Data flows through once and gets used everywhere
In the relentless rhythm of live sports broadcasting, where meaning must be made in the space between plays, Chyron has released PAINT 10.4 — a quiet but consequential update to its replay and analysis platform. The release weaves professional football data directly into the editorial moment, letting operators transform raw metrics into narrative without breaking stride. It is, at its core, a tool designed to close the distance between what happens on the field and what audiences understand about it.
- Live sports production runs on seconds, and every friction point — hunting for data, restarting applications, manually isolating players — is a story that doesn't get told in time.
- PAINT 10.4 synchronizes player metrics like air yards, separation distance, and yards after catch directly to video timecode, so operators can pull up a play and its data arrives with it.
- An AI-powered player cutout tool now identifies individual athletes in crowded, partially obscured frames, giving editors a faster starting point without forcing them to abandon familiar workflows.
- Runtime chroma key mode switching eliminates the need to restart production when lighting conditions shift, letting operators toggle between automatic and manual keying mid-broadcast.
- The Formation Tool now exports coordinate data into augmented reality and graphics pipelines like VSAR, meaning a single tactical analysis can travel across the entire broadcast ecosystem rather than being rebuilt from scratch in each system.
Chyron's PAINT 10.4 arrives as a direct answer to the pressures of live football production — an update built around the idea that data-driven storytelling only works if the data is already where operators need it, exactly when they need it.
The centerpiece is a deep integration with professional football statistics. Player metrics — separation distance, air yards, time to throw, yards after catch, rushing data, expected performance figures — now synchronize automatically with video timecode on saved clips. An auto-populating game list surfaces current and upcoming matches, removing the search burden from operators. Team colors and logos pull in through VaultSync, a cloud integration that keeps every graphic aligned with network identity without manual upkeep.
The AI player cutout feature tackles one of live production's stubborn problems: isolating a single player in a dense, moving frame. Rather than replacing the operator's judgment, the AI provides a faster starting point — one that fits naturally into existing workflows and saves the seconds that, in a live environment, determine whether analysis makes air before the next snap.
Operational continuity gets a meaningful upgrade as well. Chroma key mode switching — previously a process that required stopping and restarting the application — can now happen in real time inside the Chroma Key editor. Automatic and manual keying modes are available on the fly, letting teams adapt to shifting lighting without interrupting the broadcast.
Finally, PAINT's Formation Tool now outputs coordinate data compatible with external systems including virtual and augmented reality platforms. Tactical diagrams built once in PAINT can flow into graphics pipelines and AR workflows without being recreated, tightening the handoff between analysis and on-air execution. Product manager Andreas Olsson described the release plainly: making data-driven storytelling faster and more practical for live production. The update's ambition is less about spectacle than about removing the small frictions that, accumulated across a broadcast, determine how sharp the storytelling gets.
Chyron has released PAINT 10.4, an update to its replay and analysis platform that aims to reshape how sports broadcasters build their storytelling around data. The new version arrives with three core improvements: professional football data wired directly into the system, an AI tool that isolates players in video more quickly, and operational flexibility that lets production teams switch between automatic and manual chroma key modes without stopping the broadcast.
For broadcasters working live football, the data integration is the headline. PAINT 10.4 now synchronizes player metrics—separation distance, air yards, time to throw, yards after catch, rushing statistics, expected player metrics—with video timecode on saved clips. An automatic game selection list surfaces games happening today and over the next five days, so operators don't waste time hunting for the right feed. Once a clip is loaded, those metrics sit right there, accessible by play, ready to be turned into graphics and analysis. The system also pulls team colors and logos automatically through VaultSync, a cloud integration that ensures every graphic matches the network's visual identity without manual intervention.
The AI player cutout feature addresses a persistent production problem: isolating a single player in a crowded frame, especially when that player is partially blocked or moving through a cluster of bodies. The AI identifies the player and creates a starting point for isolation—faster than manual selection, and familiar enough that existing operators don't need to relearn their workflow. This matters in live production, where seconds count and the analysis needs to be on air before the next play.
On the operational side, PAINT 10.4 introduces runtime chroma key mode switching. Chroma key—the technique that removes a background and replaces it with graphics or video—can be done automatically or manually, depending on lighting conditions and what's on screen. Previously, switching between these modes meant restarting the application, which meant stopping production. Now operators can toggle between automatic and manual keying directly in the Chroma Key editor, adapting to changing conditions without interruption.
The update also extends PAINT's reach into the wider broadcast ecosystem. The Formation Tool, which creates tactical diagrams and overlays, now outputs coordinate data that can feed into external systems like VSAR (virtual set and augmented reality). This means a tactical analysis created in PAINT can be repurposed across graphics pipelines and augmented reality workflows, giving broadcasters a smoother handoff between analysis creation and on-air execution. Instead of recreating the same analysis in multiple systems, the data flows through once and gets used everywhere.
Andreas Olsson, the product manager for PAINT, framed the release as a response to the pressure of live production. "PAINT 10.4 is about making data-driven storytelling faster and more practical for live production," he said. The emphasis is on speed and connectivity—getting data into the hands of operators who need it, letting them work without interruption, and ensuring that analysis created in one tool can be used across the entire broadcast pipeline. For a production team working under the clock, those kinds of frictions matter. Remove them, and the storytelling gets sharper.
Citações Notáveis
PAINT 10.4 is about making data-driven storytelling faster and more practical for live production— Andreas Olsson, Product Manager for PAINT
A Conversa do Hearth Outra perspectiva sobre a história
Why does it matter that the data syncs with timecode? Why not just have the numbers available separately?
Because in live production, you're working at the speed of the broadcast. If an operator has to hunt for the right play, find the matching data, and then build the graphic, they've lost time. Timecode sync means the moment you load a clip, the data for that exact moment is already there. It's the difference between analysis that makes air and analysis that doesn't.
The AI player cutout—is that replacing manual selection entirely, or just making it faster?
It's a starting point. The AI identifies the player and isolates them, but the operator still has control. In a crowded frame where a player is partially blocked, the AI does the hard work of finding them. The operator refines from there. It's faster because you're not starting from scratch.
What's the significance of the chroma key mode switching without restarting?
In live production, restarting an application means stopping everything. If lighting changes mid-broadcast and you need to switch from automatic to manual keying, you can't afford to restart. Now you just flip the mode and keep going. It's a small change operationally, but it keeps the broadcast moving.
The Formation Tool feeding into VSAR—what does that actually enable?
It means a tactical diagram created in PAINT doesn't stay in PAINT. The coordinate data flows into augmented reality systems and graphics pipelines. A coach's breakdown of a play can become an on-air graphic, a virtual set element, an AR overlay—all from the same analysis. You're not recreating the work three times over.
Who benefits most from this release?
Broadcasters with live football coverage and the infrastructure to use external systems like VSAR. But really, anyone doing sports analysis under deadline. The faster you can turn data into storytelling, the more analysis you can fit into a broadcast.