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Introduction
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TactX User Guide
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TactX User Guide
FreeCam ........................................................................... 36
Player Orbit Camera ......................................................... 37
Using the Timeline ............................................................ 37
Seconds Scale .................................................................. 38
Scrubbing the timeline ...................................................... 38
Player Keyframes .............................................................. 39
Manually Moving Player Keyframes .................................. 39
Adding Annotations to a Tactic ......................................... 43
Moving, Editing and Deleting Annotations ........................ 43
Playback Buttons .............................................................. 44
Changing the Playback Speed of a Tactic ........................ 44
Displaying Player Numbers in 3D view ............................. 44
Looping Tactics ................................................................. 44
Displaying Annotations During Tactic Playback ................ 44
Minimum System Requirements for TactX ........................... 45
Performance Issues .............................................................. 45
Browser Compatibility with TactX ......................................... 45
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TactX User Guide
Aerial View d. Disc Interface for selecting players, objects and pitch areas.
When TactX is first loaded the user is presented with an aerial view e. Pitch area for tactic creation.
of the pitch. It is from here that tactics are created. Here is an
overview of the components that form the aerial view: Toolbar
The toolbar is a collection of buttons that enable the user to create,
save, load and print tactics. The user can also undo or redo actions
and capture a screenshot using the toolbar. Here are further details
on the toolbar:
a. New Tactic
b. Open Tactic
c. Save Tactic
d. Print Tactic
e. Screenshot
f. Undo Button
g. Redo Button
a. Toolbar featuring standard menu buttons.
h. Pitch Markings
b. Camera control panel.
c. Timeline panel for tactic playback.
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TactX User Guide
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TactX User Guide
Pitch Markings
The Pitch Markings button enables the user to toggle between the
pitch lines and end goals being visible on the pitch. These cannot
be removed if a goalkeeper is assigned to an end goal or there is a
shot on one of the end goals.
Info With the exception of the undo, redo and pitch markings
buttons the toolbar remains visible and active in both aerial and 3D
view.
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TactX User Guide
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TactX User Guide
FreeCam
The FreeCam is a camera that can be positioned anywhere within
the training ground environment by the user. For more information
on using this camera see FreeCam p.32.
Zoom Slider
The zoom slider is used to adjust the level of zoom while viewing
tactics in both aerial and 3D view. To change the level of zoom
users simply left-click hold on the slider bar and move this up and
down; alternatively the scroll wheel on the mouse can be used. With
the exception of FreeCam the zoom slider is accessible within every
camera in TactX.
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TactX User Guide
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TactX User Guide
Players
One of the first things to become familiar with in TactX is placing b. Red Players f. Yellow Referee
and positioning players on the pitch, as this will quickly form the c. Green Players g. Black Referee
basis of any tactic. To place a player the user must click hold the d. Yellow Players h. Goalkeeper
right mouse button to bring up the disc interface and highlight the
Players option. Once highlighted, the sub-menu for Players will When the player of choice is highlighted the user then releases the
expand. There are six player kit colours in TactX, each player also right mouse button. The player ethnicity menu will then appear, the
has a bib-wearing variant that can be selected. user must then left-click on the chosen ethnicity. The player will
then appear on the pitch.
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TactX User Guide
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TactX User Guide
Player Movement Adding a New Player Icon between Two Existing Icons
Above the player icon is a movement arrow, to create a movement Users can add new player icons in-between existing player icons
path for the player to follow the user must left-click hold on this simply by clicking on the movement line that connects two player
arrow and then drag the newly created player icon to another icons. This is a useful feature for adding in additional movement
location on the pitch. This process is then repeated to place without the need to rearrange an existing tactic.
additional movement paths for that player. The movement arrow is Deleting a Player Icon
always displayed above the last player icon of a movement path. To delete a player icon the user must select the icon they wish to
delete by click holding with the left mouse button and then while the
mouse button is still held down, press either the Delete key or the
D key on the keyboard. To completely remove a player from a
tactic the user must delete all of that players icons.
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TactX User Guide
Rotating Players
Below the player icons are rotation arrows. These are used to rotate
the player to face the required direction. Users rotate players by
left-click holding on the rotation arrow and then dragging left for
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TactX User Guide
Objects
Adding Objects
To place an object on the pitch the user must click hold the right
mouse button to bring up the disc interface and highlight the
Objects option, which is symbolised by a kit bag. Once highlighted,
the sub-menu for Objects will expand. There are a number of
objects that can be selected and added to the pitch. a. Football
b. Mini-goal
c. Full-sized goal
d. Cones
e. Disc markers
f. Flags
g. Pass into Space
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TactX User Guide
Positioning Objects
Once an object has been placed it is possible to reposition that
object anywhere on the pitch. To reposition an object the user
simply left-clicks and drags the object to a new location.
Deleting an Object
Once an object has been placed on the pitch the user can delete it
by click holding the object with the left mouse button, and then while
the mouse button is still held down, pressing either the Delete key
or the D key on the keyboard. a. Full-size goal icon
Like player icons, objects feature rotation arrows to enable the user To rotate a goal the user left-click holds on the rotation arrow
to alter the direction an object is facing. The most common use of beneath the goal icon and then moves the mouse left or right. Upon
object rotation is to ensure that additional goals added to the pitch releasing the mouse button the goal will be placed facing the
have the correct orientation. Full-size goal and mini-goal icons are desired direction.
shown from a top-down perspective. The white line that runs across
the front of the goal is the crossbar.
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TactX User Guide
This feature enables users to place multiple instances of the same b. Central Third of
interface each time, making the creation of tactics more convenient c. Left Half of Pitch
When users place a player or an object, this item will appear in the f. Custom user
centre of the disc interface that appears onscreen when right- defined area of the
object that was last placed on the pitch, the user simply right-clicks
and releases.
Pitch Areas
Selecting a pitch size enables the user to focus a tactic within a
certain area of the pitch. When a selection is made the area outside
of the specified region will become shaded. The user can select
from five preset pitch areas as well as creating a customised
selection of the pitch.
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TactX User Guide
In the middle of the player movement line the user will notice a
a. Customisable pitch area being dragged out by user. white circle. When the user drags an object to this circle it will turn
green to indicate the object is in the correct position. Releasing the
To reset any customised or preset pitch area the user simply object when the circle is green will then automatically create a
selects the full-pitch icon from the disc interface. movement path where the player slaloms through multiple
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TactX User Guide
instances of that object. The circle will then return to white and Removing Objects from a Movement Line
display an icon of the object that was placed on the movement line. To remove an object from a movement line so that the player
reverts to running in a straight line, the user right-click holds on the
object icon in the white circle and then drags the object off the line.
Releasing the right mouse button will then place the object back on
the pitch.
a. Dragging a cone onto a movement line will make the player run
through cones.
b. The object placed is displayed within the white circle.
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TactX User Guide
a. Giving a player possession of the ball by dragging the ball onto Removing Possession of the Ball from a Player
the player icon. To remove a ball from a player that has possession the user right-
b. Ball possession is indicated by a small ball icon in the lower-right click holds on the ball icon and drags the ball onto the pitch. When
of the player icon. the mouse button is released the ball is removed from the player
c. The wavy line denotes dribbling with the ball. and added back onto the pitch.
Info to create a tactic where a player runs to a ball and then takes If the ball was added to a player with a movement path the ball can
possession, the user must create a movement path and then drag only be removed from the icon that was initially given possession of
the ball to the player icon where they want to the player to gain the ball. The ball cannot be removed from any other icons along the
possession. movement path. The only exception to this is when removing a
shot; in which case the user can drag the ball from the player icon
If the user drags a ball onto a player icon that has a movement making the shot. For more information see Removing a Shot p.29.
path, the ball icon will be displayed on every subsequent player
icon. This is to indicate to the user that the player has possession
Passing and Pass Heights
from when he receives the ball until he either passes or shoots the
When a player is in possession of the ball a small ball icon is visible
ball away.
in the lower-right corner of that players icon. To create a pass to
another player the user left-click holds the ball icon and then drags
it to the receiving players icon. When the mouse button is released
a pass height interface will appear enabling the user to specify
where on the body the player receives the ball. Users can select
from head, chest, knee and foot. When the mouse is rolled over a
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TactX User Guide
selectable area it will highlight in blue, users then left-click to make Ground Pass
a selection. If the pass to feet option is selected, another menu will appear that
gives the option to either force the pass to travel along the ground,
or use the automatic ball flight path (along the ground for a short
pass, or in the air for a longer pass).
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TactX User Guide
Coloured Ball Icons Once a pass has been made users can edit the pass height by
Another small feature of TactX intended to assist users in quickly right-clicking on the pass number circle and then selecting a new
identifying the start and end position of the ball is through the use of pass height. When the pass height interface appears this time, the
red and green ball icons. The red ball icon identifies the starting current pass height that exists between two players will be
position of the ball and the green icon shows the last position of the highlighted in green.
Pass Numbering
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TactX User Guide
In a complex tactic multiple passes may exist along the same path. Pass Heights in Detail
As each pass is created, the number in the white circle updates to Each pass height has a number of associated animations that are
reflect the most recent pass. If the user wishes to edit the pass automatically selected by TactX when the user selects a pass
height of an earlier pass they must first scrub the timeline to the height. Understanding what type of animations exist in TactX and
correct position. For more information on scrubbing the timeline see how to create tactics that demonstrate these animations will enable
Scrubbing the timeline p.34. the user to create tactics as they envisage them. The type of
animation that a player does is dependent on three factors: on what
In the example below the ball has been passed back and forth part of the body the player receives the ball, if the player is
between two players a number of times. To edit an earlier pass stationary or moving when receiving the ball, and whether the
height, pass five for instance, users will need to scrub the timeline player passes, shoots or waits after receiving the ball.
backwards so that 5 is displayed in the white circle. That pass can
then be edited. Here are details on the different animations in TactX and examples
of how to create tactics that demonstrate these animations.
a. When multiple passes exist along the same path users must
scrub the timeline backwards to edit an earlier pass.
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TactX User Guide
Header to team-mate here, the player heads the ball to another Jumping header here, the player heading the ball will jump in the
player as soon as he receives the ball. This animation is dependent air and head the ball down to a team-mate. This animation is
on the following two conditions: the player must be standing when dependent on the following two conditions: the player must be
receiving the ball and the player he is passing to must already be in running when receiving the ball and the player he is passing to must
position to receive the ball. The example tactic below demonstrates already be in position to receive the ball. The example tactic below
how to create a header to team-mate: demonstrates how to create a jumping header:
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TactX User Guide
Cushioned header here, the player heading the ball will control it Receiving on the Chest
and take it down to his feet. This animation will play if the player There are three types of chest animation in TactX; chest and pass,
receiving the ball on his head has to wait for another player to be in chest and volley, and chest and control.
position before passing the ball on, or in the event this pass
signifies the last pass in a tactic. The example tactic below Chest and pass here, the player receives the ball on his chest,
demonstrates how to create a cushioned header: controls it and then immediately passes the ball to another player.
This animation is dependent on the following two conditions: the
player must be standing when receiving the ball and the player he is
passing to must already be in position to receive the ball. The
example tactic below demonstrates how to create a chest and pass:
a. The blue player takes the ball on his head, but because he has to
wait for the yellow player to get into position he will have no choice
but to take the ball to his feet and wait before passing the ball on.
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TactX User Guide
a. The blue player takes the ball on his chest and then passes the Chest and control here, the player receives the ball on his chest
ball on to the yellow player instantly because the yellow player is in before taking it down to his feet. This animation will play if the
the right position. player receiving the ball on his chest has to wait for another player
to be in position before passing the ball on, or in the event this pass
Chest and volley here, the player takes the ball on his chest and signifies the last pass in a tactic. The example tactic below
performs a volley shot. This animation is only performed when a illustrates how to demonstrate chest and control:
player takes the ball on his chest and then makes a direct shot on
goal. The example tactic below demonstrates how to create a chest
and volley:
a. The blue player takes the ball on his chest, but because he has
to wait for the yellow player to get into position he will have no
choice but to take the ball to his feet and wait before passing the
ball.
a. The blue player takes the ball on his chest and then performs a
volley shot. This animation is only performed when shooting.
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TactX User Guide
There is one type of animation for controlling the ball using the knee
in TactX. Passing the ball to the players knee via the pass height
interface creates this animation. In this animation the player will
receive the ball on his knee before taking it down to his feet. This
move is only performed by a stationary player, therefore if the
player with the ball is passing to a running player, the player
passing the ball will be forced to wait until the receiving player is in
position and has stopped running.
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TactX User Guide
Running receive here, the player receives the ball on his foot Automated Rotation for Players Linked by Passes
while running. This animation is performed if the passing player is When creating a pass between two or more players they will
waiting for the receiver to run into position; knowing that the automatically rotate to face the correct direction as soon as the
receiver will be taking the ball on his foot the player will kick the ball pass is created.
early so that it arrives in position at the same time as the running
player. If the player receiving the ball is passing to another player as
identified in the tactic below the player receiving and passing will
be rotated to an intermediate position so that both the receive and
pass animations can be performed.
a. The blue player runs onto the ball and performs a running
receive.
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TactX User Guide
Note: players shooting on goal will always face the direction of the a. Players will rotate to face the correct direction when receiving
goal. If a player is receiving a ball from a pass and then shooting on and passing the ball.
goal, the player will still face the goal.
To pass into space the user, selects the Pass into Space icon from
the object menu. The icon will then appear on the pitch, left-click
holds on the ball icon from the passing player, drag this on to the
Pass into Space icon and release.
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TactX User Guide
Note: The ball will slow down ahead of reaching the final position.
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TactX User Guide
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TactX User Guide
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TactX User Guide
Creating a Save
To create a save the user must pass the ball to the goalkeeper. The
user must left-click hold the ball and drag from a player icon and
release the ball over the goalkeeper. The user will then be
prompted to specify which area of the goal the save is made.
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TactX User Guide
is chosen the goalkeeper will dive in the chosen direction and knock A subsequent pass can then be made from the goalkeeper to
the ball out in to play. another player by dragging the ball and releasing it on another
player icon. The user will then be prompted with the distribution
Note: Punch option can only be selected for saves to either side at menu.
mid or high level.
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TactX User Guide
Wait Times
Often, particularly when creating tactics that involve passing, users
may notice a series of coloured bars on the timeline after clicking on
a player icon. These coloured bars represent wait times. The
following example illustrates the different types of wait times users
will encounter in TactX and what they represent.
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TactX User Guide
Tactic Playback in 3D View c. The FreeCam button used to activate the FreeCam
Preset Camera Angles While viewing the pitch from any of these camera angles the
In the upper-right of the TactX window there are a number of direction the camera is facing can be changed by left-click holding
camera icons positioned around the image of a pitch. Clicking on on the panning button and moving the mouse. The zoom level can
any of these camera icons will move the camera into the relevant also be adjusted by using the zoom slider or scroll wheel on the
position while in the 3D view. mouse.
FreeCam
FreeCam has been designed to give the user complete freedom to
position the camera anywhere within the pitch environment. The
FreeCam is activated by clicking on the FreeCam icon below the
panning button. The icon changes in colour from blue to white to
indicate that FreeCam is active.
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TactX User Guide
a. Seconds Scale
b. Player Keyframe Timeline
c. Annotation Timeline
d. Back Button
e. End Button
f. Play/Pause Button
g. Playback Speed Setting
h. Player Numbers Toggle
i. Loop Tactic Toggle
a. The view from the player orbit camera.
j. Annotation Pause Toggle
b. The camera panning button is used to rotate around the player.
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TactX User Guide
Seconds Scale more than 40 seconds worth of playback time is displayed on the
The seconds scale provides an indication of how long a tactic is. panel at once.
Users with a scroll wheel on their mouse can zoom in and out on
the seconds scale. This is useful for when the user wants to view or
edit a number of keyframes or annotations associated with the
tactic without having to move back and forth through the timeline.
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TactX User Guide
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TactX User Guide
There are a number of instances where manually moving To ensure that the player is waiting at the start of the tactic rather
keyframes becomes a useful feature. In the scenario below, player than at the point he receives the ball, the user simply drags his first
two is waiting 1.5 seconds before receiving the ball after running keyframe to 1.5 seconds along the timeline. Doing this will offset the
into position. However, if the user wanted this player to be running wait time and ensure he is in position just as the ball is being
when he received the ball they could do this by manually moving received.
this players keyframes further along the timeline. Doing so will
mean that the player waits at the beginning of the tactic instead of
at the point he is receiving the ball.
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TactX User Guide
In the following example the red player is peripheral to the action By scrubbing the timeline it is possible to see at what time the blue
but not directly involved with the ball. As a result he is not in sync player is in position. When the user knows this they can move the
with the blue player that is running towards him. Moving the red red players keyframes so that he starts running later on and
players keyframes further along the timeline enables him to begin therefore arrives into position at the correct time.
moving when the time is right, and not as soon as the tactic is
played.
a. The red player begins running as soon as the tactic is played, running later and arrives in position at the correct time.
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TactX User Guide
Users are not limited to only moving the first player keyframe. Any b. The wait time is added by dragging the corresponding keyframe
subsequent keyframe on a players timeline can be moved to affect on the players timeline.
how a tactic plays out. In the example training drill below, the player
runs from one end of the training area to the other and waits for five
seconds before running back.
a. When the player reaches the end of the run he waits for five
seconds.
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TactX User Guide
Adding Annotations to a Tactic a. Double-clicking on the annotation timeline will display the
Annotations are useful for providing additional information relating annotation box on screen.
to a tactic. Tactic annotations are displayed in the upper-left of the b. Annotations are added into the text box.
screen during the playback of a tactic. To add an annotation, users c. When a tactic is playing annotations will be displayed in the
must double-click on the blue annotation timeline that runs along upper-left corner of the window.
the bottom of the timeline panel. An annotation box will then appear
on screen enabling the user to enter text. Users then press enter on Moving, Editing and Deleting Annotations
the keyboard or click on the tick icon to add the annotation to the Any annotations added to a tactic are represented by the annotation
tactic. Clicking on the cross icon will cancel adding the annotation. symbol on the timeline. The time at which an annotation is
displayed on screen can be changed by clicking on the annotation
icon and dragging it left or right.
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TactX User Guide
Playback Buttons
The playback buttons are used to control the playback of a tactic. Displaying Player Numbers in 3D view
To play a created tactic the user simply clicks on the play button. Numbers that are displayed on player shirts in aerial view can be
Clicking on the play button while the tactic is playing will pause the displayed above the player models while in 3D view. Users can turn
tactic. Users can return the tactic back to the start by clicking on the player numbers on and off by clicking on the player number toggle.
back button, or to the end of a tactic by clicking on the end button.
Looping Tactics
Info playback buttons and timeline scrubbing also works in aerial Users have the option to loop tactics so that they play repeatedly.
view. While the loop tactic button is active tactics will play through as
normal before returning to the start and playing again automatically.
examining complex tactics. In TactX users can toggle between During tactic playback the action can be paused momentarily while
three playback speeds when playing a tactic. The three speeds are an annotation is displayed on the screen. Users can do this by
1x normal speed, 0.5x half normal speed and 0.25x quarter clicking on the annotation pause toggle. While the annotation pause
normal speed. To toggle between playback speeds users must click is active tactics will pause momentarily, allowing users to read an
on the playback speed button. annotation, before resuming as normal. When the annotation pause
is inactive annotations are not displayed.
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TactX User Guide
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