Вы находитесь на странице: 1из 45

TactX User Guide

Introduction

This TactX User Guide has been created to provide users a


complete manual on how to use and work the features of the TactX
application.

Email: tactx@uefa.com 2
TactX User Guide

Introduction ............................................................................. 2 Rotating Objects ................................................................16


Aerial View .............................................................................. 5 Player and Object Clone Tool ............................................17
Toolbar ................................................................................... 5 Pitch Areas ............................................................................17
Creating a New Tactic ......................................................... 6 Customisable Pitch Area....................................................18
Opening an Existing Tactic ................................................. 6 Tactic Basics .........................................................................18
Saving a Tactic ................................................................... 6 Placing Objects on a Movement Line ................................18
Printing a Tactic .................................................................. 6 Removing Objects from a Movement Line .........................19
Taking a Screenshot ........................................................... 6 Giving a Player Possession of the Ball ..............................19
Undo and Redo Buttons ...................................................... 7 Removing Possession of the Ball from a Player ................20
Pitch Markings .................................................................... 7 Passing and Pass Heights .................................................20
Camera Control Panel ............................................................ 8 Ground Pass ......................................................................21
Preset Pitch Cameras ......................................................... 8 Coloured Ball Icons ............................................................22
Camera Panning Button ...................................................... 8 Pass Numbering ................................................................22
FreeCam ............................................................................. 9 Editing a Pass Height.........................................................22
Switching between Aerial and 3D View .............................. 9 Pass Heights in Detail ........................................................23
Zoom Slider ......................................................................... 9 Receiving on the Head ...................................................23
Disc Interface ........................................................................ 10 Receiving on the Chest ..................................................25
Players .................................................................................. 11 Receiving on the Knee ...................................................27
Adding Players .................................................................. 11 Receiving on the Foot ....................................................27
Player Numbering ............................................................. 12 Automated Rotation for Players Linked by Passes ............28
Positioning Players ........................................................... 12 Passing into Space ............................................................29
Player Movement .............................................................. 13 Creating a Shot ..................................................................32
Adding a New Player Icon between Two Existing Icons ... 13 Removing a Shot ...............................................................32
Deleting a Player Icon ....................................................... 13 Assigning a Goalkeeper to a Goal .....................................32
Player Run Speed ............................................................. 13 Creating a Save .................................................................33
Rotating Players ................................................................ 14 Distribution from Goal ........................................................33
Objects ................................................................................. 15 Passing to the Goalkeeper.................................................34
Adding Objects .................................................................. 15 Wait Times .........................................................................35
Positioning Objects ........................................................... 16 Tactic Playback in 3D View ...................................................36
Deleting an Object ............................................................ 16 Preset Camera Angles .......................................................36

Email: tactx@uefa.com 3
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

Email: tactx@uefa.com 4
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.

Email: tactx@uefa.com 5
TactX User Guide

Creating a New Tactic Printing a Tactic


Clicking on the New Tactic icon clears the current tactic and Any tactic created in TactX can be printed out and taken to the
enables the user to start again. The user will be prompted to save training ground. Users can print tactics at any time by clicking on
any existing tactic before continuing. the print button on the toolbar. Printed tactics take the form of a two
page printout with the first page featuring a full size image of the
Opening an Existing Tactic tactic based on what is currently visible within aerial view.
Clicking on the Open Tactic icon enables users to open a tactic that
has been previously saved onto the computer. The second page of the printout lists the objects required for a tactic
based on what has been placed on the pitch by the user when
Saving a Tactic creating their tactic. In addition, all annotations associated with the
Clicking on the Save Tactic icon prompts the user to save the tactic tactic are displayed.
they have created onto their computer. TactX files have an
extension of .tact. Info Press r on the keyboard to reset the camera so that it is
Info TactX has an autosave function that periodically saves your centred with the entire pitch in view this is particularly useful when
work to a temporary file. When TactX is loaded, the user will be attempting to position the pitch before printing a tactic.
asked if they want to load the autosave file if one has been found.
Taking a Screenshot
Clicking on the Screenshot icon captures a screenshot of what is
currently visible within the TactX window. Screenshots are saved
as .PNG files to a location specified by the user.

Email: tactx@uefa.com 6
TactX User Guide

Undo and Redo Buttons


The Undo and Redo buttons enable the user to cancel or redo a
previous action.

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.

Email: tactx@uefa.com 7
TactX User Guide

Camera Control Panel Preset Pitch Cameras


TactX offers the user a wide selection of camera controls to ensure The preset pitch cameras consist of nine fixed-location cameras
that they have the best possible view when creating or viewing a that are positioned around the sides of the pitch. For more
tactic. The camera control panel consists of the following: information on using these cameras in 3D view see Preset Camera
Angles p.32.
a. Preset Pitch Cameras
b. Camera Panning Button Camera Panning Button
c. FreeCam The camera panning button is used in both aerial and 3D view. In
d. Perspective Change Button aerial view this button is used to move the camera left, right, up and
e. Zoom slider down by click holding with the left mouse button and then moving
the mouse in the direction the user wants to move the camera. In
3D view the camera panning button is used to change the direction
the camera is facing.

Info The quickest way to manoeuvre around the pitch while


creating a tactic in aerial view is to use the left mouse button to click
hold the pitch and drag it into position while zooming in and out
using the scroll wheel on the mouse.

Email: tactx@uefa.com 8
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.

Switching between Aerial and 3D View


The user can switch between aerial view and 3D view at any time
by clicking on the perspective change button.

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.

Email: tactx@uefa.com 9
TactX User Guide

Disc Interface a. Players


The disc interface is used for selecting players, objects and b. Objects
specifying pitch areas. The disc interface is accessible by click c. Pitch Areas
holding the right mouse button while the cursor is hovering over the
pitch in aerial view. The disc interface will remain on screen while Selections are made by releasing the right mouse button when the
the right mouse button is held down. To view the available options player, object or pitch size the user wishes to select is highlighted.
for players, objects and pitch areas simply rollover the desired area When a player or object is selected it is placed on the pitch in the
on the disc interface. location where the user right-clicked to bring up the disc interface.
All players and objects placed on the pitch are represented by
icons.

The creation and editing of tactics is only possible while in aerial


view. The disc interface; together with the undo and redo buttons,
are not accessible while in 3D view.

Email: tactx@uefa.com 10
TactX User Guide

Players

Adding Players a. Blue Players e. White 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.

Email: tactx@uefa.com 11
TactX User Guide

Player Numbering Positioning Players


Player numbering is initially performed automatically in TactX. Each Players placed on the pitch are represented by a shirt icon that is
time a player is placed on the pitch a new shirt number is generated encompassed within a circle. Once a player has been placed it is
and displayed on the player icon. Numbering starts at 1 and goes possible to reposition that player anywhere on the pitch. To
up with each player that is added to the pitch. The numbering reposition a player the user simply left-click holds on the player icon
system is separate for each type of player, meaning that each team and then drags it to a new location.
can be numbered from 1-12, (or higher) respectively. Once a player
has been placed, the players number can be editedby right-clicking
on the player icon and typing the desired number in the textbox.
Once a number has been entered it can be confirmed by clicking
the tick button or pressing enter. It can be cancelled by clicking on
the pitch or by pressing escape. The text box only accepts numbers
between 1 and 99. Any character that does not meet this
requirement will be ignored.

Info A maximum of 25 players can be placed in any given tactic.


Users will receive an on-screen prompt when attempting to place
more than 25 players.

a. Players are represented by icons.


b. When a player icon is selected it increases in size.

Email: tactx@uefa.com 12
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.

Player Run Speed


The Players speed can be adjusted in the run speed menu. To
access the menu right-click on a players icon in the 2D view. The
players speed can be selected by clicking on one of the three
options.

a. Movement arrow above player icon.


b. Rotation arrow below player icon.
c. Dashed line denoting players running path.

Email: tactx@uefa.com 13
TactX User Guide

clockwise rotation, or right for anti-clockwise rotation. Players


represented by only one player icon on the pitch feature a small
white dot on the circumference of their icon. When these players
are rotated the small white dot travels around the circumference to
indicate which direction the player is facing.
Note: it is not necessary to rotate players who have a movement
path or are involved in passing; these players will automatically face
the way they are going to move or receive and pass the ball. For
more information on automatic rotation see Automated Rotation for
Players Linked by Passes p.25.
a. Jog
b. Run
c. Sprint
The speed of a player is represented in the 2D view by the coloured
squares on the right-hand side of the player icon. Different speeds
can be applied to each individual keyframe and will automatically be
applied to any new keyframes that belong to the same player.

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

Email: tactx@uefa.com 14
TactX User Guide

a. A small white dot represents the direction the player is currently


facing.
b. Rotating a player icon that is part of a movement path will cause
subsequent player icons to rotate as well.

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

Email: tactx@uefa.com 15
TactX User Guide

Info for a useful timesaving tip on creating tactics that involve


players running through cones, disc markers or flags see Placing
Objects on a Movement Line p.16

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

Rotating Objects b. Mini-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.

Email: tactx@uefa.com 16
TactX User Guide

Player and Object Clone Tool a. Full Pitch (default)

This feature enables users to place multiple instances of the same b. Central Third of

object or player without having to navigate through the user Pitch

interface each time, making the creation of tactics more convenient c. Left Half of Pitch

and quicker. d. Right Half of Pitch


e. Centre Spot

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

clicking on the pitch. To place another instance of the player or pitch

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.

Email: tactx@uefa.com 17
TactX User Guide

Customisable Pitch Area Tactic Basics


Upon selecting the Custom option from the disc interface the user Once the required players and objects are on the pitch the user can
will be taken back to the pitch in aerial view. The user can then begin to create their tactic.
begin to create a custom pitch area by left-click holding where they
want to start the area and then dragging out in a diagonal direction Placing Objects on a Movement Line
to the end position. A common routine on any training ground is running through cones
or other objects. A useful feature in TactX is the ability to add a
cone, disc marker or flag to an existing movement line so that the
player runs through them. This removes the need for the user to
position individual objects and then create a complex movement
path for the player to follow.

In order to have a player run through cones, disc markers or flags


the user must first create the movement path; see Player Movement
p.11. Once this is done the user must place the object they want the
player to run through on the pitch.

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

Email: tactx@uefa.com 18
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.

Giving a Player Possession of the Ball


Giving possession of the ball to a player can be achieved in two
ways. The user can either left-click hold and drag a ball onto a
player icon, or they can drag the player icon onto the ball. The
player icon will show a small ball icon in the lower-right corner to
indicate he has possession of the ball.

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.

Info In TactX players run at different speeds depending on what


they are doing. Players are at their fastest when running without the
ball, whereas players dribbling the ball run slower. Players running
through a line of cones, or other objects, will jog.

Email: tactx@uefa.com 19
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

Email: tactx@uefa.com 20
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).

a. Dragging a ball from one player to another to create a pass.


Releasing the mouse button will present the pass height interface.
b. Passes are represented by a white arrow. a. Automatic flight path
b. Forced ground pass
Info a ball cannot be placed in an open area of the pitch the ball
must always be passed to another player or shot on goal. For
details on how to create a through-ball see Playing into Space p.31.

Email: tactx@uefa.com 21
TactX User Guide

Editing a Pass Height

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.

ball enabling users to quickly identify which player has


possession. In the event that the same player starts and ends with
it, the colour of the ball will depend on the position of the timeline
if the timeline is at the beginning of the tactic the ball icon will be
red, if the timeline is at the end of the tactic the ball icon will be
green.

Pass Numbering

Each pass within a tactic is numbered this number is then


a. Right-clicking on the pass number presents the pass height
displayed in a white circle on the pass line. Passes are numbered
interface.
sequentially and in the order they happen on the pitch. Not only do
b. The existing pass height is highlighted in green.
the numbers enable the user to identify the order of the passes,
they also act as a means to edit the type of pass that is being
made.

Email: tactx@uefa.com 22
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.

Receiving on the Head

There are three types of headers in TactX; header to team-mate,


jumping header and cushioned header.

a. When multiple passes exist along the same path users must
scrub the timeline backwards to edit an earlier pass.

Email: tactx@uefa.com 23
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:

a. The blue player performs a jumping header because he is


running when receiving the ball and passing the ball instantly to the
a. The blue player performs a header to team-mate because he is
yellow player who is already in position.
standing when receiving the ball and passing the ball instantly to
the yellow player who is already in position.

Email: tactx@uefa.com 24
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.

Email: tactx@uefa.com 25
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.

Email: tactx@uefa.com 26
TactX User Guide

Receiving on the Knee

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.

Receiving on the Foot


a. The blue player performs a stationary receive animation as he is
There are two types of animation for receiving the ball on the foot in
standing still and waiting for the ball.
TactX; stationary receive and running receive.

Note: if a stationary player is receiving the ball and then


Stationary receive here, the player receives the ball on his foot
immediately passing it on to another player he will not play the
while standing still. This animation is performed if the receiving
receiving animation instead he will perform a volley and kick the
player is in position and waiting to receive the ball.
ball straight away.

Email: tactx@uefa.com 27
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.

Info TactX identifies the angle a ball is going to be travelling after


a. The blue player faces an intermediate position between the red
being kicked and the angle at which the ball will be received and
and yellow players as identified by the white dot on the
uses the correct foot accordingly.
circumference of the player icon.

Email: tactx@uefa.com 28
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.

Passing into Space


In the event that a tactic involves passing to a stationary player from
The Pass into Space tool enables the user to pass the ball to in to
multiple angles, the player will be rotated each time he receives and
an unoccupied area of the pitch, where another player can then
passes the ball. When viewing a tactic such as this in aerial or 3D
collect the ball.
view, the player will rotate on the spot between passes.

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.

Email: tactx@uefa.com 29
TactX User Guide

Note: The ball will slow down ahead of reaching the final position.

Removing a Pass into Space


To remove a pass into space the user right-click holds the ball icon
and drags the ball on to the pitch. When the mouse is released the
ball is removed from the pass into space and added back onto the
pitch.

Player collecting the Ball


The ball will remain on the pitch until a player collects it. The user
left-click holds the arrow above the player icon and then drags the
newly created player icon on top of the pass in to space icon and
releases. The player will then run to the ball's position on the pitch.

Email: tactx@uefa.com 30
TactX User Guide

Removing a Pass a. Player one passes to player two.


To remove a pass the user must remove the ball from the player b. Player two then passes to player three.
icon that receives the ball. To do this the user right-click holds on
the ball icon and then drags the ball onto the pitch. When the If the pass between player one and two is removed by dragging the
mouse button is released, the pass, together with the white arrow, ball icon off the receivers icon, all subsequent passes are
is removed. The user must be aware that removing a pass can automatically removed.
sometimes have a knock-on effect if other passes or shots further
on in the tactic are dependent on earlier passes.

In the example below there are three players involved in passing


the ball. If the first pass is removed this will automatically remove
the later passes since player two cannot pass the ball if he did not
receive it.

a. Removing the pass from player one to player two automatically


removes all subsequent passes.

Email: tactx@uefa.com 31
TactX User Guide

Creating a Shot Assigning a Goalkeeper to a Goal


To create a shot on goal the user must left-click hold the ball and To assign a goalkeeper to a goal the user should select a
drag from a player icon and release the ball over a goal icon. The goalkeeper from the player menu. The user should then right-click
user will then be prompted to specify where the ball will go from the hold on the goalkeeper icon and drag to the area in front of the goal
nine available targets. To select which target to shoot the ball at the and release.
user must click on one of the nine squares.

a. Selecting a target from the nine available locations.

Removing a Shot The goalkeeper will automatically face forward.


To remove a shot on goal the user must right-click hold and drag
the ball icon off the player icon making the shot. Upon releasing the Note: The goalkeeper must be assigned to the goal ahead of a shot
mouse button the shot will be removed together with the white on goal, if an attempted save is required.
arrow.

Email: tactx@uefa.com 32
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.

a. Over Arm Throw


b. Under Arm Throw
c. Drop Kick
d. Goal Kick
e. Side Foot Pass
Distribution from Goal f. Punch
To create a distribution by the goalkeeper the user must left-click on
the ball icon and drag the ball to another player or pass in to space Distribution can be added at the start of a drill or after a save has
icon. The user will then be prompted to choose from the distribution been made. If a save has been made the goalkeeper will perform
menu. the save animation then distribute the ball. If the punch distribution

Email: tactx@uefa.com 33
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.

Passing to the Goalkeeper


Users can create passing scenarios that include the goalkeeper in a
similar way as creating a pass between two players. Users simply
drag the ball from a player and release it on the goalkeeper icon.
The goal area icon will appear and the user chooses where the
pass is to be received or saved by the goalkeeper.

The user is also able to create passes between two goalkeepers


using the same method.

Email: tactx@uefa.com 34
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.

a. Waiting before receiving the ball.


b. Waiting with the ball.
c. Waiting before running on.

Wait times are represented on a players timeline as three different


coloured bars, the above timeline is for the red player shown in the
example tactic. The red bar indicates how long this player is waiting
before receiving the ball. The green bar indicates how long the
player is waiting with the ball before performing a pass and the blue
bar indicates how long the player will wait before moving again. The
a. In this tactic the red players timeline will feature all three types of
blue bar effectively represents the time it takes for the player to
wait time.
follow through on their pass animation and get back into a suitable
position from which they can start running again.

Email: tactx@uefa.com 35
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.

The direction the FreeCam is facing can be changed by left-click


holding on the panning button and moving the mouse this can be
done while the FreeCam is moving or stationary. While the panning
button is held down with the left mouse button the user can move
freely within the environment by pressing the arrow keys on the
a. The view from a preset camera angle. keyboard. The arrow keys are used to move the FreeCam forwards,
b. The panning button is used to move the camera. backwards, left and right.

Email: tactx@uefa.com 36
TactX User Guide

Player Orbit Camera Using the Timeline


Users can focus the camera view on any player at any time during a The timeline panel is principally used to control the playback of a
tactic by clicking on them. When a player is clicked on the camera tactic and enables the user to change playback speed, position and
will move into position and lock onto that player. While in this view whether a tactic loops. The timeline panel can also be used to
the user can orbit around the player by using the camera panning manually move player keyframes as well as add annotations to a
button as well as zoom in and out using the zoom slider bar or the tactic.
mouse scroll wheel.

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.

Email: tactx@uefa.com 37
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.

a. Zoomed out on the seconds scale.

Scrubbing the timeline


Users arent confined to using the standard playback buttons when
viewing a tactic. Users can manually control the playback of a tactic
by left-click holding on the timeline and then moving the mouse left
or right. This is useful for those who want to get to a specific part of
the tactic without having to watch all of what comes before.

Zooming out of the seconds scale is useful when attempting to


manually scrub the timeline to a specific part of a lengthy tactic as

Email: tactx@uefa.com 38
TactX User Guide

Player Keyframes a. A player is shown with three points on a movement path.


Keyframes are frames of the animation that contain event data b. These three points are represented by keyframes on the player
specified by the user. For instance, if a movement line is created keyframe timeline.
the event data specified by the user will be when and where the run
starts and ends TactX takes care of what happens between those A key feature in TactX is the calculation and re-calculation of
keyframes. Whenever a new player icon is created, pass made, keyframes based on the tactic the user is creating in aerial view. If
shot created etc, this information is stored within the keyframe. the user adjusts the length of a run for instance, the keyframes are
Each player has their own set of keyframes, represented by small automatically updated to reflect the change.
blue dots, which are displayed on the player keyframe timeline that
runs directly below the seconds scale. Manually Moving Player Keyframes
The user can manually move a players keyframes to adjust where
they are positioned on the timeline and therefore alter start and end
times or wait times. For more information on wait times see Wait
Times p.30.

In TactX the speed at which players move is constant. Users


cannot therefore adjust individual keyframes to make a player run
between two points in a shorter period of time. Therefore, when one
keyframe is moved, all subsequent keyframes will move with it so
as not to skew the time between events.

Email: tactx@uefa.com 39
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.

a. As the players keyframes are moved the wait time after


keyframe two is decreased.
a. When the player reaches this position he waits for 1.5 seconds. b. Now that the wait time is at the beginning, the player will be
b. This is shown on the timeline as a red bar starting after the running into position at the same time the ball is played.
players second keyframe.

Email: tactx@uefa.com 40
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 players keyframes have been moved so that he starts

a. The red player begins running as soon as the tactic is played, running later and arrives in position at the correct time.

meaning he is in position a lot sooner than he should be.

Email: tactx@uefa.com 41
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.

Email: tactx@uefa.com 42
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.

To edit an existing annotation the user simply double clicks on the


icon representing the annotation they wish to edit. Doing this will
present the annotation box on screen and enable the user to
change it. Moving the text cursor within the annotation box is done
by using the left and right arrow keys on the keyboard. Deletion of
an annotation, or any part of it, is performed with the delete and
backspace keys on the keyboard. When the changes have been
made the user can press enter to accept them. To cancel editing an
annotation and return it to how it was originally the user simply
clicks on the cross icon on the lower-right of the annotation box.

Email: tactx@uefa.com 43
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.

Changing the Playback Speed of a Tactic


Playing a tactic back in slow motion is a useful feature for Displaying Annotations During Tactic Playback

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.

Email: tactx@uefa.com 44
TactX User Guide

Minimum System Requirements for TactX Browser Compatibility with TactX


Operating System: Microsoft Windows XP TactX has been successfully tested on the following Internet
Processor: 2GHz (3GHz recommended) browsers:
RAM: 1024MB
Video Card: 256MB RAM Microsoft Internet Explorer

Software: Java 1.6 (update 11 recommended)


Mozilla Firefox
Performance Issues
Users may notice that as more players and objects are added to a
tactic the speed at which movement lines and objects resolve Google Chrome

becomes slower. This is normal and the rate of slowdown is directly


related to the specification of the system running TactX.

Apple Safari for Windows


While a tactic is resolving it is advisable that no further interactions
with player or object icons are performed as this could lead to
inadvertently moving or rotating the icons. An indication of when a
Note: TactX is not compatible with the Opera Internet browser.
tactic has resolved is when the interface becomes visible again and
the icon that had previously been selected has returned to its
deselected state.

Email: tactx@uefa.com 45

Вам также может понравиться