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		<title>STK Clip Manager</title>
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		<H1 class="wai">The STK Clip Manager utility, version 1.6, January 2008</H1>
		<H1>Overview</H1>
		<P>STK Clip Manager is a utility that streamlines the process of creating and 
			rendering video clips from STK, by managing a list of video clips available to 
			record from a given scenario. A simple interface and flexible integration with 
			STK make recording easy from both 2D and 3D graphics windows. Multiple video 
			clips with different animation and display settings can be recorded as a batch, 
			without user intervention. This tool is highly recommended for anyone recording 
			video from STK.</P>
		<H1>Intended Audience</H1>
		<P>Any STK user who records videos of their STK scenarios could potentially benefit 
			from Clip Manager.&nbsp; In particular, if several video clips are being 
			recorded from one scenario, or if the scenario may undergo changes and require 
			re-recording, Clip Manager offers features to streamline the process.</P>
		<H1>Distribution</H1>
		<P>STK Clip Manager may be distributed free of charge.</P>
		<H1>Requirements</H1>
		<P>For Clip Manager to be useful, you will need an&nbsp;installation of <A href="http://www.agi.com/products/desktopApp/stkFamily/">
				STK</A> with either the <A href="http://www.agi.com/products/desktopApp/stkFamily/modules/integration/stk_integration/">
				STK/Integration</A> module, or the <A href="http://www.agi.com/products/desktopApp/stkFamily/editions/">
				STK Expert Edition</A>.</P>
		<H1>Install</H1>
		<P>ClipMgr.exe is a single, self-contained executable file. It can be copied 
			anywhere on your hard drive, and run simply by double-clicking it. No formal 
			installation process is required.</P>
		<H1>Quick Start Guide</H1>
		<P>The next few steps offer an example of how to get familiar with Clip Manager in 
			a short amount of time.</P>
		<H2>1. Launch STK and STK Clip Manager</H2>
		<P>You will need an STK scenario running on your machine, with some subject 
			material in it that you intend to use to record some movie clips.&nbsp; Load a 
			suitable scenario, and then launch Clip Manager in front of it.</P>
		<H2>2. Connect to STK</H2>
		<P>The status bar along the bottom-right edge of Clip Manager should have a message 
			that says <STRONG>NOT&nbsp;CONNECTED</STRONG> on it.&nbsp; You will need to 
			connect Clip Manager to STK in order to get the most functionality from 
			it.&nbsp; Find a toolbar icon that looks like a black plug, about halfway along 
			the top-left toolbar in ClipMgr.</P>
		<P><IMG height="103" src="images/ConnectButton.gif" width="398"></P>
		<P>Click this button to get the <STRONG>Connect to STK</STRONG> dialog.</P>
		<P><IMG height="140" src="images/ConnectDialog.gif" width="341"></P>
		<P>The settings shown above are the default settings for Connect.&nbsp; They should 
			work fine unless you have changed your default settings in STK.&nbsp; The 
			checkbox options below offer additional functionality.&nbsp; Switch on the <STRONG>Automatically 
				connect</STRONG> option if you wish to skip this step in the future.
		</P>
		<P>When you click <STRONG>OK</STRONG>, ClipMgr will attempt to establish the 
			connection.&nbsp; If it works, you will see your connection string (ie, <STRONG>localhost:5001</STRONG>) 
			appear on the status bar at the bottom.&nbsp; Also, several toolbar buttons 
			will become available that were previously grayed out.</P>
		<H2>3. Add a clip</H2>
		<P>With the connection established, you are ready to design movie clips that 
			portray action taking place in your STK scenario.&nbsp; Begin by clicking the <STRONG>
				Add Clip</STRONG> button, to create your first clip.</P>
		<P class="note"><STRONG>NOTE:</STRONG> Clicking this button while connected to STK 
			will query your scenario for the current animation time settings, and import 
			them into Clip Manager as the settings for the newly created clip.</P>
		<P><IMG height="103" src="images/AddClipButton.gif" width="441"></P>
		<P>The Clip Manager interface is broken into three main sections.&nbsp; The 
			upper-left section is a list of clips, which should now have your first clip 
			listed in it.&nbsp; Below that is a small pane with an empty Connect script 
			(this will be described later).&nbsp; On the right-hand side is a list of 
			properties of the clip that has been added and selected on the left.</P>
		<P><img src="images/MainInterface.gif" height="289" width="410"></P>
		<H2>4. Set the clip's anim time settings</H2>
		<P>You have an STK scenario with some activity taking place that you wish to 
			record.&nbsp; It may take many movie clips to document all the action, but for 
			now concentrate on just the first movie clip.&nbsp; You'll need to decide the 
			animation start and end time for this portion of the action, along with a 
			playback speed and/or an animation length.&nbsp; Clip Manager is here to help 
			you make these decisions.</P>
		<P><IMG height="148" src="images/AnimTimes.gif" width="179"></P>
		<P>The settings shown above are part of the clip's properties, in the right-hand 
			properties panel of Clip Manager.&nbsp; This portion of the interface acts as 
			an animation time calculator.</P>
		<P class="note"><STRONG>NOTE:</STRONG> The <STRONG>anim start</STRONG> and <STRONG>anim 
				end</STRONG> times are shown in <STRONG>Epoch Seconds</STRONG>, and the <STRONG>
				time step</STRONG> and <STRONG>run time</STRONG> are shown in <STRONG>seconds</STRONG>.&nbsp; 
			You may wish to set your STK time units to Epoch Seconds when you work with 
			Clip Manager, so that your STK time displays match the ones in Clip Manager.</P>
		<P>An animation is recorded as a series of frames, from the anim start to the anim 
			end, at intervals given by the timestep.&nbsp; Regardless of how quickly the 
			frames are recorded, playback typically happens at 30 frames per second.&nbsp; 
			Thus, a simple formula governs the relationship between all of these values:</P>
		<P class="math" align="center">(AnimEnd - AnimStart) / TimeStep = RunTime * 30fps</P>
		<P>Clip Manager will solve for any one of these four variables, given the other 
			three.&nbsp; The default configuration, shown on the above panel, calculates 
			run time based on start, end, and time step.&nbsp; In this case, a full day's 
			worth of seconds is specified between start (<STRONG>0.00</STRONG>) and end (<STRONG>86400.00</STRONG>).&nbsp; 
			One frame will be recorded every <STRONG>60</STRONG> seconds' worth of scenario 
			time.&nbsp; Thus, <STRONG>1440</STRONG> total frames are scheduled to be 
			recorded, and playback of such a movie clip would last for <STRONG>48</STRONG> seconds.</P>
		<P>As a further example, let's say that you want to adjust these values so your 
			movie clip is only <STRONG>5</STRONG> seconds long, not <STRONG>48</STRONG> seconds 
			long.&nbsp; This means that your animation will have to start later, or end 
			sooner, or take larger time steps in between.&nbsp; Let's also say that you've 
			decided you like the <STRONG>60</STRONG> second timestep, and you want the 
			animation to start at time <STRONG>0.00</STRONG>, but you're least concerned 
			with what scenario time it ends.&nbsp; In this case, you would click the round 
			radio button next to <STRONG>Anim End</STRONG>, and then enter your desired 
			value of <STRONG>5</STRONG> into the <STRONG>Run Time</STRONG> field.&nbsp; 
			Clip Manager then calculates an appropriate anim end time for you, as shown 
			here.</P>
		<P><IMG height="145" src="images/AnimTimes2.gif" width="184"></P>
		<P>Any of the four settings with radio buttons can be calculated based on the 
			values of the other three, as shown here.&nbsp; This lets you specify the 
			values that matter the most, and calculate the one that matters least (or has 
			the most flexibility).</P>
		<P>The <STRONG>Run Time</STRONG> field looks at the first letter in a word to 
			identify the units.&nbsp; Three letters are understood: <STRONG>h</STRONG> for 
			hours, <STRONG>m</STRONG> for minutes, and <STRONG>s</STRONG> for 
			seconds.&nbsp; Additional letters are safely ignored.&nbsp; For example, "3m", 
			"3 mins", and "3 Minutes" are all correctly understood when entered.&nbsp; For 
			an additional 30 seconds, the user could enter "3m30s" or "3 mins 30 Seconds," 
			whichever feels more natural.&nbsp; It is not case-sensitive.&nbsp; If no units 
			are entered, the number is treated as seconds.</P>
		<P>Don't bother entering values into STK's scenario animation properties page by 
			hand.&nbsp; In fact, once you get accustomed to Clip Manager, you may find that 
			the animation page as well as the SoftVTR page in STK have both become 
			obsolete.&nbsp; Use Clip Manager instead.</P>
		<H2>5. Testing with Play Normal and Play XRealTime</H2>
		<P>Many other properties of your new clip have not yet been set, however, you may 
			wish to test out the feel of the anim time settings you have selected.&nbsp; 
			When adjusting any settings on your clip, it is important to test frequently to 
			see if your scenario is headed in the right direction.&nbsp; There are two main 
			methods of testing:&nbsp; <STRONG>Play Normal</STRONG> and <STRONG>Play XRealTime</STRONG>.&nbsp; 
			These are the two right-most buttons on the toolbar with the VCR-style 
			controls.</P>
		<P><IMG height="75" src="images/PlayNormal.gif" width="328"></P>
		<P><STRONG>Play Normal</STRONG> will send over a series of Connect commands to 
			queue up your animation times and other settings into STK, and cause it to 
			animate through your movie clip without actually recording it.&nbsp; Playback 
			happens in the normal "Step Time" mode of STK, which means that every frame of 
			animation will be rendered and shown during the test.</P>
		<P>The only problem with this method is that not all computers are fast enough to 
			show you what your animation will look like when played back at the full 30 
			frames per second.&nbsp; Note the "fps" reading in the bottom-right status bar 
			area of STK.&nbsp; If it shows you a number other than 30 during playback, then 
			what you're seeing during the test is not playing at the same speed that a 
			finished movie would play.</P>
		<P><IMG height="75" src="images/PlayXRealTime.gif" width="328"></P>
		<P><STRONG>Play XRealTime</STRONG> takes a different approach.&nbsp; <STRONG>XRealTime</STRONG>
			is a mode in STK where the scenario plays back at a rate based off a realtime 
			clock, multiplied by an "X" factor.&nbsp; If the X factor is <STRONG>1.0</STRONG>, 
			for example, STK plays 1 second of scenario time for every 1 second of 
			realtime.&nbsp; Likewise, if the X factor is <STRONG>5.0</STRONG>, STK will 
			play through 5 seconds of scenario time every second.&nbsp; You don't need to 
			calculate the X factor yourself, of course, because Clip Manager does it for 

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