Scenarist BD User Guide
Scenarist BD User Guide
Scenarist BD User Guide
Project management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Creating Solutions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Creating Disc Projects and Projects . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Importing Projects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Using the DB Converter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
6 Managing assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Working with the Settings window . . . . . . . . . . . . . . . . . . . . . . . . . 106
Contents 5
Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344
Adding titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344
Adding movie objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
Linking content to titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346
Deleting titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347
Tips for working in the Scenario Editor . . . . . . . . . . . . . . . . . . . . . . 347
Navigation commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348
Adding navigation commands in the Scenario Editor . . . . . . . . 349
Adding navigation commands in the Navigation Editor . . . . . . 350
Deleting all navigation commands . . . . . . . . . . . . . . . . . . . . . . 352
Navigation command types . . . . . . . . . . . . . . . . . . . . . . . . . . . 352
Multiplexing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .396
Final CMF Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .404
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 446
Resuming from the Top Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 446
Resuming between Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 446
When suspended Movie Object is discarded . . . . . . . . . . . . . . . . . . 447
Backup PSRs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 456
PSR20: Region Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 456
• High Definition Movie mode (HDMV), which offers vastly improved video and
audio quality, and expanded interactivity, beyond standard-definition DVD
titles.
• BD-J mode, which provides support for Java-based interactive movie objects.
System requirements
To use Scenarist BD, you must have a compatible computer with appropriate
system software and peripherals. The latest system requirements are available at:
http://www.sonic.com/go/scenarist
Sonic support on the Web 13
Installed applications
The installation process for Scenarist BD loads an entire suite of applications and
utilities to your computer. Scenarist BD includes:
• The MUI Generator, which processes video and audio streams for use in
Scenarist BD. For more information, see “Using the MUI Generator” on
page 45.
• The Still Image Encoder, a processor that encodes still images as video, so
they can be used in Scenarist BD. For more information, see “Using the Still
Image Encoder” on page 35.
• The PNG Trimming Tool, a utility that allows you to trim PNGs (Portable
Network Graphics) for use as assets in Scenarist BD.
14 Introduction & Installation
• Scenarist Designer PS, a plug-in for Adobe Photoshop. It normalizes the color
palette of Interactive Graphics (IGs), Presentation Graphics (PGs), and
graphic asset sets created in Photoshop, then exports files in a format that can
be imported directly into Scenarist BD. For more information, see
“Importing/updating Designer PS files” on page 325; also, see the Scenarist
Designer PS User Guide.
• The Mux Remoting Server, used with the MUX (multiplexing) tool in
Scenarist BD to write the final output streams of an HDMV project. For more
information, see “Multiplexing” on page 396.
• The TS Remoting Server, the application that is called remotely by the Mux
Remoting Server when it is used to distribute the MUX process across
multiple systems on the same LAN.
• The BDCMF Creator, which converts the Sony CMF output from Scenarist BD
to the BD CMF format used by many replication facilities.
• The DB Converter, which converts earlier Scenarist HDMV (projects that were
created using versions prior to 4.5.1) into a format that can be used by
Scenarist BD 5.0 and beyond. For more information, see “Using the DB
Converter” on page 70.
Installing Scenarist BD
This section documents how to install the Scenarist BD software, Sentinel dongle
drivers, and Sonic dongle. The included dongle must be attached to your
computer when running Scenarist BD. (However, do not attach the Sonic dongle
until after you have installed the Scenarist BD software and Sentinel dongle
drivers, as described in the steps below.) When you launch Scenarist BD the first
time, you are prompted to activate the program by entering an Activator Code.
The Activator Code is emailed to you after Sonic receives your registration
information.
5 Read the License Agreement. To continue with the installation, click the radio
button to accept the terms of the agreement.
Installing Scenarist BD 17
7 If necessary, enter your User Name and Organization details. (The Serial
Number field is automatically pre-configured: Do not edit the provided Serial
Number.)
25 From the Windows Start menu, choose All Programs > Sonic > Scenarist BD >
Scenarist BD. The Activation dialog box appears.
26 Enter the Activator Code for Scenarist BD. The Activator Code is case
sensitive, and must be entered as such.
This chapter introduces you to Scenarist BD, the primary authoring application in
the Scenarist BD suite of applications. It includes the following topics:
BD data structure
There is a very specific data hierarchy for BD projects:
The basic building blocks for BD projects are Clips. Clips are defined by
referencing video and audio assets, either the entire length of the asset or just a
portion of it. Clips can be an entire movie complete with video, audio, subtitles,
and buttons, or they can be a snippet of video for an intro, or a slideshow, or
components that are MUXed outside the main presentation, such as audio for
browsable slideshows or text-based subtitles.
Workflow for creating BD projects 25
Playlists are constructed from one or more Clips. Each item in a PlayList that
contains a Clip is called a PlayItem. A PlayList can be a single PlayItem
referencing a single Clip, or it can be multiple PlayItems played in succession, or
even randomly.
The top-level items in a BD project are Titles. Titles determine how PlayLists are
presented to the viewer. Each title contains a movie object, which holds
navigation commands that point to PlayLists and PlayItems.
Still
Slides
Image
Stills
Encoder
MUI Scenarist MUXed
Video Generator BD BDMV
Audio Volume
Menu buttons
Subtitles/Fonts
2 Use the Still Image Encoder to encode still images for slideshows and menu
backgrounds.
3 Use the MUI Generator to process video streams and audio streams.
• Import assets by dragging them from Windows Explorer into the Data
Tree in Scenarist BD. Organize the assets with asset folders as desired.
• Create Clips, then add video and audio assets by dragging them from the
Data Tree into the Clip Editor. Add subtitles to the Clips with Presentation
Graphics. Add menu buttons to the Clips with Interactive Graphics.
• Assemble the Clips into PlayLists in the Stream Editor. Insert PlayListMarks
in the PlayLists that will serve as chapter points and link destinations.
• Use the Scenario Editor to add titles to the project. Define title content by
dragging PlayLists from the Stream Tree onto movie objects in the
Scenario Editor.
Scenarist BD
Scenarist BD includes four main windows and a toolbar, each of which is
described briefly below.
Editor
window
Menu bar
Toolbar
Tree View
window
Property
window
Log
window
Scenarist BD
Tree View window •Contains four tabs that allow you to view and edit objects in
a Scenarist BD project. The items can be collapsed and expanded, and
organized with folders. The tabs at the bottom of the window determine
which items are displayed. In general, projects are constructed by dragging
items from the Tree View window into the Editor window. The following tree
views are supported:
• Solution Explorer Tab: Lists the currently loaded solution and all versions of
the projects contained in the current solution. Only one project can be
loaded and edited in Scenarist BD at a time.
28 Using Scenarist BD
• Stream Tree Tab: Lists the clips and playlists of the current project.
• Scenario Tree Tab: Lists all of the titles in the current project.
Editor window Contains a number of editing tabs for assembling and connecting
the project’s basic components, which include Clips, presentation graphics,
interactive graphics, PlayItems, PlayLists, movie objects, and titles.
Property window Displays and configures properties for the selected items in
the Tree View window or Editor window. Properties can be expanded and
collapsed, and sorted alphabetically or by category.
Log window Displays status and error message for a wide range of program
operations. The tabs at the bottom of the window determine which messages are
displayed.
Toolbar Contains buttons for common program functions, such as opening and
saving projects; cut, copy, and paste; undo and redo; disc layout, MUXing,
Binding, CPS Edit, and CMF Creation. In addition, the right side of the toolbar
displays buttons and options for the Edit window, specific to the current tab,
when it is the frontmost window.
• To close a window, click its Close button in the upper right of the window.
Scenarist BD 29
• To automatically hide a window, click its Auto Hide button in the upper right
of the window. When hidden, only the window’s name is displayed at the
edge of the Scenarist BD main window; pointing to a hidden window’s name
temporarily displays the window.
• To adjust the size of docked windows, drag the dividers between them.
• To change the position of a docked window, drag the window by its titlebar
to a new location. As you drag the window it snaps to available new
locations.
• To return the Scenarist BD windows to their default state, choose Window >
Default Layout.
1 In the Stream Tree, right-click the Clip folder to which you will add the movie
Clip, and choose Edit > New > Clip > Movie Application from the shortcut
menu. A new Clip is added to the folder.
This same task can be accomplished using the Menu bar, as follows:
1 In the Stream Tree, select the Clip folder to which you will add the movie
clip, and choose Edit > New Clip Movie Application from the Menu bar.
Even though the shortcut menu option is the only one given in the instructions,
the Menu bar option is also available, and gives the same results.
In addition, many operations are also available via toolbar buttons associated with
certain of the Editor window tabs; these appear on the right side of the toolbar
when a specific tab is selected.
30 Using Scenarist BD
Movie plane
Presentation plane
Button1 Button2
Interactive plane
Button1 Button2
Movie plane Holds the main title material, comprised of high-definition video
and surround audio. The movie plane is completely independent of the other
image planes, allowing menu buttons to be navigated with no interruption in
playback. It also holds still video images used for slideshows and certain menu
backgrounds. On full-profile BD-ROM players, a Picture-in-Picture stream can be
displayed on the movie plane.
HDMV image planes 31
Interactive plane Holds 8-bit Interactive Graphics (IGs) and animations (IG
effects). These Interactive Graphics can be buttons that are always on, such as
those on the Top Menu, or they can be pop-up menu buttons called while the
viewer is watching titles on the movie plane. For more information, see
Chapter 10, “Interactive graphics,” and Chapter 11, “Interactive graphic effects.”
back
Movie plane
Presentation plane
Button1 Button2
Menus in HDMV
In HDMV, the basic elements of menus are Interactive Graphics (buttons) in the
interactive plane. Since the three graphic planes in HDMV are separated and
layered, video and audio can play uninterrupted in the movie plane while the
user interacts with (IG) buttons in the interactive plane; in addition, the
presentation plane can provide non-interactive graphic elements.
Multi-page menus Since menus reside on the two graphics planes, completely
separate from the video, menus are no longer separate entities; you can program
them as sequences of graphics displayed one after the other, depending on how
the user navigates between the different menus.
Pop-up menus Again, because of the separate graphic planes, you can create
menus that appear or disappear — based on user requests — during video
playback.
Always-on menus Always-on menus are effectively the equivalent of the menus
found in DVD-Video. The user cannot hide these menus; they are usually
displayed either on disc insertion or when the user selects a menu to be
displayed. Just as with all the other menus in HDMV, you can program video to
play in the background when an always-on menu is called, or you can use still
video images in the background.
Asset requirements
Scenarist BD supports the following formats for video and audio streams, still
images, and fonts.
Button sounds 16 bits, 48 MHz, stereo or mono, no greater than LPCM (.lpcm,
2 megs. Can be imported directly into Scenarist .pcm, .wav)
BD for use with IG buttons.
1 From the Windows Start menu, choose All Programs > Sonic > Scenarist BD >
Utilities > Still Image Encoder.
2 The first time you launch the Still Image Encoder, the Activation dialog box
appears.
• To add a single image to the stream list, choose File > OpenFile. In the Open
dialog box, select the image you want to add and click Open. The image is
added to the stream list with a default duration of one second. Add additional
images as necessary for slideshows.
Note: You can also drag individual still images from Windows Explorer
directly into the stream list in the Still Image Encoder window.
• To add multiple images to the stream list, choose File > OpenDir. In the
Browse For Folder dialog box, select the folder containing the images you
want to add and click OK. The images are added to the stream list in
alphabetical order, based on their filenames, with a default duration of one
second.
• In the stream list, click any images for which you will set the duration. To
select all images, click Select All.
• In the Input Timecode dialog box, enter the duration in hours, minutes,
seconds, and frames, then click OK. The location and durations for the images
update.
9 To change the position of an image in the stream list, select the image and
click Up or Down.
10 To delete an image from the stream list, select the image and click Delete.
38 Preparing assets
11 Set the Codec for the still image stream; options are MPEG-2 Encoder, AVC
Encoder, and VC-1 Encoder.
12 Set the Bit Rate, Frame Rate, and Aspect Ratio for the still image stream. If the
stream will be interlaced, select the Interlace option.
13 Specify the output file path where the stream will be written. Click the
Browse button at the bottom of the window, enter a filename and location for
the stream, and click Save.
The Audio Interleaver answers this requirement. It accepts multiple mono source
files, and converts them to a single interleaved WAV file, which can be imported
for use in Scenarist BD.
Note: You can use the MUI Generator to perform this same function. For
information, see “Interleaving multiple mono audio files” on page 51.
2 The first time you launch the Audio Interleaver, the Activation dialog box
appears.
6 Using the drop-down list, select the appropriate Channel layout. Options are:
Channel Description
L Left
R Right
C Center
Using the Audio Interleaver 41
Channel Description
LS Left Surround
RS Right Surround
S Surround
7 Once you have selected a Channel Layout, only the Browser buttons next to
the channel fields used in that layout are active:
42 Preparing assets
8 Click the Browse button next to the first active channel in your layout. The
Open dialog box appears.
9 Locate and the select the mono audio source file for the channel; then click
Open. The selected file (and complete filepath) appear in the channel field.
Using the Audio Interleaver 43
10 Using the method outlined in steps 8 and 9, above, selected mono source files
for all of the active channels in your channel layout.
12 Type in a name for your interleaved audio file, and select a destination
location; then click Save. The audio interleaver creates the interleaved file. A
Success dialog box appears.
13 Click OK. The interleaved audio file can be found at your specified
destination location.
Note: Video and audio assets also can be MUI processed and imported directly
into Scenarist BD, using a simple drag-and-drop process. For more information,
see “MUI processing and importing with Scenarist BD” on page 79.
46 Preparing assets
• Click the Browse button next to the ES File field and select the elementary
video stream you want to prepare, then click Open. The path fields for ES File
and Output VES update.
• Drag the video stream you want to prepare from Windows Explorer into the
ES File field. The path fields for ES File and Output VES update.
Using the MUI Generator 47
Note: If the MUI Generator doesn’t recognize the video stream’s file type
automatically, select the file type from the drop-down list associated with the
unlabeled field to the right of the Browse button.
3 If the stream will contain closed captions, select the Operation of CC option,
specify the CC file, and configure the remaining CC options.
4 Click Create Files. The MUI Generator writes the following files to the same
directory as the source video stream:
<filename>.mui
<filename>.ves
<filename>.xui
Note: Make sure not to move or delete any of these data files, they must
reside in the same folder as the video stream that generated them. When
importing the video into Scenarist BD, import the .ves file.
• Click the Browse button next to the ES File field and select the elementary
audio stream you want to prepare, then click Open. The path fields for ES File
and Output VES update.
• Drag the audio stream you want to prepare from Windows Explorer into the
ES File field. The path fields for ES File and Output VES update.
Note: If the MUI Generator doesn’t recognize the audio stream’s file type
automatically, select the file type from the drop-down list associated with the
unlabeled field to the right of the Browse button.
48 Preparing assets
3 Set the Sampling Frequency, Sample Size, and Channel configuration for the
audio stream.
4 Click Create Files. The MUI Generator writes the following files to the same
directory as the source audio stream:
<filename>.mui
<filename>.ves
<filename>.xui
Note: Make sure not to move or delete any of these data files, they must
reside in the same folder as the audio stream that generated them. When
importing the audio into Scenarist BD, import the .ves file.
2 Locate the folder that contains the multiple streams you want to prepare.
Using the MUI Generator 49
3 Drag the folder containing the streams you want to prepare into the ES File
field of the MUI Generator.
4 Click Create Files. The MUI Generator writes the necessary files for each
stream to the same folder as the source streams.
Note: The selected files must be file types that the MUI Generator
recognizes; all unrecognized file types will be skipped.
6 Click OK; then click Exit to close the MUI Generator program.
Using the MUI Generator 51
The MUI Generator deals with this by accepting multiple mono source files and
combining them into a single, interleaved audio file, which it then processes for
use by Scenarist BD.
Note: You can use the Audio Interleaver utility to perform this same function.
For information, see “Using the Audio Interleaver” on page 38.
3 In the Multi LPCM Information group box, click the Use Multi LPCM function
checkbox to activate the option.
4 Click Input LPCM Files. The Input LPCM Files dialog box opens.
6 Drag the appropriate source mono file into each of the active channel fields.
8 In the MUI Generator window, click Create Files. The MUI Generator
interleaves and processes the files, the writes the files necessary for Scenarist
BD to the same folder as the source audio files.
Note: All the MUI-processed files will have the same name as the mono file
you dragged into the ES File field of the MUI Generator in step 1.
4 Creating Solutions and Projects
Project management
Scenarist BD now has a hierarchical approach to project management, which
gives you much more flexibility and control over your BD projects:
• The highest level in the hierarchy is the Solution; this is a receptacle that can
house multiple titles and projects.
• The second level is the Disc Project, which represents a disc title.
• The next level is the Project, which corresponds to a specific version of a disc
title. Only one Project can be loaded and edited in Scenarist BD at a time.
You can create multiple Disc Projects within a single Solution, and can create
multiple Projects within a single Disc Project. Since Scenarist BD assigns a
version number to each Project within a Disc Project, it is easy to keep track of
the various iterations of your disc title.
In addition, projects can contain multiple sub-projects, and you can designate
specific sub-project content as being Disc content or Net content (VFS updates).
Creating Solutions 57
Creating Solutions
A Solution is the highest level in the project management hierarchy. It is a
receptable that can house multiple Disc Projects (disc titles) and projects
(versions of titles).
To create a Solution:
1 In Scenarist BD, choose File > New Solution. The Solution Settings dialog box
appears.
2 Enter a name for your Scenarist BD Solution in the Solution Name field, using
only alphanumeric characters. This will be used as the default filename for the
Solution (.ssol) file.
58 Creating Solutions and Projects
3 Click the Browse button to the right of the Solution Folder field. The Browse
for Folder dialog box appears.
5 Click OK. The path appears in the Solution Folder field of the Solution
Settings dialog box.
6 Click OK. Scenarist BD creates the Solution, which appears in the Solution
Explorer.
The Solution (.ssol) file resides in a newly created folder within the
HDMV_projects folder.
60 Creating Solutions and Projects
2 Enter a name for the Scenarist BD Disc Project in the Disc Project Name field,
using only alphanumeric characters. This name will be used as the default
filename for the project (.sbdprj) file.
• Contents Owner
• Manufacturer Name
• Author Name
• Disc Number
62 Creating Solutions and Projects
• BD-ROM Version
• Organization ID
• Disc ID
Note: Much of the information entered in the Create New Project dialog box
can be changed later in the Settings window (available via the Tool menu).
For more information, see Chapter 7, “The Settings window,” on page 105.
Note: This sets the default Language Code for all assets, real and virtual, that
are imported or created for the project.
The default setting for this field is the language of your computer’s OS. To
select a different Language Code, click the Browse button next to the
Language Code field; in the Language Code dialog box, select the language
you want to use for the asset; then click OK.
Note: If you know the appropriate three-letter Language Code (for example,
“eng” for English), you can type it in manually, instead of using the Browse
button and the Language Code dialog box to select a Language Code.
5 Click OK. Click OK. Scenarist BD creates the Disc Project and the first Project
version, both of which appear in the Solution Explorer.
Creating Disc Projects and Projects 63
The Disc Project exists as a newly created folder within the Solution folder.
Within the Disc Project folder is a folder that houses the first Project, which is
given a (xx.xx.xxxx) version number.
64 Creating Solutions and Projects
Within the Project (version) folder is the Project (.sbdprj) file and its
associated Output and Encode folders. The Project filename includes both the
Disc Project name and the version number for the Project.
Importing Projects 65
Importing Projects
In order to work with projects created using Scenarist BD version 4.5.1 or later,
you need to import them into a Solution.
3 In the Type of File field, select “Project DB File (4.5.1 or newer) (*.xml)” using
the drop-down menu.
5 Click Open. The Project is imported into Scenarist BD, and appears in the
Solution Explorer.
6 Enter data in the fields as appropriate; then click Open. The Project is
imported into SScenarist BD, and appears in the Solution Explorer.
Importing Projects 69
All of the assets, clips, PlayLists, and titles that are part of the Project are
loaded into Scenarist BD, and are available for editing.
70 Creating Solutions and Projects
2 From the Windows Start menu, choose All Programs > Sonic > Scenarist BD >
Utilities > DB Converter. The DB Converter opens.
Using the DB Converter 71
3 Click the Browse button to the right of the Input File field. The Open dialog
box appears.
5 Click Open. The path to the Project file appears in the Input File Field.
6 Click the Browse button to the right of the Output File field. The Save As
dialog box appears.
Using the DB Converter 73
7 Select an appropriate location for your converted file. Then give the file an
appropriate name (with a .xml) suffix).
8 Click Save. The path to the new file appears in the Output File field.
74 Creating Solutions and Projects
9 Click Convert. The DB Converter converts the old Project file. A Convert
Result dialog box appears.
10 You can now import this converted Project file into your Solution, using the
steps outlined in “Importing Projects” on page 65
5 Importing assets to a project
Note: Before still image assets can be imported into a Scenarist BD project, they
must be prepared using the Still Image Encoder (for more information, see “Using
the Still Image Encoder” on page 35). Video and audio assets can be prepared
using the MUI Generator (see “Using the MUI Generator” on page 45); they can
also be MUI processed directly within Scenarist BD, using the drag-and-drop
process described in “MUI processing and importing with Scenarist BD” on
page 79.
76 Importing assets to a project
2 In the Data Tree, right-click the folder to which you will add the new asset
folder. {If this is the first asset folder added to the project, right-click the Data
folder) Then choose New > Folder from the shortcut menu. A new asset
folder is added to the project.
3 To rename the new asset folder, click its name twice so it becomes selected,
enter the new name, and press Enter.
Importing assets 77
Importing assets
Assets can be registered with the New command, or they can be dragged from
Windows Explorer into asset folders in Scenarist BD. Importing by dragging from
Windows Explorer has the advantage of being able to import multiple assets by
dragging folders containing assets.
Note: When importing video and audio streams, make sure to import the .ves
file previously written by the MUI Generator. For more information, see “Using
the MUI Generator” on page 45.
• In the Data Tree, right-click the folder to which you will add the asset, and
choose Edit > New > Actual Asset from the shortcut menu. In the Open
dialog box, select the asset you want to import and click Open.
• Drag an asset file or folder from Windows Explorer into a folder in the Data
Tree in Scenarist BD.
Note: To include an asset in the main Data folder, just drag it anywhere
inside the Data Tree window; Scenarist BD automatically registers it in the
(root) Data folder.
2 Monitor the Result window to see that the assets are imported successfully.
Once imported, the assets appear in the Data Tree.
2 In the Properties window, click the Browse button next to the Language
Code field.
3 In the Language Code dialog box, select the language you want to use for the
asset, then click OK.
Note: If you know the appropriate three-letter Language Code (for example,
“eng” for English), you can type it in manually, instead of using the Browse
button and the Language Code dialog box to select a Language Code.
MUI processing and importing with Scenarist BD 79
2 Select the assets you want to import. Drag and drop them into the Data Tree
in Scenarist BD.
80 Importing assets to a project
3 Scenarist BD begins to process the assets. A status bar shows the progress of
each asset’s processing.
4 Sometimes an asset can be used in more than one way within Scenarist BD.
Before processing such an asset, the program asks you to select the correct
coding type for the asset.
5 For each such asset, select the proper coding type, then click OK. Once the
processing is complete, the assets appear in the Data Tree.
MUI processing and importing with Scenarist BD 81
6 The MUI processed files appear in the same folder that houses the elementary
video and audio assets.
Note: The selected asset files must be file types that Scenarist BD recognizes;
all unrecognized file types will be skipped, and won’t be imported. To add to
the list of file extensions recognized by the program, see “Modifying the asset
processing/import function” on page 82, below.
82 Importing assets to a project
2 Expand the System item in the Tree view; then select Import Asset. The
Import Asset List appears.
The Import Asset List shows all coding types, and all file extensions
associated with each coding type.
84 Importing assets to a project
3 To modify the Import Asset List, select the Coding Type whose extension list
you want to edit.
5 To add a file extension to the list, click Add. A New Extension placeholder
appears in the list.
6 Type in the proper file extension; then click OK. The new extension appears
in the Import Asset list.
7 To delete a file extension, select the extension in the Edit Extension dialog
box; then click Remove. The program prompts you to confirm the deletion.
8 Click Yes. The extension is removed from the Import Asset list.
10 When you are finished modifying the Import Asset List, click OK to close the
Edit Extension dialog box; then click OK to close the Settings window.
86 Importing assets to a project
2 Locate your elementary video and audio stream assets and their associated
MUI files.
3 Delete the MUI files generated using the earlier version. For each asset, delete
the following files:
<filename>.mui
<filename>.mui.txt
<filename>.ves
<filename>.xui
<filename>.xui.txt
Note: Later versions of the MUI generator do not generate the two .txt files.
4 For each asset, generate new MUI files, using the steps outlined in “Using the
MUI Generator” on page 45.
5 Open your project in Scenarist BD. Because their last write time has changed,
all of your video and audio assets appear with an Update marker in the Data
Tree.
Note: For more information on status markers and what they mean, see
“Asset status markers” on page 90.
Regenerating MUI files for older projects 87
For example:
6 Choose File > File Tracker. The File Tracker window appears.
Note: For more information, see “Using the File Tracker” on page 96.
88 Importing assets to a project
8 Click OK. Scenarist BD updates the listed video and audio assets.
Scenarist BD gives you a number of tools to manage assets: the Update utility, the
Asset Finder, and the File Tracker. They allow you to update assets that have
changed, locate or replace missing assets, and track the location and status of all
assets related to your project. These tools are described in the sections below.
Updating assets 91
Updating assets
To update an asset:
1 In the Data Tree or Data Editor, right-click the asset(s) in need of updating,
and choose Update from the shortcut menu. The Update dialog box appears.
2 Click OK. Scenarist BD updates the asset(s). An Updating Finished dialog box
appears.
The list of missing assets appears in the Search file list group box.
2 Click the Browse button next to the Search Folder field, and locate the folder
in which you want to search for the missing asset.
Finding missing assets 93
4 Click Search Start. Scenarist BD searches for the missing asset and reports the
results of the search.
If the search has located the missing asset, the Asset finder shows the file
name and new file path in a Search Result list, which appears in the Search
file list group box.
94 Managing assets
5 To replace the file path to the missing asset with the file path that located the
asset during the search, check the box to the left of the asset in the Search
Result list. The asset appears in the Checked Files list box.
6 Click Replace to Checked File Path. Scenarist BD updates the file path to the
asset, and reports on the result of the update.
7 Click OK. The missing asset (file path) is replaced by the new file path.
Finding missing assets 95
Note: If you choose the “Replace with first-found asset” Search Option, the
file path replacement operation is different. As soon as an asset is found, the
Replacement Confirm dialog box appears.
To replace the missing asset (file path) with the first-found asset (file path),
click OK. Otherwise, click Cancel; then, change the Search Options in the
File Tracker and initiate a fuller search. The “Replace with first-found asset”
option is recommended only if you know the location of the asset, because it
minimizes search time.
96 Managing assets
The window shows a complete list of all assets registered to your project. The
list includes the registered File Path, the asset State (status), the Last Time
Write (most recent update) and the File Type. The toolbar across the top
gives you access to various functions.
3 The File Tracker usually opens with the By Type option selected; this displays
a tree view on the left side of the window (as shown above), and allows you
to check the status of assets by type. To toggle this option off, click By Type.
The tree view disappears, and the asset list fills the window.
4 To update assets with Update status, click Update All Changed Assets at Once.
98 Managing assets
5 Click OK. For each asset, the program asks you to confirm whether or not to
update the DataStartTime.
6 Select the appropriate option using the radio buttons. To apply the selected
option to all assets being updated, click the Apply to all option to select
(check) it.
8 To search for missing assets, click Search All Missing Assets at Once.
Using the File Tracker 99
9 Use the Asset Finder to locate missing assets (see “Finding missing assets” on
page 92).
10 To work with a single asset, select it from the asset list. The details for the
selected asset appear in the area below the list.
100 Managing assets
11 To update a single asset in need of updating, select it from the list so that its
details appears in the lower portion of the window.
14 To locate a single missing asset, select it from the list so that its details
appears in the lower portion of the window.
16 Use the Asset Finder to locate missing asset (see “Finding missing assets” on
page 92).
17 To replace an asset, select it from the list so that its details appears in the
lower portion of the window; then click Replace.
Note: The Replace function combines the Search and Update functions.
18 Locate the asset you want to use as a replacement for the selected asset; then
click Open. The asset is replaced.
Deleting assets
It is easy to delete assets from a Scenarist BD project, including assets that are
referenced by other objects.
Deleting assets 103
The dialog box gives the name and type of object at the top, and shows a list
of all other objects to which it is referenced.
2 To delete the referenced object, click OK; to retain the object, click Cancel.
104 Managing assets
7 The Settings window
This chapter tells you how to use the Settings window. It includes the following
topics:
Introduction
The Settings window allows you to set or change basic information associated
with your project. It also lets you establish operational norms for your work with
Scenarist BD, including automatic backup and logging for your projects, asset
import definitions, and designation of MUX and Download servers.
2 To select a particular group of parameters, expand the tree view; then select
the page you want to work with. For example, select System > Backup and
Logging in the tree view:
The Backup and Logging page appears on the right side of the window:
108 The Settings window
The following sections describe the pages of parameters that are available within
the Settings window:
• “The Others > Partial MUI File Settings page” on page 136
Working with the Settings window 109
This page allows you to set or change the same group of parameters that are
found in the Create New Project dialog box. For more information, see “Creating
Disc Projects and Projects” on page 60.
2 To change the default Language Code for a project, click the Browse button
next to the Language Code field. The Language Code dialog box appears.
4 Using the tree view and the list view, select the language you want to use as
the default for the project.
5 Click OK. The selected language appears as the default in the Language Code
field of the Settings window.
Note: If you know the appropriate three-letter Language Code (for example,
“eng” for English), you can type it in manually, instead of using the Browse
button and the Language Code dialog box to select a Language Code.
112 The Settings window
This page allows you change the paths to your project’s Output folder and
Encode folder.
Note: In order for the program to function properly, the destination folders
must be named “Output” and “Encode.” It is recommended that these folders
reside within the same parent folder, along with the project file.
Working with the Settings window 113
3 Click the Browse button next to the Encode Path field. The Browse for Folder
dialog box appears, with the path to the current Encode folder showing.
114 The Settings window
This page allows you to set the User Information Path, which sets a storage
location for the following information:
These settings are saved for each user who has login access to the computer.
Note: The Region field on the System > General page is read-only.
Working with the Settings window 115
The program creates a folder for each user inside the specified folder. For
example, if the folder you create is called “work” (C:\work), the information
for the Administrator is saved inside a nested “Administrator” folder:
Note: If no User Information path is set, these settings files are saved inside
the main program folder for Scenarist BD.
116 The Settings window
This page allows you to establish MUXing servers in addition to the default
“localhost” server.
Working with the Settings window 117
Note: When you specify a port number, it must be separated from the rest
of the name by a (“:”) colon (for example, “localhost:8901”).
118 The Settings window
5 To delete a server name, select it in the Server Name list; then click Remove.
The program prompts you to confirm the deletion.
Working with the Settings window 119
6 Click Yes. The name is removed from the Server Name list.
Note: When you open the MUX Configuration dialog box, your added server
names do not appear automatically in the MUX Server drop-down list.
To access the new server names, click the Browse button next to the MUX
Server field. The MUX Service Browser dialog box appears
Once the browser determines that the server is available, select it and click
Add. Then Click OK. The server is added to the drop-down list in the MUX
Server field of the MUX Configuration dialog box.
120 The Settings window
This page allows you to establish download servers in addition to the default
“localhost” server.
Working with the Settings window 121
Note: When you specify a port number, it must be separated from the rest
of the name by a (“:”) colon (for example, “localhost:8901”).
122 The Settings window
5 To delete a server name, select it in the Server Name list; then click Remove.
The program prompts you to confirm the deletion.
Working with the Settings window 123
6 Click Yes. The name is removed from the Server Name list.
Note: When you open the DW Configuration dialog box, your added server
names do not appear automatically in the DW Server drop-down list.
To access the new server names, click the Browse button next to the DW
Server field. The DW Service Browser dialog box appears
Once the browser determines that the server is available, select it and click
Add. Then Click OK. The server is added to the drop-down list in the MUX
Server field of the MUX Configuration dialog box.
124 The Settings window
This page allows you to set values (as percentages) for the Action Safety Area and
Title Safety Area within the video display field. These areas are displayed in the
IG Editor, IG Effects Editor, PG Editor, and TextST Editor in Scenarist BD.
Working with the Settings window 125
The default values are 80% for the Title Area and 90% for the Action Area.
2 If appropriate, enter a new percentage value for the Action Safety Area in the
Title Area field.
126 The Settings window
The new values are reflected in the various graphic Editors. For example,
settings of 75% for the Title Area and 95% for the Action Area appear as
follows in the IG Editor:
Working with the Settings window 127
This page allows you to establish automatic backups and logging for your
project.
Note: If you set the value to 0, there will be no automatic backup operation.
128 The Settings window
2 In the Backup when project is opened group box, use the up and down
arrows to set the maximum number of backup operations that Scenarist BD
will perform while the project is open.
3 Click the Browse button next to the Project Backup Path field. The Browse
for Folder dialog box appears.
5 In the Logging group box, click the Enable Logging checkbox to activate the
option (if appropriate).
Working with the Settings window 129
This page allows you to choose a method for Scenarist BD to deal with uniqueID
numbers for the following objects when one of the objects is deleted:
Note: These numbering options work only with the objects listed above, and
only when one of these objects is deleted. It does not affect ID numbering if IG
Buttons, Titles, or Movie Objects change position. For example, if you move an
IG Button to a new location, the numbering will not change, so you will need to
change the ID numbers and associated NaviCommands manually. However, if IG
Pages are moved, the ID numbers change, and the NaviCommands update.
130 The Settings window
This page allows you to add to (or subtract from) the list of file types recognized
by the program, or to associate specific file extensions to specific coding types.
The Import Asset List shows all coding types, and all file extensions associated
with each coding type.
Working with the Settings window 131
3 To add a file extension to the list, click Add. A New Extension placeholder
appears in the list.
4 Type in the proper file extension; then click OK. The new extension appears
in the Import Asset list.
5 To delete a file extension, select the extension in the Edit Extension dialog
box; then click Remove. The program prompts you to confirm the deletion.
6 Click Yes. The extension is removed from the Import Asset list.
This page gives you various options for working with the file that sets the
docking layout for Scenarist BD’s main windows (dockLayout.xml).
Note: If you have set a User Information path (for information, see “The
Project > Paths page” on page 112), the program reloads the dock layout
information for the login user. For example:
If there is no specific user layout for the login user, the program reloads the
dock layout file stored in the main program folder for Scenarist BD.
3 To import a specific dock layout, click Import Layout. The Open dialog box
appears.
Working with the Settings window 135
4 Locate the dock layout file (dockLayout.xml) you want to use; then click
Open. The program loads the selected layout.
5 To save the current dock layout, click Export Current Layout. The Save as
dialog box appears.
6 Select an appropriate location for the file; then click Save. The program saves
current dock layout file to the selected location.
7 To load the system default dock layout, click Reset Layout to System Default.
The program asks you to confirm the reset.
Note: You can also perform this operation from the program’s menu bar, by
choosing Window > Default Layout.
136 The Settings window
This page allows you to delete the temporary mui, xui, and ves files that are
generated when portions of ES (elementary stream) files are specified. This
operation is recommended for all of your projects before you upgrade Scenarist
BD to a newer version.
Note: This operation does not delete the mui, xui, and ves files that are created
by the MUI Generator (as described in “Using the MUI Generator” on page 45).
Working with the Settings window 137
To work with the Others > Partial MUI File Settings page:
1 Click Delete all partial mui and xui and ves files.
This chapter documents how to create movies and slideshows using Clips and
PlayLists. It includes the following topics:
2 In the Stream Tree, right-click the folder to which you will add the new Clip
folder or Stream folder, and choose New > Folder from the shortcut menu. A
new folder is added to the Stream Tree.
3 To rename the new folder, click its name twice so it becomes selected, enter
the new name, and press Enter.
2 To rename the Clip, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
4 Drag a movie asset from the Data Tree onto the Video track in the Clip Editor.
The Select Video Type dialog box appears.
142 Movies and slideshows
5 Make sure that Primary Video is selected; then click OK. Video is added to the
track, and the asset’s name, thumbnail, and start and end points are displayed
in the track.
6 Drag an audio asset from the Data Tree onto the Primary Audio track in the
Clip Editor. Audio is added to the track, and the asset’s name and start and
end points are displayed in the track.
7 To set an offset or duration for either the video track or audio track, do the
following:
• Double-click the track for which you will set the offset or duration. The ES
Time Setting dialog box appears.
Movie Clips and PlayLists 143
• If there is material at the beginning of the asset that you don’t want to use,
enter the location from where the Clip will begin playing in the Offset field in
hours, minutes, seconds, and frames.
• To specify how long the asset will play, enter a value in the Duration field in
hours, minutes, seconds, and frames.
2 To rename the PlayList, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
4 Drag a movie Clip from the Stream Tree onto the blank Clip in the PlayItem
track in the Stream Editor. The Select Use ES in Clip dialog box appears.
5 Select the appropriate type of filtering; then click OK. The Clip’s video and
audio tracks are displayed in the Stream Editor.
Note: The Stream Editor has a toolbar button that allows you to turn
PlayListMark (chapter) thumbnail images On or Off. When you first open
Scenarist BD, this feature is set to Off. In order to see the PlayListMark
thumbnail image as shown above, you need to turn thumbnail images On. For
more information, see “PlayListMark thumbnail images” on page 151.
Creating movie Clips and PlayLists automatically 145
• Select one or more Video/Audio/IG/PG assets in the Data Tree (or Data
Editor); then, drag the selected asset(s) to the (root) Stream folder.
Scenarist BD creates the Clip, PlayList, and includes any associated items.
146 Movies and slideshows
• Select one or more Video/Audio/IG/PG assets in the Data Tree (or Data
Editor); then, right-click and choose Generate > PlayList from the shortcut
menu.
Scenarist BD creates the Clip, PlayList, and includes any associated items.
PlayList In/Out Settings 147
2 To monitor the operation, expand the PlayList and Clip objects in the Stream
Tree, so that all items are displayed.
In order for this automatic operation to succeed, a video asset must be one of the
assets included in the operation. In addition:
• If you select multiple video assets, Scenarist BD creates one Clip/PlayList set
for each video asset.
• If you select other assets (audio/IG/PG) along with a video asset, Scenarist BD
includes all of them within the Clip/PlayList set.
2 In the Stream Editor, right-click on the top PlayItem column (not the column
that lists the Clip associated with the PlayItem).
6 Type in time code for the desired IN Time and OUT Time. The dialog box
shows the selected portion of the PlayItem in pink, relative to the total
duration shown by the time line.
150 Movies and slideshows
9 When you are finished setting your In/Out time for the PlayList, click OK in
the Set PlayItem IN/OUT Time dialog box. The In/Out times you have chosen
appear in the PlayItem row of the Stream Editor.
PlayListMarks 151
PlayListMarks
PlayListMarks (or chapters), which point to specific scenes in the Clips, can be
added to PlayLists. PlayListMarks provide a convenient way for viewers to jump
to the next or previous scene with the remote control. PlayListMarks can also
serve as link destinations when jumping to the material from other titles or the
Top Menu. This section includes the following topics:
When you first open Scenarist BD, this feature is set to Off. Instead of thumbnail
images, the Chapter track uses icons to represent the PlayListMarks:
152 Movies and slideshows
In order to see the PlayListMark thumbnail images, you need to click the
thumbnail images toolbar button to turn thumbnail images On. When thumbnail
images are set to On, the toolbar button appears as follows:
Inserting PlayListMarks
PlayListMarks are displayed and inserted in the Chapter track in the Stream
Editor. PlayLists contain one chapter point (PLMark#1) by default that represents
the beginning of the PlayList.
To insert a PlayListMark:
1 In the Stream Tree, select the PlayList to which you will add the PlayListMark.
PlayListMarks 153
2 In the Stream Editor, right-click in the Chapter track and choose Insert >
PlayListMark from the shortcut menu.
Note: If you have thumbnail images set to Off, the Chapter track will appear
as follows:
Note: If the location you have selected is not an I Frame, the Result tab of
the Log window displays a warning message.
This message includes the time code of the nearest I Frame, which allows you
to edit the location of the PlayListMark so as to tie it to an I Frame. For details,
see “Editing PlayListMark locations,” below.
Note: If you have thumbnail images set to Off, the Chapter track will appear
as follows:
5 To rename the PlayListMark, select it in the Chapter track, and enter a new
name in the Name field in the Properties window.
PlayListMarks 155
When prompted with the Chapter Setting dialog box, verify the new location.
Enter a new location in the Time Code of Video field; then click OK.
156 Movies and slideshows
• Select the PlayListMark, either in the Stream Tree or in the Chapter track in
the Stream Editor, and enter a new location in the Mark Time Stamp field in
the Property window.
Deleting PlayListMarks
• In the Stream Editor in the Chapter track, right-click the PlayListMark you
want to delete, and choose Edit > Delete from the shortcut menu.
Importing PlayListMarks
Scenarist BD allows you to import PlayListMark (chapter) information in a variety
of file formats, including CSV (comma-separated values), TSV (tab-delimited
values) and VENC (Video Encoder). Scenarist BD uses the information in the file
to set the PlayListMarks for a PlayItem.
CSV format
Comma-separated values (CSV) files are easy to create in Microsoft Excel, which
has a “Save As CSV (Comma delimited) (*.csv)” function. For example:
When you use the Save As function, the application inserts commas between the
information in each cell.
The first value in a chapter import CSV file is the FrameRate; possible values are
23.976, 24, 25, 29.97, 30, 50, 59.94, and 60. The second specifies either Drop or
NonDrop frame. Each successive value is a PlayListMark, given in (hh:mm:ss:ff)
time code format.
158 Movies and slideshows
TSV format
Tab-separated values (TSV) files are easy to create in Microsoft Excel, which has
a “Save As Text (tab delimited) (*.txt)” function. For example:
When you use the Save As function, the application inserts tabs between the
information in each cell.
The second row of the file has the following column heading entries:
• “Chapter Number” (required).
• “Timecode” (required).
• “Chapter Label” (required).
• “Mark Type” (required).
PlayListMarks 159
The data rows that follow contain the chapter mark values, as follows:
• Chapter number (required).
• Time code value (required), given in (hh:mm:ss:ff) format.
• Chapter label value (optional), a text entry.
• Mark type (optional); possible values are 1 (Entry Mark) and 2 (Link Point).
Although the Excel Save As function lists “.txt” as the file extension, you can also
use “.tsv” as the extension, to indicate the file format more exactly:
VENC format
Video Encoder (VENC) files use .xml format, and follow the BAE-VM700
standard.
160 Movies and slideshows
2 In the Installed Plug-in field, select the appropriate chapter import file using
the drop-down list.
3 Click the Browse button next to the File Name field. The Open dialog box
appears.
162 Movies and slideshows
4 Locate and select the chapter import file you want to use; then click Open.
The path to the file appears in the File Name field.
5 If appropriate, click the “Clear existing chapter marks” checkbox to select the
option. If selected, any existing PlayListMarks are deleted when the Chapter
Import File is imported. If not selected, PlayListMarks in the Chapter Import
File are inserted along with the existing PlayListMarks (if they have new time
code values), or replace existing PlayListMarks (if they have the same time
code values).
PlayListMarks 163
6 Click Import. Scenarist BD imports the information in the file, and creates the
PlayListMarks (chapters) specified by the file. The PlayListMarks appear in the
Stream Tree.
The Stream Editor displays the location and a thumbnail (or a PlayListMark
icon) for each PlayListMark.
164 Movies and slideshows
Slideshow PlayLists
The BD format supports two types of slideshows: time-based slideshows, where
each slide has a specified duration, and browsable slideshows, where each slide
has an infinite duration. The following sections document how to create
slideshow Clips and slideshow PlayLists:
Note: Slideshow images must be prepared in the Still Image Encoder (see “Using
the Still Image Encoder” on page 35), and then processed with the MUI
Generator (“Using the MUI Generator” on page 45), before they can be imported
and used in Scenarist BD.
2 To rename the Clip, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
4 Drag a slideshow asset from the Data Tree onto the video track in the Clip
Editor. The Select Video Type dialog box appears.
6 The slideshow stream is added to the track and the asset’s name, slide
thumbnail (for the first slide), and start and end points are displayed in the
track.
166 Movies and slideshows
7 Drag an audio asset from the Data Tree onto the Primary Audio track in the
Clip Editor. Audio is added to the track and the asset’s name and start and end
points are displayed in the track.
2 To rename the Clip, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
4 Drag a browsable slideshow asset from the Data Tree onto the video track in
the Clip Editor. The slideshow stream is added to the track and the asset’s
name, slide thumbnail (for the first slide), and start and end points are
displayed in the track.
Unlike Clips for time-based slideshows, Clips for browsable slideshows do not
contain a Primary Audio track. Instead, a separate Clip must be prepared that
contains the audio. When assembling the PlayList for the browsable slideshow,
both the slideshow Clip and the audio Clip must dragged into the Stream Editor.
2 To rename the Clip, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
4 Drag an audio asset from the Data Tree onto the Primary Audio track in the
Clip Editor. Audio is added to the track and the audio asset’s name and start
and end points are displayed in the track.
2 To rename the PlayList, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
Slideshow PlayLists 169
3 Select the PlayList and choose Edit > New > PlayItem. A PlayItem is added to
the PlayList.
5 Drag a slideshow Clip from the Stream Tree onto the blank Clip in the
PlayItem track in the Stream Editor. The Clip is added to the PlayItem, and the
slides are displayed in the Chapter track with thumbnails and locations.
6 If you are creating a PlayList for a browsable slideshow and want to add audio
to the sub-path, do the following:
• Select the PlayList in the Stream Tree and choose Edit > New > SubPath >
Primary Audio for Browsable Slideshow.
• Drag a browsable slideshow audio Clip from the Stream Tree onto the
SubPath. Audio is added to the SubPath and the asset’s name and start and
end points are displayed in the track.
170 Movies and slideshows
2 To rename the PlayList, in the Stream Tree, click its name twice so it becomes
selected, enter the new name, and press Enter.
3 Right-click the PlayList, and choose Edit > New > PlayItem from the shortcut
menu. A PlayItem is added to the PlayList. Repeat this step to add additional
PlayItems.
4 Drag Clips from the Stream Tree onto each PlayItem in the Stream Editor.
• In the Stream Tree, expand the PlayList so its PlayItems are displayed. Drag a
PlayItem up or down within the list to change its playback position.
• In the Stream Editor, select a PlayItem and drag it left or right within the
PlayItem track to change its playback position. As you drag, a Red arrow
appears where the PlayItem will be placed you release the mouse button.
2 In the Property window, select the Playback Type using the drop-down list:
Note: The UO Mask settings for a PlayList override those of any PlayItems it
contains.
2 In the Property window, click the Browse button next to the UO Mask field.
Masking user operations 173
3 In the UO Mask Setting dialog box, specify which user operations will be
permitted for the PlayList or PlayItem:
• Select user operations you want to prohibit (checked items will not be
available to the user).
Note: In the Stream Tree, you can copy UO Mask objects between PlayLists and
PlayItems, thereby allowing you easily to re-use common UO Mask settings
throughout a project.
174 Movies and slideshows
9 Picture-in-Picture effects
This chapter tells you how to create Picture-in-Picture effects using the Scenarist
BD Picture-in-Picture editor. It includes the following topics:
Note: For detailed information on how to create Clips and PlayLists, see “Movie
Clips and PlayLists” on page 140.
2 Add your primary video asset to the Clip’s Primary Video track, and add your
Picture-in-Picture video asset to the Clip’s Secondary Video track.
4 Add a SubPath to the PlayList; choose “[In Mux] Synchronous Type of PiP” as
the type of SubPath.
2 Add your primary video asset to the Clip’s Primary Video track
3 Create a second Clip; choose the “One of more elementary streams path”
option for this Clip.
180 Picture-in-Picture effects
6 Add a SubPath to the PlayList; choose either “[Out of Mux] Synchronous Type
of one or more streams and PiP” or “[Out of Mux] Asynchronous Type of PiP”
as the type of SubPath.
Creating Picture-in-Picture Clips and PlayLists 181
2 Right-click on the Picture-in-Picture video asset in the SubPath, then select PiP
Editor from the shortcut menu.
Menu bar
Toolbar
Timeline view
Common
Parameters box
Mark
Parameters box
Preview window
Menu bar
The Menu bar offers three menus: File menu, Edit menu, and View menu.
File menu
The File menu allows you to Import Alternative Images for both the Primary and
Secondary (Picture-in-Picture) video. It also gives you the option to Commit
Changes and Exit (save) or Discard Changes and Exit the PiP Editor. If you select
Exit after you have made changes, the Editor asks you to Commit or Discard
those changes before exiting.
Using the Picture-in-Picture Editor 185
Edit menu
The Edit menu features a standard set of editing tools: Undo, Redo, Copy, Paste,
and Delete.
View menu
186 Picture-in-Picture effects
The View menu allows you to control the image in the Preview window. Fit to
Window scales the video image inside the Preview window.
In addition, the View menu allows you to set the Opacity of the Primary and
Secondary video streams.
Toolbar
Fit to Window
The field at the left lists the Primary Video asset. The Fit to Window and Show
Actual Size buttons duplicate functions from the View menu. The Validate All
button asks the PiP Editor to validate the settings you have created; once the
Editor determines the validity of your setting, it shows a Success information box
Timeline view
As you move the cursor through the Timeline view, it shows the time at the
location of the cursor.
If you right-click while the cursor is in the Timeline view, the Timeline shortcut
menu appears.
190 Picture-in-Picture effects
The Preview command lets you preview the video image at the selected time.
Using the Picture-in-Picture Editor 191
The Select command allows you to move back and forth through the Timeline
Marks you have created. The New Mark command establishes a new Timeline
Mark at the selected time.
Note: For more information, see “Working with Timeline Marks” on page 199.
192 Picture-in-Picture effects
Copy, Paste, and Delete duplicate functions from the Edit menu. Scale Properties
offers you a number of options for scaling in the Preview window
The Common Parameters box displays settings that are common to all secondary
video in your SubPath, regardless of the TimeLine Mark that is displayed in the
Preview Window
Using the Picture-in-Picture Editor 193
If you select the Use Luma Key option, the Luma Key slider allows you to set the
overall brightness of the secondary video, in a range from 0 (brightest) to 255
(dimmest).
The Mark Parameters box displays specific settings for the Timeline Mark you
have selected for display in the Preview window. The Time Stamp field shows
the time selected for the Mark on the Timeline view. Location shows the position
of the upper left corner of the Picture-in-Picture image along the X and Y axes.
Note: For more information, see “Working with Timeline Marks” on page 199.
There are a number of options for Scaling of the secondary video image.
Quarter scaling reduces each measurement of the video two one-fourth of its
original value, creating an image that is 1/16 the original size:
Preview Window
The Preview window shows the video image at the selected Timeline Mark.
196 Picture-in-Picture effects
As you move the cursor through the Preview window, the location of the cursor
(for both the X and Y axes) appears in blue along the rulers at the top and left.
If you right-click while the cursor is in the Preview window, the Preview
shortcut menu appears.
Using the Picture-in-Picture Editor 197
Alignment allows you to set a specific location for the video image, along the X
axis (Left, Center, Right) and the Y axis (Top, Middle, Bottom). For example, a
Quarter-scaled image set to Right and Top appears as follows:
198 Picture-in-Picture effects
You can also use the cursor to drag and drop the video image to any location.
Using the Picture-in-Picture Editor 199
Fit to Window, Show Actual Size, Zoom In, Zoom Out, Primary Opacity, and
Secondary Opacity duplicate functions from the View menu.
If you position your cursor over a Timeline Mark, a small preview pop-up
appears, which shows the location and scaling values for that Mark.
Using the Picture-in-Picture Editor 201
If you click on a particular Timeline Mark icon in the Timeline view, that
Mark is selected for viewing in the Preview window, and its settings appear in
the Mark Parameters box.
202 Picture-in-Picture effects
Importing PiP EDL files 203
The first four lines of the file contain PiP metadata parameters, which are
optional. Each line has the following format:
The data portion of the file starts with a row of column headers, which are
required:
• “timecode_value”
• “x_position”
• “y_position”
• “scaling”
2 Click the Browse button next to the File Name field. The Open dialog box
appears.
3 Locate and select the PiP EDL import file you want to use; then click Open.
The path to the file appears in the File Name field.
5 To open the PiP Editor after the program imports the EDL file, check the
“PiPEditor is started up after Import” option.
Interactive graphics
Interactive graphics are used to navigate the content on BD titles, usually in the
form of buttons that appear on-screen. The buttons can be always on, as would
be the case for Top Menus, or they can be called by the viewer as needed (pop-
up menus) during playback of titles. Also, the buttons available for a title need
not be static; in fact, an entirely new set of buttons can appear after clicking a
particular button (multi-page or hierarchical menus).
Languages
English
Chapters
Main Menu Spanish
Languages
French
Chapters
Multi-page menu
The HDMV format supports to 256 colors (8 bits) for interactive graphics. Images
must be saved as indexed. HDMV also supports alpha channel (variable
transparency) information with PNG files; however, it stores alpha information in
the palette, per color (rather than per pixel).
209
Note: It is also possible to create IGs in Adobe Photoshop. Then you can use
Scenarist Designer PS (a Photoshop plug-in) to optimize them, and export them
in a format that can be imported directly into Scenarist BD. For more
information, see “Importing/updating Designer PS files” on page 325; also, see
the Scenarist Designer PS User Guide.
210 Interactive graphics
2 Select Interactive Graphics, then click OK. The Set Graphic Parameter dialog
box appears.
211
3 Select the parameters used by the video or still image background of the IG,
then click OK. An IG virtual asset is added to the folder.
4 To rename the IG virtual asset, click its name twice so it becomes selected,
enter the new name, and press Enter.
5 If appropriate, change the Language Code for the virtual asset (see “Changing
the Language Code for assets” on page 77).
• Right-click the IG virtual asset and choose New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select Epoch and click OK. An
Epoch object is added to the IG virtual asset.
• Expand the IG virtual asset, right-click the Epoch object, and choose New >
Virtual Asset from the shortcut menu. In the Virtual Asset dialog box, select
Display Set and click OK. A Display Set object is added to the Epoch, and a
Palette object is added automatically to the Display Set.
212 Interactive graphics
• Right-click the Display Set object and choose > New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select Page and click OK. A
Page object is added to the Display Set; UOMask, InEffect, and OutEffect
objects are added automatically to the Page.
Note: For each button or group of buttons that appear on-screen at the same
time, you must create a Page object. For multi-page menus, multiple Page
objects, each containing its own set of buttons, can be added.
• Expand the Display Set and Page objects, right-click the Page object, and
choose New > Virtual Asset from the shortcut menu. In the Virtual Asset
dialog box, select Button Overlap Group and click OK. A BOG object is added
to the Page.
• Right-click the BOG object and choose New > Virtual Asset from the shortcut
menu. In the Virtual Asset dialog box, select Button and click OK. A Button
object is added to the BOG, and a Navigation Command object is added
automatically to the Button.
213
3 Select IG, then click OK. The Set Graphic Parameter dialog box appears.
4 Select the parameters used by the video or still image background of the IG,
then click OK. The IG Create dialog box appears.
215
5 To add objects to the IG virtual asset, select the type of object in the tree
view (or the folder to which a new object will belong), then select the
number of objects you want using the arrows in the appropriate Number
field.
6 When you are finished defining your IG virtual asset, click OK. The IG
appears in the Data Tree.
2 In the Data Tree, select the IG virtual asset, then set the Acquisition Point
Interval in the Properties window.
217
3 In the Data Tree, select the Display Set object, then select or enter
appropriate values in the Properties window.
• Stream Model sets the type of data stream for the IG Display Set; options
are Multiplexed and Non Multiplexed.
• User Interface Model sets how the IG Display Set appears to the user;
options are Always On and Pop Up.
• Composition State sets the composition state for the IG Display Set;
options are:
• Normal Case means that the Display Set contains only elements that
are changed from the previous composition.
• Acquisition Point means that the Display Set contains all elements
needed to display the next composition.
218 Interactive graphics
• Epoch Start indicates the start of a new Epoch; the Display Set contains
all elements needed to display the next composition.
• Epoch Continue means that the Epoch may be continued across into
this graphics stream from the previous graphics stream when seamless
connection conditions apply. The Display Set contains all elements
needed to display the next composition.
• PTS Drop Frame sets the PTS start time for the IG Display Set (in drop
frame contexts); you may need to adjust this value to allow for decoding
time (depending on the size of the IG).
• PTS Non Drop Frame sets the PTS start time for the IG Display Set (in non
drop frame contexts); you may need to adjust this value to allow for
decoding time (depending on the size of the IG).
• User Timeout Duration sets how long the IG Display Set is displayed with
no user activity before it is removed. If set to zero (00:00:00:00), the
duration is “infinite”; if User Interface Model is “Always On,” the timeout
duration is taken to be zero (“infinite”); if User Interface Model is “Pop
Up,” the IG Display Set disappears after the timeout duration.
• Composition Timeout PTS Non Drop Frame) sets how long the IG is
displayed (in non drop frame contexts) before it is removed.
• Selection Timeout PTS (Drop Frame) sets the valid interaction time within
an Epoch (in drop frame contexts).
• Selection Timeout PTS Non Drop Frame) sets the valid interaction time
within an Epoch (in non drop frame contexts).
219
• In the Data Tree, double-click the Palette object for the IG virtual asset. The
Palette dialog box appears.
• Select one of the button images that will be referenced by the IG virtual asset,
then click Open. Any other button images in the IG track must share this
same palette.
5 In the Data Tree, select the Page object; in the Properties window, click the
browse button next to the UO Mask field.
• Select user operations you want to prohibit (checked items will not be
available to the user).
• Animation FrameRate Code sets the animation frame rate, which is the
video frame rate divided by the value of the Animation FrameRate Code; if
set to “0,” only the first frame of a button animation sequence is displayed.
• Default Selected Button Ref sets the default selected button when the
page is first loaded.
• Default Activated Button Ref sets the default button activated when the
page times out.
222 Interactive graphics
9 In the Data Tree, select the BOG (Button Overlap Group) object, then set the
Default Valid Button Ref in the Properties window.
This is the default button of the group to show when the BOG is first
displayed; if there is only one button in the group, it will be the only option.
10 In the Data Tree, double-click the Button object. The Button dialog box
appears.
11 Set the images for the button’s three states. Drag images from either the Data
Editor or the Data Tree onto the Normal, Selected, and Activated areas.
Note: To create animated button effects, you can drag multiple images (up
to 256) to a button state. If you wish an animation sequence to repeat, click
the Repeat option to select it.
223
12 Close the Button dialog box by clicking the Close button in the upper right
corner. In the Data Tree, double-click the Page object for the IG virtual asset.
The button is displayed in the IG Editor. Position the button as necessary by
dragging to a new location, or by entering values in the Button Position field
in the Property window.
Note: In the newest version of Scenarist BD (version 4.5 Final), the IG Editor
includes an Estimation Buffer Usage box:
• Right-click in the IG Editor and choose Background from the shortcut menu.
• Click the Browse button next to the File field and select the background
image you want to use, then click Open.
Note: You can use the Zoom buttons in the toolbar to display the entire
screen area, so you have a better sense of the placement of the button.
225
14 In the Data Tree, select the Button object, then select or enter appropriate
values in the Properties window.
• Upper Button Ref sets the button that is selected when the user clicks
“up.”
• Lower Button Ref sets the button that is selected when the user clicks
“down.”
• Left Button Ref sets the button that is selected when the user clicks “left.”
• Right Button Ref sets the button that is selected when the user clicks
“right.”
1 Drag an LPCM-formatted “click” sound file (.lpcm, .pcm, or .wav) into the
Data Editor.
2 Open the Button dialog box for the button to which you will add the sound.
• Drag the sound file from the Data Tree to the appropriate button state in
the Button dialog box.
• Open the Properties window for the button, and select the sound file for
the appropriate button state.
229
Encoding IGs
To encode an IG:
1 In the Data Tree, right-click the IG and choose Encode from the shortcut
menu.
Note: Any IG that is unencoded shows this icon in the Data Tree:
2 Choose Edit > Encode > Build. The Save ES File dialog box appears.
Note: The dialog box automatically selects the Encode folder path that was
defined when you created the project.
3 Click Save. Scenarist BD encodes the IG. An Encode Result dialog box
appears.
230 Interactive graphics
Note: Any IG that is encoded shows this icon in the Data Tree:
Note: The Encode > Rebuild option is available if you lose the ES (elementary
stream) that is created when you encode a virtual asset. Scenarist BD maintains
links to any still images used in the creation of virtual assets.
To add an IG to a project:
1 In the Stream Tree, right-click the Clip folder to which you will add the IG
Clip, and choose New > Clip > Interactive Graphics Menu from the shortcut
menu. The Clip appears in the Stream Tree.
2 To rename the Clip, click its name twice so it becomes selected, enter the
new name, and press Enter.
231
4 Select the Data Tree; then Drag the IG asset from the Data Tree onto the IG
track in the Clip Editor. The IG is added to the Clip.
5 In the Stream Tree, right-click the PlayList to which you will add the IG Clip,
and choose New > SubPath > Interactive Graphics Menu from the shortcut
menu. The SubPath appears in the Stream Tree.
6 To rename the SubPath, click its name twice so it becomes selected, enter the
new name, and press Enter.
232 Interactive graphics
8 Drag the IG Clip from the Stream Tree onto the IG SubPath track in the
Stream Editor.
233
InEffect Operates just before the page containing the effect loads.
OutEffect Operates just before the page containing the effect becomes inactive.
Each animation effect is created by a series of Effect objects that combine to form
an effects sequence. An InEffect or OutEffect sequence can have up to 128
animation steps (Effect objects). Scenarist BD includes an Effect Wizard that
generates effects sequences automatically, based on user-defined Start and End
points.
The IG Effect Editor appears. The title bar shows that an InEffect is selected.
238 Interactive graphic effects
2 Right-click the InEffect object in the Data Tree and choose New > Virtual
Asset from the shortcut menu. The Virtual Asset dialog box appears.
3 Select Window, then click OK. A Window icon appears in the IG Effect
Editor, and a Window object is added to the Data Tree.
Note: The other two objects in the screen area of the IG Effect Editor show
the Title-Safe-Area and Action-Safe-Area of a television screen.
Creating InEffect or OutEffect sequences 239
4 Right-Click the InEffect object, then choose New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select Effect, then click OK.
An Effect object appears in the Data Tree.
5 To rename a virtual asset, click its name twice so it becomes selected, enter
the new name, and press Enter.
The IG Effect Editor appears. The title bar shows that an OutEffect is selected.
240 Interactive graphic effects
2 Right-click the OutEffect object in the Data Tree and choose New > Virtual
Asset from the shortcut menu. The Virtual Asset dialog box appears.
3 Select Window, then click OK. A Window icon appears in the IG Effect
Editor, and a Window object is added to the Data Tree.
4 Right-Click the OutEffect object, then choose New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select Effect, then click OK.
An Effect object appears in the Data Tree.
5 To rename a virtual asset, click its name twice so it becomes selected, enter
the new name, and press Enter.
• In the Data Tree, select the Window object, then enter Position and Size
values in the Properties window.
242 Interactive graphic effects
A Composition Object appears beneath the Effect object in the Data Tree.
Note: You can have as many as two Composition Objects per effects
sequence.
Creating InEffect or OutEffect sequences 243
2 To set the initial position of the Composition Object, do one of the following:
Note: You can use the Zoom buttons in the toolbar to display the entire
screen area, so you have a better sense of the placement of the Composition
Object.
244 Interactive graphic effects
• In the Data Tree, select the Composition Object, then enter Composition
(Start) Position values in the Properties window.
3 To crop the Composition Object, select it the Data Tree, then set the
Cropping Flag to True in the Properties window. Cropping Rectangle
parameters appear.
Note: Effects sequence data you create using the Effect Wizard will replace
any previous effects sequence data for the selected InEffect or OutEffect.
246 Interactive graphic effects
3 In the Number of Effect Using box, type or select the number of effect frames
for the effects sequence (the range is 1–128). The Wizard calculates a
minimum Total Time value for the effects sequence, based on the number of
effect frames.
4 If appropriate, adjust the Total Time (Time Code) values for the effects
sequence. Total Time (PTS) is calculated automatically.
6 To create a color change effect, select an Start and an End Palette; then select
the number of intermediate Palette steps.
Note: If you have two Composition Objects, the Effects Wizard will prompt
you to select locations for each one.
248 Interactive graphic effects
10 To create a wipe (cropping) effect, select Start and End cropping by moving
the cropping indicators.
12 Click Finish. The Effect Wizard generates an effects sequence that moves
gradually from the Start parameters to the End parameters, using the number
of effects frames you specified in the Step 1 window. The IG Effect Editor
displays the effects in the completed sequence.
Note: In the newest version of Scenarist BD (version 4.5 Final), the IG Effect
Editor includes an Estimation Buffer Usage box:
Re-encoding IGs
Since the creation of any IG effect changes the data associated with an IG, you
need to re-encode it.
Note: Any IG that is unencoded shows this icon in the Data Tree:
Creating InEffect or OutEffect sequences 251
2 Choose Edit > Encode > Build. The Save ES File dialog box appears.
3 Click Save. The program asks you to confirm the re-encode process.
4 Click Yes. Scenarist encodes the IG. An Encode Result dialog box appears.
Note: Any IG that is encoded shows this icon in the Data Tree:
252 Interactive graphic effects
12 Presentation graphics
Presentation graphics
Presentation graphics are most often used for full-color subtitle images; they also
can be used for titles, labels, other information, or purely decorative graphics.
Either PNGs or TIFFs can be used as assets for presentation graphics.
The HDMV format supports to 256 colors (8 bits) for presentation graphics.
Images must be saved as indexed. HDMV also supports alpha channel (variable
transparency) information with PNG files; however, it stores alpha information in
the palette, per color (rather than per pixel).
Note: It is also possible to create PGs in Adobe Photoshop. Then you can use
Scenarist Designer PS (a Photoshop plug-in) to optimize them, and export them
in a format that can be imported directly into Scenarist BD. For more
information, see “Importing/updating Designer PS files” on page 325; also, see
the Scenarist Designer PS User Guide.
255
2 Select Presentation Graphics, then click OK. The Set Graphic Parameter
dialog box appears.
256 Presentation graphics
3 Select the parameters used by the video or still image background of the
presentation graphic, then click OK. A PG virtual asset is added to the Data
Tree.
4 To rename the PG virtual asset, click its name twice so it becomes selected,
enter the new name, and press Enter.
5 If appropriate, change the Language Code for the virtual asset (see “Changing
the Language Code for assets” on page 77).
• Right-click the PG virtual asset and choose New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select Epoch and click OK. An
Epoch object is added to the PG virtual asset, and a Window object is added
automatically to the Epoch.
• Expand the PG virtual asset, right-click the Epoch object, and choose New >
Virtual Asset from the shortcut menu. In the Virtual Asset dialog box, select
Display Set and click OK. A Display Set object is added to the Epoch, and a
Palette object is added automatically to the Display Set.
257
3 Select PG, then click OK. The Set Graphic Parameter dialog box appears.
4 Select the parameters used by the video or still image background of the PG,
then click OK. The PG Create dialog box appears.
5 To add objects to the PG virtual asset, select the type of object in the tree
view (or the folder to which a new object will belong), then select the
number of objects you want using the arrows in the appropriate Number
field.
259
6 When you are finished defining your PG virtual asset, click OK. The PG
appears in the Data Tree.
2 In the Data Tree, select the PG virtual asset, then set the Acquisition Point
Interval in the Properties window.
3 In the Data Tree, double-click the Display Set object for the PG virtual asset.
The Window object that will display the presentation graphic appears in the
PG Editor.
261
Note: The other two objects in the screen area of the PG Editor show the
Title-Safe-Area and Action-Safe-Area of a television screen.
Note: You can use the Zoom buttons in the toolbar to display the entire
screen area, so you have a better sense of the placement of the Window.
• In the Data Tree, select the Window object, then enter the Position and Size
values in the Properties window.
262 Presentation graphics
• In the Data Tree, double-click the Palette object for the PG virtual asset. The
Palette dialog box appears.
• Select the image file that will be referenced by the PG virtual asset, then click
Open. Any other image files in one Display Set must share this same palette.
6 Drag an image asset from the Data Tree onto the Window in the PG Editor.
The image appears in the Window.
A Composition Object is added under the Display Set object in the Data Tree.
263
7 In the Data Tree, select the Display Set object, then select or enter
appropriate values in the Properties window.
• Epoch Flag sets the composition state for the Display Set; options are:
• Normal Case means that the Display Set contains only elements that
are changed from the previous composition.
• Acquisition Point means that the Display Set contains all elements
needed to display the next composition.
264 Presentation graphics
• Epoch Start indicates the start of a new Epoch; the Display Set contains
all elements needed to display the next composition.
• Epoch Continue means that the Epoch may be continued across into
this graphics stream from the previous graphics stream when seamless
connection conditions apply. The Display Set contains all elements
needed to display the next composition.
• Start Time (Drop Frame) sets the PTS to begin display of the PG (in drop-
frame contexts).
• Start Time (Non Drop Frame) sets the PTS to begin display of the PG (in
non-drop-frame contexts).
• End Time (Drop Frame) sets the PTS to end display of the PG (in drop-
frame contexts).
• End Time (Non Drop Frame) sets the PTS to end display of the PG (in
non-drop-frame contexts).
• In the Data Tree, select the Composition Object, then enter new Composition
Position values in the Properties window.
9 To crop the Composition Object, click it the Data Tree, and set the Cropping
Flag to True in the Properties window. Cropping Rectangle parameters
appear.
Encoding PGs
To encode a PG:
1 In the Data Tree, right-click the PG and choose Encode from the shortcut
menu.
Note: Any PG that is unencoded shows this icon in the Data Tree:
2 Choose Edit > Encode > Build. The Save ES File dialog box appears.
Note: The dialog box automatically selects the Encode folder path that was
defined when you created the project.
3 Click Save. Scenarist BD encodes the PG. An Encode Result dialog box
appears.
267
Note: Any PG that is encoded shows this icon in the Data Tree:
Note: The Encode > Rebuild option is available if you lose the ES (elementary
stream) that is created when you encode a virtual asset. Scenarist BD maintains
links to any still images used in the creation of virtual assets.
268 Presentation graphics
To add a PG to a Clip:
1 In the Stream Tree, double-click the Clip to which you will add the PG. The
Clip is displayed in the Clip Editor.
2 Drag the PG asset from the Data Tree onto the PG track in the Clip Editor.
The presentation graphic is added to the Clip.
13 Importing subtitle sets (BDN import)
This chapter documents how to import sets of subtitle into Scenarist BD projects.
It includes the following topics:
4 Select the file, and click Open. Scenarist BD begins the import process by
parsing the BDN script (.xml) file. The program shows you the progress of
the parsing operation.
5 Set the Auto Encode Acquisition Point interval to an appropriate value; then
click OK. Scenarist BD begins creating the PG data structure. The program
shows you the progress of the operation.
273
Note: The dialog box automatically selects the Encode folder path that was
defined when you created the project.
6 Click Save. Scenarist BD encodes the BDN import PG. The program shows
you the progress of the encode operation.
274 Importing subtitle sets (BDN import)
8 Click OK. The BDN import subtitle set appears as a PG in the Data tree.
The Data Tree displays BDN import PGs in a different way than it displays PGs
created in Scenarist BD, or PGs created using Scenarist Designer PS and then
imported into Scenarist BD. For PGs created in Scenarist BD, the Data Tree
displays all of the objects under the PG:
275
The same is true for PGs created in Scenarist Designer PS and imported into
Scenarist BD:
However, for BDN import PGs, the Data Tree displays only the parent object
PG. If you click on the plus sign to the left of the BDN import PG to expand
the view, the plus sign simply disappears:
276 Importing subtitle sets (BDN import)
In order to view and work with the objects under a BDN import PG, Scenarist
BD provides a PES Editor, which is described in “The PES Editor” on page 277,
below. You can use the PES Editor to see all of the objects under the BDN
import PG, view the Composition Objects in the Display Sets, change the
timecode for the Display Sets, or create new Epochs and Display Sets. The PES
Editor is only for use with BDN import PGs; to work with Scenarist BD PGs or
Scenarist Designer import PGs, use the PG Editor.
Note: If you open an older project (one created using a version of Scenarist
BD earlier than 4.5 Final) that includes a BDN import PG, the parent folder for
that earlier import appears in the Data Tree; however, if you expand the view,
only the PG icon appears below the folder:
For BDN imports performed with the current version of Scenarist BD (4.5
Final), the Data Tree shows only the PG object (as shown in step 8 on
page 274, above).
277
Note: The PES Editor is available only for BDN import PGs; to work with PGs
created using Scenarist BD or Scenarist Designer PS, use the PG Editor.
Menu bar
Toolbar
Tree view
Properties
area
Buffer Usage
box
Log area Display area
Toolbar Contains various toolbar buttons and options to facilitate your work
with the PES Editor.
Tree view Functions like the Data Tree in Scenarist BD; allows you to view all
of the objects under the BDN import PG.
Properties area Functions like the Properties window in Scenarist BD; allows
you to change certain properties of the PG objects.
Buffer Usage box Gives an estimate of the buffer usage required by the BDN
import PG.
Log area Functions like the Log window in Scenarist BD; displays status and
error message for a range of PES Editor operations.
Display area Shows the Display Set selected in the Tree view.
279
2 Expand the BDN import PG object in the Data Tree so that its components
are visible.
280 Importing subtitle sets (BDN import)
3 Select a Display Set in the Tree view. The Display Set you selected appears in
the Display area.
4 Use the options in the View menu as appropriate to adjust the Display area.
5 If appropriate, use the Properties area to change the timecode of the selected
Display Set.
281
To add a new Epoch and Display Set to your BDN import PG:
1 In the Tree view, right-click the BDN import PG object, and choose New >
Epoch from the shortcut menu. A new Epoch appears in the Tree view.
2 Right-click the new Epoch, and choose New > DisplaySet from the shortcut
menu.
3 Expand the view of the Epoch to show the new Display Set. Right-click the
Display Set, and choose New > CompositionObject from the shortcut menu.
4 Expand the view to display all of the objects under the new Epoch.
282 Importing subtitle sets (BDN import)
5 In the Tree view, select the Display Set. It appears in the Tree view.
283
6 If appropriate, use the Display area to change the size and placement of the
Window object.
284 Importing subtitle sets (BDN import)
7 Use Windows Explorer to locate an appropriate subtitle image; then drag and
drop it into the Window object in the Display area.
9 Click OK. If the subtitle image you selected uses a different palette than the
other Composition Object images in the BDN import PG, the program asks
you to confirm replacement of the palette.
286 Importing subtitle sets (BDN import)
10 Click Yes or No, as appropriate. The subtitle image you selected appears as a
Composition Object in the Display area
11 In the Properties view, adjust the timecode values for your new Display Set,
so that they don’t interfere with other events in the BDN import PG.
Since you have changed the BDN import PG by adding a new Epoch and
Display Set, it is no longer encoded.
287
12 In the Data tree, right-click the BDN import PG object, and choose Encode >
Rebuild from the shortcut menu.
The PES Editor encodes the changed PG. An Encode Result dialog box
appears.
Note: If you attempt to exit the PES Editor without encoding a changed BDN
import PG, the program gives you a warning message:
If you click Yes, all changes you have made to the BDN import PG will be
lost.
288 Importing subtitle sets (BDN import)
3 Click the Browse button to the right of the BDN Script File window. The BDN
Import dialog box appears.
5 Click Open. The first script file appears in the BDN Script File Name list.
6 Using the procedure outlined in steps 3-5, above, locate and open all of the
BDN scripts that are part of your batch import.
Note: You can also drag and drop BDN scripts directly into the BDN Script
File Name list area.
7 Click Option. The BDN Batch Import Option dialog box appears, with the
Synthesis Palette tab showing.
8 Using the radio buttons, select the appropriate error handling method.
292 Importing subtitle sets (BDN import)
10 Using the radio buttons, select the appropriate error handling method.
12 Set the appropriate Acquisition Point Interval; then click OK. The BDN Batch
Import Option dialog box closes.
293
13 Click Import. The program starts the import process; the BDN Batch Import
window shows the progress of the import.
294 Importing subtitle sets (BDN import)
14 The BDN Batch Import window shows when the import process is complete.
The BDN Script File Name List shows the Start Time, End Time, language, and
import status for each BDN script file.
295
15 Click OK. The BDN Batch Import import closes. In Scenarist BD, an import
result dialog box appears.
Click OK. The BDN import PGs appear in the Stream Tree.
296 Importing subtitle sets (BDN import)
16 To view the objects under any of the BDN import PGs, locate them in the
Data Tree.
297
Re-ordering PG streams
Scenarist BD allows you to change the order of BDN import PG streams by simply
dragging and dropping them in the Stream Tree. The application automatically
changes the numbering of the PG streams, and updates any links to the PG
streams.
3 In the Stream Tree, drag the PG stream you want to re-order to its new
location.
300 Importing subtitle sets (BDN import)
The moved PG stream appears in its new location in the Stream Tree.
4 The Clip Editor shows the new ordering (and numbering) of the PG streams.
14 Text-based subtitles
Text-based subtitles
The HDMV format offers two ways of providing subtitles, presentation graphics
(see Chapter 12, “Presentation graphics”) and text-based subtitles. Unlike PGs,
text-based subtitles are not converted into graphics. They are stored outside of
the main audio-visual stream, and therefore don’t affect the bandwidth or quality
of the main movie at all; instead, they are added to the main AV stream when the
BD player runs the title. This division of storage locations makes it possible to
provide more subtitle languages on a movie without taking up a lot of disc space
or compromising video quality.
Although they are not converted into graphics, text-based subtitles are positioned
and sized in text regions on the presentation (graphic) plane. Within each text
region are text boxes, which use text “styles” to determine font type, size, color,
text flow, and line spacing. Text styles can be changed character by character,
and can be altered over time to create fade-in or fade-out effects.
Font assets
In order to create text-based subtitles, you need to import one or more
OpenType fonts to your project (see “Importing assets” on page 77). Once they
are imported to your project, font assets appear in the Data Tree:
Creating Text-based subtitles 303
2 Select Text Subtitle, then click OK. The Set Graphic Parameter dialog box
appears.
3 Select the parameters used by the video or still image background of the Text
ST; then select the Character Coding using the drop-down list.
4 Click OK. A Text ST virtual asset is added to the folder. A Dialog Style object
is added automatically to the Text ST, and a Palette object is added
automatically to the Dialog Style.
5 To rename the Text ST virtual asset, click its name twice so it becomes
selected, enter the new name, and press Enter.
6 If appropriate, change the Language Code for the virtual asset (see “Changing
the Language Code for assets” on page 77).
Creating Text-based subtitles 305
• Expand the Text ST virtual asset, right-click the Dialog Style object, and
choose New > Virtual Asset from the shortcut menu. In the Virtual Asset
dialog box, select Region Style and click OK. A Region Style object is added to
the Dialog Style.
• Right-click the Region Style object and choose New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select User Control Style and
click OK. A User Control Style object is added to the Region Style.
• Right-click the Text ST virtual asset and choose New > Virtual Asset from the
shortcut menu. In the Virtual Asset dialog box, select Dialog Presentation and
click OK. A Dialog Presentation object is added to the Text ST.
• Right-click the Dialog Presentation object and choose New > Virtual Asset
from the shortcut menu. In the Virtual Asset dialog box, select Dialog Region
and click OK. A Dialog Region object is added to the Dialog Presentation, and
a Region Subtitle object is added automatically to the Dialog Region.
306 Text-based subtitles
3 Select Text ST, then click OK. The Set Graphic Parameter dialog box appears.
4 Select the parameters used by the video or still image background of the Text
ST; then select the Character Coding using the drop-down list.
6 To add objects to the Text ST virtual asset, select the type of object in the
tree view (or the folder to which a new object will belong), then select the
number of objects you want using the arrows in the appropriate Number
field.
7 When you are finished defining your Text ST virtual asset, click OK. The Text
ST appears in the Data Tree.
2 In the Data Tree, select the Text ST virtual asset, then select an appropriate
Player Style value in the Properties window.
• Permit Player Own Style (default) allows a BD player to generate its own
style for Text STs in addition to the author-defined sets.
• In the Data Tree, double-click the Palette under the Dialog Style object. The
Palette dialog box appears.
• Select the image file that uses your shared palette, then click Open.
4 In the Data Tree, select the Region Style object, then select or enter
appropriate values in the Properties window.
• Line Space sets the distance (in pixels) between two adjacent baselines.
• Font Ref selects the reference font from the set of font assets in the Data
Tree.
Note: Once you select a Font Ref, the rest of the Font area becomes active:
312 Text-based subtitles
• Font Size sets the font point size (in pixels); default is 24.
• Font Palette Entry Ref sets the default color for the font.
• Font Outline Palette Entry Ref sets the default color for the font outline.
• Font Outline Thickness sets the size of the font outline; options are Thin,
Medium, and Thick.
• Region position sets the X and Y axes (in pixels) for the text region.
• Region size sets the width and height (in pixels) for the text region.
• Background Palette Entry Ref sets the default color for the text region.
• Text Box position sets the X and Y axes (in pixels) for the text box.
• Text Box size sets the width and height (in pixels) for the text box.
• Text Flow sets the flow of text in the text box; options are Horizontal
Writing Right, Horizontal Writing Left, and Vertical Writing.
• Horizontal Alignment sets the horizontal alignment of text in the text box;
options are Left, Center, and Right.
• Vertical Alignment sets the vertical alignment of text in the text box;
options are Top, Middle, and Bottom.
Creating Text-based subtitles 313
5 In the Data Tree, select the User Control Style object, then select or enter
appropriate values in the Properties window.
• Size Inc Dec sets how the user can change the font size; options are
Increase and Decrease.
• Size Delta sets how much the user can change the font size (in pixels).
The final font size must be within the range 8–144.
• Space Inc Dec sets how the user can change the font spacing; options are
Increase and Decrease.
• Space Delta sets how much the user can change the font spacing (in
pixels).
• Horizontal Position Delta sets how much the user can change the
horizontal position of the text region (in pixels).
• Vertical Position Direction sets the vertical direction in which the user
can move the text region; options are Down and Up.
• Vertical Position Delta sets how much the user can change the vertical
position of the text region (in pixels).
• Horizontal Position Delta sets how much the user can change the
horizontal position of the text box (in pixels).
• Vertical Position Direction sets the vertical direction in which the user
can move the text box; options are Down and Up.
• Vertical Position Delta sets how much the user can change the vertical
position of the text box (in pixels).
• Width Inc Dec sets how the user can change the width of the text box;
options are Increase and Decrease.
• Width Delta sets how much the user can change the width of the text box
(in pixels).
• Height Inc Dec sets how the user can change the height of the text box;
options are Increase and Decrease.
• Height Delta sets how much the user can change the height of the text
box (in pixels).
Creating Text-based subtitles 315
6 In the Data Tree, select the Dialog Presentation object, then select or enter
appropriate values in the Properties window.
• Start Time (Drop Frame) sets the PTS to begin display of the Text ST (in
drop-frame contexts).
• Start Time (Non Drop Frame) sets the PTS to begin display of the Text ST
(in non-drop-frame contexts).
• End Time (Drop Frame) sets the PTS to end display of the Text ST (in
drop-frame contexts).
• End Time (Non Drop Frame) sets the PTS to end display of the Text ST
(in non-drop-frame contexts).
316 Text-based subtitles
• In the Data Tree, double-click the Palette object under the Dialog Presentation
object. The Palette dialog box appears.
• Select the image file that uses your shared palette, then click Open.
8 Double-click the Dialog Region object in the Data Tree. The Text ST Editor
appears.
Creating Text-based subtitles 317
9 Double-click the Dialog Region rectangle. The Text Editor dialog box appears.
10 If appropriate, select new values for Font, Size, Color, Style, Outline Color,
and Outline Type. The displayed values are those set in the Font area of the
Region Style Properties window (see step 4 on page 311).
11 Type (or paste) the subtitle in the Text box (100 characters maximum).
318 Text-based subtitles
12 Click OK. The subtitle appears in the Dialog Region rectangle of the Text ST
Editor.
13 In the Data Tree, select the Dialog Region object, then select or enter
appropriate values in the Properties window.
• Region Style Ref selects the reference Region Style from the set of defined
Regions Styles in the Data Tree.
Creating Text-based subtitles 319
Note: Any Text ST that is unencoded shows this icon in the Data Tree:
2 Choose Edit > Encode > Build. The Save ES File dialog box appears.
Note: The dialog box automatically selects the Encode folder path that was
defined when you created the project.
320 Text-based subtitles
3 Click Save. Scenarist BD encodes the Text ST. An Encode Result dialog box
appears.
Note: Any Text ST that is encoded shows this icon in the Data Tree:
If the text-based subtitle encodes successfully, you are ready to add it to a Clip.
• Adding the Text ST Clip to the Text Subtitle SubPath of the PlayList.
2 To rename the Clip, click its name twice so it becomes selected, enter the
new name, and press Enter.
Creating Text-based subtitles 321
4 Select the Data Tree; then Drag the Text ST asset from the Data Tree onto the
Text ST track in the Clip Editor. The Text ST is added to the Clip.
5 In the Stream Tree, right-click the PlayList to which you will add the Text ST
Clip, and choose New > SubPath > Text Subtitle from the shortcut menu. The
SubPath appears in the Stream Tree.
322 Text-based subtitles
6 To rename the SubPath, click its name twice so it becomes selected, enter the
new name, and press Enter.
8 Drag the Text ST Clip from the Stream Tree onto the Text ST SubPath track in
the Stream Editor.
Creating Text-based subtitles 323
10 Click OK. The Text ST Clip is added to the project as a SubPath of the
PlayList.
324 Text-based subtitles
15 Importing/updating Designer PS files
This chapter tells you how to import IGs, PGs, and asset sets created using
Photoshop and Scenarist Designer PS into a Scenarist BD project, and how to
update Designer IG/PG files. It includes the following topics:
Scenarist Designer PS is a Photoshop plug-in that helps deal with the strictures
created by these palette limitations. It can be used to optimize and normalize the
color palette(s) of images created in Photoshop, so that they will adhere to the
specific color requirements of the interactive and presentation planes in the
HDMV format. Scenarist Designer PS processes the Photoshop graphic elements,
dithering images if necessary to adapt them to the optimized color palette(s); it
then exports the Photoshop file in a format that can be imported directly into a
Scenarist BD project.
2 In the Data Tree, right-click the Data folder, and choose Import > Scenarist
Designer file from the shortcut menu.
328 Importing/updating Designer PS files
3 Locate the Scenarist Designer PS file you want to import; then click Open.
The Scenarist Designer Import dialog box appears.
329
4 Select the proper Frame Rate; then click OK. The Import Result dialog box
appears.
Note: If the imported file is a group of assets, the Scenarist Designer Import
dialog box does not appear, since you do not need to set a Frame Rate for an
asset set.
If you have imported an asset set, the import process is finished. If you have
imported an interactive graphic (IG) or presentation graphic (PG), there are a
few additional steps. These are described in detail in the following sections:
Completing IG imports
2 In the Data Tree, select the IG virtual asset, then set the Acquisition Point
Interval in the Properties window.
3 In the Data Tree, select the first Display Set object, then select or enter
appropriate values in the Properties window.
332 Importing/updating Designer PS files
• PTS (Drop Frame) sets the PTS start time for the IG Display Set (in drop
frame contexts); you may need to adjust this value to allow for decoding
time (depending on the size of the IG).
• PTS (Non Drop Frame) sets the PTS start time for the IG Display Set (in
non drop frame contexts); you may need to adjust this value to allow for
decoding time (depending on the size of the IG).
• User Timeout Duration sets how long the IG Display Set is displayed with
no user activity before it is removed. If set to zero (00:00:00:00), the
duration is “infinite”; if User Interface Model is “Always On,” the timeout
duration is taken to be zero (“infinite”); if User Interface Model is “Pop
Up,” the IG Display Set disappears after the timeout duration.
• Composition Timeout PTS (Non Drop Frame) sets how long the IG is
displayed (in non drop frame contexts) before it is removed.
• Selection Timeout PTS (Drop Frame) sets the valid interaction time within
an Epoch (in drop frame contexts).
• Selection Timeout PTS (Non Drop Frame) sets the valid interaction time
within an Epoch (in non drop frame contexts).
4 Set appropriate Properties values for each Display Set object in the IG.
333
5 Right Click the IG virtual asset, then select Encode > Build from the Shortcut
menu. The Save ES file appears.
6 Click Save. Scenarist BD encodes the IG. The Encode result dialog box
appears.
Completing PG imports
2 In the Data Tree, select the PG virtual asset, then set the Acquisition Point
Interval in the Properties window.
3 In the Data Tree, select the first Display Set object, then select or enter
appropriate values in the Properties window.
• Start Time (Drop Frame) sets the PTS to begin display of the PG (in drop-
frame contexts).
336 Importing/updating Designer PS files
• Start Time (Non Drop Frame) sets the PTS to begin display of the PG (in
non-drop-frame contexts).
• End Time (Drop Frame) sets the PTS to end display of the PG (in drop-
frame contexts).
• End Time (Non Drop Frame) sets the PTS to end display of the PG (in
non-drop-frame contexts).
4 Set appropriate Properties values for each Display Set object in the PG.
5 Right Click the PG virtual asset, then select Encode > Build from the Shortcut
menu. The Save ES file appears.
6 Click Save. Scenarist BD encodes the PG. The Encode result dialog box
appears.
P: Page [none]
In addition, there are certain rules that govern the update process:
• The updated file must be of the same type as the project asset being updated.
• The name of the updated file must be the same as that of the file originally
imported into your project.
• Any item from the originally imported Designer file that is missing from the
updated Designer file will be removed from your project.
• Any item that is new to the file is added to the IG/PG tree in your project.
• Any changes made to BOGs and buttons will not destroy navigation
commands, unless the BOG/button is being removed.
• Any object properties not associated with the visual elements supported by
Designer remain as set in Scenarist BD (they are not overwritten).
2 Export the IG/PG asset file, using Scenarist Designer PS. (For more
information, see the Scenarist Designer PS User Guide.)
4 Close Photoshop.
6 In the Data Tree, right-click on the Designer IG/PG asset you want to update,
and choose Import > Update IG/PG from the shortcut menu.
340 Importing/updating Designer PS files
Note: If you right-click on the Data folder in the Data Tree, select Import >
Scenarist Designer file from the shortcut menu, and choose a Scenarist
Designer PS file that is already part of your project, the Inquire Update IG/PG
dialog box appears:
To update the existing IG/PG in your project, click Update. To create a new
IG/PG asset in your project (using the same Designer file), click Create New.
342 Importing/updating Designer PS files
16 Titles and movie objects
Titles and movie objects are used to define how a project is presented to the
viewer, and how it can be navigated. This chapter documents how to add titles to
a project and how to link them to playlists. It includes the following topics:
Titles
Titles are the movies, slideshows, and bonus content residing on finalized discs
that the user can view. Titles are added in the Scenario Editor and contain movie
objects that link to PlayLists. The following sections document how to add titles
and link them to PlayLists:
Adding titles
New projects contain only a First Playback and Top Menu by default. The
following procedure documents how to add titles to the project.
2 In the Set MovieObject dialog box, confirm that New MovieObject is selected.
Note: You can also drag PlayItems and PlayListMarks from the Stream Tree onto
movie objects if you want the title to begin playing from those locations, instead
of from the start of a PlayList.
Tips for working in the Scenario Editor 347
Deleting titles
Only HDMV titles can be deleted from the project. The First Playback and Top
Menu cannot be deleted.
• Right-click the title you want to delete in the Scenario Tree or Scenario Editor,
and choose Delete from the shortcut menu.
• To align scenario objects neatly, right-click in the Scenario Editor and choose
Align All from the shortcut menu.
• To hide or show the lines connecting objects in the Scenario Editor, click the
Line Show/Hide button in the toolbar.
Select which lines you want to show. To show all lines, select the All option
• To zoom the Scenario Editor, use the Zoom In and Zoom Out buttons in the
toolbar, or select a zoom value from the View > Zoom submenu.
348 Titles and movie objects
Navigation commands
When dragging PlayLists from the Stream Tree onto movie objects in the Scenario
Editor, a navigation command (PlayPL) is added to the movie object that points to
the PlayList. Movie objects can contain other types of commands (for setting
system parameters, playback settings, or determining what happens when the
title finishes playing), as well as multiple commands. Button objects can also
contain navigation commands, which are executed when the button is activated
by the viewer.
You can add navigation commands in the Scenario Editor with the Connect tool,
or you can use the Navigation Editor to edit commands or insert them manually.
2 Set the Connect button in the toolbar to the type of navigation command you
want to add (see “Navigation command types” on page 352).
3 Click the CMD flag of the movie or button object to which you will add the
navigation command.
350 Titles and movie objects
• Title
• Movie object
• PlayList
• PlayItem
• PlayListMark
• Page
5 As you drag the mouse, a line appears that will connect the source and
destination. When you release the mouse button, the navigation command is
added to the movie or button object.
• Select a movie object or button object in the Scenario Tree, then click the
NaviCommand Editor tab in the Editor window. The object’s navigation
commands are displayed in the Navigation Editor.
3 Using the Cmd drop-down list, select the command type you want to add (see
“Navigation command types” on page 352). Configure additional options for
the command as needed.
5 If the object contains multiple navigation commands and you want to change
the position of the command, select the command and click Move Up or
Move Down.
6 To delete a navigation command from the command list, select the command
you want to delete and click Delete.
352 Titles and movie objects
2 Choose Edit > Delete All NaviCmd, or right-click in the Scenario Editor and
choose Delete All NaviCmd from the shortcut menu.
Nop No command.
JumpObject Discards the current movie object and branches to the specified
movie object. Resuming playback of the previous movie object with the Resume
command is not possible after executing a JumpObject command.
JumpTitle Discards the current title and branches to the specified title.
Resuming playback of the previous title with the Resume command is not
possible after executing a JumpTitle command.
CallObject Suspends playback of the current movie object and branches to the
specified movie object. Resuming playback of the previous movie object with the
Resume command is possible after executing a CallObject command.
CallTitle Suspends playback of the current title and branches to the specified
title. Resuming playback of the previous title with the Resume command is
possible after executing a CallObject command.
PlayPL Plays the specified PlayList. Only available as a movie object command.
SetSystem Sets system values for stream numbers, the Navigation Timer, and
button parameters.
• SetStream Sets the current Primary audio, PG TextST, Angle, and Interactive
Graphics streams to be presented.
• SetNVTimer Sets the initial time (0-300 seconds) and starts the Timer. When
the Timer reaches “0,” a Jump operation to the specified Movie Object is
executed.
• Pop up Menu Off Immediately displays the OutEffect of the current Page if
present, and then removes the Interactive Graphics display.
356 Titles and movie objects
17 BD-J titles
This chapter introduces you to BD-J mode; it tells you how to create a BD-J
project in Scenarist BD, how to import a Java project from Scenarist BD-J into
Scenarist BD, and how to create BDJOs in Scenarist BD. It includes the following
introductory topics:
BD-J mode is based on MHP (Multimedia Home Platform) and GEM (Globally
Executable MHP), which are commonly used for Cable TV applications, and
which in turn are built on packages such as JavaTV and the Java Media
Framework (JMF).
You will want to use BD-J if you want to include any of the following in a title:
• games
• network-enabled application
• video scaling
• overlapping buttons
Note: For more information on BD-J mode, see the Scenarist BD-J User Guide.
359
Code Scope Movie Object (though registers Title, Multi-Title, Disc, or Disc Set.
can carry across titles).
Background plane
Video plane
Flight through History Flight through History
graphic menu
graphic menu
Background plane Sits at the back, behind the video. Displays a single image or a
single color. It provides a backdrop for the video, if the video is scaled.
Java Graphics plane Displays the graphic user interface (GUI) for the BD-J
application. It is similar to the IG plane in HDMV.
back
Background plane
Video plane
graphic menu
2 Prepare and import video, audio, and (presentation) graphic assets into the
project. For more information, see Chapter 3 (“Preparing assets” on page 33),
Chapter 4 (“Creating Solutions and Projects” on page 55), and Chapter 6
(“Managing assets” on page 89).
3 Set up Clips, PlayLists, and PlayItems. For more information, see Chapter 8
(“Movies and slideshows” on page 139).
4 Prepare subtitles and other presentation graphics. For more information, see
Chapter 12 (“Presentation graphics” on page 253) and Chapter 14 (“Text-
based subtitles” on page 301).
5 In the Scenario Tree, right-click the Scenario folder, and choose New > BD-J
Title from the shortcut menu. A new BD-J title appears in the Scenario Tree.
You can now set the BD-J Title as the First Playback item.
8 If appropriate, continue to set up titles and movie objects, and link content to
titles. For more information, see Chapter 16 (“Titles and movie objects” on
page 343).
2 Choose File > Open Project file. The Open Project file dialog box appears.
3 Select the project to which you want to import the BD-J files; then click
Open.
4 Locate the JAR file from your Scenarist BD-J project; drag it into the Data Tree
in Scenarist BD.
365
5 Locate the BDJO from your Scenarist BD-J project; drag it to the First Playback
item in the Scenario tree in Scenarist BD.
2 Locate the “app.discroot.crt” file created as part of the JAR signing process
(for details, see Chapter 8 of the Scenarist BD-J User Guide; in particular, see
the section called “Building and Signing JAR files”). Drag it to the
CERTIFICATE directory displayed in the Disc Package view in the Layout
Editor.
3 Click OK.
2 Choose File > Open Project file. The Open Project file dialog box appears.
3 Select the project to which you want to create the BD-J Object; then click
Open.
4 Locate the JAR file for your project; drag it into the Data Tree in Scenarist BD.
368 BD-J titles
5 In the Scenario Tree, right-click on First Playback, then choose New > BD-J
Object from the shortcut menu. A BD-J Object appears in the Scenario Tree.
6 In the Scenario Tree, right-click on the BD-J Object, then choose New > BD-J
Application from the shortcut menu. A BD-J Application appears in the
Scenario Tree.
369
Auto Start The class implementing the Xlet is loaded into the VM, an
Xlet object is instantiated, and the application is started
(subject to usual restrictions).
Note: GEM divides applications into service bound and not service bound,
sometimes referred to as “service unbound.” BD-J provides refined signaling
for not service bound applications. Obviously for a disc environment, such
applications can be bound to a disc or not. BD-J’s refined signaling allows
controlling the lifecycle behavior of running not service bound applications
when the disc is ejected. BD-J also specifies the lifecycle behavior of running
service bound applications when the current disc is ejected.
true This application will not be visible to users but will be visible
to applications via an application-listing API.
• application icon locator is the first part of the string that specifies the
location of the icon files. The icon locator should not end with a forward
slash “/” (0x2F) character.
• application icon flags: To set this value, click select. The Select Icon
Flags dialog box appears.
Note: A JAR file that is stored in another JAR file on the Virtual Package is
not considered as a sub-directory; i.e., it is considered as a normal file.
indicating a subpath in the JAR file. All referenced files in the classpath will be
present in the VFS. A path that does not start with the slash character “/” is
interpreted as being relative to the base directory specified above. To indicate
directories within a JAR file, use the slash character “/” (0x2F). The relative
order of searching a class in the specified paths is as signaled in this string,
starting with the first path. Note that a JAR file stored in another JAR file on
the Virtual Package is not considered as a sub-directory. All referenced
directories in JAR files will exist.
Note: The class path in the manifest file of a JAR file has no meaning in BD-
J, and is ignored.
9 Click OK. The BD-J Application Parameter Setting dialog box closes.
375
11 Drag the JAR in the Data Tree to the BDJO in the Scenario Editor.
376 BD-J titles
16 Locate the “app.discroot.crt” file created as part of the JAR signing process
(for details, see Chapter 2 of the Scenarist Safeguard User Guide, “JAR
signing). Drag it to the CERTIFICATE directory displayed in the Disc Package
view in the Layout Editor.
17 Click OK.
• It has an encryption key size of 128 bits (as compared with 40 bits for CSS).
• It allows those who license titles for distribution to control copying, or grant
rights to produce a limited number of “fair copies” from each disc.
• Every AACS-compliant device has its own unique Device Key Set; therefore,
every brand and model of AACS device can be identified.
• The Device Key Set is used to decrypt Media Key Blocks; Media Key Blocks
can be updated to revoke certain devices.
• Media Key Blocks are used to compute Media Unique Keys, and Media
Unique Keys are used to decrypt the actual media content.
AACS Files
For single-layer discs, Scenarist BD creates the following AACS files:
Content000.cer
ContentHash000.tbl
ContentRevocation.lst
CPSUnit00001.cci
mcmf.xml
MKB_RO.inf
MKB_RW.inf
Unit_Key_RO.inf
Content000.cer
Content001.cer
ContentHash000.tbl
ContentHash001.tbl
ContentRevocation.lst
CPSUnit00001.cci
mcmf.xml
MKB_RO.inf
MKB_RW.inf
Unit_Key_RO.inf
Note: For both single-layer and dual-layer discs, there will be one CPSUnit file
for each Clip Unit in the project.
• CPS Unit Info tab, which allows you to set CPS Unit values.
• Managed Copy tab, which allows you to set managed copy protection
values.
2 Click Verify. Also, check that the CPS Unit List is correct, with all Titles and
Clips accounted for,
Using the CPS Editor 383
4 To delete a CPS Unit from the CPS Unit List, select the Unit number to be
deleted; then click Delete.
• Drag and drop it to the CPS Unit in which you want it registered.
384 Content protection
• Drag and drop it to the CPS Unit in which you want it registered.
Using the CPS Editor 385
7 To edit CPS Unit settings, select the first Unit number from the CPS Unit List;
then click Setting. The CPS Unit Info Setting dialog box appears.
Note: The settings for Copy Permission Indicator, Retention Move Mode,
and Retention State are the only possible values for encrypted settings, and
Encrypted Setting is the only available mode in this dialog box.
8 Select appropriate settings in the CCI and Other Info group box.
0x00 EPN-asserted.
0x01 EPN-unasserted.
386 Content protection
• Image Constraint Token sets the form for the HD analog output.
9 To save the CPS Unit information, click Save. The Save As dialog box appears.
11 Click OK. The CPS Unit Info Setting dialog box closes.
12 Using the procedure outlined in steps 7-11 above, edit settings for all CPS
Units in the CPS Unit List.
• In the CPS Unit List, elect the Unit number to which you wish to import
the information file; then click Setting.
• Locate the information file you wish to import; then click Open.
388 Content protection
• CPTBL Version is the version of the Copy Protection table being used by
the application. In most situations, you should use the default value.
• BCA Flag shows whether or not there is data in the Burst Cutting Area. In
most situations, you should use the default value.
• Unique ID (Hex) is the unique ID for the disc volume. The default value is
a time stamp (year, month, date, hour, minute, second, millisecond). In
most situations, you should use the default value.
Using the CPS Editor 389
19 If you want to add your own Managed Copy Manifest File (mcmf.xml) to
specify the Managed Content URL for the project, click the Create
“mcmf.xml” checkbox to uncheck (deselect) the option.
Note: To add your own mcmf.xml to the project, choose Tool > Disc
Layout. In the Layout Editor Window, select the Logical File Layout tab. Drag
and drop your Managed Copy Manifest File into the AACS folder in the Disc
Package tree view:
If a Managed Content Manifest File already exists, the program asks you to
confirm that you want to replace it.
Click Yes to add your mcmf.xml file to the project; then click OK to close the
Layout Editor.
3 Click Auto Layout to move the AACS files to their proper locations
automatically. The Auto Layout function groups and organizes the files into
logical sequences. For example (single layer):
Allocating AACS files in the disc image 393
Note: For single-layer discs, the AACS files belong in the inner position of
the disc, and the AACS/Duplicate files belong in the outer position of the disc.
Note: If you use the Auto Layout function, the application overwrites any
file layout created manually. You can troubleshoot and adjust the layout
manually after you use the Auto Layout function. To delete Sequences, use
the Delete key (not the backspace key). To view the files in order (from the
beginning of the disc to the end), click the Layer tab.
4 Check to make sure that any streams that need to connect seamlessly are
placed adjacent to one another, and are in the correct order within the
physical layout of the disc.
5 Click OK to save your physical layout settings and close the Layout Editor.
Your project is now ready to be multiplexed in preparation for final output. For
more information, see “Multiplexing” on page 396.
19 Multiplexing and output
This chapter documents how to multiplex and create a final CMF output image
for your Scenarist BD project. It includes the following topics:
Multiplexing
Once a Scenarist BD project is completed and the AACS setting are entered, you
can multiplex it in preparation for final output. Multiplexing, or MUXing, is the
process of writing the completed video, audio, and graphic streams. Multiplexing
takes place in the MUX Remoting Server, which is called by Scenarist BD, and
outputs a BDMV Volume containing the video object files and information files
that will reside on the mastered disc.
To multiplex a project:
1 In Scenarist BD, choose File > Save Project to save the project.
2 From the Windows Start menu, choose All Programs > Sonic > Scenarist BD >
Utilities > Mux Remoting Server. The MUX Remoting Server launches.
3 In Scenarist BD, choose Tool > MUX, or click the MUX button in the toolbar.
Multiplexing 397
5 Using the drop-down list, set the Selected Contents to Disc only.
398 Multiplexing and output
6 In the CMF Output Type field, select output type using the drop-down list. In
general, you should use the “BDCMF Creator ver1.2 (or higher)” option. The
SonyCMF option should only be used if you are using a Sony replication plant.
Note: The “BDCMF Creator ver1.2 (or higher)” option is used in conjunction
with the BDCMF Creator utility to generate BDCMF output.
7 The Output Root Path and ES Encode Path are set by default to the paths that
were defined when you created the project. If appropriate, select new output
paths by clicking the Browse buttons and selecting new output folders.
8 Check the “Create disc image file” option to create the disc image. (If your
project is dual-layer, the “Create the image file of each layer” option is still
grayed out, but is default selected.) If you select the “Create disc image file”
option, the Disc Image Path field becomes active.
9 If your are using BD-RE (Blu-ray Disc Rewritable), click Other Options. The
MUX Options dialog box appears.
11 Click OK. The BD-RE option you have selected appears in red in the MUX
Configuration dialog box.
402 Multiplexing and output
12 Click MUX Start to begin multiplexing the project. The MUX Monitor dialog
box appears.
14 The Monitor also tells you when the MUX process is complete.
16 In the MUX Remoting Server application, choose MUX Server > Exit.
17 When prompted to confirm you want to exit the MUX Server, click Yes.
Note: The current version of Scenarist BD supports the Sony CMF format. The
Sony CMF format can be converted to BD CMF format using the BDCMF Creator
utility.
2 In Scenarist BD, choose Tool > Download, or click the Download button in
the toolbar.
Note: By default, the Output Path is set to the Output folder used by the
project, and should not be changed.
Final CMF Output 405
5 Using the drop-down lists, set Source Device and Destination Device to HDD.
6 Verify the Destination path, and the Destination(Layer1) path if your project is
dual layer.
10 The Monitor also tells you when the download process is complete.
Note: Once the download process is finished, your destination directory will
contain a CMF image with supporting .DAT files.
13 When prompted to confirm you want to exit the DW Server, click Yes.
14 If you are using the SonyCMF format, sent the DST folders
(C:\HDMV_projects\<ProjectName>\Output\Download\DST) to the plant. If
the plant does not accept SonyCMF, use the BDCMF Creator utility to
generate a BDCMF output.
408 Multiplexing and output
20 Save As options and archiving
This chapter documents the Save as options offered by Scenarist BD, and tells
you how to make a compressed archive file of your project. It includes the
following topics:
Save As options
As with many other applications, Scenarist BD offers a simple Save As function,
which allows you to create an alternate version of the (.xml) project file and
make minor changes to it. This new project file references the same Encode and
Output folders as the original project file.
If you want to make more extensive changes to the project, including replacing
IG and PG assets, Scenarist BD offers a Save As New Project function. This
operation saves the Encode and Output folders along with the new (.xml) project
file, rather than referencing the folders associated with the original project file.
The following sections document the use of Scenarist BD’s Save As options:
Save As
The Save As option allows you to save a new version of the Scenarist BD (.xml)
project file. This new project file is tied to the same Encode and Output folders
as the original project file.
3 Select a location for your project file, and (if appropriate) create a folder for it.
4 Select the new folder you have created, and enter a name for the (.xml)
project file.
414 Save As options and archiving
5 Click Save. The project, with its new name, appears in Scenarist BD.
Only the new (.xml) project file is saved in the new location.
This new project file references the Encode and Output folders of the project
that was open in Scenarist BD before the Save As operation.
Save As options 415
• Contents Owner
• Disc Number
• Manufacturer Name
• Author Name
• Disc ID
6 Select the Auto-create Project Folder option. The Project Folder Path field
becomes active, and the Browse For Folder dialog box appears.
418 Save As options and archiving
8 Click OK. The path to the new project folder appears in the Project Folder
Path field, and the paths to the new Output and Encode folders appear in
those (grayed-out) fields.
Save As options 419
9 Click OK. The project, with its new name, appears in Scenarist BD.
New Encode and Out put folders are saved in the new location, along with
the new (.xml) project file.
420 Save As options and archiving
Archiving
Using Scenarist BD’s archive feature, you can create a compressed archive file of
your project. This allows you to create a backup of your project, and makes it
easy to move your project to another computer or location.
The following sections document the use of Scenarist BD’s archive function:
Archiving a project
To archive a project:
1 Open your project in Scenarist BD.
Archiving 421
2 Choose Tool > Archive. The Archive Settings dialog box appears.
The Project File field shows the path to the open project file.
3 Click the Browse button to the right of the Additional Folder field. The
Browse for Folder dialog box appears.
422 Save As options and archiving
4 If appropriate, select an additional folder that you want to have saved as part
of your archive.
Note: All folders that are created as part of the project, and all folders that
are imported into the project, are automatically included in the archive.
5 Click OK. The path to the selected folder appears in the Additional Folder
field.
6 Click the Browse button to the right of the Output File field. The Save As
dialog box appears.
Archiving 423
7 Select the location and name for your archive file; then click Save. The path to
the archive file appears in the Output File field.
8 If appropriate, select the “References the original audio and video files”
option in the Archive Option group box.
Note: If you select this option, audio and video files are included in the
project by reference only: The file paths for the audio and video streams (as
saved in the archived and extracted project) will not been changed to point to
a new destination folder when you extract the project. If you do not select
this option, the audio and video files themselves are included in the archive,
and will reside in the destination folder when the project is extracted.
424 Save As options and archiving
9 Click OK. Scenarist BD creates the archive. The program shows you the
progress of the backup operation.
10 When the backup operation is finished, an Archive Result dialog box appears.
11 Click OK. The selected location folder contains the archive file.
Archiving 425
2 Click the Browse button to the right of the Input File field. The Open dialog
box appears.
\
426 Save As options and archiving
3 Locate your archive (.sbda) file; then click Open. The path to the archive file
appears in the Input File field.
Note: If you created your archive with an earlier version of Scenarist BD, the
file extension may be different (“.zip” instead of “.sbda). In order for the
Open dialog box to see this file, you need to select the appropriate file
extension from the drop-down list.
Archiving 427
Note: Although this older file suffix is the same as that used with WinZip
archives, the file does not have the same structure; it cannot be extract
successfully using WinZip.
4 Click the Browse button to the right of the Output Folder field. The Browse
for Folder dialog box appears.
5 Select the location for the project. If you don’t have an appropriate
destination folder, click Make New Folder. A generic New Folder appears in
the selected location.
428 Save As options and archiving
7 Click OK. Scenarist BD extracts the archive. The program shows you the
progress of the extract operation.
8 When the extract archive operation is finished, an Extract Result dialog box
appears.
Archiving 429
The destination folder contains folders for each element of the project.
430 Save As options and archiving
The Addition folder contains the additional folder you selected during the
archiving process.
Note: If you selected the “References the original audio and video files”
option when you archived your project (see step 8 on page 423), there will
not be “audio” and “video” element folders in your destination folder.
These assets are included in the project by reference only: The file paths for
the audio and video streams (as saved in the archived and extracted project)
have not been changed to point to the new destination folder.
A Keyboard shortcuts
This appendix documents the following keyboard shortcuts for Scenarist BD:
Ctrl+Z Undo
Ctrl+Y Redo
Ctrl+X Cut
Ctrl+C Copy
Ctrl+V Paste
F2 Rename
433
Ctrl+M MUX
This appendix provides video and audio specifications for BD. It contains the
following topics:
BD Primary Video
Note: 50i playback is mandatory only within areas that have HD and SD video
transmission, such as Europe. Outside these areas, 50i support is optional;
therefore, certain players will not play back 50i content outside these regions.
437
BD Secondary Video
• Unless the video codec used for the primary video is MPEG-2, the codec used
for the secondary video must be the same as the codec used for the primary
video.
• Both the primary and secondary video must use the same scan mode
(interlaced or progressive).
• Both the primary and secondary video must use the same frame rate.
Note: Secondary video allows for progressive SD video. Both 720 x 576 p25
and 720 x 480 p29.97 are available and allowed in secondary video only.
• If the primary and secondary video is 720x480 or 720x576, they must both
have the same aspect ratio.
• Currently, players are not able to display full HD frame size in the secondary
decoder. It is best to use SD frame size for secondary video to ensure widest
compatibility.
438 BD Primary Audio
BD Primary Audio
BD Secondary Audio
1 The state of an IG can only be controlled or tracked during the time it is active
in a PlayList. When it is not active, all PSRs related to the IG state will not
necessarily be valid, nor is it guaranteed that you can set the page and button
reliably.
Any code employed in the Movie object per the spec will be meaningless.
Players cannot be counted on to execute this properly. Players are not
required to play this correctly, but some have chosen to accommodate titles
authored incorrectly.
Note: In Scenarist HDMV 4.5.2, there is a bug that allows you to author and
set a button page from a movie object.
2 You must leave the page to “Not Set” when setting button page to a button on
the page you are currently on.
This is an anomaly within the spec that does not allow the same page to be
set from a button on that page. Be careful when setting button highlights and
pages using GPRs that you don’t inadvertently do this.
PSRs for the title are all current, and can be read and stored or used for setting
highlights, so this page is often used as a dummy page. (For those familiar
with DVD authoring, this is similar to a precommand for the IG.)
443
4 When an “Always On” Top Menu title is jumped to or called using the “Top
Menu” remote function, or when you use a call system command from a
pop-up menu to take you to a specific “Always On” menu in another title, the
IG always starts from the 0 page (PAGE_ID = 0).
5 IG PSR values for button and highlight are lost the moment you leave the IG.
6 If Resume is suspended in the Title you are calling from, you can capture the
back-up registers in the Movie Object for the Title you are calling to. These
include the page and button highlight information for the last button selected
or activated in that Title. (PlayItem and PlayListMark information is stored as
well.)
8 “Link MK,” Link PI,” Set Button Page,” and Set Pop Up Off ” commands will
also terminate a command list.
9 A command enabling a button in the same BOG will not terminate the current
Button Object command list.
10 Enabling a button in the same BOG will cause that button to be selected, but
does not terminate the command list in the button you are currently executing.
This appendix discusses how the resume function works in Scenarist BD. It
contains the following topics:
Introduction
Resuming in Scenarist BD is possible because the state of a Movie Object can be
temporarily suspended while some other content is accessed. There are two
situations in which resuming might occur, and each situation is controlled by a
different authoring method.
The resume_intention_flag does not need to be set to Suspended for this type of
resuming to work.
447
• Jumping to the TopMenu (using the remote). Jumping from a Movie Object
set to Discarded will discard the current suspended Movie Object.
Backup PSRs
Resume Information is stored in Backup PSRs:
This appendix discusses common problems you may encounter with IGs in
Scenarist BD, and provides ways to deal with those problems. It contains the
following topics:
• “Problem: IG size of any line after coding exceeds the size of the line before
coding” on page 453
450 Problem: IG does not show up on players
2 One player has been found with firmware current as of June 19th, 2008, that
may not display the IG if you have buttons or slices with transparent graphics.
In some cases Scenarist Designer PS may export these without you knowing.
The solution is not to use graphics set to transparent for dummy buttons. If
this is not the case, you may have to search the IG for slices that have been
set to be transparent, and delete them.
3 The safest way to create a dummy button is in Scenarist BD. Right-click on the
Page in the data tree, select New Virtual Asset from the shortcut menu, and
chose BOG. Then, right-click on the BOG, select New Virtual Asset from the
shortcut menu, and select button. This creates a button with no graphics.
These dummy BOGs can overlap. When you update the IG, dummy buttons
with no graphics that contain valid button object commands will not be
deleted.
1 If possible, reduce the dimensions of the individual graphics (i.e., make the
width and height smaller).
3 Reduce the number of colors you are using; in particular, try to remove any
gradients.
5 Use a global palette for all pages, rather than one palette per page; this can
save space, but may cause an adverse effect to the appearance of some
graphics. Within Scenarist Designer PS you can optimize the palette to apply
the same palette to all pages in your IG. When you encode the IG, Scenarist
BD will automatically analyze all the images in the IG and include only unique
data. This means that if you have shared graphics between pages, they will
only be included once and referenced as many times as needed, thus reducing
the overall size of the encoded IG.
|ERROR|MUX_SN_E_TS_UNDERFLOW_ERR|E:\Projects\Hoops\Mux\MUX\Disc\DB\BDMV\STREAM/
00001.m2ts|0|Buffer underflows|tswrapper.dll::CTSWrapper::ProcThreadMain::Graphics buffer
underflows. - Failed to multiplex with maximum IG PTS: 54900000 (in 90kHz).|
To eliminate this, you can reduce your IG bitrate within Scenarist BD. (Note that
this does not affect size.) Select the IG in the Data Tree; then go to the Properties
window and change the BitRate Adjustment from 1.0 to a lower value, thus
reducing the bitrate. Reducing this to 0.9 or 0.8 is often sufficient.
453
Error : The size of any line after coding exceeds the size of the line before coding (the 'uncompressed'
line) plus 16 (for coding overhead). LINE=1017, SIZE(rle_coded_line())=22608,
SIZE(uncompressed_line())=15360"
If this IG has been exported from Scenarist Designer PS, it may be that some
form of dithering is turned on; this can be the cause of the problem in some
cases. Try turning the dithering off: Once you have exported the file from
Photoshop into Designer, in the Dither Options drop-down list, choose None.
There are some things you can do to simplify an image that can help avoid this
problem. Primarily, you want to avoid gradients in the image; also, avoid using
very complex images with many small details.
454 Problem: IG size of any line after coding exceeds the size of the line before coding
F Region coding in Scenarist BD
This appendix explains how region coding works in Scenarist BD. It contains the
following topics:
Introduction
The way in which Region Coding works in BD is not the same as it did in DVD.
When creating a DVD title, you would specify the valid regions before pre-
mastering, and the players themselves would decide whether to restrict access
based on this and their own internal region code. In BD you can still specify the
target regions (A, B or C) when pre-mastering. However players do not
automatically restrict access based on their internal region code, this
functionality must be authored instead.
Having control over what the player does based on its region adds the ability to:
• play back different versions of the same content depending on the players
region.
1 0000 0001 A
2 0000 0010 B
4 0000 0100 C
457
Here is an example NaviCommand list that checks the player’s region and then
jumps to the appropriate title:
In this case it is also necessary to set the Menu Call Mask and Title Search Mask
properties of both the FirstPlay and NotRegionA Player Movie Objects to
Prohibited.
458 PSR20: Region Code
G BDCMF types
This appendix describes the various types of BDCMF (Blu-ray Disc Cutting Master
Format).
460 BDCMF types
BDCMF types
Blu-ray Disc BDCMF (Blu-ray Disc Cutting Master Format) can have a number of
types. Scenarist BD creates only Type A, and supports Step 0 in Type V. Here is a
list of the different types:
Type V (as Virtual Machine) Refers to Step 0 of BD+ process, and is transmitted
to an Eligible Content code Developer (Macrovision), which performs BD+
processing. Never transmitted to Replicator who does not perform BD+
processing.
Country codes
Below is a comprehensive list of country codes relevant to PSR19: Country Code.
AFGHANISTAN AF 16710
ALBANIA AL 16716
ALGERIA DZ 17498
ANDORRA AD 16708
ANGLOA AO 16719
ANGUILLA AI 16713
ANTARTICA AQ 16721
ARGENTINA AR 16722
ARMENIA AM 16717
ARUBA AW 16727
AUSTRALIA AU 16725
AUSTRIA AT 16724
AZERBAIJAN AZ 16730
BAHAMAS BS 16979
BAHRAIN BH 16968
BANGLADESH BD 16964
BARBADOS BB 16962
BELARUS BY 16985
BELGIUM BE 16965
463
BELIZE BZ 16986
BENIN BJ 16970
BERMUDA BM 16973
BHUTAN BT 16980
BOLVIA BO 16975
BOTSWANA BW 16983
BRAZIL BR 16978
BRUNEIDARUSSALAM BN 16974
BULGARIA BG 16967
BURUNDI BI 16969
CAMBODIA KH 19272
CAMEROON CM 17229
CANADA CA 17217
CHAD TD 21572
CHILE CL 17228
CHINA CN 17230
COLOMBIA CO 17231
COMOROS KM 19277
CONGO CG 17223
CROATIA HR 18514
CUBA CY 17241
CYPRUS CV 17238
DENMARK DK 17483
DJIBOUTI DJ 17482
DOMINICA DM 17485
ECUADOR EC 17731
EGYPT EG 17735
EL SALVADOR SV 21334
ERUTEA ER 17746
ESTONIA EE 17733
ETHIOPIA ET 17748
465
FIJI FJ 17994
FINLAND FI 17993
FRANCE FR 18002
GABON GA 18241
GAMBIA GM 18253
GEORGIA # GE 18245
GERMANY DE 17477
GHANA GH 18248
GIBRALTAR GI 18249
GREECE GR 18258
GREENLAND GL 18252
GRENADA GD 18244
GUADELOUPE # GP 18256
GUAM GU 18261
GUATEMALA GT 18260
GUINEA GN 18254
GUINEA-BISSAU GW 18263
GUYANA GY 18265
HAITI HT 18516
HONDURAS HN 18510
HUNGARY HU 18517
ICELAND IS 18771
INDIA IN 18766
INDONESIA ID 18756
IRAQ IQ 18769
IRELAND IE 18757
ISRAEL IL 18764
ITALY IT 18772
JAMAICA JM 19021
JAPAN JP 19024
JORDAN JO 19023
KAZAKSTAN# KZ 19290
KENYA KE 19269
KIRIBATI KI 19273
KUWAIT KW 19287
KYRGYZSTAN KG 19271
LATVIA LV 19542
467
LEBANON LB 19522
LESOTHO LS 19539
LIBERIA LR 19538
LIECHTENSTEIN LI 19529
LITHUANIA LT 19540
LUXEMBOURG LU 19541
MACAU MO 19791
MACEDONIA MK 19787
MADAGASCAR MG 19783
MALAWI MW 19799
MALAYSIA MY 19801
MALDIVES MV 19798
MALI ML 19788
MALTA MT 19796
MARTINIQUE# MQ 19793
MAURITANIA MR 19794
MAURITIUS MU 19797
MAYOTTE# YT 22868
MEXICO MX 19800
MICRONESIA FM 17997
MONACO MC 19779
MONGULIA MN 19790
468 Country codes
MONTSERRAT MS 19795
MOROCCO MA 19777
MOZAMBIQUE MZ 19802
MYANMAR MM 19789
NAMIBIA NA 20033
NAURU NR 20050
NEPAL NP 20048
NETHERLANDS NL 20044
NICARAGUA NI 20041
NIGER NE 20037
NIGERIA NG 20039
NIUE NU 20053
NORMAY NO 20047
OMAN OM 20301
PAKISTAN PK 20555
PALAU PW 20567
PANAMA PA 20545
PARAGUAY PY 20569
PERU PE 20549
469
PHILIPPINES PH 20552
PITCAIRN PN 20558
POLAND PL 20556
PORTUGAL PT 20564
QATAR QA 20801
REUNION# RE 21061
ROMANIA RO 21071
RWANDA RW 21079
SAMOA WS 22355
THAILAND TH 21576
TOGO TG 21575
TOKELAU TK 21579
TONGA TO 21583
470 Country codes
TUNISIA TN 21582
TURKEY TR 21586
TURKMENISTAN TM 21581
TUVALU TV 21590
UGANDA UG 21830
UKRAINE UA 21825
URUGUAY UY 21849
UZBEKISTAN UZ 21850
VANUATU VU 22101
VENEZUELA VE 22085
YEMEN YE 22853
YUGOSLAVIA YU 22869
ZAMBIA ZM 23117
ZIMBABWE ZW 23127
I Language codes
Language codes
Below is a comprehensive list of language codes relevant to the following PSRs:
Ga gaa 6775137
Va vai 7758185