Asset Types

WATCHOUT gives every asset a type. The type sets how the asset is optimized, how it behaves on the timeline, and which properties appear. Each type follows its own path through the optimization pipeline.

Type Overview

TypeDescriptionTypical Source
VideoMotion media from video files. Optimized to a playback codec.Video files
AudioSound files.Audio files
Audio + VideoA transient kind shown right after upload. Splits into separate Audio and Video assets.A file with audio and video tracks
ImageStill images. Converted to an uncompressed GPU texture.Image files
SVGVector shapes, built-in or imported. Rasterized to pixels.Built-in editor or .svg
CompositionA folder holding the video and audio sub-assets of one source file.A file with audio and video tracks
3D ModelA 3D object placed on the stage.3D model files
FontA typeface used by SVG text shapes..ttf, .otf
Display DataPreconfigured display calibration: positions, warp, blend, black-level.MPCDI files
Art-Net (fixture)A DMX fixture definition.Built-in presets or GDTF
Art-Net (recording)Captured DMX data played on the timeline.Recorded in WATCHOUT
EDIDDisplay identification data.Captured from a connected display
FolderAn organizational container.Created by user or system

An image sequence is added as a folder of numbered frames. It becomes a Video asset after optimization. There is no separate "Image Sequence" asset type. See Image Sequences.

Audio + Video

When you upload a file that has both audio and video tracks, it first appears as one Audio + Video asset. The Asset Manager then splits it into a separate Audio asset and Video asset. The Video search filter and the Audio search filter both match this kind.

Visual Media

Visual assets produce imagery on displays. They are optimized for playback and distributed to the Runner nodes.

Video

A video source is optimized into a GPU-friendly playback codec. The output codec depends on the source codec. See Formats and Codecs for the source codecs and the output mapping.

On the timeline, video cues support in and out points, looping, and speed.

Deliver content in a codec that needs no re-encoding to save processing time. See Formats and Codecs for which source codecs pass through unchanged.

Image

Still images are converted to an uncompressed GPU texture (Raw RGB or RGBA, 8-bit or 16-bit). Source formats include TIFF, TGA, PNG, JPEG, GIF, WebP, DDS, BMP, ICO, and PSD.

Images have the highest optimization priority. They are small and fast to process.

SVG

Create SVG assets with the built-in shape editor (rectangles, ellipses, text), or import .svg files. WATCHOUT rasterizes them to pixels. They behave like image assets on the timeline. See SVG Shapes.

Image Sequences

An image sequence is a folder of numbered frames. The Optimizer encodes the frames into one video. Supported frame formats are TIFF, TGA, PNG, JPEG, GIF, WebP, DDS, BMP, and ICO.

Image sequences have the lowest optimization priority. Encoding many frames takes the most time. See Image Sequences.

Audio

Audio assets show sample rate, channel count, and duration in their properties. The supported source formats are listed on Formats and Codecs.

Compositions

A Composition holds the video and audio sub-assets of one source file. It is created when a source file has both video and audio tracks and the track mode is set by Track Management in Asset Manager Settings. The sub-assets appear as children in the Assets window.

A composition plays on the timeline as one asset. The video and audio play in sync. You cannot move assets into or out of a composition folder.

To work with video and audio as separate assets, choose a different track mode in Track Management before importing.

3D Models

3D Model assets are placed on the stage. Supported formats are .obj, .gltf, .glb, and .3ds. Their properties show a 3D bounding box (X x Y x Z) instead of a pixel resolution.

Fonts

Font assets (.ttf, .otf) are used by SVG text shapes. Their properties list the font faces. Fonts appear in the font dropdown when editing text shapes. See SVG Shapes.

Display Data

Display Data assets hold preconfigured display calibration, usually exported by third-party camera-based auto-alignment software. An MPCDI file carries each display's position, warp, soft-edge blend, and black-level correction. It is not projection mapping geometry — for that, use 3D Model assets.

Drop the file on the Stage to create the calibrated displays. The asset's properties show the MPCDI version and canvas size. For the full workflow, see MPCDI.

Art-Net Assets

Art-Net (fixture) assets are fixture definitions. Create them from built-in presets, or import a GDTF file (see Importing GDTF Files). They are used with the Art-Net input system for DMX-based control.

Art-Net (recording) assets are captured Art-Net data, recorded with the bundled Art-Net Recorder. A recording can hold up to 512 channels. Play them on the timeline to replay lighting or DMX sequences.

EDID

EDID assets hold display identification data captured from a connected monitor or projector. Save an EDID snapshot from a connected display through the Nodes window. EDID data helps configure display properties and signal negotiation.

Folders

Folder assets are containers. There are three folder types:

Folder TypeDescriptionUser-Modifiable?
RegularCreated by the user to organize assets.Yes. Move assets in and out.
CompositionSystem container for video and audio sub-assets.No. Contents are locked.
Dynamic AssetAuto-updating container holding versions of one content.Restricted. See Dynamic Assets.

Choosing the Right Asset Type

When planning content, consider:

  • Video vs. Image Sequence — use video when your tool can export a supported codec. Use image sequences for per-frame precision, HDR (EXR), or render-farm output. See Image Sequences.
  • Composition vs. Individual Assets — use a composition when video and audio must stay in sync as one cue. Use individual assets for independent control of placement, routing, or timing.
  • SVG vs. Image — use SVG for simple shapes, text, and elements that may change resolution. Use images for complex graphics.
  • Dynamic Asset vs. Regular Asset — use a dynamic asset when content changes during the show run (multi-language, sponsor rotations). Use a regular asset for fixed content. See Dynamic Assets.

Type Filtering

The Assets window search panel has a type filter dropdown:

  • All — show every asset.
  • Video — video assets and Audio + Video assets.
  • Image — still images.
  • Audio — audio assets and Audio + Video assets.
  • Model — 3D model assets.
  • Other — any asset not in the above kinds (fonts, display data, Art-Net, etc.).
  • Failed — assets that hit an error during optimization. See Asset Properties for the error details.
  • Used — assets referenced by at least one cue.
  • Unused — assets not referenced by any cue.