Asset Package Manager
The Asset Package Manager is a centralized system for organizing and managing production assets such as camera inputs, graphics, server elements, and automation functions. It lets you build reusable asset libraries that can be attached to multiple projects, improving consistency and efficiency across productions.
Getting Started with Asset Packages
An Asset Package is a container that holds a collection of related assets. It works like a shared library that groups cameras, graphics templates, server playout items, and automation functions. Once created, an Asset Package can be linked to one or more projects, making its assets available in rundowns and cue cards.
Each package includes a unique token that can be used for integrations with external systems, including Falcon Play.
Creating Your First Asset Package
To create a new Asset Package:
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Open the Asset Manager
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In the Packages section, click the plus button
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Enter a descriptive package name
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Optionally add a description to explain the purpose and contents
After creation, the package receives a unique token automatically.
Package Settings and Configuration
Basic Package Information
Each Asset Package includes:
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Name: Use a clear, descriptive title to identify the package
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Description: Provide context about what the package contains and when it should be used
Media Server Integration
If your license includes Live Asset Preview, you can enable Falcon Mediaserver integration:
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Enable Activate Falcon Mediaserver
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Enter your Falcon Mediaserver Token
This connects the package to your media server so assets such as graphics templates can display live previews.
Package Token
Each package has a unique token, so Falcon Play or other third-party systems automatically can push assets to the Asset Package
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Generated automatically when the package is created
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Cannot be changed
Understanding Asset Types
The Asset Package Manager supports four asset types.
Input Assets
Input assets represent camera sources, video feeds, or other inputs used in production.
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Each input has a name and description
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Imported MOS assets may include technical metadata such as resolution, codec, frame rate, and physical input number
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Show in Input Dropdowns controls whether the input appears in selection menus
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Use this to hide technical or backup inputs
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Graphic Assets
Graphic assets represent templates and overlays such as lower thirds and full screens.
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Often includes variables operators can fill in per use
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Can be created manually or imported from MOS-compatible systems
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Variables can represent names, titles, stats, and other dynamic fields
Server Assets
Server assets represent playout items such as video clips, animations, and stingers.
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May support variables depending on the playout system
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Can be imported or created manually
Function Assets
Function assets represent automation commands or macros that can be triggered during production.
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Used for multi-step operations, system actions, or workflow automation
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Intended to run as a single action when triggered
Working with Assets
Creating New Assets
Within a package, you can create assets of any type:
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Select the asset type tab (Input, Graphic, Server, Function)
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Click New
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Enter a descriptive name
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Add a description for operators and usage notes
Editing Existing Assets
To edit an asset:
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Click the asset in the list
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Update the name or description
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For Input assets, update Show in Input Dropdowns as needed
Assets display an indicator showing whether they were created manually or imported from a MOS system.
Deleting Assets
To delete an asset:
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Select the asset
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Click Delete
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Confirm the deletion
Deletion is permanent and may affect rundowns or cue cards that reference the asset.
Importing from MOS Systems
To import assets from MOS:
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Click Import MOS
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Select the XML file exported from your production system
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The system parses the file and creates assets with available metadata, such as:
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Technical specifications
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File paths
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Thumbnails
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Timing information
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This helps keep your asset library aligned with your production infrastructure.
Asset Variables Explained
Variables make assets reusable by allowing operators to fill in fields when using an asset.
Creating Variables
When editing an asset:
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Scroll to the Variables section
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Click the plus button to add a variable
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Configure the variable fields
Variable Key
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A unique identifier used internally and by templates
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Should be short, descriptive, and contain no spaces
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Use underscores between words
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Examples: player_name, score, title_text, background_color
Variable Label
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The human-readable label shown to operators
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Keep it clear and concise
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Examples: Player Name, Final Score, Title Text
Value Type
Defines what data the variable holds:
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String
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Number
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Boolean
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Timecode
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Choice
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Other
Default Value
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The initial value shown when an operator adds the asset
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Use sensible defaults to reduce manual entry and improve consistency
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For input dropdown variables, the default is chosen from available Input assets
Display Type
Controls how the variable appears in the UI:
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Single-line
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Multi-line
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File-path
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File-path or image-path (includes upload support)
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Select (dropdown with options defined in JSON)
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Color-rrggbb
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Color-rrggbbaa
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Percentage
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Duration-ms
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Input_dropdown (auto-populated from Input assets in the package)
Only Input assets with Show in Input Dropdowns enabled appear in input_dropdown menus.
Variable Sort Order
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Determines the order variables appear in the UI
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Sorted from lowest to highest
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Use increments like 10 or 100 to allow future inserts
Advanced Variable Features
Input Dropdown Variables
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Automatically creates a dropdown populated with eligible Input assets
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Useful for graphics that reference video feeds or items that need a selectable input
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Reduces operator error by avoiding manual input naming
Image Upload Variables
File-path or image-path variables support uploads:
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Operators select an image file from their computer
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The system uploads it to the media proxy server
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The resulting URL or path is inserted automatically
Choice Variables with Options
For Select variables, define options in JSON:
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Simple string array example:
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["Option 1","Option 2","Option 3"]
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Object array example:
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[{"value":"opt1","label":"First Option"},{"value":"opt2","label":"Second Option"}]
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Values are stored in the system, labels are shown to operators.
Using Asset Packages in Projects
Attaching a Package to a Project
To make a package available in a project:
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Open the Projects view
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Click the asset package button for the project
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Select a package from the dropdown
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Choose No asset package to detach
Only one Asset Package can be attached to a project at a time.
Accessing Assets in Rundowns
When editing a rundown:
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Operators can insert assets from the attached package
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Assets are organized by type for easy discovery
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If an asset includes variables, operators are prompted to fill them in
Sharing Packages Across Projects
A single package can be attached to multiple projects:
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Useful for standardized production setups
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Updates to assets and variables propagate to all projects using the package
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Helps maintain consistency across the environment
Best Practices and Workflow Tips
Organizing Assets
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Use consistent naming conventions for packages and assets
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Include environment or show context when you manage multiple setups
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Prefer descriptive names:
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Lower Third - Player Stats
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Camera Wide Shot Center Stage
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Avoid names like Graphic 1 or Camera A
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Variable Design Strategy
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Decide carefully what should be variable versus fixed
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Too many variables increases complexity, too few reduces flexibility
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Group variables by sort order ranges
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100s for names
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200s for statistics
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300s for styling or appearance
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Provide meaningful defaults whenever possible
MOS Integration Workflows
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Establish a regular import schedule if your production system changes frequently
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After import, verify metadata and add descriptions where needed
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Configure variables for imported graphics to improve operator usability
Maintenance and Updates
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Remove unused assets periodically to keep packages lean
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Communicate variable changes to your team when assets are actively used
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Consider separate packages for different show formats to avoid overly large packages
Package Management and Administration
Editing Package Details
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Package name and description can be updated at any time
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Editing package metadata does not affect assets or project references
Deleting Packages
To delete a package:
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Open the package in the Asset Manager
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Click Delete
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Confirm deletion
Deletion is permanent and removes all assets and variables in the package. If the package is attached to projects, references in rundowns and cue cards may break.
Accessing Shared Packages
If you are in a project that uses an Asset Package:
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You can view and use its assets within that project
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You cannot edit the package unless you are the package owner
This supports collaboration while keeping centralized control over asset definitions.
Troubleshooting Common Issues
Assets Not Appearing in a Project
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Confirm the correct Asset Package is attached to the project in project settings
Variables Not Saving
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Ensure each variable key is unique within the asset
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Keys must not be empty
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Keys should not include spaces or special characters
MOS Import Failures
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Confirm the XML file is valid and MOS-compliant
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Ensure you selected the correct asset type for the import
Input Dropdowns Are Empty
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Confirm the package has Input assets
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Confirm Show in Input Dropdowns is enabled for those inputs
Media Server Not Connecting
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Confirm your license includes Live Asset Preview
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Verify the Mediaserver Token is correct and not expired
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Confirm Activate Falcon Mediaserver is enabled for the package
System Limitations and Considerations
Performance with Large Packages
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Very large packages may increase loading time
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Consider splitting large libraries into multiple focused packages if needed
Variable Complexity
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Graphics engines and playout systems may limit variable types and formats
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Consult your graphics or playout documentation for constraints
Concurrent Editing
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Multiple users can use assets at the same time
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Only the package owner can modify asset definitions and variables
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Coordinate changes for packages used in live production
Integration Compatibility
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Designed for MOS-compatible systems and the Falcon ecosystem
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Other integrations may require custom development or API work
Getting Help and Support
For help with Asset Package Manager workflows:
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Consult your production technology team
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Contact Falcon support