Assets

For Graphics Tags, visit Branding section

Assets is the new Chameleon branding module that allow users to create automation or timecode triggered items such bugs, snipes, sponsored banners using House IDs..  These items will be triggered by automation through the Chameleon Branding Player.  Traffic can schedule an Asset using the house number and the Chameleon Branding Player waits for a trigger from automation that gives us the house id. If the Player has an Asset with name = house id, it plays it.

Assets also are useful for live shows. Instead of having them represent house ids, they can just be a name which readily identifies them to be triggered from the Switcher. So, we might have a name like "Subway CFL Spot" and while the CFL game is on, the TD running the Switcher app can choose the correct Asset for one or multiple channels and trigger it.

Assets can be available to all channels, though you can choose to limit which channels will see it available. That is, when defining an Asset in Chameleon, you are defining them once for all channels to potentially use.

Assets that are assigned to a Campaign (see https://bannisterlake.atlassian.net/wiki/spaces/ST/pages/242057293 for more info) will have records added to the As Run Report each time it is played.

Chameleon users with appropriate permissions, can view and access Assets.

Assets are managed in Chameleon. From the Home page, select Branding > Assets.

View Assets

You can view and manage all your Assets from the Assets overview grid. There are options for filtering and sorting to help you focus on the ones you are interested in.

 

If an Asset is not assigned to all channels then it will display either the name of the channel it is assigned to or simply a count of channels. You can view the channels assigned when there is more then one as a popup tooltip that will appear when your mouse hovers over the channel count. The sample image below shows a snipe assigned to 2 channels.

Add an Asset

  1. Click the Add New button

  2. Type in a unique name

  3. Optional - type in a description

  4. Optional - select if this is a BUG.  (Bug are designed to stay on screen, waiting for a trigger to animate off)

  5. Optional - select channels the Assets will be available to (defaults to all channels)

  6. Select a scene

  7. If applicable - assign a tag time

  8. If applicable - assign a client

  9. If applicable - fill in the dynamic field values for the snipe scene

  10. Optional - Expiry Date - if provided expired assets will automatically be removed by the DMan data agent.

    1. added in build 14.1.4.1

  11. Click the Save button to save it

TIP: To add multiple Assets you can click the Asset Editing button in the top-right corner of the overview grid to activate the batch editing mode. When you do this you can add/edit multiple snipes without returning to the grid after each save.


Edit an Asset

  1. Select the asset from the list. Click on the asset or the edit icon.

  2. Make your changes

  3. Click the Save button

Names must be unique - you cannot have 2 Assets with the same name.

Editing Notes

  1. At least 1 channel must be selected. The default is to select all.

  2. Tag Time is optional but is not enabled for all snipe scenes (if it is disabled it is because the selected snipe doesn't support it)

  3. You can change the snipe associated.

    1. However only dynamic fields that match will be kept and you may need to enter new dynamic field values.

    2. If tag time is not applicable to the new scene any tag time entered previously will be removed.

TIP: To edit multiple Assets you can click the Asset Editing button in the top-right corner of the overview grid to activate the batch editing mode. When you do this you can add/edit multiple assets without returning to the grid after each save.

Removing Assets

  1. In the asset management grid you can select 1 or more to delete

    1. Click on a row anywhere to select just 1

    2. Use one of these options to select many

      1. Use Shift and CTRL keys to select multiple rows

      2. Click-and-drag to select a group of snipes together

      3. Click on individual select checkboxes in the first column to select any combination of snipes

    3. Use the Select All button to select all the visible snipes

    4. Use the Select None button to clear/remove all your selections

    5. Click the checkbox in the header of the selection column to toggle all selected/unselected

  2. Click the Remove Selected button in the header of the snipe grid

    1. Confirm you want to delete the selected snipes