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Hi all, I'm very proud to show you my last creation: the camera sequencer.
Builded to work almost like the Blender sequencer. It let you sequence camera in each scene. Read the doc at the begining of the script for more info. It should be very easy to use. This is a followup on a post I did here: http://www.elysiun.com/forum/viewtop...r=asc&start=14 And after looking back at it, no it wasn't easy for me in the end. Code:
If you have any idea for improvement... For now I know that: -Grab multiples strips can lead to a big problem if you move to limit. I just didn't though of a better way to block the move for the moment... -Pupmenu of unplugscript() don't work Just didn't looked to fix yet. it's not important. -Lotsa C&P of the same long loop of "for cam & for node", which could lead to slow down if a guy has the idea to work with 100 cameras having 100 nodes each... That's also no a problem for now... -Some glColor call don't work... Really don't know why. Ho by the way this is my first succesfull opengl project. -Functionality missing: Zooming the viewport. I already layed the base for that, just didn't coded it yet. Maybe glViewport could help me, I couldn't make it work. For now plan are to multiply all y adresse of drawing function by a factor, which would weight the code quit a bit. (edit)mistake addon
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Venez nous voir au Québec, on est pas sorteux! |
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#1
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Not easy to understand at first sight but nice .
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Ze French Group : ZOO-Blender | Starter Kit Blender (livre en français) Daily updated Bpy API | Ze best french tutorials site. |
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#2
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Quote:
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Venez nous voir au Québec, on est pas sorteux! |
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#3
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Great stuff Gabio. Looking forward to test it!
Tin2tin |
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#4
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Just a few remarks.
When I add the second camera after moving the time indicator a second strip will be added - and this strip is non editable. If I understand this concept correct, the user must first add all cameras, and then is able to add/edit strips? On the first run I got a bit confused because adding the first and second cameras - added two strips - and I got stuck from there because I couldn't add more strips this way. Maybe it will be more intuitive if adding cameras doesn't mean adding strips. Dunno if its possible to make the script automatically check and add all cameras on start up and/or adding a new strip. Stupid question: How do I get the sequencer cam in the viewport? Gotta work more with this - great stuff! Tin2tin |
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#5
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Yes... why not, get all the camera at startup isn't a bad idea.
Sequencer cam in viewport? You mean "see result"? you need to save your work first, then enable it. I also though about doing a Save&enable button more logical and less problem for new user.
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Venez nous voir au Québec, on est pas sorteux! |
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#6
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A few more things:
Adding a strip above frame 30(about the same length as the initial strip) gives me an out of range error. Moving strips (j) gives me an error in line 291: global name 's' not defined. One killer feature would be the ability to trim and seeing the in/out point changing in the viewport. Instant preview(without saving) could be very nice. I love the mouse button functions! It's a bit complicated to figurout how to use the script a bit more explanation or a wink tut could be nice. Tin2tin |
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#7
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Beta are like that
![]() a popup "out of range" is done by me for you hehe.. You can't work outside the start-end bound of your animation... you shouldn't. Changing in the viewport? Realtime. It's already done. just enter camera view, save&enable and drag the cursor. I had much fun testing it. Will fix all that when I can
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Venez nous voir au Québec, on est pas sorteux! |
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#8
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Quote:
Wierdly strange to explain - does this make sense or should I make a drawing? Tin2tin |
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#9
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I'll pick "explain"
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Venez nous voir au Québec, on est pas sorteux! |
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#10
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Just wanted to encourage you to keep moving on this script. I intend to use it for a different reason than you designed it, but it looks quite good. I have been looking for an easy way to render several views of a model from different cameras with differentlayers turned on/off. I can use your sequencer and set up an animation that may run only a few frames... 5-10. In each frame, I will have the proper layers turned off with a keyframe and I will select the proper camera with the sequencer. That way, I can end up with 5-10 high res stills of the image without sitting there and doing it all manually.
I think it should work but I am running into the same script issues reported earlier. Just wanted to pop in and let you know there was more interest. Keep going! reaper |
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#11
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Zooming will be usefull to you then
![]() I'll see what i can do. I'm still not at home
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Venez nous voir au Québec, on est pas sorteux! |
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#12
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Update! alpha 2.
Not time to implement zoom yet. But fixed most if not all problem reported. Mostly, The script is not limited anymore to startframe endframe. Zoom not done yet. Also strips should show a tooltip of the name of the camera it represent, cause you don't always see the name... anyway it also doesn't work... Here is a log: #Alpha 2: #-Removed the addcam() and hooks in the code. now cams are all there by default. #-Fixed various drawing issues. #-Added function addcams() #-added hooks in the code to autosave #-Added the shortcut CKEY to goto cursor. #-Redid the menu to give less choice of saving start/stop... was too clutered. #-Fixed error reported by tin2tin. #-Removed check(), it was a copy of the linker string. #-Upped Version number. This script is functionnal on 2.38 #-Update doc. #-Todo: zooming still not worked out. Code:
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Venez nous voir au Québec, on est pas sorteux! |
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#13
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Great! Now adding more strips works perfectly!
And its very nice with the indication of frame and cut numbers. Good idea with the ckey. Maybe it's just stupid me, but using 'enable' doesn't show camera changes in my 3d view, is there anything else I need to do? It's a bit difficult to work with frame 1-5 because they are too close to the side of the window. Maybe its better to add the 'add camera' function to the 'add strip' function. I mean if the user adds more cameras or deletes them during the work - the script could check the current cameras before adding new strips. The trim stuff I talked about earlier actually is in the gkey, but a nice addition could be moving the cursor with the cut automaticaly when in gkey mode - so the frame of the cut is visible in the 3dviewport as you move it. Tin2tin |
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#14
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Venez nous voir au Québec, on est pas sorteux! |
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#15
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Got it :-| - it works like a dream!
If you want to make it visible what strips are connected to the same cam, maybe one different color for each cam could be a way? (if its possible!?) Tin2tin |
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#16
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Quote:
btw zoom is comming along nicely.
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Venez nous voir au Québec, on est pas sorteux! |
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#17
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Quote:
You properly thought of this one: but moving the cursor to the first frame of the next/prev cut with shortcut keys could be nice. Is there a limitation of adding strips above frame say 250 - at least the strips added after this framenumber doesn't show in the 3d viewport? Somehow it seems more logic to me to add the new strips to the left of the cursor instead of to the right of the cursor - is it just me? Tin2tin |
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#18
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Alpha 3 version.
Really, the zoom isn't the best piece of code I've done. Because of the conversion float -> int. In extrem zoom the sensitiveness can become null. Though it all show ok. #History: #Alpha 3: #-Fixed various boundary bugs. #-Fixed Placenode stringpopup.. #-Added hooks in code to redraw just when needed. #-fix for crash on outofbound move.(>0) #-Zoom added. #-Select all (AKEY) worked wrong way compared to blender UI. fixed. #-Tooltip fixed. Code:
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Venez nous voir au Québec, on est pas sorteux! |
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#19
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Just wanting to let you know that all the things you have been adressing works very well here too.
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#20
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