EZ Team Builder Single Row Tutorials 2018-08-19T02:46:19+00:00

EZ Team Builder Single Row Tutorials

NOTE: The single row mode in EZ Team Builder 2 is exactly the saem as version 1. This tutorial was created in version 1 but it is still valid. New tutorial are also being created and will be available soon.

Tutorial Video

NOTE: This tutorial show a script being manually ran. The program is now ran from the filter menu using the EZ Team Builder single row option.  Other than that, everything is the same.

Instructions and Download

Download PSD Sample Layouts

EZ Team Builder will get the layout parameters for how to build the composition from the layer name. This is a flexible system that allows you to customize the layout. What’s great about this system is that once you have a layer in your PSD template, you don’t need to enter any settings into the plugin. You just hit run and it will build the team according to the template. Also, template designers and sellers will be able to offer their templates with an EZ Team Builder code to make it super simple for users to start building tams without needing to enter any settings into a plugin.

Layer naming instructions –

EZ Team builder will look for a layer name that starts with EZTEAM. It will then build the team in that location of your PSD template. If the name is just EZTEAM without any of the parameters then it will just build the template using the default layout parameters. If you want to use different parameters then you will need to include the entire naming structure with the adjusted paramters.

EZ Team builder will read the layer name and will use parameters that are separated by the “|” character.  It is not cases sensitive. Extra spaces are optional and won’t affect it.

Layout Naming Example (default parameters) – EZTEAM | Name | R | BT | 80 | 3 | 10 | 90 | 0 | CF | CT | R

What the parameters are used for (left to right)

  1. The name must start with EZTEAM. It isn’t cases sensitive
  2. This is the description of your layout. You can use anything you want but it can’t be blank. The batch processor for the extended version will use this name to know which layer to use for situations where you have multiple EZTEAM layers in your PSD template.
  3. Layout Type
    • P = Panoramic – Note: this is currently just a placeholder so any value will work but something has to be in the field.
    • More options may be developed in the future
  4. Player Scaling Mode
    • BT = Bottom to Top – This calculates the cutout height from the bottom to the top of the cutout. So for example, If a player is holding a baseball bat that is taller than their head, It calculates the height from the feet to the top of the bat.
    • BH = Bottom to Head – This calculates the cutout height from the bottom to the top of the head. So for example, If a player is holding a baseball bat that is taller than their head, It calculates the height from the feet to the top of the head and does not include the bat in the calculation.
    • F = Face – This calculates the average face size of all of the players. The scaling will be based on average face size. However, all players will be scaled by the same percentage.
  5. Player Scaling Value
    • If scaling mode BT or BH is used – The scaling number will be the height of the tallest cutout. This height is defined as the percentage of the PSD height. So for example, if the number is 80, then the tallest cutout will be 80% of the height of the PSD template. All cutouts will be scaled by the same precentage.
    • If scaling mode F is used – The scaling number will define the average face size as a percentage of the PSD height. For example, if the number is 15 then the average face height will be 15% the height of the PSD. All cutouts will be scaled by the same percentage in order to keep the proportional size correct between players.
  6. Vertical alignment
    • If scaling mode BT or BH is used – The number is the percentage about the bottom of the PSD where the bottom of the cutout (feet) are aligned to. For example, if the number is 3, the bottom of the feet will be 3% up from the bottom of the PSD. Negative numbers are allow. So for example, is the number is -15, the players will be aligned by feet but the feet will be off the canvas below the bottom.
    • If scaling mode F is used – This defines the vertical alignment of the center of the face. For example, if the number is 75, the center of the faces will be 75% up from the bottom of the PSD.
  7. Left Horizontal Alignment
    • This defines the horizontal position of the center of the face furthest to the left. For example, if the number is 10 then the center of the leftmost face is 10% from the left side of the PSD.
  8. Right Horizontal Alignment
    • This defines the horizontal position of the center of the face furthest to the right. For example, if the number is 90 then the center of the leftmost face is 90% from the left side of the PSD.
  9. Row Angle
    • This is used for making the rows. The number define the change is row height. For example, if the number is 10 the end of the row will be 10% higher than the beginning. The percentage is based on the PSD height. For “center in front” or “center in back” layouts, the row starting point is the center and this will make “V” rows or inverted “V” rows (for negative values). For “left in front” or “right in front” the row elevation goes front left to right across the entire row.
  10. Layer Order (Player Overlapping)
    • CF = Center Front – The center player will be in front and outer players will be in back.
    • CB = Center Back – The center player will be in back and outer player will be in front.
    • LF = Left Front – Players to the left are in front of players to the right.
    • RF = Right Front – Players to the right are in front of players to the left.
  11. Layout Position Order
    • CT = Center Tall – The tallest cutout/player will be in the center and shortest on the edges.
    • CS = Center Short – The shortest cutout/player will be in the center and tallest on the edges.
    • LT = Left Tall – The tallest cutout/player will be on the left and shortest on the right.
    • RT = Right Tall – The tallest cutout/player will be on the right and shortest on the left.
    • FN = File Name – The players are arranged left to right alphanumerically based on the file names.
  12. Center Bias (only for CT and CB Position Orders)
    • R = Right – If the number of players is even the the center is defined as the right center image. For example, if there are 6 players then the actual center will be betwee players 3 and 4. If the Center Bias is set to “R” then it wil use player 4 as the center.
    • L = Left – If the number of players is even the the center is defined as the left center image. For example, if there are 6 players then the actual center will be betwee players 3 and 4. If the Center Bias is set to “L” then it wil use player 3 as the center.

EZ Scale Script

When shooting images for team composites it is best to keep the camera at a fixed focal length, fixed position and have the payers always stand in the same spot. This will keep the relative scaling between players the same.  EZ Team Builder will auto fit the team into the template. However, it scales all players by the same percentage in order to keep the relative scaling correct. It is not possible for EZ Team Builder to auto correct the relative scaling if your images are not scaled properly. Using face detection will not work to relatively scale different people because everyone has a different sized face.

In the event that you didn’t scale properly in the photo shoot, we have a free script that can help if you have something in the image such a bal each players hold jersey numbers that are all the same height. For those cases, you can use the EZ Scale script to fix the relative scaling.

Download EZ Scale Script

EZ Scale Tutorial Video