DVE Surfaces main
menu as shown below, then enter the Color Effects menu and press the
Curves menu link button.


The user can select from 6 Preset Curve options or use the Type parameter
to select from a list of options.

To use the Curves function, first select the Surface, then choose the type of
effect required, once selected, the user can then manipulate the effect using
the parameter controls.



Level changes the level of effect on the selected surface, from a normal
looking still/clip to an extreme manipulation effect.
Type as mentioned above selects the type of effect.
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Parameter controls continued

Steps the more steps there are in am effect, the less extreme the effect.
Threshold -
Frequency - only works with certain functions, and determines how often the
Steps are applied to the effect
Phase adjusts the effect starting point within the Step cycle




Tile with Sine Curve option selected
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Film Effects

Film Effects is a surface effect, and allows DVE surfaces to have different
types of film effects applied to them.
Tiles and other 3D DVE Models can have a Color Film Surface, Sepia Film
Surface and Black and White Film Surface, all with different types of Film
Damage, Blemishes, Projector and Camera Damage.


Film Effects can be used on any of the 3D DVE Effects models, such as
Tiles, Slab and Sphere.
Once a model is chosen, the sources for the surfaces are setup as normal in
the above menu.
To use Film Effects, make sure that the chosen DVE model is operating,
then, press the Film Effect {On/Off} button bottom right of the menu. A
preset film effect should then be seen on the DVE Output.
To enter the Film Effects menus, press the {Film Effect} menu link button
shown above in the upper left section of the menu.



The above Film Effects (Summary) menu is used to quickly access some of
the available film effects using the Presets options and the basic Camera,
Film, Blemish and Projector parameters. Each surface for the DVE model
can also be selected from here.

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Film Effects - continued








The film effect level is adjusted using the Level parameter control, this will
adjust the amount of film effect added to a surface, so at 0% the surface will
be displayed normally with no effect visible, at 100% which is the default
value the surface will have the full film effect added, as shown below.



Reference DVE Tile 0% Film Effect
DVE Tile with Bold color film Effect Added
Bold Color DVE Tile 100% Film
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Film Effects - continued

The Film Damage Presets will add film effects such as scratches, projector
weave, dirtiness and flicker to the DVE surface. The severity of the damage
is selected using the preset buttons.


Another feature in this menu, allows the user to add further damage
adjustment to a DVE surface using the attachers shown in the center of the
menu below, once the attacher is activated, the parameter controls can be
adjusted to add more scratch damage, flicker etc.



DVE Tile with Scratch Damage
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Film Effects - continued

Camera & Film

This menu allows the user to include Camera and Film distortion effects to a
DVE surface.


The first set of controls and parameters in this menu turn the film effects
menu On/Off and also enable the primary effect which is the Projector
Motor.




Camera this control give the effect of film footage taken by an 8mm hand
held Cine camera.
Flicker this randomly varies the brightness (exposure) of each frame
Frame Rate this simulates slower frame-rate film, at 100% the effect
causes the film to run at current standard (i.e. no effect). 0% causes the film
rate to run slowly.
Shake this simulates camera shake and randomly drifts the contents of the
tile in an X and Y direction without actually moving the tile.
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Film Effects - continued

Film - Switches on/off the 'film' contribution to the film effects.
Monochrome discards any color in the surface film or picture
Exposure Brightens or darkens the film or picture
Saturation Increases or decreases the amount of color in the surface film
or picture
Contrast - or decreases the amount of contrast in the surface film or picture
Bleached Frames - Randomly drifts in and out a washed-out look to the
surface film or picture





Perf Damage - Simulates occasional frames that are still in motion in the
camera/projection during exposure, as if their sprocket holes (perforations)
are damaged
Tint Color - Sets a color for tinting the film, when adjusting the parameter,
this will make the surface film or picture look more Red or Blue or Green.
Tint Variation this will adjust how much the selected color will vary
randomly
Tint Level - Controls how much tint is added to the surface film or picture.
Level Variation - Sets how the tint level will randomly vary

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Film Effects continued




Noise Level Adds a film-like white noise to the picture
Colored Noise this adjusts the amount of colored noise there is in the
noise level.



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Film Effects continued

Projector & Blemishes

This menu will allow the user to add physical film damage effects to a DVE
surface.


The first set of controls and parameters in this menu turn the film effects
menu On/Off and also enable the primary effect which is the Projector
Motor.
Level - this control will allow the smooth transition between no film effect and
full film effect.


Projector this turns the Projector contribution of the film effect On/Off
Weave this simulates film weaving from side-to-side in the gate of the
projector, this actually moves the DVE tile around, and locks the picture to
the tile.
Gate Tension this controls the tension of the film gate in the projector and
can be used to cause a vertical jump. 100% means the film is properly
clamped in the gate. 0% is a loose gate where each frame has stopped in a
slightly different place.
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Film Effects continued

Lamp Brightness this controls the brightness of the lamp. 100% shows the
picture at the correct brightness, as the parameter is adjusted towards 0%
the picture on the tile will dim.
Focus this controls the focus of the projector. 100% shows the picture
without any defocusing. This is not camera focus because the edge of the tile
will also soften.
Film Buckle this simulates projecting film that is not flat in the gate, and
randomly drifts the focus in and out.




Vignette Size this controls how far into the frame the light fall-off begins,
when simulating dark edges/corners of the picture due to a poor lens.
Vignette Level this controls how dark the corners/edges of the film will
become.
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Film Effects continued


Blemishes this turns the blemishes contribution to the film effects On/Off
Scratch Damage - Sets how badly scratched the film is (on average). Actual
scratch level will wander randomly around when setting the parameter level.
Scratch Focus this controls the opacity of the scratches.
Moving Scratches - Up to 4 'special' scratches can be added. These persist
for a random number of seconds and will move around randomly.
Scratch On - Scratches can be present either on the original Negative (dark
scratches) or on the Print (white scratches).


Dustiness - The dust level will wander randomly about this level.
Dirt Focus - Controls the opacity of the dirt level on the DVE surface.
Dirt On - Dirt can be present on the tile, either on the original Negative
(white blobs) or on the Print (dark blobs).


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Film Effects continued



Hairiness will add simulated random hairs to the film effect
Hair Length lengthens and shortens the hairs
Hair Curve curls the hair around in a circle
Hair Wavy simulates wavy hair on the film effect





Dirtiness - The dirt level will wander randomly about this level.
Dirt Size increases the size of the dust particles.
Coarse Scratch Control - extreme version of Scratch Damage, this is able
to be smoothly transitioned in or out. 100% is gives near-total coverage of
Scratch levels.
Coarse Dustiness - extreme version of Dustiness, this is able to be
smoothly transitioned in or out. 100% is gives near-total coverage of Dust
levels.






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Chapter 4 - Page D40


Film Effect Examples









Reference Still
Bold Color Still with some Damage
Sepia Still with some damage
Faded Color Still with some damage
Reference Still with Negative
Scratch Damage
Reference Still Tint Variation Adjusted
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Chapter 4 - Page D41
DVE MODELS SECTION 28


Examples of Basic DVE Model Shapes

Two Tile Model
A Two Tile Model is made up of 2 tiles with 4 surfaces. Each Tile can be
manipulated and moved about the X, Y or Z - axis.
Below is an example of two tiles each of the tiles has two sides or
SURFACES front and back so this type of effect needs 4 sources to feed
the Surfaces. This principle is the same for all DVE shapes.







Slab Model
The example below is a Slab, this shape has three visible Surfaces, but
because it is a block the Slab also has 3 other sides that are not visible,
making 6 sides in all, as shown below, the Surfaces are called Top/Bottom,
Front/Back and Left/Right.

















Tile 1
Tile 2
Surface 1
Surface 2
Back
Left
Bottom
Top
Front
Right
X Rotate
Y Rotate
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Understanding DVE Surfaces


When constructing a DVE Model, the user has to know how many surfaces
make up a model and how to select a surface to apply a source.
The table below displays the surface make up of each DVE Model and
displays if the model is Keyable. When applying a source to a surface, it is
important to reference the FACE column against the SURFACE column.


MODEL KEYED MODEL TILE FACE SURFACE
Front Surface 1
SINGLE TILE Yes Tile 1
Back Surface 5
Front Surface 1
Tile 1
Back Surface 5
Front Surface 2
TWO TILE
Yes in Normal DVE
mode.
No If being used with
the Split DVE Function
Tile 2
Back Surface 6
Front Surface 1
Tile 1
Back Surface 5
Front Surface 2
Tile 2
Back Surface 6
Front Surface 3
THREE TILE
Yes, 1 Keyed Tile
(only Tile 1 is Keyed)
Tile 3
Back Surface 7
Front Surface 1
Tile 1
Back Surface 5
Front Surface 2
Tile 2
Back Surface 6
Front Surface 3
Tile 3
Back Surface 7
Front Surface 4
FOUR TILE
Tile 4
Back Surface 8
Front Surface 1
Back Surface 2
Top Surface 3
Bottom Surface 4
Left Surface 5
SLAB
Right Surface 6
Front Surface 1
GLOW
Back Surface 5
Front Surface 1
FRAGMENT Yes
Back Surface 5
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
PUSH Yes
Feed B
Back Surface 6
Front Surface 1
Back Surface 5
Front Surface 2
PAGE TURN


Back Surface 6
Front Surface 1
HIGHLIGHT
BLUR
Yes
Back Surface 5
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
MIX WIPE Yes
Feed B
Back Surface 6
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
SPHERE Yes
Feed B
Back Surface 6
Front Surface 1
SPLITS Yes
Back Surface 5
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
RIPPLE
TRANSITION
Yes
Feed B
Back Surface 6
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MODEL KEYED MODEL TILE FACE SURFACE
Front Surface 1
MULTI PEEL Yes
Back Surface 5
Front Surface 1
FAN Yes
Back Surface 5
Front Surface 1
KALEIDOSCOPE Yes
Back Surface 5
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
DARTBOARD Yes
Feed B
Back Surface 6
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
BLINDS Yes
Feed B
Back Surface 6
Front Surface 1
Feed A
Back Surface 5
Front Surface 2
SHADOW Yes
Feed B
Back Surface 6
Crosspoint
STEREOSCOPIC Yes
Crosspoint Offset
Surface
Surface 1 to Surface 8
DISPLACEMENT
MAPPING
No
Map Surface
Surface 1 to Surface 8



DVE Models Menu
This section will list the available models in the Kahuna DVE option.
Press the [DVE MODELS] button on the GUI to enter the DVE Models main
menu.

The diagram below shows the available model types that can be used. To
use a Model press the {On} button for the selected Model then press the
Blue Model menu link button.

The Preset Transitions {On/Off} buttons enables and links the DVE Preset
Transitions menu to the DVE Models.


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Understanding How DVE Models Move
Axis, X, Y, Z Rotate
The DVE model uses three axis to move around, X (horizontal), Y (vertical)
and Z (depth) as shown below. The positioning of a DVE Model can also be
altered by adjusting X, Y, Z Rotate.





Source and Target Adjustment








It is also worth noting that when moving the DVE model the model will always
move around a central point in space.
To understand this the parameters options are broken down into types of
adjustment Source and Target
Source (local) which is just the DVE Tile or Slab etc.
Target (global) Slab or Tile PLUS the whole surrounding area.



Source
Target
X Rotate
Z Rotate
Y Rotate
X
X
Y
Y
Z
Z
Axis Lines
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Two Tiles Model
To save repeating information, the setup of the Two Tile DVE Model and the
parameter adjustments are exactly the same for the One Tile, Three Tile and
Four Tile DVE Models.

This option will allow Two Tiles to be keyed over the program (PGM) Bus.
Each tile has two surfaces, front and back, each surface can have a different
source. To use a source with a separate Key and Fill it is necessary to use
this model and use Bus Based mode by selecting the [3D DVE1] in the Key
Control area on the control panel.
To turn this option On, press the {On} button next to the {Two Tiles} menu
link button.

On entry to the Two Tile menu, notice that there is a Tile Mimic displayed in
the Gray boxed area above the attachers, as the tile is manipulated the mimic
will follow the parameter adjustments.


Parameter Controls
Select Tile selects Tile 1 or Tile 2
Tile Visible this allows one or both of the tiles to be removed from view

Main Transform (Target)
X, Y, Z Position will move the position of the tile around the centre of the
axis
Zoom will zoom the Tile up or down
X, Y Size will change the physical shape of the tile horizontally or vertically
X Rotate - rotates the tile such that the left and right sides turn into the
screen
Y Rotate rotates the top and bottom into the screen
Z Rotate rotates the tile clockwise/counter-clockwise
Axis X, Y, Z moves the central axis point around

Gang Tiles when selected, if any adjustments are made such as Position,
Rotate or Axis, the adjustment will affect both tiles. It is important to note that
when using Zoom when Gang tiles option is selected, the tiles will zoom in
and out on their own center point.

Button Functions
{Model Active button} when Green, this means this DVE Model is
selected and is active, when Gray this Model is Off.
{Warp} enters the Warp menu, here DVE effects such as Swirl, Melt and
Shatter can be applied to the Tile model.
{Transforms} this menu will allow the Source and Target manipulation
of the chosen tile.
Note:
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{Advanced} allows the tiles to be rotated and the Corner Pin function to
be applied.
{Priority} this menu allows the user to set a constant Priority setup, e.g
to ensure that when selected Tile 1 is always foremost The Priority can be
set in both the Two Tile and Four Tile models


Mimic Attachers

Mimic Shows displays either the tile that is selected in the Select Tile
parameter or displays both tiles when changed to Visible
Mimic Zoom allows the mimic to be zoomed in or out




Label
Surfaces labels the displayed surface (shown below as Surface 1)
Tile displays the tile number (in white) in the top left corner


Show
C/pin (Corner Pin) this will allow the mimic to display the changes made to
the tile in the Advanced - Corner pin parameters
Axis this will display the axis, shown below in blue

Transforms
Pre (Source), Main (Target), Ganged Tiles (1 and 2) and Primary (Both)
selects changes made to the tile in the Transforms menu


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Warp Menu
As the name suggests the Warp function will distort one or both of the tiles in
the Two-Tile model as specified by the user.

Enter the Two-Tile DVE Model menu and press the Warp menu link button
to reach the Warp menu page.


Parameters and Attachers
Select Tile this selects the tile to edit
Warp overall control turning Warp On or Off for that tile

Linear
Type selects between the three states of Warp
Angle decides what rotation, if any, is applied to the effect
Frequency - determines how often the warp is applied to the tile

{More} menu

Type selects between the three states of Warp
Angle decides what rotation, if any is applied to the effect
Frequency - determines how often the warp is applied to the tile

Center X determines the center of the warp, on the X-axis
Center Y determines the center of the warp, on the Y-axis
Reflect when set to Yes applies a warp to the entire tile, when set to No will
warp one half of the tile
Repeat when set to Yes the warp pattern is repeated throughout the tile,
when set to No the warp pattern will appear only once

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Position moves the DVE Tile pixels in the direction of the angle, according
to the Shape pattern chosen
Density stretches or squashes the width of each DVE Tile pixel
perpendicular to the angle, in accordance with the Shape pattern chosen.

Independent Horizontal/Independent Vertical - allows the user individual
control over both the Horizontal and Vertical Warp settings of each tile these
attachers control the Shape, Amplitude and Phase of the Warp
Independent Mode must be selected in the Type attacher

Shape determines the shape of the edge of the Warp effect in Position
mode, (eg. Sine =sine curve cycle) and the shape of pixel-width spread in
Density mode
Amplitude controls the intensity of the Shape cycle, the larger the
amplitude the more dramatic the warp
Phase adjusts the warp starting point within the Shape cycle


Swirl
This adds a Swirl effect to a tile.



Level controls the amount of swirl
Distance sets how far the Swirl spreads outwards from its centre
X Center moves the center of the swirl right or left
Y Center moves the center of the swirl up or down

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Ripples
This adds a Ripple effect to a tile.




Amplitude controls the intensity of the Shape cycle, the larger the
amplitude the more dramatic the Ripple
Frequency - determines how often the Ripple is applied to the tile
X Center moves the Ripple center left or right
Y Center moves the Ripple center up or down
















Ripples Example
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Ripples {More} menu


Amplitude controls the intensity of the Shape cycle, the larger the
amplitude the more dramatic the Ripple
Frequency - determines how often the Ripple is applied to the tile
Phase adjusts the warp starting point within the Shape cycle
X Center moves the Ripple center left or right
Y Center moves the Ripple center up or down




Distance sets how far the Ripples spread outwards from its center
Width sets the width between the Ripples
Build Up applies a softness between the outside ripple and the rest of tile
Decay applies a softness from the center of the ripple outwards

Effect Style selects between Angled and Radial effects
Angle decides what rotation, if any, is applied to the Ripple

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Lighting



Lighting
The Ripple Lighting menu allows the user to accentuate areas of light and
dark within the rippled effect.
Select Tile selects between Tile 1 and Tile 2
Lighting enables/disables the lighting function
Type selects between Highlight and Shade option


Highlight/Shade
Position position of the light within the Ripple
Angle the angle the light falls onto the Tile
Softness adjusts the softness and opacity of the beam
Intensity fades and strengthens the light source

Matte Select selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Matte Hue - sets the actual Matte color, the rotary control operates a 360
degree color wheel where:

0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma sets the Luminance or brightness control that affects the
selected Matte Hue, the parameter adjusts from 0 to 100% where 0% is no
luminance or Black and 100% is maximum brightness.
Matte Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.


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Shatter



Level controls the level of the shatter from no shatter to entirely shattered
into the pre-determined number of segments and to the pre-determined
distance
Distance sets how far the Shatter spread outwards from its center
Spiral adjusts the intensity of the spiral shape of the Shatter
Rotation adjusts the direction of rotation of the Shatter as it spreads
outwards
Segments selects the amount of pieces the Shatter splits into.




X Center moves the Shatter center left or right
Y Center moves the Shatter center up or down
Random Spiral draws segments from the center, in a non
concentric pattern
Random Width each segment of the shatter is a different size.
Softness adjusts the softness of the edges of the shattered
pieces

Shatter Example
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Melt



Level sets the amount of Melt applied to the Tile
Distance sets how far the Melt spreads away from the top of the tile
Depth sets the depth for the bottom of the U shape between each melted
segment.
Slope - determines whether the Melt will hold a straight line from the top of
the screen or if it will gradually slope down the screen from the left as the
percentage of the parameter is increased
































Melt Example 1

Melt Example 2
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Multi Tile

This menu allows a selection of multiple tile DVE effects to be displayed.


Mode The multi tile modes as listed below:
1 Tile Row
Reflected Row
2 Tile Row
4Tile Row
1 Tile Column
Reflected Column
2 Tile Column
4 Tile Column
Grid
Reflected Grid
2 Tile Grid
4 Tile Grid


Horiz Sep (Horizontal Separation) spreads spaces horizontally in between
the selected multi tile pattern
Vert Sep - (Vertical Separation) spreads spaces vertically in between the
selected multi tile pattern
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Mode selects the type of multi tile mode as described above
Limit Repeats limits the number of times the repeats will occur, up to 14
horizontally and vertically
Horiz Repeats when Limit Repeats is set to Yes the mode will repeat up to
14 times but if Limit Repeats is set to No the mode will repeat infinitely
Vert Repeats - when Limit Repeats is set to Yes the mode will repeat up to
14 times but if Limit Repeats is set to No the mode will repeat infinitely
Multi Tile continued


Horiz Sep (Horizontal Separation) spreads spaces horizontally in between
the selected multi tile pattern
Vert Sep - (Vertical Separation) spreads spaces vertically in between the
selected multi tile pattern
Vanishing Point adjusts the position of the vanishing point of a grid
Vanishing Pt Wrap wraps around to mirror a grid of tiles
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Multi Tile Examples

Multi Tile Grid
Showing a Vanishing Point
Multi Tile Grid
Showing a Vanishing Point
Wrapped
Multi Tile Grid
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Flag Wave
Flag Wave is a multi tile Warp effect that simulates a flag waving in the wind.


Once the Warp function is turned On, press the {Active} button then Flag
Wave will start at a preset level.
The Effect Depth parameter is a coarse frequency adjustment, 0% will stop
the flag wave motion, and 100% is at maximum level.



The menu above shows that the Flag wave warp is On and that it is affecting
Tile 1, the Effect Depth and Effect Angle are both coarse adjustments, the
Effect Depth is the same adjustment as explained in the previous menu.
Effect Angle adjusts the angle at which the wind hits the tile


Example of Flag Wave with the
wind striking the tile from left to
right
Wind
Direction
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Flag Wave - continued

The Wind Machine Circular creates a curved edge to the Wind Ripple effect
as it passes over the tile.


Amplitude controls the intensity of the circular shape cycle, the larger the
amplitude the more dramatic the wind ripple
Frequency - determines how often the wind ripple is applied to the tile
Wind Speed this adjusts the wind speed and wind direction, the preset
level is left to right at 50%, if the parameter is changed to +100% the wind
direction is from right to left at maximum speed
Phase adjusts the warp starting point within the circular shape cycle

Position X and Position Y this moves the center point at which the circular
wind ripples start

Wind Machine A and Wind Machine B provide the same Wind Ripple effect,
but can be adjusted allow wind ripples to hit the tile from different directions,
the only difference between, the adjustment they provide and the Wind
Machine Circular is the Angle adjustment.

Amplitude controls the intensity of the circular shape cycle, the larger the
amplitude the more dramatic the wind ripple
Frequency - determines how often the wind ripple is applied to the tile
Angle this changes the angle at which the wind ripples strike the tile
Wind Speed this adjusts the wind speed and wind direction, the preset
level is left to right at 50%, if the parameter is changed to +100% the wind
direction is from right to left at maximum speed
Phase adjusts the warp starting point within the circular shape cycle

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Flag Wave - Lighting

The Flag Wave Lighting option provides a source of Light or Shade, which
can be directed permanently at a surface or directed into a 3D space through
which a surface can pass

Select Tile selects between Tiles
Lighting enables/disables the lighting function
Position position of the light as it falls on the Tile
Softness adjusts the softness and opacity of the beam
Intensity fades and strengthens the light source

Highlight/Shade
Matte Select selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Matte Hue - sets the actual Matte color, the rotary control operates a 360
degree color wheel where:

0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma sets the Luminance or brightness control that affects the
selected Matte Hue, the parameter adjusts from 0 to 100% where 0% is no
luminance or Black and 100% is maximum brightness.
Matte Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.
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Transforms Menu

The Transforms menu allows the adjustment of tiles individually. There are
two adjustments, Source/Pre and Target /Main, that can be applied to each
tile.


The physical adjustments for the Source/Pre are the same as those for the
Target/Main however as the name suggests, these occur foremost.
The physical adjustments to the tile in Target/Main are exactly the same
controls as those in the main Two Tiles menu.
The Mimic adjustments are also the same as described on the previous
page.
Each tile can be adjusted using both the Source and the Target transforms
although the Target transform is often all that is needed.

An example may be a better way to explain the need for Source and Target.
To allow a page of text or a tile to appear to be flying into the distance it is
necessary to use both Source and Target. The second example shows what
differences can occur if the Source and Target are not used correctly.

The move can be built using a Timeline, which is made up of 3 keyframes.
To ensure that the tile is pitched from the bottom of the screen it is necessary
to move the Y-axis on the Target transform to 0.28
Notice that despite the Y-axis adjustment the tile remains full and centered as
the plane has yet to be angled. Ensure the Timeline is set to use a Linear
Profile and enter this as the first keyframe.

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Next pitch the tile on the Target transform by 85 and enter the second
keyframe.
By adjusting the Y-position in the Source menu by 50 notice the tile appears
to disappear into the center of the screen.
When the tile is no longer visible enter this as the last keyframe.



When the timeline runs the tile will fly away smoothly.

It may not be clear from this process why it is that the settings need to be
applied in a particular order and to each specific transform, but as the
example below will show, should the same adjustments be made but to
opposing transforms a completely different result occurs.

Should the Y Rot and Y-axis be adjusted on the Source transform and the Y-
position be changed on the Target transform the result would look like this:




Our initial example moved the tile up the Y-axis primarily then the Target
transform took that tile and the space within which it had been moved and
pitched the whole model and moved the whole arrangement back bringing it
into view.
In the second example the Y-axis has been lowered, and the tile pitched back
on the Source transform. However, the Target transform has moved the tile
up the Target Y-axis (the center of which is still at 0 - the center of the
screen) resulting in the tile moving up the screen.
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Advanced Menu




Active Tiles
Tile 1 and 2 Visible this allows one or both tiles to be visible.


Corner Pin
In this menu each corner of the tile can be moved independently of the others
to distort the tile to any four sided shape.

Top Left/Top Right X/Y - will pull the tile corners out or push them in
depending which way the parameter is adjusted.
Bottom Left/Bottom Right X/Y - will pull the tile corners out or push them in
depending which way the parameter is adjusted.
Perspective Perspective will alter the center point of the tile to give the
impression of distance







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Example of Corner Pin Adjustment





Surfaces Parameters

Select Tile selects Tile 1 or 2
Front Surface/Back Surface determines the source selection for the
surface of the selected Tile
Front/Back H/V Reflect the source on the front and/or back of the surface
may be reflected in the horizontal or vertical direction, this maybe useful
when rotating a tile to have the front and rear source in the same orientation
Rotate this will rotate the surface by 90


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Priority

This menu allows the user to set a constant Priority setup, e.g. to ensure that
when selected Tile 1 is always foremost on screen.
The Priority can be set in both the Two Tile and Four Tile models.






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DVE XFORM - DVE Primary Transform Menu

This menu allows a Source and Target transform to be applied to a DVE
model.


Parameter Controls
Perspective alters the perspective of the overall DVE model
H &V Sharpness adds sharpness to the resolution to the model as it is
zoomed in or out
Intersect Softness softens the intersections between tiles

Source/Pre (local) moves the model around as determined by the
parameter controls in the attachers
Target/Main - (global) moves the model around as determined by the
parameter controls in the attachers.

X, Y, Z Position will move the position of the tile around the central point
Zoom will zoom in on the model
X, Y Size will change the physical shape of the tile horizontally or vertically
X Rotate - rotates the tile such that the left or right sides turn into the screen
Y Rotate rotates the top or bottom into the screen
Z Rotate rotates the tile clockwise/counter-clockwise
Rotation Center X, Y, Z rotates and moves the center axis point around


Source Transform
As an example of using the X-FORM Source and Target Transform these
diagrams show a moving DVE model, moving within a larger plane. To create
this effect it is necessary to apply two separate transforms. In this diagram
the Two Tile Model has been used to construct a cross-shape. A spin
modulation was then applied to the Source X Rotate by turning the model
about the Y-axis. The spinning cross is then Y Rotated by the Source
transform.
Y-axis
Z-axis
X-axis
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Target Transform

In this diagram the model and the space in which it was positioned by the
Source transform, have had their X and Z-positions globally modulated by the
Target transform. A single sine modulator was used for this, where there was
a 90 degrees offset applied to the X-position. This created a circular motion.
The final result shows two transforms operating in series; the Source
transform causing the cross shape to turn about its own axis (marked in red),
while the Target transform is causing it to orbit about the Target axis (marked
in blue), while remaining facing the viewer.






Y-axis
X-axis
Z-axis
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Slab Model
The Slab Model has six surfaces, front, back, top, bottom, left and right,
although only three are visible at any one time.




Setting up the Slab Surfaces parameter controls
Depth determines the thickness of the slab
Gap separates, closes or overlaps the edges of the six surfaces
The menu below shows the parameters that control each face of the slab.



To assign a source to a surface of the Slab, touch one of the Control
attachers, and the parameters that affect the selected surface of the Slab will
appear. Now one of the 8 sources that were setup in the DVE Source menu
can be selected by touching one of the Surface buttons in the parameter
control area of the menu.

Parameter Controls
Front Surface the title for this parameter control changes depending on the
active attacher, the numbered buttons relate to the sources that were chosen
in the DVE Surface menu.
H/V Reflect reflects or flips the face of the slab on the horizontal axis or on
the vertical axis
Rotate 90 rotates the selected slab face by 90 degrees
Each of the attachers works in an identical manner.

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Slab Position and Adjustment

At this point the Slab surfaces have been setup, the next step is setting up
the position and size of the Slab, this is done in the DVE Primary Transform
menu






Parameter Controls
Perspective alters the perspective of the overall DVE model. The
perspective control only has effect if there is some degree of Yaw and Pitch
rotation. Adding perspective with this rotation gives depth to the model.
H &V Sharpness adds sharpness to the resolution to the model as it is
zoomed in or out
Intersect Softness this will give a soft edge adjustment to surfaces that
intersect such as a Slab or Tiles that have been brought together and touch

Source/Pre (local) moves the model around on a center axis point
Target/Main - (global) moves the model and the surrounding area around.

X, Y, Z Position will move the position of the tile around the central point
Zoom will zoom in on the Model
X, Y Size will change the physical shape of the tile horizontally or vertically
X Rotate - rotates the tile such that the left and right sides turn into the
screen
Y Rotate rotates the top and bottom into the screen
Z Rotate rotates the tile clockwise/counter-clockwise
Rotation Center X, Y, Z rotates and moves the central axis point around
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Fragment Model
Fragment slices the image vertically or horizontally and flies the slices off the
screen. In this mode, Background A is fragmented or ripped away in
sections to reveal Background B.








Parameter Controls
Level determines the where the fragment is in a transition, i.e. 0% is the
start of the fragment, 50% is half way through the fragment and 100% the
source is no longer visible.
Fragments sets the number of slices into which the surface will be
fragmented
Edge selects the edge, (top, bottom, left or right) from which the slice will
occur
Distance determines how far the slice will fly across the screen before it
vanishes and a new slice starts
Angle the angle at which the fragmented section will travel as it
disappears.
Final Fragment Size determines the size of the fragment before it
disappears and another fragment starts

X,Y,Z Rotate - determine the angle and direction a fragmented section will
travel in as it is torn away.



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Surfaces Parameters






Like the Slab Model, to assign a source to a surface of the Fragment surface,
touch one of the Surface attachers, and the parameters that affect the
selected surface of the Fragment will appear. Now one of the 8 sources that
were setup in the DVE Surface menu can be selected by touching one of the
Surface buttons in the parameter control area of the menu.

Front Surface/Back Surface determines the source selection for the
surface of the fragment
Front/Back H/V Reflect the source on the front and/or back of the surface
may be reflected in the horizontal or vertical direction, this maybe useful
when rotating a tile to have the front and rear source in the same orientation
Rotate this will rotate the surface by 90

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Push and Squeeze Model
The Push transitions on surface 2 by forcing surface 1 out of frame using a
left/right push and bottom/top push.
The Squeeze transitions will again transition between surface 1 and surface
2, as the transition takes place surface 1 is squashed to the edge of frame
and surface 2 becomes the foremost source.





Push and Squeeze Parameters



Effect push or squeeze
Level transition level of push or squeeze
Overlap overlaps the edged of surface 1 and surface 2
Direction dictates the direction of push or squeeze

Push
Transition
Squeeze
Transition
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Surface Parameters





To assign a source to a surface of the Tile, touch one of the Surface
attachers (Tile A Front Surface, Tile B Front Surface, Tile A Back Surface
and Tile B Back Surface), and the parameters that affect the selected surface
of the Tile will appear. Now one of the 8 sources that were setup in the DVE
Surface menu can be selected by touching one of the Surface buttons in the
parameter control area of the menu.


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Page Turn and Page Roll Model

The Page Turn and Page Roll transition are very similar, both will turn
surface 1 over to reveal surface 2 and the background layer underneath.



As the diagrams above display Page Roll rolls surface 1 around on itself,
the tightness of the roll will depend on the radius set.
Page Turn, turns surface 1 over on itself, like turning a page in a book.
The menus and parameter controls for both of these DVE models are
identical, so only the Page Turn parameters will be explained in full.


Page Turn Parameters

Press the {Page Turn} in the DVE Models main menu the DVE Models
Page Turn menu will be displayed.






Position controls the level of the Turn. 0% =no turn, 100% =fully turned
Radius changes the tightness of the turn in the page
Page Roll
Page Turn
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Rotation - changes the angle from which the Page Turn starts
Position Range changes the point at which the Page Turn fully completes
Type selects between Page Turn and Page Roll.



Lighting Perameters

To help distinguish between the three different types of lighting please refer
to the diagram below.
1. Highlight light hitting the curve of the page turn.
2. Inner Shadow shadow falling from the inside curve of the page turn.
3. Outer Shadow shadow falling from the outside of the curve onto the
background source.


The following parameters are the same for the three types of lighting source.
Intensity intensity of the light/shadow source
Width adjusts the width of the light/shadow source
Softness adjusts the softness of the edge of the light/shadow
Position adjusts the angle where the light/shadow source fall on the page
turn.
1
2
3
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Surfaces


Front Surface/Back Surface determines the source selection for the
surface of the page turn.
Front/Back H/V Reflect the source on the front and/or back of the surface
may be reflected in the horizontal or vertical direction.

Advanced
This menu is an advanced adjustment of the Lighting parameters in the
main menu, the major difference is that the menu allows the color adjustment
of the light source and shadow sources. Each of the lighting sources
(Highlight, Inner Shadow, Outer Shadow) has the same effect properties as
in the main menu.
Highlight light hitting the curve of the page turn.
Inner Shadow shadow falling from the inside curve of the page turn.
Outer Shadow shadow falling from the outside of the curve onto the
background source.

Each of the parameters in this menu are identical in functionality, so only one
set needs explaining

Intensity intensity of the light/shadow source
Width adjusts the width of the light/shadow source
Softness adjusts the softness of the edge of the light/shadow
Position adjusts the angle where the light/shadow source fall on the page
turn.
Matte Selector selects between Local Matte or preset Mattes 1 to 16
Matte Hue, Luma and Sat adjust the color of the Local Matte only
Note:
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Highlight Blur Model

Highlight Blur adjusts and blurs the luma content of a source.






Highlight Blur Parameters
Defocus adjusts the amount of defocus applied to the source
Bias this changes the horizontal and vertical blur bias
Lift sets the luma level of the source
Gain affects the sharpness of the source




Surfaces
Front Surface selects the source for the Front surface
Back Surface selects the source for the Back surface

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Mix/Wipe Model
This DVE option will provide a Mix or Wipe option between two sources.

Mix Wipe Parameters
Mix Type selects between Mix or Wipe
Level transition level of Mix or Wipe
Rotation depicts the angle at which the Mix or Wipe starts
Softness adjusts the transparency of the Mix




Surfaces parameters
Front Surface A/B selects the source for surface A and B
Back Surface A/B selects the source for surface A and B.
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Sphere Model
This DVE option allows the user to create a Sphere from a DVE Tile.
Using the




Sphere Parameters

Level gradually makes a DVE Tile spherical in shape
Axis displays the Sphere horizontally or vertically
Rotation rotates the Sphere on its axis
Cycles produces more than 1 Sphere from one source
Phase will move the Sphere/Spheres along a horizontal/vertical axis
Amplitude adjusts the radius of the Sphere, 0% amplitude =cylindrical
100% amplitude =fully spherical
Curvature adjusts the bulge that is given to the spheres surface
Along Axis - length of curvature along the set axis
Overlap how far surface 1 overlaps surface 2

Sphere Shaping Edit Shape

A quick change to the shape of the sphere can be selected from the
Preset/User Libraries in the main menu.
The Sphere can be shaped to the users preference using the Edit Shape
menu.
Press the {Edit Shape} menu link button to enter the menu below

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The Sphere shape can be chosen from a Preset Library or designed using
the Edit Shape graph.
Preset Library the library has 14 preset shapes to select from
User Library designs produced by the user can be stored in this library for
use at a later date.

Pen this depicts the type of indentation that will be made to the original
Sphere. Soft will produce a rounded edged indent and Sharp will produce a
pointed edge
Axis will depict which axis (horizontal/vertical) the shape is edited on


Examples of Sphere Models


Surfaces Parameters
Front Surface A/B selects the source for surface A and B
Back Surface A/B selects the source for surface A and B.

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Splits Model

This function splits the tile into a number of parallel strips and pulls alternate
strips of the tile apart along a pre-determined angle.


Splits Parameters
Position - moves the two section of the tile apart, i.e., even strips in one
direction and odd strips in the opposite direction.
Level - sets the number of strips. 0 =2 strips (minimum).
Softness - softens the edges of each strip.
Rotation - sets the direction of the strips.



Surfaces Parameter
Front Surface selection of the source for the Front surface
Back Surface selection of the source for the Back surface

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Glow Model

The Glow model works in a similar fashion to the Highlight Blur Model, but it
is an un-keyed Model.
The Glow can be used to draw out the dark and light areas of a DVE surface,
for instance to accentuate the soft atmosphere of candlelight.




Glow Parameters
Defocus adjusts the amount of defocus applied to the source
Bias this changes the horizontal and vertical blur bias
Lift sets the luma level of the source
Gain affects the sharpness of the source




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Advanced



Surfaces
Front Surface selects the source for the Front surface
Back Surface selects the source for the Back surface
Defocus adjusting the parameter controls will gradually defocus the
selected surface
Bias - this changes the horizontal and vertical glow bias

Highlight
Front Surface selects front surfaces 1 to 8
Back Surface - selects back surfaces 1 to 8

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Ripples Transition
Ripples
This adds a Ripple effect to a tile.

Amplitude controls the intensity of the Shape cycle, the larger the
amplitude the more dramatic the Ripple
Frequency - determines how often the Ripple is applied to the tile
Frequency - determines how often the Ripple is applied to the tile
Phase adjusts the warp starting point within the Shape cycle

















X Center moves the Ripple center left or right
Y Center moves the Ripple center up or down
Width sets the width between the Ripples
Build Up applies a softness between the outside ripple and the rest of tile
Decay applies a softness from the center of the ripple outwards

Surfaces parameters
Front Surface A/B selects the source for surface A and B
Back Surface A/B selects the source for surface A and B.



Ripples Example
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Lighting



Lighting
The DVE Lighting option provides a source of Light or Shade, which can be
directed permanently at a surface or directed into a 3D space through which
a surface can pass

Select Tile selects between Tile 1 and Tile 2
Lighting enables/disables the lighting function
Type selects between Highlight and Shade option


Highlight/Shade
Position position of the light as it falls on the Tile
Angle the angle the light falls onto the Tile
Softness adjusts the softness and opacity of the beam
Intensity fades and strengthens the light source

Matte Select selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Matte Hue - sets the actual Matte color, the rotary control operates a 360
degree color wheel where:

0 = Red
60 = Yellow
120 = Green
180 = Cyan
240 = Blue
300 = Magenta

Matte Luma sets the Luminance or brightness control that affects the
selected Matte Hue, the parameter adjusts from 0 to 100% where 0% is no
luminance or Black and 100% is maximum brightness.
Matte Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.

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Multi Peel

This DVE model is able to display a peel back effect to a tile.


Multi Peel Parameters
Position sets the position of the segments being peeled backwards, i.e.
how far the segments have been peeled outwards
Radius sets the distance the segments are allowed to peel outwards from
the center
Rotation sets the angle of the peel
Peels sets the amount of segments being peeled, 4 is the minimum and 40
is the maximum

Position Range moves the position of the start point of the peel on the tile
Softness sets the softness of the edges of the peel


Quad Peel Parameters

Quadrant Angle this parameter only works when the Peels parameter is
set to 4 peels.

Quadrant 1, 2, 3, and4 Angle alters the angle that the segments get
peeled backwards, two settings, Normal and Alt, noticeable as the peel is
adjusted by the rotation.


Front Surface selects front surfaces 1 to 8
Back Surface - selects back surfaces 1 to 8

Note:
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Multi Peel Examples




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Fan Model

This DVE model is able to display a Fan effect to a tile model



Fan Parameters
Level sets the open position of the Fan , i.e. how far the Fan has opened
Segments sets the number of segments in the Fan, minimum 2 segments,
maximum 32 segments.
Softness sets the softness of the edges of the Fan
AntiClockwise causes the Fan clockwise or AntiClockwise
Radial Slats give the effect that the tile is being rotated and causes the
Fan to break up into sections and reveal the image or surface in the
background


X Center moves the center of the Fan along the X axis
Y Center - moves the center of the Fan along the Y axis
Front Surface selects front surfaces 1 to 8
Back Surface - selects back surfaces 1 to 8
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Fan Model Examples





Radial Slats On
Level at low percentage point
Radial Slats On
Level at high percentage point
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Kaleidoscope Model

This DVE model displays a Kaleidoscope effect to a tile surface.




Repeats determines the number of segments in the Kaleidoscope effect,
minimum of 1, maximum of 50
Rotate rotates the segments into each other
Front Surface selects front surfaces 1 to 8
Back Surface - selects back surfaces 1 to 8







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Dartboard Model

This DVE model displays a Dartboard effect.



Level determines the prominence of the dartboard effect on a tile, 0% will
display a normal tile, 50% will display half a dartboard effect from the outside
of a tile inwards, 100% displays a full dartboard effect
Style the Shatter style off sets the segments of the dartboard
Rings determines the number of rings displayed in the dartboard effect
minimum is 1 ring, maximum is15 rings
Segments - selects the number of segments in the dartboard, minimum 3,
and maximum is 15 segments
Separation - determines the thickness of the segment lines and displays the
surface of the second tile



Movement Spiral when rotated gives a spiral effect, Random makes the
segments move in different directions when rotated
Random Width sets the separation lines to different widths when rotated
Rotate rotates the dartboard effect around in a circle
Softness sets the softness of the edges of lines in the dartboard

Surfaces Parameters
Front Surface A/B selects the source for surface A and B
Back Surface A/B selects the source for surface A and B.
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Dartboard Examples



Dartboard with Spiral
Rotate Effect
Dartboard with Random
Rotate Effect
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Blinds Models

Blinds Model provides a window blind effect to a DVE tile.


Level this will give the effect of opening the blinds, revealing the
background behind the tile.
Style changes the blinds style from Slats to a Grid style, when this option
has Grid selected, notice that the Slats parameter controls are Grayed out
and cannot be used.
Delay The delay parameter controls the time for each slat to open. i.e. If
the delay is at 100% and 4 slats are selected then the level controls the
opening of each slat individually. When the grid style is selected, the delay
path works in the form of a spiral so each slat opens from the outside and
spirals towards the middle.
Softness adjusts the softness of the edges of the blinds
Random Movement when set to On, this will allow random blind sections
to move when adjusted.


These parameters can only be used when the blinds style is set to Slats

Slats determines the amount of slats in the blind
Angle adjusts the angle of the blinds, this will rotate the slats
Pivot Position adjusts the position at which the angle adjustment will
rotate around

Note:
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These parameters will only work when the blind style is set to Grid

Direction this parameter has 3 settings Normal, X Only and Y Only, this
determines which direction the blinds are segmented into, i.e. if set to
Normal, the blinds will be broken up into a Grid, if X Only is selected, the
blinds will be vertical.
Segments X, Y - will determine how many segments the blind will be broken
up into.
Pivot Position X, Y this will determine where the pivot point will be either
vertically or horizontally.




Front Surface selects the source for the front surface of the blind
Back Surface selects the source for the back surface of the blind
Reverse Delay this reverses the delay function described on the previous
page.
Note:
DVE Blind set to Grid style
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Some Blinds Examples

Tile with Blind Level at 0%
Tile with Blind Level at 12%
with 14 Slats
Tile with Blind Level at 50%
with 14 Slats
Tile with Blind Level at 50%
with 14 Slats, and rotated
through 90 degrees
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Shadow Model

The Shadow model is used to generate either Drop Shadows or Cast
Shadows within the DVE.
The 'Cast' shadow projects a shadow from the surface light via the object
onto the wall. The 'Drop' shadow is much more like a drop shadow in a DTP
program. It makes a color-filled copy of the object





The first thing to consider is what kind of Shadow is required, for this example
we will talk about Drop Shadow type.

Shadow Model - Object with Drop Shadow projected onto a Red Wall
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Using Shadow Model

In the Surfaces parameter, select the surfaces that will be used for the
Object and the Wall the shadow will be dropped onto, then the manipulation
of the Object and the shadow.

Parameter Controls
Shadow Type this selects between Drop and Cast shadow
Show Object displays or removes the Object that drops or casts the nina
hashadow
Show Wall - displays or removes the Wall that the object casts or drop the
shadow on to.

Softness softens the outside edges of the shadow
Opacity changes the shadow from being a solid form through to the
shadow disappearing.
Shadow Warp From this selects which surface the warp options can be
applied to.


Distance this will move the shadow away from the object, the direction of
movement depends on the angle of the shadow.
Angle the angle that the shadow is cast onto the wall
Zoom this will move the shadow closer to or away from the object, as the
shadow moves away it will get smaller, as if moving the object away from the
wall.
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Cast Shadow Controls


Difference between Cast Shadow and Drop Shadow
Drop shadow mode gives an illusion of a shadow, but is actually just a
shifted copy of the tile filled with a matte color.
Cast shadow, the software projects a real shadow from the surface's light
source, over the object onto the wall.



Light Position From - allows the user to choose whether the position of the
Light or the Shade is used.
Mask Tile and Mask Shadow - where the object and the wall intersect. In
our everyday reality, the part of the tile that was behind the wall would not be
visible (i.e. would be masked) and the part of the shadow that was in behind
the wall would also be masked. The user can choose to show the bits that
are normally masked to make some special effects.


Cast Shadow model
Drop Shadow model
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Surfaces


Surfaces Parameters

Object Front Surface/Object Back Surface selects the surfaces for the
Object front
H Reflect flips the Object horizontally
V Reflect - flips the Object vertically
Object Rotate 90 rotates the object by 90 degrees clockwise

Wall Front Surface/ Wall Back Surface selects the surfaces for the Wall
front
H Reflect flips the Wall horizontally
V Reflect - flips the Wall vertically
Wall Rotate 90 rotates the Wall by 90 degrees clockwise
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DVE Displacement Mapping

This 3D DVE Effects model displaces pixels on one source according to the
chroma or luma of the Map Surface. The effect resembles looking through
frosted glass.



The Displacement Mapping model consists of two surfaces, the Surface
(bottom surface) and the Map Surface (top surface), which simulates glass
that is being looked through. The surfaces are setup in the DVE Surfaces
menu, and both can use any one of 8 preset sources.

Effect Depth this parameter increases the displacement effect, at 0% there
is no distortion of the surface behind, as the effect depth is increased the
surface becomes more distorted.
Effect Angle changes the angle that the displacement distortion occurs
Surface this is the bottom surface (object behind the glass)
Map Surface this is the top surface (glass)
Displaced By this uses the Luma information or the Chroma information, of
the Map Surface to distort the background.
Example of Displacement Mapping
Map Surface (top source) this is the
pattern that is cut into the glass.
Surface (bottom source) this
is the image seen through the
glass
Map Surface and Surface displaced and Effect Depth adjusted to 60 %
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Displacement Mapping - continued




Lighting this adds a light source to the Map Surface, like shining a light on
to the glass
Intensity changes the intensity of the light shining onto the Map Surface
Position changes the position that the light strikes the Map Surface
Width this changes the width or softens the light as it strikes the Map
Surface




Highlight changes the color of the light that strikes the Map Surface, select
a preset Matte color or create a color using the Local Matte.
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DVE Stereoscopic Model
The Stereoscopic DVE model allows parallel switching and mixing of stereo
cameras, as used in 3D filming, it also allows control over convergence
geometry and color correction. All the settings that are made in this menu are
stored by crosspoint.

The model is intended to be used on a DVE that has been inserted into the
background of an M/E. Camera pairs can then be cut or mixed from the M/E
much as normal cameras would.





Setup of Crosspoints
Each stereo camera rig requires a pair of crosspoints, by default they are 20
crosspoints apart, so, the user can select Xpts 1-20 for the right eye, and
Kahuna will automatically select Xpts 21-40 for the corresponding left eye.
(With default crosspoint mapping BNC inputs 1-20 for right eye and BNC
inputs 21-40 for
left eye.)

For setups with more than 20 cameras it will be necessary to increase the
Crosspoint Offset parameter to prevent left eye crosspoint numbers
conflicting with right eye crosspoint numbers.

Then the DVE outputs have to be setup, so for example DVE Output 1 is the
Right Eye output and DVE Output 3 is the Left Eye output.

Alternatively M/E outputs can be set to pick up Utility Buses set to look at the
DVE outputs, this allows overlay of Key layers for captions in 3D.
Resize engines can be used to shift the X position of Key layer captions to
set their 3D depth.

Crosspoint crosspoint number for the camera pair being controlled (right
eye number).
Level allows manual control of mix level (not needed if BGND DVE).
Crosspoint Offset selects the difference between the left and right eye
crosspoint numbers.
Color correction of the camera inputs is controlled with the INPUT COLOR
menu after selecting the appropriate right or left eye crosspoint number.

Note
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Convergence Correction

The Transforms controls allow complementary adjustment of left and right
sources to correct any convergence issues.
The controls work in the same way as the transform controls in a DVE tile
model.


X, Y, Z Position will move the position of the left and right sources around
the centre of the axis
Zoom will zoom the both sources in or out
X, Y Size will change the physical shape of both pictures horizontally or
vertically

X Rotate - rotates both sources such that the left and right sides turn into the
screen
Y Rotate rotates the top and bottom into the screen
Z Rotate rotates both sources clockwise/counter-clockwise

Axis X, Y, Z moves the central axis point around

Perspective Perspective will alter the center point of both sources to give
the impression of distance

Screen Pan and Zoom repositions and zooms pictures in a 2D screen
space.
Auto Zoom will automatically zoom up the source to fill the frame after
convergence keystone has been applied.



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DVE Stereoscopic Model continued

Calibration
Stereo 3D Calibration, allows independent transforming of the image from the
left and right cameras, and is intended to correct camera misalignment.



Left Eye Calibration and Right Eye adjustments work in the same way as the
Transforms in the Convergence Correction, but as stated earlier, this will only
adjust one source at a time.

X, Y, Z Position will move the position of the left and right pictures around
the centre of the axis
Zoom will zoom the both sources in or out
X, Y Size will change the physical shape of both pictures horizontally or
vertically

X Rotate - rotates both sources such that the left and right sides turn into the
screen
Y Rotate rotates the top and bottom into the screen
Z Rotate rotates both sources clockwise/counter-clockwise






Right Eye with Z Rotation Required
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DVE Stereoscopic Model continued

Camera Orientation

This allows the image from left and/or right cameras to be rotated or flipped
to correct for camera orientation.


Camera orientation is important because of the distance a humans eyes are
apart, so the further the cameras are apart the images become miniaturized,
because of this, so some cameras because of there physical size may be
mounted either on top of each other, with one camera the right way up and
the other on its side, or one camera pointing forward, and the other pointing
downwards into a prismatic lens.

Camera Orientation can adjust the sources from the camera so the both
sources appear the right way up and the correct way around


90 degree Rotation Required
H Reflect Required
V Reflect Required
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DVE Trail Store

The DVE Trail Store will generate copies of the DVE output and recurse them
at a user determined field/frame rate. This trail can then be manipulated to
create a number of secondary background effects, tinted and/or patterned
and/or textured and/or faded.


Trail - switches the Trail On or Off
On Top - allows the user to position either the Video source under, or on top
of the Trail.
New - by adjusting these controls the newly created trail field/frame will
appear in front or behind the old.
Angle - adjusts the angle at which the trail will travel.
Position - this controller will determine the space between each trail
recursion the larger the position, the further apart the recursed field/frame will
appear.



Fill Delay - determines the number of field/frames that are added before the
fill is applied to the recursion
Fill Decay - controls the rate at which the picture will be faded away to a
selected Matte

At 0% there is no decay, so no matte visible, at 100% decay all video will be
decayed away leaving the matte

Note:
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Key Delay - determines the number of field/frames that are added before the
key is applied to the recursion.
Key Decay - controls the rate at which the key signal will be faded away to
the background.
The example below shows a tile with the Key and Fill Decay at the default
levels.

Key Fade - sets the key level of the DVE output.

At 0% all the DVE output will be seen and at 100% no DVE output will be
seen. This example shows a DVE output Key Fade of 70%, notice that the
trail is not affected




Trail Fade - sets the key level of the start of the Trail.

Setting this control means that any additional key and fill decay will be added
to this fade level creating the overall trail fade this example shows a Trail
Fade of 70%, notice that the DVE output is not affected.




Matte Selector - determines the color of the matte that will be visible when
the Fill Decay is applied.
Matte Select selects one of 16 available Mattes or a Local Matte, which
can be adjusted by the parameters in this menu.
Matte Hue - sets the actual Matte color, the rotary control operates a 360
degree color wheel


Note:
Note:
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Matte Sat - The saturation control affects the selected Matte Hue, the
parameter adjusts from 0 to 100% where 0% is no saturation or no color i.e.
only shades of Gray and 100% is fully saturated or maximum color.

Freeze the {Freeze} action button freezes the changes on the trail, press
once to set the Freeze action, press again to enable again.
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Sparkle
Sparkle offers the user a range of patterns that when applied to the fill, keys a
pattern through to a matte at random, and, when applied to the key, keys the
pattern through the trail to the background.


Fill Delay - determines the number of field/frames that are added before the
Sparkle is added to the trail.
Fill Rate - determines how frequently the filled Sparkles are added to the
trail.
Fill Invert - this control will invert the fill so that the Sparkle function
Sparkles from matte back to video.

Unless some fill decay has been applied - no Sparkle will be seen

Key Delay - determines how many field/frames are added before the key
signal is applied to the Sparkle trail.
Key Rate - determines how frequently the keyed Sparkles are added to the
trail.
Key Invert - inverts the Key so that those areas that were keying through to
the background are now keying to the trail.

Unless some key decay has been applied - no Sparkle will be seen

The Sparkle Pattern bitmap library works in an identical way to the Macro
Bitmap Library.
The Preset Library contains 29 patterns to choose from or alternatively the
bitmap editor can be used to create original images, which can then be
stored by saving to the User Library.
When happy with the graphic, assign it to the key and fill and turn up the key
and fill rate. When the Position and Angle are turned on the effect created
should be similar to that seen in the example below.
For more examples of Trail Store effects see the How To section later in the
manual.
Note:
Note:
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Strobe - gives the impression of a pulsating or flashing Trail Store by
dropping in the DVE picture at regular intervals.
Strobe Time - dictates how often the DVE picture is dropped into the trail
store


Montage - On/Off control
Drop - drops a copy of the current DVE tile. As the DVE tile is moved away
the dropped montage trail will be seen 0% decay will leave a trail of full
images behind
Clear - clears any montages that have been created

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A position and angle of 0 means that the DVE copy will drop and remain
static as it decays. If the position and angle are increased the dropped DVE
copy will travel away as it decays. If no decay is applied then the picture will
not disappear.




A montage can be created by manually dropping copies of the DVE onto the
background. Any number of copies can be built up over the background.












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Textures

The Textures menu allows the user to choose from a number of patterns to
be superimposed over each trail. The texture can be applied to either, or
both, the fill and key. When applied to the fill, the texture will use a matte to
key the texture pattern over the video part of the trail, and when applied to
the key part of the trail, the texture pattern will be keyed through to the
background.




Fill - turning this control on will apply the texture to the fill of the Trail
Texture - selects between the 30 texture templates
Texture Depth - controls the intensity of the texture
Invert - turning invert on will make the matte filled areas use the video as its
fill and those that used the video would use matte

These controls are identical for the Key except :

Key Texture - selectable means a chosen Texture will be used for the key
As Fill will use the identical texture to that of the fill








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Example of - How to use DVE Trail Store

Creating Trail Store effects
The effect of Motion Blur can simulate the opening of a camera's shutter for a
finite duration, as it captures an image. Any object that is moving during that
time will appear blurred along the path that it was travelling.

A starting point to simulate this effect is to set up the trail store as follows:
Firstly turn the Trail on and set the Trail On Top of the DVE output, this way,
any movement of the trail will be visible on the whole DVE output.







Set New to In Front and Angle, Position, Fill Delay, Fill Decay, Key delay, and
Key Fade to 0.
Reduce the Key Decay to 3% and set the Trail Fade at 80% or more.
Turn Sparkle controls to 0 and Strobe, Montage and Textures to Off.
Now, by adjusting the amount of Trail Fade the amount of blur in the picture
can be controlled.

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Flames/Smoke

This setting can give the appearance of a burning DVE tile by creating a
Flame or Smoke effect around the tile edge.


Start by positioning the DVE tile using the DVE Transform menu.

Next turn Trail On and select Video in the On Top parameter.
Set an Angle of 45 and a Position of 0.15%.
Select a Key Decay of 40%, this will control the amount of Flames/Smoke
visible.

Using the Matte selector, choose the colour of the flames or leave Black for
smoke.
Next assign a pre-set Rain Drop sparkle pattern to the sparkle fill and key.
Finally set Sparkle Fill Rate at 60% and Sparkle Key Rate at 18%.
All other settings must be at 0 or off.

Adjusting the Trail Fade will give a shimmery effect to the Flames/Smoke.

Note:
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