A brief go, but found it by accident, there was a OpenGL tick box that appeared in the N key panel of the sequencer for a strip, but now i think it’s a global user preference to set instead?? After a svn build though it seemed to disappeared from the N key panel and I’ve not found it again, probably just not using it right
This is a very nice feature, it reminds me of what Autodesk just put into Maya (Part of it anyway). Meaning it’s going to be so much easier using multiple cameras now in complicated shots.
When you add a strip and convert it to a camera, you would, in most cases, want to have the new strip to use the camera from somewhere near to the framenumber the strip is inserted.
The way it works now is that the entire active animation timespan becomes the new strip, and you would have to trim the beginning of each new strip to the current frame.
So what I’m thinking is: Would it be better if a new camera strip would have the beginning automatically trimmed to the very frame the new strip is inserted?
(Not that I’m able to change it - I just want to hear your thoughts) :eyebrowlift:
tin2tin: Welcome to the wonderful world of nonlinear editing!
I can think of no good reason why you would want this. Once the scene strip is in the VSE, it’s just another piece of footage to edit. You can slide or trim it at will.
I’m very much into the idea of sensible defaults and have some sway here. I just don’t see the need for this. So now’s your chance… pitch it to me.
When you’re blocking a scene(mise en scène) you would typically have a work flow like this when you have the animation and staging ready:
create a new camera to cover the next part of the animation.
add the camera to the sequencer
trim the new strip’s beginning to the point you want this shot to be effective from, which is most likely the same frame you want the outpoint of the previous strip.
You would repeat this over and over working you way forward.
In a way you could say that making coverage of an animated scene have more similarities to switching cameras on a live tv show than editing live-action-feature-films shot with one camera, because the first is covering a continuous event and the second is pretending to cover a continious event.
Anyway it not a big deal, it’s just a thought as I mentioned above.
[Edit: If you’re making something like architectural fly throughs - you properly would have a different workflow - by just animating all cameras from the first frame to the last - and then put them in a sequence - from start to end showing the same timespan from different angles. And in this case what I mentioned above would be a bad idear… so maybe a selectable option? Dunno]
I just did an animation the old way with scenes per cut and it sucked. I also used cam switch scripts and they suck for previews, so this is great a addition. You can also easily add transitions between cameras (in a scene) now without pre-rendering.
WOW! I have been working on pre-viz for a film and can see how very powerful this work flow is.
Firstly, you can have the same scene in the sequencer strip multiple times and view through different cameras.
These views of the same scene can be time edited independently of each other. Which is important for pre-viz as sometimes you need to overlap time or make jump cuts in time. Edits do not always flow in perfect, linear time.
Different scenes can be loaded into the same flow, allowing the action to jump between different locations all with the same disregard for linear time.
(my favourite thing) Scenes can be “linked” in and kept as external references so that artists can keep working on the set-ups/ animation externally from the editing process. Again ~WOW.
The Maya system is cool but flawed. Hat it does well is import an EDL from final cut pro (which I use) and lay it up with a camera for each edit, an image plane showing that edits associated content from FCP and the audio tracks from FCP.
What this assumes is that film is built somewhat backwards. I rarely edit the flow of a sequence with storyboards. Sure, we draw them as a plan for action, but we would never scan them, bring them into FCP and assemble an edit with them if we had the 3d assets already built and animated. I guess it comes down to a preferred pipeline. Furthermore, the set-up in Maya seems quite linear, referencing the animation from frame 1 to whatever in a straight line. I can see in the demo that it allows time stretching of the animation but what I can’t see is if the time stretched component is stretched only for that edit. Also, quite often, the same shot can be cut into many edits, say a simple sequence of dialogue that cuts between two characters. In Maya, I presume you’d end up with a load of cameras and image planes describing the same set-up for each time you’ve cut to the one character. Blender’s system is pretty amazing.
My only request (and I understand it’s unrealistic so I’m not really asking for it) is for the refresh sequencer button to reload linked scenes if they are present in the timeline. Currently this requires a re-load of the timeline.
All around congratulations on a really important addition to the pipeline.
Double!
Anyway, it would seem that (in my build anyway 27407) that once set to openGL, the render is disabled back in the default scene and if you turn the openGL off, the scene renders black. Does anyone else have this happen to them?
Regarding the VSE Camera Override, what would be involved in getting a new comp node output that could be ‘named’ and able to be assigned to a scene strip as cameras are now?
It could then be possible to create various node groups in one scene with their outputs piped to the scene strips. Node groups could be created for effects / mattes etc and linkable from other blend files?
Yellow, I thought that was what the Node called output was for.
I would also like to route various outputs (Comp nodes or scenes) into other scenes too, for background images when laying up objects in 3D space.
edit: having a quick look, I guess we dont buffer renders for use in VSE, but textures can have access to internally generated images, eg. paint. Would it be possible to assign outputs from scenes (render results) to a cache as the paint seems to do? Paint seems to update dynamically, couldnt we use camera outputs in texture channels?
And I have had a buggy experience with GL render too Grsaaynoel (black renders). I had success with re-loading the project, don’t know why.