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:

  • Open the Asset Manager

  • In the Packages section, click the plus button

  • Enter a descriptive package name

  • 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:

 

  • Name: Use a clear, descriptive title to identify the package

  • 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:

 

  • Enable Activate Falcon Mediaserver

  • 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

 

  • Generated automatically when the package is created

  • 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.

  • Each input has a name and description

  • Imported MOS assets may include technical metadata such as resolution, codec, frame rate, and physical input number

  • Show in Input Dropdowns controls whether the input appears in selection menus

    • Use this to hide technical or backup inputs

 

Graphic Assets

Graphic assets represent templates and overlays such as lower thirds and full screens.

  • Often includes variables operators can fill in per use

  • Can be created manually or imported from MOS-compatible systems

  • Variables can represent names, titles, stats, and other dynamic fields

 

Server Assets

Server assets represent playout items such as video clips, animations, and stingers.

  • May support variables depending on the playout system

  • Can be imported or created manually

 

Function Assets

Function assets represent automation commands or macros that can be triggered during production.

  • Used for multi-step operations, system actions, or workflow automation

  • 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:

  • Select the asset type tab (Input, Graphic, Server, Function)

  • Click New

  • Enter a descriptive name

  • Add a description for operators and usage notes

 

Editing Existing Assets

 

To edit an asset:

  • Click the asset in the list

  • Update the name or description

  • 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:

  • Select the asset

  • Click Delete

  • 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:

  • Click Import MOS

  • Select the XML file exported from your production system

  • The system parses the file and creates assets with available metadata, such as:

    • Technical specifications

    • File paths

    • Thumbnails

    • Timing information

    •  

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:

  • Scroll to the Variables section

  • Click the plus button to add a variable

  • Configure the variable fields

 

Variable Key

  • A unique identifier used internally and by templates

  • Should be short, descriptive, and contain no spaces

  • Use underscores between words

  • Examples: player_name, score, title_text, background_color

 

Variable Label

  • The human-readable label shown to operators

  • Keep it clear and concise

  • Examples: Player Name, Final Score, Title Text

 

Value Type

Defines what data the variable holds:

  • String

  • Number

  • Boolean

  • Timecode

  • Choice

  • Other

 

Default Value

  • The initial value shown when an operator adds the asset

  • Use sensible defaults to reduce manual entry and improve consistency

  • For input dropdown variables, the default is chosen from available Input assets

 

Display Type

Controls how the variable appears in the UI:

  • Single-line

  • Multi-line

  • File-path

  • File-path or image-path (includes upload support)

  • Select (dropdown with options defined in JSON)

  • Color-rrggbb

  • Color-rrggbbaa

  • Percentage

  • Duration-ms

  • 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

  • Determines the order variables appear in the UI

  • Sorted from lowest to highest

  • Use increments like 10 or 100 to allow future inserts

 

Advanced Variable Features

Input Dropdown Variables

  • Automatically creates a dropdown populated with eligible Input assets

  • Useful for graphics that reference video feeds or items that need a selectable input

  • Reduces operator error by avoiding manual input naming

 

Image Upload Variables

File-path or image-path variables support uploads:

  • Operators select an image file from their computer

  • The system uploads it to the media proxy server

  • The resulting URL or path is inserted automatically

 

Choice Variables with Options

For Select variables, define options in JSON:

  • Simple string array example:

    • ["Option 1","Option 2","Option 3"]

  • Object array example:

    • [{"value":"opt1","label":"First Option"},{"value":"opt2","label":"Second Option"}]

 

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:

  • Open the Projects view

  • Click the asset package button for the project

  • Select a package from the dropdown

  • 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:

  • Operators can insert assets from the attached package

  • Assets are organized by type for easy discovery

  • 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:

  • Useful for standardized production setups

  • Updates to assets and variables propagate to all projects using the package

  • Helps maintain consistency across the environment

 

Best Practices and Workflow Tips

 

Organizing Assets

  • Use consistent naming conventions for packages and assets

  • Include environment or show context when you manage multiple setups

  • Prefer descriptive names:

    • Lower Third - Player Stats

    • Camera Wide Shot Center Stage

    • Avoid names like Graphic 1 or Camera A

 

Variable Design Strategy

  • Decide carefully what should be variable versus fixed

  • Too many variables increases complexity, too few reduces flexibility

  • Group variables by sort order ranges

    • 100s for names

    • 200s for statistics

    • 300s for styling or appearance

  • Provide meaningful defaults whenever possible

 

MOS Integration Workflows

  • Establish a regular import schedule if your production system changes frequently

  • After import, verify metadata and add descriptions where needed

  • Configure variables for imported graphics to improve operator usability

 

Maintenance and Updates

  • Remove unused assets periodically to keep packages lean

  • Communicate variable changes to your team when assets are actively used

  • Consider separate packages for different show formats to avoid overly large packages

 

Package Management and Administration

Editing Package Details

  • Package name and description can be updated at any time

  • Editing package metadata does not affect assets or project references

 

Deleting Packages

To delete a package:

  • Open the package in the Asset Manager

  • Click Delete

  • 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:

  • You can view and use its assets within that project

  • 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

  • Confirm the correct Asset Package is attached to the project in project settings

 

Variables Not Saving

  • Ensure each variable key is unique within the asset

  • Keys must not be empty

  • Keys should not include spaces or special characters

 

MOS Import Failures

  • Confirm the XML file is valid and MOS-compliant

  • Ensure you selected the correct asset type for the import

 

Input Dropdowns Are Empty

  • Confirm the package has Input assets

  • Confirm Show in Input Dropdowns is enabled for those inputs

 

Media Server Not Connecting

  • Confirm your license includes Live Asset Preview

  • Verify the Mediaserver Token is correct and not expired

  • Confirm Activate Falcon Mediaserver is enabled for the package

 

System Limitations and Considerations

 

Performance with Large Packages

  • Very large packages may increase loading time

  • Consider splitting large libraries into multiple focused packages if needed

 

Variable Complexity

  • Graphics engines and playout systems may limit variable types and formats

  • Consult your graphics or playout documentation for constraints

 

Concurrent Editing

  • Multiple users can use assets at the same time

  • Only the package owner can modify asset definitions and variables

  • Coordinate changes for packages used in live production

 

Integration Compatibility

  • Designed for MOS-compatible systems and the Falcon ecosystem

  • Other integrations may require custom development or API work

 

Getting Help and Support

For help with Asset Package Manager workflows:

  • Consult your production technology team

  • Contact Falcon support