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APEX Help Table of Contents:

Chapter 1. Initial Setup

(1.1.1) Loading Game Files

(1.2.1) Building your Master Playbook

(1.3.1) Setting up Roster

Chapter 2. Capturing Video

(2.0.0) Intro to Capturing

(2.1.1) Connecting DVD/VCR to Computer

(2.2.1) Capturing DVD/VCR and Mark as you Record

(2.3).1 Capturing MiniDV Camera and Automarking

(2.4.1) Live GameDay Capture

(2.5.1) Capturing Video from Mini DV Camera Live and Inputting Information

(2.6.1) Capturing Video from Mini DV Camera Live without Inputting Information

(2.7.1) Express Marking

(2.8.1) ODKing

(2.9.1) Adjusting Start and End Marks

2.10.1 Adding and Deleting Plays

Chapter 3. Voice Recognition

(3.1.1) Training Voice Profile

(3.2.1) Voice Setup and Options

(3.3.1) Voice Commands and Buttons

Chapter 4. Watching Game Film

(4.1.1) Main Screen Video Controls

(4.2.1) Full Screen

(4.3.1) Using the Sidewinder Remote

(4.4.1) Dual Screen


Chapter 5. Tendencies

(5.1.1) Loading Tendencies

(5.2.1) Using Tendencies

(5.3.1) Tab Key Setup

(5.4.1) Custom Rows

(5.5.1) Searches and Sorts

Chapter 6. Reports

(6.0.1) Reports Selection

(6.1.1) Watching Video inside report

(6.2.1) DnD Report

(6.3.1) Top Plays

(6.4.1) Sequencer

(6.5.1) Series

(6.6.1) Hole Chart

(6.7.1) Formations

(6.8.1) Summary

(6.9.1) Futures

(6.10.1) Downs

(6.11.1) Hit Chart

(6.12.1) Deluxe Hole Chart

(6.13.1) Hash

(6.14.1) Field Zones

(6.15.1) Evaluation

(6.16.1) Variation

(6.17.1) Float

(6.18.1) Game Day

Chapter 7. Coaching Tools

(7.1.1) Telestrator

(7.2.1) Snap Shots

(7.3.1) Notes / Read

(7.4.1) Chalkboard

(7.5.1) Playbook Creator

(7.6.1) Integrated Playbook


(7.7.1) Play Call Sheet / Wristband Creator

(7.8.1) Highlights

(7.9.1) Player Grading

Chapter 8. Cutups

(8.1.1) Explanation of Cutups

(8.2.1) Quick Cutup

(8.3.1) Cutup Manager

(8.4.1) Merging Cutups

(8.5.1) EZ Cutup Manager

Chapter 9. Team Website

(9.1.1) Setting up Team Website

(9.2.1) Web Editor

Chapter 10. Exporting Video

(10.1) Burning DVD‘s

(10.2) Burning CD‘s

(10.3) Moving to Flash Drive / External Drive

(10.4) Sending Video out to a DVD Recorder / VCR

Chapter 11. Checkerboarding

(11.1) Intro to Checkerboarding

(11.2) AutoSync

(11.3) Manual Checkerboarding

Chapter 12. Networking

(12.1.1) Explanation of Networks

(12.2.1) Networking XP

(12.3.1) Networking VISTA

(12.4.1) Logging onto Master

(12.5.1) Data Transfer


Chapter 1: Loading Game Files

Loading a Game File: APEX allows you to quickly navigate in and out of folders that were
completely customized by you and your coaching staff.

Opening a Single Game File

1. Double left click the folder where your game is stored. This will display it to the right of the
folders in the long white box.

2. Left click the game you wish to open. This will begin the loading process .

3. Once you see your video, the game is ready for viewing.

Opening a Merged Game File

1. Left click the Cutup/Merge Folder button. This will switch your directory to the multi-folder.

2. Left click the Merged Game file you wish to open. This will begin the loading process.

3. Once you see your video, the game is ready for viewing.

1.1.1 Initial Setup


Chapter 1: Building Master Playbook

Building Master Playbook: The Master Playbook is where you are going to enter all of your
terminology. This is important when it comes to the Voice Recognition, APEX pulls all of your
terms from the Master Playbook.

Entering Terminology into your Master Playbook

1. Left click the Playbook drop down menu from the top right of your screen.

2. Choose Master Playbook from the menu. This will load your Master Playbook.

3. Left click next to the asterisk, in the field where you want to start entering terms.

4. Type in the term and press the enter key on the keyboard. This will place it in alphabetical
order.

5. Proceed with this process for all the terms you wish to enter.

Deleting / Printing Terms

1. Left click the term you wish to remove from your Master Playbook, and select the Delete
button under the field you are deleting from.

2. To print the terms to a printer, select the print button under the field where you wish to print

1.2.1 Initial Setup


Chapter 1: Building Master Roster

Setting up Master Roster: The Master Roster is used to store each player on your team. You can
keep track of your starters by positions with the Master Roster. The Master Roster is also impor-
tant when it comes to Individual Stats. The Stats Generator pulls number, name and position from
your Master Rosters. If no Roster is setup, you will not have any names in your stats.

Entering Players into your Master Roster

1. Left click the Team Info drop down from the top right of the APEX program.

2. Choose Master Roster from the menu.

3. Left click in the white box and type in the players name.

4. To enter the players position, click in either the green box for offense, or orange box for the
defensive position.

5. Enter the position for the current player. If he is a starter, double left click the position to
BOLD it.

Printing your Roster

1. To print you must first ―PACK IT‖ the roster.

2. Click the Pack IT button in the bottom right corner.

3. Give the roster a name and click save.

1.3.1 Initial Setup


Chapter 2: Capturing with APEX

Capturing Video with APEX


There are different methods that you can use to capture video inside of APEX. The method you
will use will depend on the hardware you have and your preferences. The sections that cover the
steps for some of the most common methods of capturing are listed below.

——————————————————————————————–—————————
When capturing from a VHS/DVD you can mark the Start Marks and End Marks, possession, and
quarter while you capture (Mark As You Record) or after you capture (2.7.1)

1. Capturing from a VHS/DVD (2.1.1 to 2.1.3)

A. Mark As You Record (2.2.1 to 2.2.2)


Or
B. Express Marking (2.7.1)
——————————————————————————————–—————————
When capturing from a MiniDV camera, you can capture After the Game (2.4.1) or use the Live
Game Day Capture. With Live Game Day Capture, you can put information in during the game
(2.5.1) or choose to only capture the video (2.6.1).

2. Capturing from a MiniDV Camera (2.3.1 to 2.3.2)

A. After Game Capture (2.4.1)

i. ODK (2.8.1)

B. Live Game Day Capture


i. Inputting Information with Voice (2.5.1 to 2.5.3)
Or
ii. Not Inputting Information (2.6.1)

2.0.0 Intro to Capturing


Chapter 2: Capturing from VHS/DVD

Capturing from a VCR/DVD Player: You have the ability to capture video that is on a VHS tape
or for a DVD. The video from one of these sources needs to be run through a converter box, such
as a Pinnacle Box or a Canopus Box.

To Capture Video from a VHS Tape or DVD


1. Connect VCR/DVD Player to the converter box and connect the converter box to the computer
(See Diagram 2.1.2)
2. From the main screen, single left click the ―Video‖ dropdown and single left click ―Capture
Selection‖
3. Single left click ―(Manual Marking) VCR—DVD and All Cameras‖

2.1.1 Capturing Video from VHS/DVD


Chapter 2: Capturing from VHS/DVD

Capturing from a VCR / DVD Player Using a Convertor Box


VCR or DVD Player

Connect to
Yellow Video
Out port on RCA Cable
the back of Connect to Yellow
your player. Video Port on your
capture device.

Dazzle Box PCTV Box Canopus Box

Connect one end of


Connect cable into PCTV box
directly to
USB port on
computer. Supplied
6 Pin to 4 Pin Connect 6-
pin end into
Canopus or
ADS box and
Computer
connect 4-pin
end into the
1394 port on
computer.

2.1.2 Capturing Video from VHS/DVD


Chapter 2: Capturing from VHS/DVD

1.

2.

5.
8. 4.
Steps for Capturing Video from a VCR/DVD Player
1. In the yellow box that says ―Type the name of the new game here‖, single left click in the box
and type in the name for this game.
2. Single left click the ―Step One: Create Name‖ button.
3. A message box will appear labeled ―Turn Preview Screen On or Off?‖. Single left click ―No‖
4. Advance or rewind the video until it is a few seconds before the opening kickoff and pause the
video. (Check the box labeled ―Use Sidewinder Remote‖ if you want to mark this game using
a Sidewinder)
5. Single left click ―Step 2: Start Capturing‖.
6. A message box will appear, labeled ―Who is Kicking?‖. Answer correctly.
7. Press ―Play‖ on your VCR or DVD Player.
8. When you are finished capturing, press the ―Esc‖ button on your keyboard, click ‗Yes‘, then
click Step 3 ‗Close‘
While the video is being captured with this method, you can mark the ‗Start Marks‘ and ‗End
Marks‘, possession, and quarter for each play at this time (Mark As You Record) or mark this
information later (Express Marking‖).

For Information on ―Mark As You Record‖ go to section 2.2.1


For Information on ―Express Marking‖ go to section 2.7.1

2.1.3 Capturing Video from VHS/DVD


Chapter 2: Mark As You Record

Mark As You Record: While the video from a DVD/VCR is being captured, the Start
Marks, End Marks, Possession Indicator, and Quarter are able to be marked.

Mark As You Record (Using Mouse and Keyboard)


1. Once the video starts capturing, your mouse cursor will be moved to the blue box along the
bottom of the screen and will be ―Semi-Locked‖.
2. To set a Start Mark, single left click.
3. To set an End Mark, single right click.
4. Possession is set by using the ‗X‘, ‗O‘, ‗K‘, and ‗R‘ buttons on the keyboard, or by clicking the
middle mouse button.
Note: X = OPPONENT has possession of the ball
O = YOU or your OPPONENT‘S OPPONENT has possession of the ball
K = OPPONENT is kicking
R = OPPONENT is receiving
5. Quarter is set by using ‗1‘, ‗2‘, ‗3‘, ‗4‘, and ‗0‘ on the keyboard.
Note: When marking Possession and Quarter, you only need to press the button at the start
of each series or quarter.

NOTE: WHILE MARKING AS YOU RECORD, DO NOT PAUSE, FAST FORWARD, OR


REWIND THE VIDEO. ANY MISTAKES CAN BE ADJUSTED LATER.

2.2.1 Mark As You Record


Chapter 2: Mark As You Record

3. 4.

1.
2.

Mark As You Record (Using a Sidewinder Remote)

1. To set a Start Mark, press the ‗<‗ key on the Sidewinder that has ‗Start‘ below it
2. To set an End Mark, press the ‗>‗ key on the Sidewinder that has ‗End‘ below it
3. The ‗*‘ button on the left side will cycle through the possession indicators
4. The ‗*‘ button on the right side will cycle through the quarters

X = OPPONENT has possession of the ball


O = YOU or your OPPONENT‘S OPPONENT has possession of the ball
K = OPPONENT is kicking
R = OPPONENT is receiving

Note: When marking Possession and Quarter, you only need to press the button at the start
of each series or quarter.
NOTE: WHILE MARKING AS YOU RECORD, DO NOT PAUSE, FAST FORWARD,
OR REWIND THE VIDEO. ANY MISTAKES CAN BE ADJUSTED LATER.
2.2.2 Mark As You Record
Chapter 2: Capturing from MiniDV

Capture from a MiniDV Camera: APEX has the ability to capture video directly from a MiniDV cam-
era. When capturing from a MiniDV camera, APEX will automatically mark the Start Marks and End
Marks for each play. Capturing from a MiniDV camera will also allow you to use the Auto-Sync checker-
boarding feature. You can capture from a tape After Game or Live during the Game. When capturing Live,
you can chose between entering information in while capturing, or waiting until later.

To Capture From A MiniDV Camera


1. Connect your MiniDV camera to the computer using a firewire cable (2.3.2)
2. From the main screen, single left click the ―Video‖ dropdown and single left click ―Capture
Selection‖
3. Single left click ―(Automarking) Live or After Game Mini DV Camera and Firewire‖

2.3.1 Capturing Video from MiniDV Camera


Chapter 2: Capturing from MiniDV

Capturing from a MiniDV Camera


MiniDV Camera
Make sure the camera has
been turned on for at least
10 seconds. If you are
capturing after the game,
have the camera set to
―VCR‖ or ―Playback‖
mode. If you are capturing
Live, have the camera set
to ―Record‖ mode.

4-Pin Firewire Connect one end of the firewire


cable to the firewire port on the
MiniDV camera. Connect the
other end of the firewire cable
to the 1394 firewire port on the
computer.

Computer

2.3.2 Capturing Video from MiniDV Camera


Chapter 2: Capturing from MiniDV After the Game

Capturing from a MiniDV After the Game: When capturing from a MiniDV camera after the
game, the Start and End Marks will automatically be marked by APEX.

1.

3.
4.

5.

8.
Steps for Capturing Video from a MiniDV Camera After the Game
1. Click ―Record New Video‖
2. A message box will appear labeled ―Turn Preview Screen On or Off?‖ Single left click ―No
3. In the yellow box that says ―Type the name of the new game here‖, single left click in the box
and type in the name for this game.
4. Click ―Next‖
5. Click ―Digital Camera Capture‖
6. APEX will ask you if the tape needs to be rewound. Answer the question correctly. If you tell
APEX it needs to be rewound, APEX will ask you if the game starts at the very beginning of
the tape. Answer the question correctly.
7. After answering the above questions, APEX will take control of your camera and begin
capturing the video.
8. Once capturing is finished, click the ―Save/Exit‖ button in the bottom left.
Note: In order for APEX to detect the Start Marks and End Marks, the game must be recorded
with the ―Time Coding‖ feature of the camera turned on.

2.4.1 Capturing Video from Mini DV Camera After the Game


Chapter 2: Capturing from MiniDV Live and Inputting Information
Capturing from a MiniDV Live while Entering Data: When capturing live, you have the ability to
put information while you capture. You can enter information for Down, Distance, Yard line,
Hash, Run or Pass, Possession and Gain and can achieve this by using voice or clicking.

1.
3.

1b.
4.
7.

2b
Steps for Capturing Video Live and Inputting Information
1. Click ―Record New Video‖
2. A message box will appear labeled ―Turn Preview Screen On or Off?‖. Single left click ―No‖
3. In the yellow box that says ―Type the name of the new game here‖, single left click in the box
and type in the name for this game and click ―Next‖
4. Click ―Live Game Day Capture‖
5. To the message box labeled ―APEX Auto Capture‖, click ―Yes‖
6. Make sure your video camera is not recording and is paused
7. To use voice to input information live, click ―Enabled Voice‖. If you do not click this, you are
still able to put information in by clicking and typing.

Using Voice with Live Game Day Capture


1. Before using voice, you need to make sure your headset and profile is setup. When you click
―Enable Voice‖, you should hear the computer say ―Voice detection is now working‖. If you
do not, click ―Test Audio‖. You should hear the computer say ―APEX Live Capture audio test
is now working‖. If you still hear nothing, recheck your headset connection and settings.
2. Because of the loud surrounding noises that exist when you capture live, you want to quickly
adjust your microphone level. Click the ―Setup‖ button and follow the on screen instructions.

2.5.1 Capturing Video from Mini DV Camera Live and Inputting Information
Chapter 2: Capturing from MiniDV Live and Inputting Information

8.

Using Voice with Live Game Day Capture


The Yard line, Quarter, Down, Distance, and Possession will automatically set. Depending on
your level of football, the yard line may have to be adjusted by entering the new yard line.

1. When an offense is in its own end, the yardline and spot are labeled (-). So if a team is on
its own 20, it is the ―minus 20 yardline‖
2. When an offense crosses the 50 and is in its opponent‘s territory, the yardline and spot are
positive. You do not need to say ―plus‖. If they are on their opponent‘s 30, it is the ―30
yardline‖.
3. To begin, APEX will ask, ―What Hash is the Ball on, Right, Left, or Middle‖. Respond by
saying either, ―Right Hash‖, ―Left Hash‖, or ―Middle Hash‖.
4. When the cameraman begins filming each play, APEX will ask, ―Is this a Run, Pass, Kick,
or Return‖. Respond by saying the appropriate answer.
5. When the cameraman presses pause to end the video of the initial play, he will hear
―Where is the spot of the ball‖. Answer with the spot followed by ―yard line‖, as instructed
above.
6. He then will hear ―Say Record this Play to Save Data‖. The cameraman will complete that
Play by saying, ―Record this Play‖. APEX will then ask, ―Do we have the ball?‖ Answer
either, ―Yes we do‖ or ―No we don‘t‖.
7. The 3-answer cycle will now begin again with ―What Hash is the Ball On‖?
8. When the game is over, click the ―Save/Exit‖ button to save this game

2.5.2 Capturing Video from Mini DV Camera Live and Inputting Information
Chapter 2: Capturing from MiniDV Live and Inputting Information

3.

1.

Notes on Live Capturing and Using Voice

1. Penalties. Make the adjustment by typing in the new data or saying, ―Go to ‗X‘ Down‖
or ―Go to Yards to Go‖.
2. Entering information using voice Live is different than using voice after the game. The
commands to enter data will be different. Click the ―Help‖ button to see a listing of all the
necessary commands to use voice Live.
3. IMPORTANT: When live capturing, you need to make sure your camera does not fall
asleep during halftime. If your camera falls asleep, the second half will need to be a
separate game or the game will need to be captured After the game. To make sure your
camera does not fall asleep at halftime, press the ―Halftime Hold‖ button. While this but-
ton is pressed, video will not be captured and start and end marks will not be set. After
pressing this button, just press ―Record‖ and then ―Pause‖ or zoom in and out every five
minutes on your camera to prevent it from going to sleep. If you check the ―Auto Keep
Camera Awake, APEX will send a signal to your camera every few minutes to keep it
awake for you. You will still need to click ―Halftime Hold‖.

This may seem harder than it really is. Here are a few quick reminders. You don’t have to wait for
APEX to quit speaking to enter the information. Once you have used this method, you will begin to
know what questions will be asked prior to APEX asking them. Also, try breaking down practice
films first to get used to the setup before you try on game day.

2.5.3 Capturing Video from Mini DV Camera Live and Inputting Information
Chapter 2: Capturing from MiniDV Live without Inputting Information

Capturing from a MiniDV Live Without Entering Data: In addition to capturing video live and
using voice to input information, you have the ability to capture the video live without the added
task of entering information. You will have the ability to mark quarter and possession while using
this method.

1.

3.

7.
4.
9.
Steps for Capturing Video Live Without Inputting Information

1. Click ―Record New Video‖


2. A message box will appear labeled ―Turn Preview Screen On or Off?‖. Single left click ―No‖
3. In the yellow box that says ―Type the name of the new game here‖, single left click in the box
and type in the name for this game and click ―Next‖
4. Click ―Live Game Day Capture‖
5. To the message box labeled ―APEX Auto Capture‖, click ―No‖
6. Make sure your video camera is not recording and is paused
7. While capturing with this method, the possession, quarter, and camera view can be set. Click
―X, O, K, R‖ in the bottom right for possession, ―1, 2, 3, 4, 0‖ for quarter, and ―B, E, W‖ for
camera view
8. When the game is finished, click ―Save/Exit‖.
9. IMPORTANT: When live capturing, you need to make sure your camera does not fall asleep
during halftime. If your camera falls asleep, the second half will need to be a separate game or
the game will need to be captured After the game. To make sure your camera does not fall
asleep, at halftime, press the ―Halftime Hold‖ button. While this button is pressed, video will
not be captured and start and end marks will not be set. After pressing this button, just press
―Record‖ and then ―Pause‖ or zoom in and out every five minutes on your camera to prevent
it from going to sleep. If you check the ―Auto Keep Camera Awake, APEX will send a signal
to your camera every few minutes to keep it awake for you. You will still need to click
―Halftime Hold‖.

2.6.1 Capturing Video from Mini DV Camera Live without Inputting Information
Chapter 2: Express Marking
Express Marking: Start and End Marks, Possession, and Quarter can be set at any time after you
capture a game. If you choose not to mark this information while you capture from a VHS/DVD, if
the information is not marked when you capture from a MiniDV, or you get your game through an
online film exchange company, you can use Express Marking to enter this information.

Express Marking
1. Load the game
2. In the top right hand corner, check the box labeled ―Express Marking‖
3. After you check this box, the bottom of the screen will change and your mouse cursor will be
‗semi-locked‘ along the bottom.
4. Single left click to set a Start Mark, single right click to set an End Mark
5. Press X, O, K, R on your keyboard to mark possession. You can also press the middle mouse
button to cycle through these options.
6. Press 1, 2, 3, 4, 0 to mark the quarter.
7. B, E, W can be used to mark Camera View
8. Use the ‗P‘ button to play the video and the ‗F‘ button to pause the video.
9. Press ‗Esc‘ when you are done to exit Express Marking and automatically save the information
you have entered.
Note: You only need to mark possession or quarter at the beginning of each series or quarter. For
information on using a sidewinder to express mark, refer to section 2.2.2

2.7.1 Express Marking


Chapter 2: ODKing
ODKing: To quickly mark the possession and quarter for a game, you can use the ODK feature. If
you capture a game from a MiniDV camera after a game, you will need to use this feature to mark
possession and quarter prior to breaking the game down in voice. This can also be used to quickly
make corrections to any errors with possession and quarter. Once done, you can quickly reverse
the possession indicators.

2.

4.

5.

ODKing
1. Load a game
2. Check the box labeled ―ODK‖ located in the top right hand corner
3. A red box will appear in the playscript that contains a ‗cheat sheet‘, the column next to the box
labeled ―P‖ in the playscript will become highlighted.
4. In the box labeled ―Quarter‖ to the right of the video, enter the quarter number
5. Click in the first row of the playscript in the highlighted ―P‖ column
6. Press X, O, K, R to mark the possession. (The video will be at the beginning of the first play.
Determine the possession by looking at the still image. If you need, you can press ‗Play Script‘
to advance the video.)
7. Hit the down arrow key on the keyboard, the video will jump to the next play.
8. Mark possession and repeat.
9. Make sure you change the quarter number at the beginning of each quarter.
10. Uncheck the ―ODK‖ box when you are done.
Note: If you have a trade film of this week‘s opponent and then a team that will be your opponent
a few weeks later, you can quickly reverse the possession indicators by going to the ―Plays‖ drop-
down and select ―Change Possession Indicator‖ This will make all O‘s X‘s and all X‘s O‘s

2.8.1 ODKing
Chapter 2: Adjusting Start and End Marks
Adjusting Start and End Marks: Occasionally, a Start Mark or and End Mark might need to be adjusted
because it was set too soon or too late. You can quickly make adjustments to any individual Start Mark or
End Mark or all Start Marks and End Marks.

2b.

3a

3b.

Adjusting Start and End Marks (Individual Marks)


1. Click on the play in the playscript that you want to adjust

2. Use your video controls (Rev, FF, Play, etc) to get the video to where you want it to be.

Adjusting Start and End Marks (All Plays)


1. Click on the first play in the play script

2. Go to the ―Plays‖ drop down along the top

3. Select ―Add or Delete time to the Start and End Times‖

4. From here you will have the option to add or remove 1/2 to the beginning or end of all plays

2.9.1 Adjusting Start and End Marks


Chapter 2: Adding and Deleting Plays

Adding and Deleting Plays: From time to time, you might need to add a play if one was missed
or delete a play if it is junk.

2.

Adding a Play
1. Click on the play above the one that is missing (i.e. If you have first down but missed second
down, click on first down in the playscript)
2. Go to the ―Plays‖ drop down
3. Select the third option ―Add a (New Blank Play) below the currently highlighted play‖
4. Click ―Yes‖ and then again click ―Yes‖

Delete a Play
1. Click on the play you want to delete

2. Go to the ―Plays‖ drop down

3. Select the first option ―Delete a Single Play‖

4. Click ―Yes‖ and then again click ―Yes‖

Note: To Delete all plays, follow the steps above but select the second option in the ―Plays‖ drop
down, ―Delete All Plays‖

2.10.1 Adding and Deleting Plays


Chapter 3: Voice Recognition

Training Voice Profile: Before you can begin to use Voice Recognition to break down game film,
you must first train your Voice Profile on your computer. This teaches the computer what you
sound like.

1. 1. Connect your microphone headset to the computer. Make sure the microphone plug is in the
microphone jack, and the earphone plug is in the earphone jack.

2. 2. Set the mic volume switch on the headset to High.

3. 3. Click on the VOICE dropdown in the upper left of APEX

4. 4. Click TRAINING AND HELP

5. 5. Click ADD A NEW COACH

6. 6. Type your name, then click SAVE NEW COACH

7. 7. Click on STEP 1 and ADJUST THE VOLUME

Note: You should adjust the volume every time you use the Voice Module. This only
takes about 10 seconds, and will help greatly as every room’s noise conditions vary.

8. 8. Click on STEP 2 TRAIN THE VOICE MODULE

9. 9. Read the script and follow the instructions

Note: This will take about 10 minutes per coach

10. 10. When completed, exit the Training Module

3.1.1 Training Voice Profile


Chapter 3: Voice Recognition

Voice Setup and Options: You can enter data into as many of the fields within APEX as you
choose. To choose which fields you want to work with, click on the ―Setup‖ button near the center
of the screen once you have a game open. In the Setup window, choose which fields you want to
work with by checking the box next to the field.

The Fields you choose to work with are not set forever; you can change them at any point. When
you open a game, and come to the Setup screen to choose your Fields, you are basically telling
APEX what you want to do right now. You can turn Fields off and on at any time.

Choosing Fields

Mandatory Fields:

The column on the right of the Setup screen includes the Mandatory Field Assignments. Any field
that has a checkmark next to it is a required field. That means that when you begin to enter data
into a game, you have to enter information into every field that has a checkmark next to it. You
cannot leave these fields blank when you are entering data. If they are not checked, you cannot
enter information into those fields.

Tab Stops:

The smaller area on the left of the screen labeled Tab Stops is a different type of field assignment.
Like the Mandatory Fields, if they are not checked, you cannot enter information there. However,
if they are checked, you aren‘t required to enter information there. As you‘re entering your game
info, the Voice Entry will stop at these fields by default, but you can skip them and the leave them
blank.
3.2.1 Voice Setup and Options
Chapter 3: Voice Recognition

Break Down of Play Data Screen - This is a detailed breakdown of the data entry screen,
showing you what sort of data you will be putting in each field. Continued on next page.

1. Quarter # 20. Hole or Pass Protection


2. Camera View (E, B, or W) 21. Play Name
3. Down # 22. Pressure
4. Distance 23. Yardline thrown to
5. Line of Scrimmage 24. Spot at end of play
6. Starting Hash (L, M, or R) 25. Score (points)
7. Pre Formation 26. Movement (L, M, or R)
8. Formation Strength 27. Possession (O, X, K, or R)
9. Backfield Set 28. Check to maintain Possession play to play
10. Personnel Group 29. Tempo
11. Defensive Front 30. Gain (automatically calculated)
12. Pre Coverage 31. Setup which Fields you want to use
13. Motion 32. Add a new Play
14. Check to only use PreFormation and PreCoverage 33. Delete the Current Play
15. Formation 34. Saves the Current Play‘s Info
16. Coverage 35. Changes the start mark of the current play
17. Stunt 36. Changes the end mark of the current play
18. Blitz 37. Adjusts Sensitivity of Voice Program
19. Style (Run, Pass, Special, Scramble) 38. Currently loaded Voice Profile

3.2.2 Voice Setup and Options


Chapter 3: Voice Recognition

Break Down of Play Data Screen - This is a detailed breakdown of the data entry screen, show-
ing you what sort of data you will be putting in each field.

44. Incomplete 63. Penalty Against


45. Scramble 64. Shift
46. Complete 65. Penalty For
47. Special 66. Fumble
48. Run 67. Turnover and 10
49. Screen Pass 68. Sack
50. 7 Step 69. Possession and 10
51. Play Action 70. Ask to Update Playbook
52. 5 Step 71. Add new entries to Playbook
53. Clear 72. Team (1st or 2nd Team)
54. Roll Out 73. Point Differential
55. 3 Step
56. Play went towards the Bench This area will appear when the play is labeled as a Run
57. Play went away from the Bench
58. Busted 49a. Fullback did not lead play
59. Interception 50a. Option Play - Pitch
60. Strong 51a. Fullback led play
61. Odd Play 52a. Option Play - Kept
62. Weak 53a. Undo any Option info

3.2.3 Voice Setup and Options


Chapter 3: Voice Recognition

Voice Commands and Buttons: When working with Voice Recognition, everything is voice
activated. In addition to entering data with your voice, you will also control the video with your
voice, and move around field-to-field with your voice.

Controlling Video Playback in the Voice Screen:


With APEX Voice Recognition, you can not only enter your information with your voice, but
you can also use it to control the video of the game. Notice the buttons across the bottom of
the screen that have a red dot in the corner of them. These buttons are voice command
buttons for controlling the video playback. Simply speak the phrase in each box to carry out
that function.
· Play Video
Makes the video begin to play
· Show Again
Starts the current play over again from the beginning
· Pause Video
Pauses the video. Will turn into “Continue”. To unpause, say “Continue”
· Move Next Play
Moves the video forward one play in the Play Script
· Move Back Play
Moves the video backward one play in the Play Script
· Rewind Play
Sends the video backwards 6 seconds, regardless of where it is in the course of the play
· Start Loop Play
This command is very useful. It will cause the play to repeat until you say “Record
this Play”, allowing you ample time to fill in all of the information
· Show Tight View
If you have more than one camera angle on a game, you can use this function to switch
between views as you’re breaking down the game
· Record This Play
This is the button that will save any changes to a play. Make sure you say this when you
are done adding info to a play to avoid losing your work.

3.3.1 Voice Commands and Buttons


Chapter 3: Voice Recognition

Voice Commands and Buttons: When working with Voice Recognition, everything is voice
activated. In addition to entering data with your voice, you will also control the video with your
voice, and move around field-to-field with your voice.

· Getting Started Breaking Down Film - When you‘re breaking down game film with Voice
Recognition, you will be doing it in the dropdown boxes in the upper right of the window. For
a detailed breakdown of these boxes, click here.

You will essentially start at the top, with Quarter, Camera View, Down, etc., and work your
way down from there. When you enter information into a field, the program will automatically
jump to the next activated field for you; you do not need to make it move forward.

If the cursor is in Down, and you say ―first‖, the program will insert a 1 into that field, and
automatically move on to Yards to Go. If you say ―ten‖, the program will automatically move
ahead to Yardline, and so on.

As you work forward, here are some important tips and rules to follow:

· The ―Go To‖ Command - This is a very important command to become comfortable with; it
will allow you to move field to field using your voice.

You can say ―Go to‖ followed by the name of any field, and the cursor will jump to that field.
You can say ―Go to Down‖ and the cursor will jump to down; say ―Go to Coverage‖ and the
cursor will jump to Coverage, and so on.

You will use this command for several reasons. One is to back up if you make a mistake. If
you realize that you labeled a field incorrectly, you can use the ―Go to‖ command to go back
there and change it. You will also use it to access all of the checkboxes on the right of the
screen. For instance, if you say ―Go to Weak‖, APEX will place a checkmark next to Weak on
the right of the screen, and that play will be labeled as going weak side.

Remember that you do not need to use the ―Go to‖ command every time you need to move to
the next box. If you enter something into a field, the program will automatically jump the
cursor to the next active field.

3.3.2 Voice Commands and Buttons


Chapter 3: Voice Recognition

Voice Commands and Buttons: Continued from previous page.

· Dealing with Yardlines - APEX will automatically keep down and distance for you if you
properly label yardlines. There are 3 separate boxes where you will label yardlines:
- Yardline - The line of scrimmage
- Where Thrown - The yardline where a completed pass was caught
- Spot - The yardline where the ref spots the ball at the end of the play.

An important rule you need to remember is how to differentiate which side of the field a team
is on. If the team with the ball is on the 30, are they 30 yards from the endzone, or 70? The
way you identify what yardline is which is with a - sign.

When the team that has the ball is in their own end, (they are more than 50 yards from the
endzone), all yardlines are labeled -‘s. If the line of scrimmage is the 25, and they are in their
own end, you would say ―minus twenty five‖ for the spot.

Bear in mind, it does not matter who is who in the game. It does not matter which team is on
offense of defense. When the team that currently has the football, regardless of who that team
is, has the ball in their own end, all yardlines are minuses.

Starting with the 50, all yardlines become positive. You do not need to say ―plus‖ or ―positive‖
before the number; just the number itself.

· How to Save - After you are done breaking down a play, you‘ll need to save and move on to
the next play. You do this using the ―Record This Play‖ command. When you say this
command, you will see your info copied into the spreadsheet, and the video will advance to the
next play automatically.

If the video does not advance to the next play, your data has not been saved yet. What you do
not want to do in this situation is to force the program to leave the current play. If you force the
video advance by saying ―Move Next Play‖ or by clicking on the next play in the spreadsheet,
all your data for that play from scrimmage will be lost.

The most common reason for a play not to save is that you forgot to fill in one of your
Mandatory Fields. As we discussed earlier, if you leave a Mandatory Field blank, you cannot
save your data. Try reviewing your info and look for things you may have accidentally left out.

3.3.3 Voice Commands and Buttons


Chapter 4: Watching Game Film

Main Screen: The Main Screen of APEX is where you will spend most of your time watching
your game film. You can quickly jump from play to play with a click of your mouse. You have the
ability to control your video exactly how you need to watch it, and where you want to watch it
from.

Using Video Controls

Play Script vs. Play - Both of these buttons will allow you to watch the video, the big difference
however is what it plays. Play Script will only play the video the way it was clipped when you
brought it into APEX. Play will play the entire video from start to finish, and will include all the
uncut film.

Loop - This allows you to loop the play over and over again from a specified position of the play.
Where ever you click loop is where the play will loop from.

Rev, Pause, FF, Slow Mo - No real explanation needed here, click and hold and you can perform
you typical video controls.

F by F - This stands for Frame by Frame; with each click of your mouse the video will advanced 1
frame forward in the video.

Start Timer - This will provide you with a stop watch, so you can time certain things that are hap-
pening in a play. You first must click Play Script then at any moment you can click the Start Timer
button to begin the stop watch. When you want to stop the watch click the Stop Timer button.

4.1.1 Main Screen Video Controls


Chapter 4: Watching Game Film

Using Video Controls Continued:

Back and Next - This allows you to go forward 1 play or back 1 play in the game.

Splash - This will open your Splash Screen Creator, which allows you to design a splash screen
that can be embedded to a specified play.

Speed Bar - This is the horizontal bar in the middle of your video controls. This controls the speed
at which you can rewind and fast forward the video. All the way to the left is slowest, all the way
to the right is fastest.

B,E,W - These buttons allow you to toggle between camera angles.

ALL,O,X,K,R - These buttons allow you to toggle between possession.

Script Order - There are 3 white radial dots on the far right of your video controls. These control
the order that the Play Script is sorted in. The top radial dot sorts by gain high to low. The middle
dot sorts by play number, and the bottom sorts by gain low to high.

4.1.2 Main Screen Video Controls


Chapter 4: Watching Game Film

Full Screen: In full screen mode you can control the video 1 or 2 ways: With your mouse you
have limited control of the video and with the optional Sidewinder Remote where you have full
control of the video.

To access full screen click the Full button located at the bottom of your screen.

Video Controls

Mouse / Keyboard :

Left click + Hold - Rewinds the video

Right click + Hold - Pauses the video

Middle click - Starts the play over from the beginning

Double middle click + Left click - Moves back a play

Double middle click + Right click - Moves forward a play

Double Left click - Brings up Full Screen Telestrator

Press Spacebar - Pauses video

Press K - Brings up Key Read Drill Bar

Press S or E - Creates a new Start or End Mark for a play.


4.2.1 Full Screen Controls
Chapter 4: Watching Game Film

Sidewinder Remote: The Sidewinder remote gives you wireless control of your video in both the
Main Screen as well as Full Screen. Follow the image below to learn what each button on the re-
mote does.

Using the Programmable buttons

1. Click the Tools button at the bottom of the screen.

2. Choose Setup

3. To the bottom right there is Sidewinder Remote options.

4. Check the box next to the feature you wish to control.

4.3.1 Sidewinder Remote


Chapter 4: Watching Game Film

Dual Screen: In Dual Screen you can pull up two videos of any kind. They can be the same exact
play or they can be two completely different plays.

Dual Screen Controls

Video 1 Games / Video 2 Games - These two buttons allow you to navigate your folders for a
game to load in each preview screen.

Reverse - This allows you to jump back one frame with each click.

F by F - This allows you to jump forward one frame with each click.

F by 4 - This button allows you to jump 4 frames ahead with each click

Advance Both Videos - Allows you to advance both videos at the same time, but one frame per
click.

Reverse Both Videos - Allows you to move back both videos one frame per click.

Play Both Videos - Plays both videos at the same time.

Find - Used to quickly navigate to a specific set of plays you may have saved.

Save - Used to save a set of plays in the script.

4.4.1 Dual Screen


Chapter 5: Tendencies

Tendencies: Using the Tendency Buttons will allow you instant access to all the plays of a
common situation. Instead of having to fast forward or rewind through a tape to find all the 3rd
down pass plays, you can have APEX find all those plays for you and watch them all at once.
2.

3.

To Load Tendencies

1. Load your game or merged game

2. Click the ―Tendencies‖ drop down in the top right

3. Select ―Show Tendencies‖


or
Select which side of the ball you want to look at (Opponent‘s Offense, Opponent‘s Defense,
My Offense, My Defense, Opponent‘s Kick, Opponent‘s Receive)

5.1.1 Loading Tendencies


Chapter 5: Tendencies
Using Tendencies: The Tendency Buttons are broken up into 18 rows. Each row is its own
category, for instance there is a row for different downs, and another row for different quarters. To
use the Tendency Buttons, simply click on what you want to see. For example, if you want to view
all run plays on 1st down, click the button that says ―Run‖ and then click the button that says ―1st
Dn‖. As you make selections with the Tendency Buttons, the Playscript will only display those
plays that meet the criteria you have set. The more fields you select, the more specific you search
will be until zero plays for the game you are using meet your criteria. Each row has an ―All‖
button on the far left. This ―All‖ button will deselect any value you have selected for that row.

Tendency Button Layout


Row 1: Possession Row 10: FB Lead or Away
Row 2: Style (Run, Pass, Spec, etc) Row 11: Ball Direction
Row 3: Down Row 12: Quarter
Row 4: Yards to Go Row 13: Custom
Row 5: Yardline Location (Line of Scrimmage) Row 14: Custom
Row 6: Hash Row 15: Custom
Row 7: Gain Row 16: Custom
Row 8: Motion/Shift Row 17: Miscellaneous
Row 9:To the Strong/Weak Side Row 18: Miscellaneous
5.2.1 Using Tendencies
Chapter 5: Tendencies
Tab Key Setup: With the Yards to Go, Yardline Zone, and Gain rows, you are able to set the
parameters for those rows. The values you set for these rows will also carry over to some of the
reports when dealing with yards to go, yardline zones, and gains.

Changing the Value for the Yards to Go, Yardline Zone, and Gain Fields

1. Click the ―Tendencies‖ drop down along the top right of the screen
2. Select ―Setup (Yardline Zones, Gains, Yards to Go)‖

Note: You will see the screen that appears above. The window is broken into three groups,
each with a heading in red letters. Within each group, buttons that correspond with
the Tendency Buttons will appear.

3. Click on the button you want to change. The values of that button will appear in the two white
boxes below.
4. Enter in the desired values into each white box
5. Click ―Save Changes‖
6. When you are finished, click ―Close‖

5.3.1 Tab Key Setup


Chapter 5: Tendencies

Custom Rows: Within APEX, there are 4 ―Custom‖ Rows. These rows allow you to assign a
value for them, such as formation, coverage, blitz, etc. The Custom Row will display, going from
left to right, the most to least common of the category you have selected. Custom Rows can be set
at any time. There are two ways to setup a Custom Row, Variable and Fixed.

Variable Field Combination Selection


1. Click any one of the ―Custom‖ buttons within the Tendency Buttons (The gray window above
will appear)
2. Select an option from the ―Variable Field Combination Selection‖ on the left hand side
3. The gray window will disappear and the Custom Row will set itself up
Fixed Field Combination Selection
1. Put a check into the box or boxes that you want the Custom Row to display
2. Click ―Combine Fields‖
3. The gray window will disappear and the Custom Row will set itself up
Differences Between Variable Field and Fixed Field Custom Rows
1. Variable Field can have one field selected which Fixed Field can have up to three
2. Variable Field will update itself (the most to least common) based on what has been selected
with the other tendency buttons. Fixed Field is fixed and displays totals for the game.

5.4.1 Custom Rows


Chapter 5: Tendencies

Sorts and Searches: Inside of Tendencies, APEX has the ability to search for particular plays,
highlighted plays, or when a certain player carries the ball. Also, the playscript can be ordered by
gain from high to low, low to high, or regular order.

Gold
Boxes

3.

Sort
Options 2.

4.

Sorting the Play Script


1. To sort the playscript by gain, use the three circles on the right hand side of the blue video
control box
2. The top circle will order the playscript by gain from high to low
3. The bottom circle will order the playscript by gain from low to high
4. The middle circle will order the playscript in regular, chronological order

Searching for Plays


1. The three gold colored boxes, to the right of the tendency buttons, allow you to search for
plays
2. The gold box labeled ―Select Play‖ will allow you to search for a particular play. If you type in
―28 Toss‖, it will find all 28 Tosses for the game. You can use a ―*‖ for a wildcard search. If
you search for ―* Toss‖, all Tosses will be displayed, regardless if it is 28 or 29. If you search
for ―28 *‖, then all plays that begin with 28 will be displayed, regardless of blocking scheme.
3. The top gold box with a ―#‖ will allow you to search for plays that are marked as a highlight.
Type the number in you want to search for and press ―Enter‖ on your keyboard.
4. The bottom gold box with a ―#‖ will allow you to search for the times a particular player
carried the ball. Type in the number you want to search for and press ―Enter‖ on your

5.5.1 Searches and Sorts


Chapter 6: Reports
APEX Reports: APEX contains a wide range of reports that can get you any information or
tendencies that you need. The reports are self-generating, requiring no additional work from you.
Some reports are linked to video as well. A listing of all the reports is included below and a
detailed explanation is included. The reports can be accessed by clicking either tendencies or
reports in the top right hand corner of APEX. You must have a game loaded.

APEX Reports
1. DnD Chart 6.2.1 10. Hit Chart 6.11.1
2. Top Plays Report 6.3.1 11. Deluxe Hole Chart 6.12.1
3. Sequencer Report 6.4.1 12. Hash Report 6.13.1
4. Series Report 6.5.1 13. Field Zone Report 6.14.1
5. Hole Chart Report 6.6.1 14. Evaluation Report 6.15.1
6. Formations Report 6.7.1 15. Variation Report 6.16.1
7. Summary Report 6.8.1 16. Float Chart 6.17.1
8. Futures and What If Report 6.9.1 17. Live Game Day Report 6.18.1
9. Downs Chart 6.10.1
Common Features Found in Most Reports
1. Opponent or Us or Opponent’s Opponent—All the reports inside of APEX have the option
of having the report show information based on your opponent, yourself, or if the game is a
trade film, your opponent‘s opponent.
2. Pack It! - Most reports contain the Pack It feature. It is also found in many other locations in-
side of APEX. When you Pack It a report, you create an image file (saved as a JPEG) of the
report that will allow you to get the image to someone that has a computer, but not APEX.
3. Upload—The Upload button will allow you to automatically upload the report you are looking
at to your Lockerroom Team Website. In order to Upload a report, you must first Pack It.
4. Print –All the reports can be printed off on an 8.5 x 11‖ sheet of paper.
6.0.1 Reports
Chapter 6: Reports

Watching Video With Reports: Some reports within APEX allow you to watch video. The con-
trols for watching video from a report are listed below. You can use a Sidewinder Report to watch
video if you have one.

Watching Video within a Report

1. Video Controls

2. Closes video and returns to the report

6.1.1 Watching Video within Reports


Chapter 6: Reports

DND Chart: The DND Chart provides down and distance offensive and defensive play
information for the game or games you are looking at. The report will show this information for
your opponent and also yourself.

1.

2.

3.

4.

5.

6.

7.

DND Report
1. Allows you to switch between displaying information based on your opponent or yourself
2. Cycle between offensive and defensive information
3. Has report display information for 1st and 2nd down or 3rd down
4. Pack It! the report
5. Upload the report to your website (needs to be Pack It‘ed) first
6. Prints the report on an 8.5 x 11‘‘ piece of paper.
7. Closes out of the report

Return to Reports 6.2.1 DND Report


Chapter 6: Reports

Top Plays Report: The top plays report will list for you the top run, pass, and special teams plays
for yourself or your opponent. The report can display the top plays based on total attempts or those
with the highest average. You can also use this report to display video.
1.

8.

8.

8.

3.
2.

4. 5.

6.
7.
Top Plays Report
1. Switch between your opponent‘s information or your information
2. Have report sort top plays by attempts (totals) or average (success)
3. Display information in terms of Play or Play Family
4. Pack It! the report
5. Upload the report to your team website (Must first Pack It!)
6. Print report on an 8.5 x 11‘‘ sheet of paper
7. Close out of the report
8. Double click any play to view it.

Return to Reports 6.3.1 Top Plays Report


Chapter 6: Reports

Sequencer Report: The Sequencer Report will identify if a team has a tendency to immediately
follow one play by another. If it detects a sequence (more than one occurrence), the report will
show you the first play and the total number of times it was run that game and then the second play
with how many times it immediately followed the first.

1.

2. 3.

4.

5.

Sequencer Report

1. Switch between having report display information on your opponent or yourself

2. Pack It! the report

3. Upload report to team website (must first Pack It!)

4. Print report on an 8.5 x 11‖ sheet of paper

5. Close out of the report

Return to Reports 6.4.1 Sequencer Report


Chapter 6: Reports

Series Report: The Series Report will give you a listing of each series of the game, listing all the
information for each play and then give a summary of each drive. You need to have the entire
game broken down for this report to work.

1. 2. 3.
Series Report

1. Cycle between showing your series or your opponent‘s series

2. Print this report on an 8.5 x 11‖ piece of paper

3. Exit out of this report

Return to Reports 6.5.1 Series Report


Chapter 6: Reports

Holes Report: This report will show you all the plays that were run to each hole, the number of
times each play was run, and a bar graph break down of the frequency each hole was ran to. You
can setup the numbering of the holes. This report will also show you in a bar graph the frequency
in which individual players will run to holes. This report will also show video.
7.

1. 2. 3. 4. 5. 6.

Holes Report
1. Cycles between your opponent‘s tendencies and your tendencies
2. Allows you to switch between having the bar graph display the team totals and individual
player totals
3. Pack It! this report
4. Uploads this report to your team website (Must first Pack It this report)
5. Prints this report on a 8.5 x 11‖ sheet of paper
6. Exits this report
7. To change the values for the holes, click in the white boxes along the top and enter in the new
numbering for that hole.

Return to Reports 6.6.1 Hole Report


Chapter 6: Reports
Formations Report: This report will show information specific to different formations. This re-
port requires an initial setup the first time you use it. Along the bottom, the formations are listed
in order of most to least common going from left to right. The report will show you video of plays
ran out of this formation only.

8.

9. 9.
1.

2. 3. 4. 5. 6. 7.

Formations Report
1. Lists the different formations in this game or games
2. Cycles between your formations or your opponent‘s formations
3. To build a formation, click ―Make New‖. A message box will appear with instructions. Click
―OK‖. Then place checks in the necessary boxes to build this formation, looking into the eyes‘
of the quarterback. Once you have the formation built, click ―Save Play‖ in the center of your
screen. This report will then generate the information.
4. Allows you to print the currently viewed formation or print all the formations
5. Pack It the current formation
6. Upload the current formation to your team website (must Pack It the formation first)
7. Closes out of this report

Return to Reports 6.7.1 Formations Report


Chapter 6: Reports
Formations Report Continued: Instead of having a diagram of the formation, you can have a
picture to show the current formation.

1. 2.

5. 4 3.

Formations Report

1. To select an image, click ―Open Video‖. Still shots of each time this formation was ran in this
game will appear.
2. Click ―Back Play‖ and ―Next Play‖ to cycle through the different stills
3. Use the ―Back Frame‖ and ―Next Frame‖ buttons to advance the video back and forward a
frame to find the preferred moment.
4. Removes the still and returns the diagram of the formation
5. Allows you to edit the diagram of the formation

Return to Reports 6.7.2 Formations Report


Chapter 6: Reports
Summary Report: This report will list for you each drive of the game. On the football field, each
line listed is a different series. If you move your mouse cursor over any of the red or blue lines, a
quick summation of the drive will appear. You can double click any line to view that series. Red
lines are your series, blue lines are your opponent‘s. NOTE: In order for this report to generate,
you must mark Possession and 10 when in voice at the beginning of each drive.

1. 2.

3. 4.

Summary Report
1. Allows you to cycle between quarters
2. Closes the summary report
3. Your series
4. Your opponent‘s series.

Return to Reports 6.8.1 Summary Report


Chapter 6: Reports

Futures and What If Report: This report allows you to predict what will happen based on the
previous play. Each scenario will give you a break down of Run vs Pass for the current play, based
on the last play.

1. 2. 3. 4. 5.

Futures and What If Report

1. Cycle between having the report to predict what you will do, or what your opponent will do
2. Pack It this report
3. Upload this report to your team website (Must Pack It the report first)
4. Print this report out on an 8.5 x 11‖ piece of paper
5. Closes this report.

Return to Reports 6.9.1 Futures and What If Report


Chapter 6: Reports

Downs Chart: A great sideline report, the Downs Chart will give you information based on down
and distance, including total number of times something occurred and a percentage of occurrence.
Options include Run vs Pass, Formations, Defensive Fronts, Blitzes, and Play. This report
provides a more detailed breakdown of specific fields than the DnD Chart. Downs are displayed
along the left hand side of the report and distance goes across horizontally for each down.

1. 3. 5. 7. 9.

4. 6. 8.
2.

Downs Chart
1. Type a name for this report into the top left have corner box labeled ―Enter Report Name
Here‖
2. Cycle between having 5 or 6 columns for distance
3. Switch between when you have possession or when you opponent has possession of the ball
4. The different categories that you can pick from for this report
5. If you check this box, when you hit ―Print‖ , all the Downs Chart reports will print
6. Pack It this report
7. Upload this report to your Lockerroom Team Website (Must Pack It the report first)
8. Print this report out on an 8.5 x 11‖ piece of paper
9. Close this report.

Return to Reports 6.10.1 Downs Chart


Chapter 6: Reports

Hit Chart: The Hit Chart is a comprehensive report that allows you to customize your own chart
or report. With the Hit Chart, you can select up to 7 fields to compare. The report will generate a
spreadsheet that will list the fields you have selected in order, giving you the frequency of each
category you selected. For an example, continue to the next page (6.11.2).The report on the next
page is of Formation, Backfield, and Play.
1.

2.

3.

4.

5.
6.

Hit Chart
1. Check the fields you want in the order you want them analyzed.
2. Generates the report in spreadsheet form.
3. Use to play video for the entire report. (Click ‗View Order High to Low‘ and in the next win-
dow click ‗Play Script‘)
4. Clears the fields you currently have selected.
5. Closes the report
6. You can save your favorite searches. The Steps are: First click ―Create Search‖, then click
where you want this stored search to save, check the boxes you want to be a part of this search,
lastly type a name for the search. Click ―Save‖

Return to Reports 6.11.1 Hit Chart


Chapter 6: Reports

Hit Chart Continued: Below is an example of the Hit Chart where Formation, Backfield, and
Plays are being analyzed. On the far right it lists the times each time something occurred and also
the percentage at which it took place.

1.

3. 7.
5. 6. 8.

4. 9.
2.
Hit Chart
1. To view video, double click any entry in the last field (in this case Plays).
2. Prints the report. The report will ask you which row you want to start printing from and which
row you want to stop printing from.
3. View the video in full screen
4. View the video in the main viewing screen
5. Links to the Chalkboard
6. Pack Its this report (Only the portion currently visible)
7. Uploads the report to your team website (the last one you had Pack It‘ed)
8. Links to the Help Menu

Return to Reports 6.11.2 Hit Chart


Chapter 6: Reports

Deluxe Hole Chart: The Deluxe Hole Chart expands on what the regular Hole Chart provides,
and incorporates passing game information. Much of the running game portion of the Deluxe Hole
Chart is similar to the regular hole chart. The Deluxe Hole Chart will allow you to view different
zones the ball was caught in, and also different levels of gains and direction for the pass plays of a
game or games. To access this report, you must select possession.

2. 4. 6. 8.

1. 3. 5. 7.

Deluxe Hole Chart


1. Allows you to define the holes for this report. Click ‗Define Holes‘, enter the numbering for
the holes above, and click ‗Save‖
2. Brings up the Passing Gain Zones portion of the Deluxe Hole Chart
3. Loads the Passing Zone part of the Deluxe Hole Chart
4. Returns to the regular Run Graph of the Deluxe Hole Chart
5. Prints the report on an 8.5 x 11‖ piece of paper
6. Pack It‘s the report
7. Uploads the report to your team website (Must Pack It the report first)
8. Exits this report

Return to Reports 6.12.1 Deluxe Hole Chart


Chapter 6: Reports

Hash Chart—this report will generate a football field and plot plays on it. Reds represent runs,
blue completed passes, whites incomplete, and yellows are scrambles. If you click on any play, the
video will appear for that play. The Hash Report has different configurations listed below.
6. 7.
5.
2.
1.
8.
4.

3.

Hash Chart

1. Ball Movement—shows all the plays plotted on a field and displays the direction the play went
and the gain. On the field the ―0‖ yardline represents the line of scrimmage. The yardline the
play is on is the gain for that play.
2. From Hash—Shows all the plays on a field, where the location of the play is, and the yardline
where the ball was snapped. The white line indicates the direction the play went.
3. Passing Zones / Colored Zones—Both show the zone where the ball was caught. The zones are
broken into three levels, each having a left, right, and middle. Passing Zones shows all the
completed passes, Colored Zones shows the passes color coded by down.
4. YAC Yardage—Shows where all the pass plays were caught and the run after the catch. Blue
represents the ball in the air and red is the run after the catch.
5. Cycle between displaying only runs, passes, or all plays
6. Pack It this report
7. Upload this report to your team website (needs to be Pack It‘ed first)
8. Control the video

Return to Reports 6.13.1 Hash Chart


Chapter 6: Reports
Field Zone Report: The Field Zone Report breaks down the field by hash and yardline locations
on the field. The yardlines are listed along the left hand side of the report, while the hashes are
located along the top. Each segment is further broken down by runs and passes. You have the abil-
ity to select a wide range of categories. The report will display the occurrences for the category in
each segment and give the total number to times it occurred. By double clicking on any of the
listed information, you can watch the video.

5.
1. 2. 3. 4.

Field Zone Report


1. Dropdown contains the different categories that this report can display
2. Pack It this report
3. Upload this report to your team website (Must Pack It the report first)
4. Print this report out on an 8.5 x 11‖ sheet of paper
5. Closes this report.

Return to Reports 6.14.1 Field Zone Report


Chapter 6: Reports

Evaluation Report: The Evaluation Report displays the grades that you have entered for your
players. For each player, this report lists all grades they got of a specific value (1,2,3,4,5), average
grade, and the number of players they were in.

1.

2. 3. 4. 5. 6.

Player Grading
1. Cycle between displaying grades for different sides of the ball
2. The ‗Grade‘ button will calculate the grade for each play and make that available in the Hit
Chart for analysis
3. Pack It‘s this report
4. Uploads this report to your team website (Must Pack It the report first)
5. Prints this report out on an 8.5 x 11‖ piece of paper
6. Closes the report

Return to Reports 6.15.1 Evaluation Report


Chapter 6: Reports
Variations Report: This report is slightly different than the majority of the others. This report
works in conjunction with the video that you are watching. The Variation Report gives you infor-
mation based on what you are currently viewing. You can set this report to look at Formation,
Formation Family, Plays, Play Family, and Defense. Depending on which field you select, as you
watch the video, the Variation Report will provide information for that field for the entire game.
The example below has Formation as the selected field. The Formation for the current field is
Empty Left. The Variation Report tells you the different plays, backfields, defenses, coverages, etc
that occurred when Empty Left was the Formation for this game.

2.

1.
Variation Report

1. Select the field you want to look at for this game

2. Close the Variations Report

Return to Reports 6.16.1 Variation Report


Chapter 6: Reports
Float Chart: The Float Chart gives you up-to-date information based on what you have selected
with the tendency buttons. You can cycle between offensive and defensive information with this
report. Any time you make a new selection with any of the tendency buttons, the Float Chart will
immediately update itself.

1. 2. 3.

Float Chart

1. Click any of the listed information to jump to those plays.

2. Cycles between Offensive and Defensive play information

3. Closes the Float Chart

Return to Reports 6.17.1 Float Chart


Chapter 6: Reports

Live Game Day Report: The Live Game Day Report can be used during the game to check for
any tendencies on the fly. You can see if your opponent is sticking to what the other reports
showed or make sure you are not giving anything away. If you plan on using this report, make sure
you have fully charged your battery or have a power outlet available.
1.

5.

3.

4.
2.

Live Game Day Report


1. Check the necessary boxes along the top for the current play
2. Once all boxes are checked, click ‗Add New Play‘
*The report will instantly update itself every time you add a new play*
3. Allows you to delete a play if necessary
4. Allows you to delete all plays if necessary

Return to Reports 6.18.1 Live Game Day Report


Chapter 7: Coaching Tools

Telestrator: The Telestator is used to make drawing and text overlays on top of your video. You
can use the telestrator for quick coaching or pin it to the play for an extended look at the play.

Using the Telestrator


Drawing lines:

1. Choose the type of line: Straight Line, Pencil, Circle.

2. Left click, hold, and drag the mouse from and to the position you wish to create your line.

3. Delete a line by clicking undo, or remove all lines by right clicking the mouse.

Creating Text:

1. Type the desired text in the white boxes (Line 1, Line 2, etc.)

2. Choose your Desired text color

3. Move cursor to the position you wish to place the text

4. Click down the middle scroll button on your mouse.

PIN Button - The Pin button will allow you to pin the telestration on the play for viewing during normal
playback.

Pack It! Button—The Pack It! Button is used to create an image of the telestration, and saves it to your
Pack It folder located on your desktop.

Playbook Button - The Playbook Button is used to pull up any templates you created using your
Integrated Playbook.

7.1.1 Telestrator
Chapter 7: Coaching Tools

Snaps: The Snap shot generator creates 9 Frame by Frame pictures of the current play you are
viewing. You can click the snaps button at any time during the play.

Inside Snaps Generator

Creating Slide Show:

1. Click the Slide Show button on the right of your screen

2. Use the blue arrows to jump back and forth between slides.

3. Click the print button under the slide to print it out.

Changing the frame rate:

1. Click the drop down above the slide show button

2. Choose between 10 (fastest snaps), and 1000 (slowest snaps).

3. Click the store button to set the frame rate.

7.2.1 Snaps
Chapter 7: Coaching Tools

Notes / Read: The Notes and Read feature allows you to make notes associated with a specific
play. These notes can be quickly searched and they show up on the video when played in Full

Notes / Read

Creating a Quick Note:

1. Click the Notes button.

2. Enter your note into the dialog box, and click OK.

Creating Multiple Notes:

1. Click the Read button (this will turn your play script into a note pad)

2. Click to the right of the play number and enter your note.

3. Continue adding as many notes as you need.

Searching your Note Pad

1. Type a Number, Word, or Phrase into the search box on the right hand side of the note pad.

2. Click the Search button (this will filter your note pad and display only your search results)

3. Click the refresh button to start a new search.

4. Click the Print button to print your note pad.

7.3.1 Notes/Read
Chapter 7: Coaching Tools

Chalkboard - The Chalkboard feature allows you to draw up plays and formation templates. You
can save them to your computer, as well as print them out. This can be done as a full page with
assignments, or with up to 6 per page in a smaller size.

The best way to set up your chalkboard is to draw each Formation you use as a Formation Tem-
plate. This makes it much easier to create your Playbook. If you already have all of your Forma-
tions created, just open one and draw in your lines to create a Play.

Moving / Changing Letters:

1. Click and drag the letter you want to move to a position anywhere on the field.

2. Double click the letter to change that letter to a different letter or number.

Drawing Lines:

1. Choose your type of line Straight line, Pencil, or Circle.

2. Click where you want the line to start, drag your mouse to where you want to end the line.

Saving Formation Templates / Saving Plays:

1. To save a Formation Template click the Save or Save With Assignments button in the yellow
box to the left of your screen.

2. A save as window will appear. Type the name of your template and click Save.

3. To Save a Play click the Save or Save With Assignments button in the green box to the left of
your screen.

7.4.1 Chalkboard
Chapter 7: Coaching Tools

4. A Save as windows will appear, type the name of your play and click Save.

Printing your Plays:

1. To print a full page of a single play, double click the play you have saved.

2. Click the print play button at the bottom of the screen.

3. To print multiple plays per page, double click the first play you want to add to the page.

4. Click the multiple per page button at the bottom of the screen.

5. Continue adding up to six plays to your page.

6. Click the Print Multiples button to print out your page with up to six plays on it.

7.4.2 Chalkboard
Chapter 7: Coaching Tools

Playbook Creator - Located under the Play Card drop down menu, used to create formations and
draw up plays. Unlike the Chalkboard the playbook creator allows you to completely customize
the appearance of your play card. You have designed the template and play exactly how you want
it to appear on your print out.

Tools:
Adding Shapes:
1. Click the Shape you want to add to the field.
2. Click on the field to place the shape.
3. Click and drag the shape to move it around your field.

Duplicating Shapes:
1. Click the shape you want to duplicate
2. Press CTRL + C on your keyboard to copy the selected shape.
3. Press CTRL + V on your keyboard to paste the duplicate shape.

Changing Default Shape Size:


1. Click the ―size‖ button.
2. Choose a number (smaller number = smaller shape, larger number = larger shape)

7.5.1 Playbook Creator


Chapter 7: Coaching Tools

Drawing Lines: Use the different lines to draw straight, diagonal, arched, and zig-zag lines. Add
an arrow, or blocking bar to the line.
1. First choose what type of heading you want on your line (arrow, blocking bar, or nothing)
2. Choose what type of line, you want to use (diagonal, straight, arched, or zig-zag)
3. Click the field where you want to start the line, drag it to the location you want it to end.
4. To finish the line double click your left mouse button.
5. To continue the line in another direction click the mouse button once, and then continue the
line in the desired direction. Double click to finish your line.
Adding Text:
1. Click the text Button (T) this will add a white box to your field.
2. Type in the desired text. (Change Font, by clicking the font button in the top left)

Moving Items:
1. Click the arrow button from your tool bar.
2. Click the item you would like to move.
3. Drag the item to your new desired location.

Flipping Formation Orientation:


1. Click the triangle button on the left to flip the formation horizontally.
2. Click the triangle button on the right to flip the formation vertically.

Field Appearance: You can change the yard lines, starting grid, hash marks, and color of your
field.
Changing field markers:
1. Select your field by clicking the top left corner of the field.
2. Under field appearance, select your desired yard lines, starting number, and hash marks.
3. APEX will adjust the field automatically to your settings.
Changing field colors:
1. Select your field by clicking the top left corner of the field.
2. To change the field color, choose the back button under field colors, and choose the desired
color.
3. To change the line color, choose border under field colors, and choose the desired color.

7.5.2 Playbook Creator


Object Appearance: You can change the color of the objects you place on the field.
Changing object colors:
1. To change the object color, choose the back button under object colors, and choose the de-
sired color.
2. To change the border color, choose border under object colors, and choose the desired color.
3. To change the front color (color behind object), choose front button under field colors, and
choose the desired color.

Adding a football field: (This only needs to be done if you are creating a new template)
1. Under the Field Appearance section, choose your yard line, grid starting point, and hash
marks.
2. Click the field button at the top of the screen (Blue Square with grid lines)
3. Click in the white area, the field will appear.
4. Adjust the size of the field by clicking the edge and dragging it to the desired size.
5. You must then change the field appearance for the hash marks to show up.

2x2: (This will split the screen into 4 separate sections to allow you to draw up multiple
plays.)
1. Click the 2x2 button to display the 4 sections on your screen.
2. Add a football field to each section.
3. Draw up the formation and plays you wish to show in each section.
4. Click the Save Play button to store your drawings.

7.5.3 Playbook Creator


Attaching Video to your Playbook: You can associate video based on formation, backfield set,
defense, and coverage

1. Open a game.

2. Click on the playbook drop down menu.

3. Click on your Playbook creator.

4. Click on the Plays button

5. Choose your Formation, APEX will filter out your plays.

6. Choose your backfield set, APEX will again filter out our play script.

7. Choose your defense; APEX will again filter out your play script.

8. Choose your coverage; APEX again will filter out your play script.

9. Draw up the play on the playbook. (if you want to show a play drawn up)

10. Click Save play.

7.5.4 Playbook Creator


Chapter 7: Coaching Tools

Integrated Playbook - Similar to the Playbook Creator, the integrated playbook allows you to
create templates and draw plays which you can tie into your play script.

Tools:
Adding Shapes:
1. Click the Shape you want to add to the field.
2. Click on the field to place the shape.
3. Click and drag the shape to move it around your field.

Duplicating Shapes:
1. Click the shape you want to duplicate
2. Press CTRL + C on your keyboard to copy the selected shape.
3. Press CTRL + V on your keyboard to paste the duplicate shape.

Changing Default Shape Size:


1. Click the ―size‖ button.
2. Choose a number (smaller number = smaller shape, larger number = larger shape)

7.6.1 Integrated Playbook


Chapter 7: Coaching Tools

Object Appearance: You can change the color of the objects you place on the field.
Changing object colors:
1. To change the object color, choose the back button under object colors, and choose the de-
sired color.
2. To change the border color, choose border under object colors, and choose the desired color.
3. To change the front color (color behind object), choose front button under field colors, and
choose the desired color.

Field Appearance: You can change the yard lines, starting grid, hash marks, and color of your
field.
Changing field markers:
1. Select your field by clicking the top left corner of the field.
2. Under field appearance, select your desired yard lines, starting number, and hash marks.
3. APEX will adjust the field automatically to your settings.
Changing field colors:
1. Select your field by clicking the top left corner of the field.
2. To change the field color, choose the back button under field colors, and choose the desired
color.
3. To change the line color, choose border under field colors, and choose the desired color.
4. To change the canvas color (color behind field), choose canvas under field colors, and
choose the desired color.

7.6.2 Integrated Playbook


Chapter 7: Call sheet and Wristband

Call Sheet and Wristband Generator: This feature will allow you to create custom call sheets
and link them with corresponding wristbands. It can also be used to perform various other spread-
sheet functions. The operation of the buttons used in this feature are listed below. The Call
Sheet and the Wristband Generator work the same way.

New, Open, and Save

1. New will create a new, blank call sheet. You will be asked if you are sure you want to create a
new file, and then if you want to save the current file.
2. Opening a file will allow you to edit a call sheet that already exists. After clicking ―Open‖, a
box will appear displaying all the call sheets you have saved. Click on the one you want.
3. Saving files will allow you to save the work you have done on a call sheet. Click ―Save‖, type
in the name for this call sheet, and click ―Save‖. The name you give the call sheet will appear
along the top left you when your print it out.

7.7.7 Call sheet and wristband


Chapter 7: Call sheet and Wristband

Adjusting Paper Size

The call sheet is designed to print out on a standard 8.5‖ x 11‖ sheet of paper, or a legal size 8.5‖ x
14‖ piece of paper. The call sheet can be smaller than the dimensions of the paper, but it will pre-
vent you from making it larger than what the paper can contain.

1. To adjust paper size, click ―Layout‖ along the top, and select ―Paper Size‖. You can also right
click on the call sheet and select ―Paper Size‖.

2. Then select the size of paper you want.

Adding and Deleting Rows and Columns

1. Click the ―Grid Button‖

2. Enter in the number of rows and columns. If you enter in fewer rows or columns than what are
currently in the call sheet, you will be asked if you are sure you want to remove those rows.

Or

1. Click the ―+‖ button inside of the rows or columns group to add a row or column to the end of
the sheet.

2. Click the ―-‖ button inside of the rows or columns group to remove the last row or column off
of the sheet. You will be asked if you are sure you want to remove the last row or column.

Inserting and Removing Rows and Columns

1. To remove a row or column, click the row or column you want to delete.

2. Click ―Layout‖ along the top and select ―Insert/Remove‖ or right click on the sheet and select
―Insert/Remove‖

3. Click ―Remove currently selected Row‖ or ―Remove currently selected Column‖

4. To insert a row or column, click the row below where you want the row inserted or the column
to the right of where you want the column to be inserted at.

5. Click ―Layout‖ along the top and select ―Insert/Remove‖ or right click on the sheet and select
―Insert/Remove‖

6. Click ―Insert row above the currently selected Row‖ or ―Insert column to the left of the
currently selected column‖

7.7.7 Call sheet and wristband


Chapter 7: Call sheet and Wristband

Adjusting a Single Row or Column Size


1. Click the row or column you want to adjust
2. Click the desired button to shrink or expand the row or column
Adjusting all the Rows or Columns Sizes
1. Check the box in the top right hand corner labeled ―Edit All‖
2. Click the desired button to shrink or expand the rows or columns

Adding Text
1. Click the ―T‖ button
2. Click in the cell you want to type in
3. Begin typing

NOTE: You can use your arrow keys to navigate through the cells. By clicking on a cell and
typing you will add text to the end of the cell. To place text in the middle or beginning of a cell,
click in the box along the top labeled ―Add New Text‖

Copying and Pasting Text (From Call sheet to Call sheet or Wristband to Wristband)

1. Click the cell you want to copy text from. If you want to copy more than one cell, highlight the
cells you want to copy text from. Check _._._ for information on how to highlight cells.
2. Right click and select ―Copy‖ or press ―Ctrl + C‖
3. Click the cell you want to paste to, or if you are pasting multiple cells, click in the cell in the
top left of where you want to paste.
4. Right click and select ―Paste‖ or press ―Ctrl + P‖
Copying and Pasting Text (From Call sheet to Wristband)
1. Click the cell you want to copy text from. If you want to copy more than one cell, highlight the
cells you want to copy text from. Check _._._ for information on how to highlight cells.
2. Right click and select ―Copy to Wristband‖ or press ―Ctrl + W‖. The Wristband Generator will
appear.
3. Click the cell you want to paste to, or if you are pasting multiple cells, click in the cell in the
top left of where you want to paste.
4. Right click and select ―Paste from Call sheet‖ or press ―Ctrl + W‖

7.7.7 Call sheet and wristband


Chapter 7: Call sheet and Wristband

Coloring Cells (Multiple Cells)

1. Highlight the cells you want to color. (Click the 1st Cell, then Double click the last cell)
2. Click the ―Color Cells‖ button
3.
NOTE: If you want to change the selected color, when your mouse moves over the ―Color Cells‖
button, the current color will appear. Below is a button that says ―Change Colors‖. Click that
button and then click the color you want to use.
Coloring Cells (Single Cells)

1. Click the ―Color Cells‖ button


2. In the top left, the two currently selected color. Click on the color you want to use. Double
click the ―Current Color‖ to select a new color.
3. Click on the cell you want to color

Coloring Font (Multiple Cells)

1. Highlight the cells you want to color. (Click the 1st Cell, then Double click the last cell)
2. Click the ―Color Font‖ button
NOTE: If you want to change the selected color, when your mouse moves over the ―Color Font‖
button, the current color will appear. Below is a button that says ―Change Colors‖. Click that
button and then click the color you want to use.
Coloring Font (Single Cells)
1. Click the ―Color Font‖ button
2. In the top left, the two currently selected color. Click on the color you want to use. Double
click the ―Current Font‖ to select a new color.
3. Click on the cell you want to color

Printing
1. Click the ―Print‖ dropdown along the top of the screen
2. Select the printer you want to use
3. Click ―Submit Print‖

7.7.7 Call sheet and wristband


Chapter 7: Call sheet and Wristband

AutoColoring

1. Click the ―AutoColor‖ button


2. Click on the colors to select new colors.
3. Once colors are selected, highlight the desired cells.
4. Click ―OK‖

AutoNumbering

1. Highlight the cells you want to AutoNumber


2. Click the ―AutoNumber‖ button
3. Enter in the starting number
4. Click ―OK‖
Changing the Font Size
1. Click the cell or highlight the cells. (Click the 1st Cell, then Double click the last cell)
2. Click the large ―E‖ to increase the font size
3. Click the small ―E‖ to decrease font size

Making Font Bold/Unbold


1. Click the cell or highlight the cells. (Click the 1st Cell, then Double click the last cell)
2. Click the ―B‖ button to cycle through making text bold or unbold

Opening and Closing the Wristband Generator

1. Click the ―Open Wristband‖ button to open and close the Wristband

Cycling Through Wristbands

1. Use the ―Back‖ and ―Next‖ buttons to move between your wristbands

7.7.7 Call sheet and wristband


Chapter 7: Call sheet and Wristband

Adding Wristbands

1. To add a wristband, click the ―Add Band‖ button. You can have up to 5 bands
Moving the Wristband Generator

1. Press the ―Start Move‖ button. The button will change and display ―End Move‖
2. Then click where you want the left side of the wristband generator to be.
3. When you are done moving the band and want to continue working on it, click the ―End
Move‖ button.

AutoMatch

1. Click the ―AutoMatch‖ button and click ―Yes‖ to the message that appears.

Note: The AutoMatch feature will match the callsheet to the wristband. This will find all the plays
that are on the wristband, anytime they exist on the callsheet. It will also autonumber the wrist-
band. For example, if the first play on the wristband is ―Pro Right I 28 Toss‖, the AutoMatch fea-
ture will mark this as the first play on the wristband by placing a ―1‖ in front of it, so the first play
will now say ―1. Pro Right I 28 Toss‖. The Automatch feature will then find everytime in the call-
sheet there is ―Pro Right I 28 Toss‖ and place a ―(1)‖ after it, so it will appear as ―Pro Right I 28
Toss (1)‖. By doing this, the coach can now find a play on the callsheet and know immediately
what number that play is on the player‘s wristband. This should be the last thing you do. Only
identical matches will work.

AutoCopy

1. Click ―AutoCopy‖, and say ―Yes‖ to the message(s) that appear.

Note: The AutoCopy feature will copy the text, cell color, and font color of everything on the call-
sheet onto the wristband. This will make 5 wristbands with 2 columns of 15 rows each for a total
of 150 possible cells. AutoCopy will take up to the first 150 plays that appear on the callsheet and
place those onto the wristband.

7.7.7 Call sheet and wristband


Chapter 7: Coaching Tools

Highlights: Highlights can be done 2 ways with APEX. You can use the highlight generator and
create a video file that will be streamed out your computers s-video port to an external device such
as a DVD recorder or VCR. You can also make cutups of your highlights, and merge them with a
play profile screen that can then be burned to a DVD inside of APEX.

I. General Rules

Before creating highlight films you must first label your highlight plays. You must do this
whether you are using the APEX Highlight Generator or another program.
You must label all highlight plays inside the Voice Command module. If not done inside the
Voice Command module, highlights will not show up in a search or through the Highlight
Generator.
Labeling your highlight plays should be done in individual games only NOT in merged games.
You can merge game together once you label the individual games.
Inside of the Voice Command module you will label the highlight in the ―Highlight Player‖
field, not the ―Player O‖ field.
Each entry must be 2 or 3 characters. Example: ―08‖ not ―8‖
You can have more than one highlight player on a given play. Separate multiple entries with a
space. Do not use commas or dashes. Example: ―12 84‖ not ―12, 84‖ or ―12-84‖
You can also put letters in the ―Highlight Player‖ field. You can use letters to differentiate a
players highlight plays into groups. Example: For a receiver; ―81A‖ - Nice crossing routes.
―81B‖ - Deep Balls. ―81C‖ - Run Blocking, (you must letter all plays if you use this method).
You can also use only letters for group highlights. Example: Offensive highlights ―OH‖;
Defensive highlights ―DH‖.

II. Using APEX Highlight Generator.

1. Click the ―‖Recruiting‖ drop down menu

2. Choose ―Make Highlights‖

3. Enter a Players name and information in the fields to the right.

4. Select the Game file or Merged Game File from the folders below.

5. Click the Make Film button once you have selected the game.

6. Insert your DVD or VHS into your external Device.

7. Click the Blue Screen and your highlight will start.

**Everything you are viewing on your computer will be recorded to your external device**

7.8.1 Highlights
Chapter 7: Coaching Tools

View by Grade: - Click this button first if you have labeled your highlights to play in a specific
order.

NOTE: On most computers, you must first set the Display Settings to project the image to an ex-
ternal device (VCR, DVD Recorder, Projector). Most computers have a common shortcut to do
this Fn+? (Example: Fn+F8 on Dell computers). If unsure of how to change the display settings,
consult the computer manufacturer.

7.8.2 Highlights
Chapter 7: Coaching Tools

II. Using Cutups to make Highlights

1. Merge all games you wish to pull highlights from.

2. Open merged game file.

3. Click the ―Search‖ button at the bottom right of the screen.

4. In the Red Column (Misc) type the players number in the ―player who excelled‖ box.

5. Click the ―Find‖ button to begin the search. (This will pull all plays that your players number
appear in)

6. You will then need to proceed in making cutups of all the plays displayed in your playscript.
(See Cutups.)

7.8.3 Highlights
III. Making Player Profile.

1. Click the ―Recruiting‖ drop down menu

2. Choose ―Add Player Profile cover to Highlight‖

3. Fill in as much information as you need.

4. Insert a player picture by clicking the ―Add Picture‖ button and browsing your computer.

5. Change the Background color by clicking the ―Background Colors‖ button

6. Change font by clicking the ―Font Colors‖ button.

7. Save your profile by clicking the ―Save‖ button. This will ask you to name the file, also you
will need to make sure that it save as a JPEG.

8. After you save the player profile you will use the ― Slow Merge‖ feature to add it to your
player highlights. (See. Slow Merge)

Note: Your Player Profile will save to the Recruiting folder by Default. This will make it easier to
access it from Slow Merge.

7.8.4 Highlights
Chapter 7: Coaching Tools

Player Grading: A way to grade out your players, based on their jersey numbers. The grading
system is based on a numbering system 1 being the worst possible grade, 5 being the best.

Accessing Grading System

1. Click the Grading button at the bottom right of your screen.

2. Click the Grade button from the menu.

Accessing the Grading Report

1. Click the Grading button at the bottom right of your screen

2. Click the Report button from the menu.

Setting Line Up

1. Click the change button

2. Select the players number

3. Click one of the slots under the


Line Up column.

Entering a Grade

1. Select the players number from the


Line Up.

2. Click a Number under the red


grading box.

Adding Rank Notes

1. Select a players number from the


Line Up.

2. Select the Rank you wish to tag


the notes with the players number

Video Controls

1. Click the Start button to play the video, Loop button to loop the player over again.

2. Click Back play to move back a play in the script, Click Next Play to move forward a play.

7.9.1 Player Grading


Chapter 8: Cutups

Cutups: Cutups are intended as a way of setting aside video clips in order to put them on a differ-
ent medium. It is a very convenient way of building a list of plays to burn to CD, DVD, e-mail or
send to your team website. Creating a Cutup of a play or group of plays makes a separate video
file of that is stored on your computer. You only need to make Cutups if you want to pull video
off of this computer.

There are three ways you will make, manage and distribute Cutups:
1. Quick Cutups – single, on the fly Cutups that are quickly stored inside of your Pack It folder.
You will use this method when you are trying to quickly grab particular plays that you want to
save for later.

2. Cutup Manager – an area where you can organize, name, and manipulate your cutups. This is
a more time consuming method, but a more organized method. Inside the Cutup Manager you can
create, and name new folders where you want to store your cutups. From within these folders you
can then choose to merge multiple cutups together into one more manageable Cutup or ―Merged
Cutup‖. You can then choose to create titles screen, add pictures, and set the order of how to
Cutup play.

3. EZ Cutup Manager – a quick way to add, merge, and burn your


cutups to a DVD, or upload to your team website. EZ Cutup manager
also provides the ability to quickly ODK a game inside APEX to DVD
for distribution.

8.1.1 Explanation of Cutups


Chapter 8: Cutups

Quick Cutups: The Quick Cutup feature allows you to make an on-the-fly Cutup. You will cut
one play at a time using this feature. The reason it is called a Quick Cutup is that you will not be
prompted to name or choose a save location for the Cutup.

Creating a Quick Cutup:

1. Select the play you want to make a Quick Cutup of.

2. Click the Cutup button located at the bottom left of the screen

3. You may see the button flash, but no message will appear.

4. The play you selected will now be inside of your PACK IT Folder, located on your desktop.

5. Repeat the process for any additional Cutups you wish to make.

8.2.1 Quick Cutups


Chapter 8: Cutups

Cutup Manager: To Access the cutup manager, click the ―Cutup Mgr‖ drop down menu from the
top of the screen and choose Cutup Manager. This is where you can organize and create multiple
cutups from your playscript. You can create folders, name cutups, and merge cutups from inside
of the cutup manager.

Creating New Folder:


1. Click Make Folder button inside the cutup manager.
2. Type the name you want for your folder
3. Click Create.
4. Double click the folder to gain access to it.
Creating Multiple Cutups:
1. Before entering cutup manager, use your tendencies to filter the game for the plays you want to
create cutups for.
2. Inside cutups manager, create or choose the folder where you want your cutups to be stored.
(double click the folder to select it)
3. In the top right of your cutup manager name the cutups in the white text box.
4. Click the Make Multiple Cutups button.
5. Select Yes to the dialog box that appears.
8.3.1 Cutup Manager
Chapter 8: Cutups

Merging Cutups: There are two merging processes, Quick Merge and Slow Merge. Quick Merge
only works with XP and can only merge up to 30 Clips. Slow Merge can be used by XP and Vista,
and can merge as many clips and pictures as you need.

Quick Merge:

1. Inside your cutup manager select the quick merge button.

2. Click the Select Folder button, and choose the folder where your cutups are located.

3. Your cutups will be displayed in the white box on the left. Double click each cutup you wish to
merge, or press the select all button to choose them all.

8.4.1 Merging Cutups


Chapter 8: Cutups

A progress bar will appear displaying the status of the merge. Once it is full your cutups are
merged into one video file.

**By default your merged cutups will be stored inside the C:\Football\Merged Folder**

Slow Merge:

1. Inside the cutup manager select the Slow Merge button..

2. Select from the top left what folder you want to view. (Pack IT, Merged, Recruiting, Splash
Screen, Temp Folder, Playbook, Play Cards, or Pictures)

3. The cutups or picture files will be displayed in the white box on the left.

4. Double click a cutup or file you wish to merge, or highlight all cutups and click the button
with the three arrows to move them all over for merging.

5. Once you have everything the way you want it to be merged click the Merge into One button.

6. Type the name of your merged cutups and click Save. A progress bar will appear displaying
the status of the merge. Once it is full your cutups are merged into one video file.

Note: Your Merged cutup is now ready for distribution. You can Burn it to DVD, and upload to
your Team Website.

(For instructions on Burning DVDs See 0.0.0)

8.4.2 Merging Cutups


Chapter 8: Cutups

EZ Cutups: A quick and easy way to create cutups for distribution. The EZ Cutup manager
allows you to use tendencies to filter a game, and quickly add a play or group of plays from your
playscript and create a project. Then use the project to generate your cutups for burning DVDs and
upload to your Team Website.

Using the EZ Cutups Manager

** The EZ Cutup Manager is available anytime you view Tendencies inside of APEX**

Creating a Project:

1. Click the New button from the EZ Cutup Manager.

2. Use your tendencies to filter your game, or to show the play or plays you wish to add to the
project.

3. Click the All button to add all the plays in the script to the project or click Single to add a
single play from the script to the project.

Saving a Project:

1. Click the Save Project button to save the plays you added to your project.

2. Click the Show File button if you wish to organize your cutups to playback in a specific order.

3. When you are ready to save enter a name for your cutups and click Save. (This will create a
merged file for playback inside of APEX C:\Football\Multi\Pro_Right.mdb)

4. Choose 1 of the 3 options for creating your cutups for distribution

Burn Now - This will make cutups of your entire project and Merge them into a single
video file for Burning to DVD. This will take you through all steps necessary to burn a
DVD.
8.5.1 EZ Cutups
Chapter 8: Cutups

Burn Later - This will only make cutups of your project; Then you will have to manually
Merge them together inside the Slow Merge Cutups feature of APEX or click the Project
button from the opening screen of APEX to Merge your projects.

Use for ISP - This will make cutups and Merge them together in a compressed state. They
are compressed so that you can fit more of them onto your team website.

5. Click close to return to your tendencies.

NOTE: If you have any Telestration or Splash Screen PINNED to a play in your project it will be
Added to your Project and Merged onto your Play.

** To save your project to another computer on your network you must first create a new Coach.

Add/Edit Coaches

1. Inside the Project Save screen, select the Add/Edit Coaches button

2. Choose a button on the right of the screen where you wish to add the coach.

3. Select the drive letter to his computer on the network

4. Enter the name of the coach.

5. Click the Save button.

EZ O,D,K - A Quick Way to make a DVD of all of your Offensive plays, Defensive plays, and
Special Team Plays with a click of your mouse.

1. Click the ODK button

2. Click Yes to the message box that appears.

3. APEX will then make all your cutups and merge them together for burning to DVD.

8.5.2 EZ Cutups
Chapter 9: Team Website

SETTING UP YOUR WEBSITE:


1. Click on ―RECRUITING‖, then select ―TEAM WEBSITE LICENSE SETUP‖
(you should then see the screen below)

2. Make sure you have an internet connection.

3. Call APEX to have an APEX representative read you the required codes to put in the boxes, to
link your computer with our web-server.

*You will be asked to come up with a Website Name*

Example: (www.lockerroom1.com/teams/yournamehere)

9.1.1 Setting up Team Webstie


Chapter 9: Team Website

Team Website
ACCESSING YOUR WEBSITE EDITOR:

Inside the Website Editor: Uploading Files to your website

1. Choose the ―Website Folder‖ you want to upload your video clip (or pictures) too. Choose your
folder under the ―Website Folders‖ section on the right.
2. Select which folder on your computer your video, or picture is stored in from the left side of the
screen.
3. Select which file you want to send to your website by clicking on it.
4. Click the Send Files button in the middle to upload your file to your website.

To Change the name of the folders on your website, click the folder you want to change and
click the ―Change Name‖ button.
To delete a file from your website, choose it from the right and click the delete file button. For
multiple files, click the delete selected button.

9.2.1 Web Editor


Chapter 9: Team Website

Inside the Website Editor: Editing your Webpage


Editing Your Page Title: This is what will appear at the top of your webpage
1. Click in the white box at the top of the screen
2. Type in the name you want to appear at the top of your webpage. (example: Saltsburg Trojans)

Editing your web pages:


1. Click one of the ―Page Tabs‘ buttons at the top of your page or click the ―Show Links‖ button,
select a link and click the ―Edit Page‖ button.
2. APEX will download the current page that is displayed on your site.
3. Make your changes to the page. Edit the page just like you would with any word processing
document. Click the ―Save Tab‖ or the ―Save Link‖ button to upload them back to your website.
NOTE: If you are unfamiliar with word processing, you can hover above any of the icon on the
toolbar to show you what that button does.
What are the differences between ―Page Tabs‖ and ―Page Links‖?
―Page Tabs‖ and ―Page Links‖ are both Web Pages you can create for your Team Website.
―Page Tabs‖ actually create links at the top of your Team Website for direct access from every
page.
―Page Links‖ are pages that are not directly accessed from your Team Website Homepage,
they are linked from inside of other pages.
**Example: Create a ―Page Tab‖ for your team roster. On your roster page, you could link each
players name to his own page (which would be a ―Page Link‖).
Creating and Removing Page Tabs and Page Links:
1. Generate a new tab or link by clicking the ―Create New‖ button at the bottom of the editor. This
will give you a blank page to edit.
2. Click the ―Save Tab‖ button to name and save the page to your website as a direct link. To save
the page as a link for use inside of another page click the ―Save Links‖ button.
3. Remove an existing link by clicking the ―Remove‖ button under and existing link.
4. If you clicked the ―Save Tab‖ button you will see your link button at the top of your page. If
you clicked the ―Save Link‖ button you will need to click the ―Show Links‖ button to see your
created page.

9.2.2 Web Editor


Chapter 9: Team Website

HYPERLINKS

1. Click the ―Show Links‖ button , this will display the ―Remote Links Folders‖. Under the ―Remote Link Folder‖
section, you will see all the links you created. They will start with zzz_ in front of the name that you gave the
page. To get the hyperlink code for that link click on the desired link.

2. Your code will appear in a box under your links. To create a hyperlink on a current page type text on your page
and highlight it. Now click the hyperlink code, a box will appear. Paste the code in this box by pressing ctrl + V
on the keyboard.

Inside the Website Editor: Changing Color Scheme

Click the Website colors button. This will load the Color Scheme login page.

9.2.1 Web Editor


Chapter 9: Team Website

Changing Website Colors: You can change the layout colors of your Team Website using the
methods below.

1. Click on the Web colors button to launch the color scheme application.
2. Type in the password you designated in the first white box and hit enter on the keyboard
3. Click on the color box of the section you want to change the colors for, this will open up a
color selection menu. (The image to the right explains what each color represents)
4. Choose the color you want by sliding the bar and clicking the color then click OK

9.2.4 Web Editor


Chapter 9: Team Website

Countdown Timer: The countdown time allows you to create a Time that will be displayed on
your Team Website. You can set the exact time and date that the event will occur as well as the

Setting up the Countdown Timer

1. Click the ―Countdown‖ button.

2. The Countdown Timer Event Calendar box will appear.

3. Enter the Event Name, What you want the Timer to display when the time is over, and the ex-
act date and time of the event.

4. Click the ―Update Timer button‖

5. A message box will appear asking you if you have a sponsor ad, If you do click Yes, otherwise
click No.

6. To Remove your Timer click the ―Remove Timer‖ button.

7. To cancel any action from taking place, click the ―Do Nothing‖ button.

9.2.5 Web Editor


Chapter 9: Team Website

Adding a Marquee: Puts a Scrolling Marquee at the top of the page.


1. Click the Add Marquee button
2. Enter the text in the long white box
3. To change the background color, click the ―Back Color‖ button.
4. Click Save Marquee to add the marquee to the webpage.

Adding a Logo: This will add your logo to your website.


1. First make sure your logo is the proper size 82x82 pixels (you may need to edit the logo in a
photo editing program)
2. Click the Attach Logo button.
3. Click ―Get the Jpg or Gif Image Info‖ button, this will allow you to browse your computer for
an image. (Do not save as a JPEG or APEX will not recognize it)
4. Select the image you wish to attach to the website, and it will upload it automatically.

9.2.6 Web Editor


Chapter 9: Team Website

Inside the Website Editor: Changing Passwords

Color Password: Allows you to change colors of website.


1. Click the Password button under APEX Recruiting Site.
2. Click in the white box under Color Login Password.
3. Type in the new password you want to use to change your color scheme. (default password is
―color‖)
4. Click Save Password.
Website Folder Password: Allows you to choose which videos the public has access to.
1. Click the Web Editor button under Internet Transfer Controls.
2. Check the boxes to password protect those folders.
3. Click in the white box under Required Viewing Password
4. Type in the new password you want to use to view your video files. (default password is
―hidden‖)
5. Click Protect Folders.

9.2.7 Web Editor


Chapter 9: Team Website

Secured Page: The Secured page uses a separate password from everything else inside your Team
Website. You can use the Secured Page to upload sensitive materials such as player transcripts, or
anything that you want coaches only to view.

1. Click the button that says ―Create Username and Password‖

2. A web browser window will appear asking for a username and password.

3. Enter your desired username and password in the boxes, then click ―submit‖

4. Copy the encryption code that is displayed by highlighting the entire code, right click and

choose copy.

5. Close the web browser windows to get back to your web editor.

9.2.8 Web Editor


Chapter 9: Team Website

6. Right Click inside the black box under the Secured Page, and choose paste.

7. Click the Save Password button.

Your Secured page is not password protected. To access the secured page, go to your website and
click on the Secured link. Enter your username and password to gain access to the page.

**Now that the password is setup for your


secured webpage, you must edit the index.html
page.

1. Click the ―Show Links‖ (this will display


your links created on the right).
2. Click the ―Get Main‖ Page button. (this will
load the index.html file in your editor)
3. Edit the page the way you want it to appear.
4. Click the ―Save Main‖ button to save the
Index.html page. (This is the page that will
display when you click the secured link on
your team website)
5. To link files you uploaded to the secured
folder click the ―secured‖ button this will
display all files you uploaded. Generate hy-
perlink code by clicking on the file.
6. Link to the files the same way you link your
―Page Links‖.

9.2.9 Web Editor


Chapter 9: Team Website

Sponsor Ads: Sponsor Ads can be used by your team to get donations for your boosters in
exchange for the company‘s advertisements on your Team Website. This Includes a Logo or
Picture of the Company which is linked to the companies website.

Setting up Sponsor Ads

1. Click the ―Sponsor Ads‖ Website Folder from inside your Team Website Interface.

2. Select the Sponsor Jpeg that you want to upload to the website. (Sponsor ad must be named
ad1, ad2 etc.)

3. Click the ―Send File‖ button to upload it to your Team Website.

Linking Sponsors Website to the Jpeg

1. Click the ―Add Link‖ button in the bottom left of the Team Website Interface.

2. Enter in the Web Address for each of the Ads you uploaded, and click ―Save Web Address‖

9.2.10 Web Editor


Chapter 10: Distributing Video

APEX DVD Creator -Allows you to burn Cutups, Merged Cutups, and Full Games directly to a
DVD using your internal DVD burner.

Adding Video Clips

1. Click the Transfer button, and choose Create DVD

2. On the right, choose what type of video clip you would like to add to your project. (Merged Cutup, PackIt cutup,
or Game Film) This will take you straight to the folder you need to be in.

3. Choose the file or files you would like to add.


4. The Files will appear in the gray area.

10.1.1 APEX DVD Creator


Chapter 10: Distributing Video

Setting up the DVD menu

1. Click the Menu settings button from the top of the screen

2. Choose a style from the right (APEX, Simple Black, Simple White) —To Preview click the Preview Button (press
escape to exit the preview)

Adding a Title

1. To add a title to your DVD, click the Project settings button.

10.1.2 APEX DVD Creator


Chapter 10: Distributing Video

Changing Burning Speed

1. Click Project Settings

2. Choose ―Burning‖ from the left.

3. Select your desired burning Speed from the ―Speed‖ drop down menu.

4. Click the ―Accept‖ button to save.

10.1.3 APEX DVD Creator


Chapter 10: Distributing Video

Starting the burning Process

1. Click the Burn Video to DVD button.

2. APEX will ask if you want to create a menu for each cutup, select yes or no

3. Next click OK to proceed with the burning. (You may get a warning to overwrite a folder, this is just a temp
folder that APEX uses to store your DVD‘s information. It is OK to say yes to this message)

4. You will then see a windows pop open giving you the status and process of the DVD creation. ( This process
could take several minutes, depending on the size of the video files you are burning and the speed of your
machine)

10.1.4 APEX DVD Creator


Chapter 10: Exporting Video

Burning CD’s in APEX

1. Click the TRANSFER drop down

2. Click BURN CD and select the type of file you wish to burn

3. Select the folder in which the file or files are located

4. Double click the file or files you wish to burn

5. Click the BURN CD button

6. Insert a blank CD into the CD-ROM

7. Enter a name for the CD you are creating and click NEXT

8. Click FINISH

OR

If you wish to create another copy of the CD, check ―Yes, write these files to another CD‖ and
click NEXT after inserting a blank CD

9. Click CLOSE to exit the CD Burner Module

10.

NOTE: APEX can not burn to a DVD through the CD Burning Module, only CDS

10.2.1 Burning CD‘s


Chapter 10: Exporting Video

Copying/Moving Games Using a Thumb Drive or External HD

You can move whole games (video and data) using a thumb drive or another type of external
hard drive. All you need to do is create a ―Football‖ folder on that external drive, and create a
―Games‖ folder inside of that folder. You can now use APEX to transfer files to and from
that drive.

Moving the files:

1. Click on the ―GAMES‖ button on the bottom right hand row of buttons

2. Click ―COPY/MOVE GAME FILE‖

3. Double click the games you want to move or copy.

4. Select the destination drive and folder.

5. Select either copy or move— choose Copy if you want to send the file to another computer,
choose Move if you are moving it to a new location on the same computer.

6. Click on the Copy or Move button

10.3.1 Moving Files


Chapter 10: Distributing Video

Exporting Video: You can project video out from your computer to several different devices such
as a DVD Recorder, VCR, or Projector.
Using the S-Video Out Port on your Computer

Using the S-Video Out Port on your Computer

10.4.1 Exporting video to External Device


Chapter 11: Checkerboarding

Checkerboarding
Checkerboarding is the process of taking two or three video an-
gles and combining them to make an “inner-cut” game film. The
new file will play back as:
Play 1, Angle 1; Play 1, Angle 2; Play 2, Angle 1;
Play 2, Angle 2; and so on.

Checkerboarded games use the original game videos to play


back film, so they do not take up extra space on your computer.
However, because of this, if you move only the Checkerboarded
file, it will not show any video. This is why if you copy a
Checkerboarded game file to another computer, you must copy
the original games that make up the Checkerboard as well.

Also, once they are Checkerboarded, do not move the individual


game files around on your computer. If you do, the
Checkerboarded file can not see
the video any longer.

11.1.1 Intro to Checkerboarding


Chapter 11: Checkerboarding

Checkerboarding Methods
There are two basic methods of Checkerboarding: AutoSync & Manual Checker-
boarding. AutoSync will be automatically innercut game films using the internal
clocks within the cameras. Manual Checkerboarding involves visually aligning the
two angles of each play.
I. AutoSync
Essentially what the AutoSync is going to do is look at the time of day when all of the individual plays happen. If one
cameraman has a play clip at or near a certain time of day, and the other angle(s) does not have one at that time,
APEX will insert a blank clip there to match up.

This happens most often when one camera man misses a play. However, it can also happen when one camera man
as an extra clip (scoreboard, huddle, etc) that the other angles don’t have. This is why, after you perform the Auto
Match step in the AutoSync screen, you must go through the steps of Keeping or Deleting each clip AutoSync inserted.

II. Manual Checkerboarding


Manual Checkerboarding is the process of taking two camera angles and visually aligning each play from scrim-
mage. When Checkerboarding in this method, when you find two plays that do not line up, you will either add of de-
lete a clip to make them line up.

If the discrepancy is caused by an extra unnecessary clip in


one angle, you can delete that clip. If the plays do not line
up because one cameraman missed a play, you will add an
extra clip in that angle to take the place of that missing clip.

You will then continue on through the game, matching up


the angles until you reach the end. Make sure you always
start at the beginning of a game and work forward. If you
backtrack, it will be much harder to tell where the actual
problem clip is.

11.1.2 Intro to Checkerboarding


Chapter 11: Checkerboarding

I. AutoSync
Step 1: Filming
AutoSync is the feature in APEX that can take 2 or 3 camera angles of a game and
automatically inner-cut them. APEX will automatically insert clips into an angle if a
camera man missed a play or sequence. This feature works based off the internal
clocks within the cameras, so here are some rules to follow for pregame camera
setup and the in-game filming:
Only works with DV Cameras. DVD, Hard Drive, or any other kind of camera will
not AutoSync
The time-of-day clock within the camera must be turned on. Some DV Cameras
will require a small lithium watch battery in order to keep time properly.
The clocks in the cameras must be synchronized. They cannot be merely close in
times. They must be synced to the second. We recommend you re-sync them
weekly, just before game time.
Due to variations in how different cameras display their times, we recommend
you set all camera clocks to 1:00 pm, regardless what time of day your games are
played.
Each camera man must have the same first play in order for the AutoSync to
have a frame of reference. We recommend the cameramen choose something in
pregame, such as the coin being tossed, to film as a sync-point. After that, any
camera man can miss plays, and AutoSync can fix it; they must, however, have
that same first play.

Step 2: Capturing
Once the angles have been filmed, they must be captured onto the computer indi-
vidually. You can use AutoSync along with Live Game Day Capture. You can, for in-
stance, capture the press box view during the game, then capture the end zone view
after the game, and then AutoSync.

When you capture the film into the computer, regardless of when it’s happening,
you must capture with firewire. No AV Cables, no USB, no capture devices.

11.2.1 Autosync
Chapter 11: Checkerboarding

Step 3: Syncing
Click the ―Video‖ dropdown, then choose ―Checkerboarding Video‖, then choose ―Auto Sync
Camera Views MiniDV Tape only‖

Select how many Camera view to use. (two or three)


Select your Box or Endzone view, then select the game from the left, then repeat for the other angle.
Click the ―Auto Match Two Camera Views‖ button. This is the step that automatically inserts missing
clips.
After the Auto Match completes, a message will appear telling you to follow the red instructions at the
top of the screen.

11.2.2 Autosync
Chapter 11: Checkerboarding

Keeping or Deleting Inserted Clips


What you want to keep in mind is that blank clips may be inserted due to two things:
1) One cameraman missed a play; 2) One cameraman has an extra, unnecessary
clip. Both are equally common. Don’t assume that the clip APEX inserted was neces-
sary. It may have inserted a clip that matches up with an unnecessary clip, like a
sideline or huddle shot. These next steps will walk you through how to decide
whether you want to keep the clips APEX inserted, or delete the new clip and the un-
necessary clip associated with it.

Click the Find Missing Clips button under the first angle. It will scan through the first angle and show you
all of the blank clips that were inserted, one at a time. Let‘s say for instance, it inserted a blank play at #9.
That means that the first angle was missing a play at that time.
We must now decide to Keep or Delete this new clip. Hit the ―Play to Verify‖ button under the other
angle to watch the other #9 to determine if it is a real play from scrimmage, or an unnecessary clip.
Once you watch the real clip from the 2nd angle, choose Keep or Delete under the 1st angle. If angle 2
had a real play, choose Keep. If angle 2 had an unnecessary clip (huddle, sideline, etc.) choose Delete.
Hit Find Missing Clips again under Angle 1. It will show you the next blank clip that was inserted.
Watch that play under Angle 2, and choose to Keep or Delete it under Angle 1. Repeat the process until
you get the message that there are no missing clips.
Repeat the Find Missing Clips process for all angles.

Click the Inter Cut and Close button in the bottom left of the screen to start the checkerboard process.
APEX will ask if you want to copy and match all data from the box to the Endzone. Select yes or no. APEX
will then prompt you to name the checkerboard file. Once you name it, APEX will again prompt you and
ask if you want to remove non-video clips. Select yes or no. Once this process is complete your checker-
board file will be stored in your Merged Games
Folder

11.2.3 Autosync
Chapter 11: Checkerboarding

II. Manual Checkerboarding


Click the ―Video‖ dropdown, then choose ―Checkerboarding Video‖, then choose ―Synchronize Camera Views—
VHS Tape or DVD Only‖.

Click the ―Camera 1‖ button and load your game‘s first angle. This angle has to be the one that has the play
information broken down. Click the ―Camera 2‖ button and load your game‘s second view.

You will then have to visually verify that the plays are the same. Check to see that #1 and #1 are the same play;
#2 and #2 are the same; and so on. A good rule of thumb would be to check every 10th play or so.

When you find that the two plays are not the same, it is for one of two reasons: 1) One cameraman missed a play;
2) One cameraman has an extra, unnecessary clip. Both are equally common.

When you find that the plays are off, you can do two things to fix it: 1) If the discrepancy is because of an extra,
unnecessary clip, hit the ―Delete‖ button directly underneath that clip. 2) If the discrepancy is because one camera
man missed a real play for scrimmage, hit the ―+‖ button where that play should be to add a blank play in to
match up with the other angle.

if you add a play, you can set the start and end points with the ―>― & ―<― buttons.

11.3.1 Manual Checkerboard


Chapter 11: Checkerboarding

The steps of adding and deleting plays will be the longest part of the Checkerboarding process,
depending on how far off your cameramen were.

Once all plays are matched up, click the ―Copy and Match Data‖ button. This will copy the
information in angle 1 and paste it into angle 2.

Click the ―Checkerboard and Name Both Views‖ button to name and save your Checkerboard.
This is the process that actually creates the checkerboard file.

You will see the script on the right start to match both games together. Once it has finished you
can click the ―Close‖ button.

The Checkerboard will save as a Merged game. You can open it just like you would any
Merged game, by clicking the ―Games‖ button in the opening screen, then clicking the
―Merged Games Folder‖ button.
11.3.2 Manual Checkerboard
Chapter 12: Networking

Networking
If you have more than one copy of APEX, Networking the two APEX computers together can
be a very helpful tool. This will allow you to transfer video and data very easily. If you have
more than one copy of APEX and would like your machines networked, there is one chief
thing to consider: are these machines on a school network?

If the computers are not on a school network, you can click one of the links below to show
how to network the computers together.

If the computers are on a school network, then your schools IT Department will need to set up
your network. If your IT Department sets up the network, they need to know that they must
share each machine‘s entire C: drive, not just certain folders. If they have any questions, they
can call APEX as well.

For a PDF Instruction Manual with Screen Shots for Windows XP CLICK HERE

For a PDF Instruction Manual with Screen Shots for Windows Vista CLICK HERE

12.1.1 Networking
Chapter 12: Networking

12.2.1 Networking XP
Chapter 12: Networking

12.2.2 Networking XP
Chapter 12: Networking

12.2.3 Networking XP
Chapter 12: Networking

12.2.4 Networking XP
Chapter 12: Networking

12.2.5 Networking XP
Chapter 12: Networking

12.2.6 Networking XP
Chapter 12: Networking

12.2.7 Networking XP
Chapter 12: Networking

12.2.8 Networking XP
Chapter 12: Networking

12.2.9 Networking XP
Chapter 12: Networking

12.2.10 Networking XP
Chapter 12: Networking

12.2.11 Networking XP
Chapter 12: Networking

12.3.1 Networking VISTA


Chapter 12: Networking

12.3.2 Networking VISTA


Chapter 12: Networking

12.3.3 Networking VISTA


Chapter 12: Networking

12.3.4 Networking VISTA


Chapter 12: Networking

12.3.5 Networking VISTA


Chapter 12: Networking

12.3.6 Networking VISTA


Chapter 12: Networking

12.3.7 Networking VISTA


Chapter 12: Networking

12.3.8 Networking VISTA


Chapter 12: Networking

12.3.9 Networking VISTA


Chapter 12: Networking

12.3.10 Networking VISTA


Chapter 12: Networking

12.3.11 Networking VISTA


Chapter 12: Networking

12.3.12 Networking VISTA


Chapter 12: Networking

Logging Assistants onto Masters - By logging on to a master version of APEX your assistant
machine and become a temporary master for a period of three days.

Master Computer Assistant Computer

1. From the Master, Click the File drop down and choose Allow Assistant to Capture and ODK a
Game.

2. From the Assistant, Click the tools button at the bottom of the screen.

3. Select the drive letter of the Master computer (example: Z:)

4. Click the ―Set Master‖ button.

5. Choose the ―Logon to Master‖ button

6. You will receive a message box telling that you can not capture video for a period of three
days.

* Once you complete this process you can then disconnect from the Master and will have the
ability to capture and ODK games for three days.

12.4.1 Logging onto Master


Chapter 12: Networking

Data Transfer - Once your machines are networked you can easily transfer games/data between
each networked computer.

Moving Entire Games and Cutups

1. Click the Transfer drop down menu from the top of the screen.

2. Select Copy or Move game file.

3. Under Step 1 choose the file type and location of the file, Step 2 choose the file you wish to
transfer, Step 3 choose the destination computer and folder, Step 4 choose copy or move, and
Step 5 Click copy or move file.

Transferring Data Only Combining Playbook/Roster

1. Click the Transfer drop down menu from 1. Click the Transfer drop down menu from
the top of the screen. the top of the screen.

2. Select Retrieve Update game Data. 2. Select the Source computer you are pulling
info from.
3. Step 1 Choose Source location and file.
3. Select all data you wish to merge to your
4. Step 2 Choose Destination and file computer.
5. Step 3 Choose which type of data you are 4. Select Merge two playbooks together
updating. (Example: Opp. Offense,
My Defense)

6. Click Transfer/Update Now


12.5.1 Data Transfer

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