Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Peter Schlaile
Hi Algorith,

don't you think, we should add some other extensions to
blender, that make it possible, to script something like this with Python?

Problem is: you wrote a *very* special solution for a
very special problem you had, and I'd like to keep the
sequencer core clean and simple.

Would be cool, if you could specify a SCENE as template and only fill in 
parameters.

Add some tweaks to the SCENE strip, that make it optionally render to 
files by default, add template parameters for the SCENE strip and there 
we go.

Then your title cards will end up as ONE additional scene as template and 
template parameters to edit within the strip.

That is in the long run a much better solution, since you give people the 
freedom to make title cards or even fancy title cards as they like.

You can add a Python script, that wraps this all nicely, so that you can 
add some default title cards / whatever. (Which could add a template SCENE 
automagically.)

BTW: I personally use additional scenes within the same file, length 1, 
which get extruded and animated properly. That way, the SCENE is rendered 
once into the memory cache and the cached result is animated (with fades 
etc.)

If I didn't get the problem correctly, just let me know. I really like to 
work out a generic solution for that!

Cheers,
Peter


Peter Schlaile

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Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Joshua Leung
Hey Peter,

Cheers for the feedback!

Indeed, as I started to pick through things, the issues faced by users
who would want to use this as a base on which to start extending it in
some ways did come up. Sure, a script which sets up a generic template
would be nice in this situation, and is one way I'd thought of doing
it.

Some factors which made me favour this approach though were that:
1) Using this approach, we let automation take over making sure that
the text fits and is aligned nicely in frame when things change. From
experience, I've ended up scaling and re scaling text, moving it all
over the place trying to get it to fit and be in frame. Registering a
special operator for this, and/or trying to find somewhere decent to
put it so that it can be easily found is an issue.

2) Text colours can be set in one place with this method, without
fudging with material settings (and doing material-unlink dances after
copying some text and deciding you want it a different colour - then
again here, the level of control over this stuff is entirely
hardcoded)

3) AFAIK, scene strips were synonymous with constantly being
re-rendered and re-evaluated every single time they're encountered,
when doing scene evaluation combined with rendering is a comparatively
sluggish process for Blender. The alternative would have been to force
people to always render these out to image files (something that I'm
trying to avoid here) before they could be used.  (*1)

4) With this approach, including text in the sequencer feels more like
a "first-class" entity than just a weirdo heavy-duty workflow, where
you have a proliferation of "scene" strips in your timeline which are
essentially just there to display text (but outwardly don't
communicate this)

5) There's also the issue of a buildup of scene files in the file,
each one for a different slide, making it easy to accidentally delete
the wrong one from the file, and also making it slower to find the
scene to go in and edit its text.  (*2)

-

(*1) From your mail below, it sounds like that's something the cache
voodoo might be able to take care of under certain circumstances. As
only a very infrequent user of VSE, I wasn't aware of this.

(*2) I'm not really convinced about the idea of these template
parameters for the scene strips. It sounds even more like a
specialised hack from user perspective than shoehorning an entire
strip type with some predefined slots where people commonly place text
for common purposes.

---

Anyhow, as an "experimental" feature, this was certainly a good
exercise for seeing how such functionality could look like, and to
generate debate over what use cases for this sort of stuff users have.
(It was also a good exercise in exploring how the sequencer works,
though I might add that the number of places where you have to
redefine how a new strip type is a bit excessive)

Personally, this is probably sufficient, though maybe with a few more
optional slots for text. If nothing else, I can now save off this
build for future use where necessary ;)

Perhaps as you suggest, an operator which generates some preset
title-card scene setups would be handy to have. Though it's the
details of how we allow people to tweak the content there which
worries me a bit.

Regards,
Joshua

On Thu, Jun 16, 2011 at 10:35 PM, Peter Schlaile  wrote:
> Hi Algorith,
>
> don't you think, we should add some other extensions to
> blender, that make it possible, to script something like this with Python?
>
> Problem is: you wrote a *very* special solution for a
> very special problem you had, and I'd like to keep the
> sequencer core clean and simple.
>
> Would be cool, if you could specify a SCENE as template and only fill in
> parameters.
>
> Add some tweaks to the SCENE strip, that make it optionally render to
> files by default, add template parameters for the SCENE strip and there
> we go.
>
> Then your title cards will end up as ONE additional scene as template and
> template parameters to edit within the strip.
>
> That is in the long run a much better solution, since you give people the
> freedom to make title cards or even fancy title cards as they like.
>
> You can add a Python script, that wraps this all nicely, so that you can
> add some default title cards / whatever. (Which could add a template SCENE
> automagically.)
>
> BTW: I personally use additional scenes within the same file, length 1,
> which get extruded and animated properly. That way, the SCENE is rendered
> once into the memory cache and the cached result is animated (with fades
> etc.)
>
> If I didn't get the problem correctly, just let me know. I really like to
> work out a generic solution for that!
>
> Cheers,
> Peter
>
> 
> Peter Schlaile
>
> ___
> Bf-committers mailing list
> Bf-committers@blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>
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Bf-committers mailing list
Bf-

Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-16 Thread Matt Ebb
Personally, I think a text strip has been sorely missing from the sequencer
(and compositor) for a while, and it's great to see it added. Doing it via
blender scenes and python is a really slow, nasty overcomplicated way of
doing something which really should be quite simple, and is a really simple,
common, basic tool in most other editors.

Editing the text from the sequence editor interface and having it rendered
directly to a strip is the fastest and best way of having such a feature,
and it's something I would have loved to have had plenty of times. Note: I
haven't tried the current patch but it would be best as a generalised 'text
strip' rather than anything aimed specifically at title cards, with
properties like text box height and width, and typographic/paragraph
controls too.

cheers

Matt



On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung  wrote:

> Hey Peter,
>
> Cheers for the feedback!
>
> Indeed, as I started to pick through things, the issues faced by users
> who would want to use this as a base on which to start extending it in
> some ways did come up. Sure, a script which sets up a generic template
> would be nice in this situation, and is one way I'd thought of doing
> it.
>
> Some factors which made me favour this approach though were that:
> 1) Using this approach, we let automation take over making sure that
> the text fits and is aligned nicely in frame when things change. From
> experience, I've ended up scaling and re scaling text, moving it all
> over the place trying to get it to fit and be in frame. Registering a
> special operator for this, and/or trying to find somewhere decent to
> put it so that it can be easily found is an issue.
>
> 2) Text colours can be set in one place with this method, without
> fudging with material settings (and doing material-unlink dances after
> copying some text and deciding you want it a different colour - then
> again here, the level of control over this stuff is entirely
> hardcoded)
>
> 3) AFAIK, scene strips were synonymous with constantly being
> re-rendered and re-evaluated every single time they're encountered,
> when doing scene evaluation combined with rendering is a comparatively
> sluggish process for Blender. The alternative would have been to force
> people to always render these out to image files (something that I'm
> trying to avoid here) before they could be used.  (*1)
>
> 4) With this approach, including text in the sequencer feels more like
> a "first-class" entity than just a weirdo heavy-duty workflow, where
> you have a proliferation of "scene" strips in your timeline which are
> essentially just there to display text (but outwardly don't
> communicate this)
>
> 5) There's also the issue of a buildup of scene files in the file,
> each one for a different slide, making it easy to accidentally delete
> the wrong one from the file, and also making it slower to find the
> scene to go in and edit its text.  (*2)
>
> -
>
> (*1) From your mail below, it sounds like that's something the cache
> voodoo might be able to take care of under certain circumstances. As
> only a very infrequent user of VSE, I wasn't aware of this.
>
> (*2) I'm not really convinced about the idea of these template
> parameters for the scene strips. It sounds even more like a
> specialised hack from user perspective than shoehorning an entire
> strip type with some predefined slots where people commonly place text
> for common purposes.
>
> ---
>
> Anyhow, as an "experimental" feature, this was certainly a good
> exercise for seeing how such functionality could look like, and to
> generate debate over what use cases for this sort of stuff users have.
> (It was also a good exercise in exploring how the sequencer works,
> though I might add that the number of places where you have to
> redefine how a new strip type is a bit excessive)
>
> Personally, this is probably sufficient, though maybe with a few more
> optional slots for text. If nothing else, I can now save off this
> build for future use where necessary ;)
>
> Perhaps as you suggest, an operator which generates some preset
> title-card scene setups would be handy to have. Though it's the
> details of how we allow people to tweak the content there which
> worries me a bit.
>
> Regards,
> Joshua
>
> On Thu, Jun 16, 2011 at 10:35 PM, Peter Schlaile 
> wrote:
> > Hi Algorith,
> >
> > don't you think, we should add some other extensions to
> > blender, that make it possible, to script something like this with
> Python?
> >
> > Problem is: you wrote a *very* special solution for a
> > very special problem you had, and I'd like to keep the
> > sequencer core clean and simple.
> >
> > Would be cool, if you could specify a SCENE as template and only fill in
> > parameters.
> >
> > Add some tweaks to the SCENE strip, that make it optionally render to
> > files by default, add template parameters for the SCENE strip and there
> > we go.
> >
> > Then your title cards will end up as ONE additi

Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-19 Thread François T .
huge +1

2011/6/16 Matt Ebb 

> Personally, I think a text strip has been sorely missing from the sequencer
> (and compositor) for a while, and it's great to see it added. Doing it via
> blender scenes and python is a really slow, nasty overcomplicated way of
> doing something which really should be quite simple, and is a really
> simple,
> common, basic tool in most other editors.
>
> Editing the text from the sequence editor interface and having it rendered
> directly to a strip is the fastest and best way of having such a feature,
> and it's something I would have loved to have had plenty of times. Note: I
> haven't tried the current patch but it would be best as a generalised 'text
> strip' rather than anything aimed specifically at title cards, with
> properties like text box height and width, and typographic/paragraph
> controls too.
>
> cheers
>
> Matt
>
>
>
> On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung  wrote:
>
> > Hey Peter,
> >
> > Cheers for the feedback!
> >
> > Indeed, as I started to pick through things, the issues faced by users
> > who would want to use this as a base on which to start extending it in
> > some ways did come up. Sure, a script which sets up a generic template
> > would be nice in this situation, and is one way I'd thought of doing
> > it.
> >
> > Some factors which made me favour this approach though were that:
> > 1) Using this approach, we let automation take over making sure that
> > the text fits and is aligned nicely in frame when things change. From
> > experience, I've ended up scaling and re scaling text, moving it all
> > over the place trying to get it to fit and be in frame. Registering a
> > special operator for this, and/or trying to find somewhere decent to
> > put it so that it can be easily found is an issue.
> >
> > 2) Text colours can be set in one place with this method, without
> > fudging with material settings (and doing material-unlink dances after
> > copying some text and deciding you want it a different colour - then
> > again here, the level of control over this stuff is entirely
> > hardcoded)
> >
> > 3) AFAIK, scene strips were synonymous with constantly being
> > re-rendered and re-evaluated every single time they're encountered,
> > when doing scene evaluation combined with rendering is a comparatively
> > sluggish process for Blender. The alternative would have been to force
> > people to always render these out to image files (something that I'm
> > trying to avoid here) before they could be used.  (*1)
> >
> > 4) With this approach, including text in the sequencer feels more like
> > a "first-class" entity than just a weirdo heavy-duty workflow, where
> > you have a proliferation of "scene" strips in your timeline which are
> > essentially just there to display text (but outwardly don't
> > communicate this)
> >
> > 5) There's also the issue of a buildup of scene files in the file,
> > each one for a different slide, making it easy to accidentally delete
> > the wrong one from the file, and also making it slower to find the
> > scene to go in and edit its text.  (*2)
> >
> > -
> >
> > (*1) From your mail below, it sounds like that's something the cache
> > voodoo might be able to take care of under certain circumstances. As
> > only a very infrequent user of VSE, I wasn't aware of this.
> >
> > (*2) I'm not really convinced about the idea of these template
> > parameters for the scene strips. It sounds even more like a
> > specialised hack from user perspective than shoehorning an entire
> > strip type with some predefined slots where people commonly place text
> > for common purposes.
> >
> > ---
> >
> > Anyhow, as an "experimental" feature, this was certainly a good
> > exercise for seeing how such functionality could look like, and to
> > generate debate over what use cases for this sort of stuff users have.
> > (It was also a good exercise in exploring how the sequencer works,
> > though I might add that the number of places where you have to
> > redefine how a new strip type is a bit excessive)
> >
> > Personally, this is probably sufficient, though maybe with a few more
> > optional slots for text. If nothing else, I can now save off this
> > build for future use where necessary ;)
> >
> > Perhaps as you suggest, an operator which generates some preset
> > title-card scene setups would be handy to have. Though it's the
> > details of how we allow people to tweak the content there which
> > worries me a bit.
> >
> > Regards,
> > Joshua
> >
> > On Thu, Jun 16, 2011 at 10:35 PM, Peter Schlaile 
> > wrote:
> > > Hi Algorith,
> > >
> > > don't you think, we should add some other extensions to
> > > blender, that make it possible, to script something like this with
> > Python?
> > >
> > > Problem is: you wrote a *very* special solution for a
> > > very special problem you had, and I'd like to keep the
> > > sequencer core clean and simple.
> > >
> > > Would be cool, if you could specify a SCENE as template and only

Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-19 Thread Vilem Novak
hello, I dont have here a pepper build to test the new titles tool, 
but I want to say it is very very welcome.

Regarding the python solution, I allready coded an addon which adds subtitles 
from templates(first version):
http://blenderartists.org/forum/showthread.php?213402-Sequencer-subtitles-addon&highlight=subtitle

since I often do some simple subtitling work for low budget projects. The addon 
has the advantage of simple template
 creation, but its not possible to have the titles animated.
It was very first version which I didnt finish because 
I was forced to switch to another NLE in the work where I needed it, 
there is preliminary support for srt reading too.

Regarding a proposal about ideal subtitle adding, I would imagine subtitle 
strips having associated templates and several 
animatable properties(e.g. rollspeed), where the templates would be blender 
scenes which would render in background and
 the few animatable properties would be somehow marked so that the title engine 
can recognise them and make them part 
of the strip.

Cheers Vilem




>  Původní zpráva 
> Od: François T. 
> Předmět: Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537]
> branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==
> Datum: 19.6.2011 09:18:44
> 
> huge +1
> 
> 2011/6/16 Matt Ebb 
> 
> > Personally, I think a text strip has been sorely missing from the sequencer
> > (and compositor) for a while, and it's great to see it added. Doing it via
> > blender scenes and python is a really slow, nasty overcomplicated way of
> > doing something which really should be quite simple, and is a really
> > simple,
> > common, basic tool in most other editors.
> >
> > Editing the text from the sequence editor interface and having it rendered
> > directly to a strip is the fastest and best way of having such a feature,
> > and it's something I would have loved to have had plenty of times. Note: I
> > haven't tried the current patch but it would be best as a generalised 'text
> > strip' rather than anything aimed specifically at title cards, with
> > properties like text box height and width, and typographic/paragraph
> > controls too.
> >
> > cheers
> >
> > Matt
> >
> >
> >
> > On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung  wrote:
> >
> > > Hey Peter,
> > >
> > > Cheers for the feedback!
> > >
> > > Indeed, as I started to pick through things, the issues faced by users
> > > who would want to use this as a base on which to start extending it in
> > > some ways did come up. Sure, a script which sets up a generic template
> > > would be nice in this situation, and is one way I'd thought of doing
> > > it.
> > >
> > > Some factors which made me favour this approach though were that:
> > > 1) Using this approach, we let automation take over making sure that
> > > the text fits and is aligned nicely in frame when things change. From
> > > experience, I've ended up scaling and re scaling text, moving it all
> > > over the place trying to get it to fit and be in frame. Registering a
> > > special operator for this, and/or trying to find somewhere decent to
> > > put it so that it can be easily found is an issue.
> > >
> > > 2) Text colours can be set in one place with this method, without
> > > fudging with material settings (and doing material-unlink dances after
> > > copying some text and deciding you want it a different colour - then
> > > again here, the level of control over this stuff is entirely
> > > hardcoded)
> > >
> > > 3) AFAIK, scene strips were synonymous with constantly being
> > > re-rendered and re-evaluated every single time they're encountered,
> > > when doing scene evaluation combined with rendering is a comparatively
> > > sluggish process for Blender. The alternative would have been to force
> > > people to always render these out to image files (something that I'm
> > > trying to avoid here) before they could be used.  (*1)
> > >
> > > 4) With this approach, including text in the sequencer feels more like
> > > a "first-class" entity than just a weirdo heavy-duty workflow, where
> > > you have a proliferation of "scene" strips in your timeline which are
> > > essentially just there to display text (but outwardly don't
> > > communicate this)
> > >
> > > 5) There's also the issue of a buildup of scene files in the file,
> > > each one for

Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537] branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==

2011-06-20 Thread François T .
about workaround, I asked DingTo to change the max value of the Ortho Size
parameter in Blender.
So if you set the camera to Ortho and the Ortho size the same value as the
Resolution_x of your camera (render settings). 1 pixel on your screen
becomes 1 blender unit. which can be useful for this kind of stuff
(subtitles, ... ).
It was possible before, but the limit was up to 1000, which means at the
time you could only do that with SD footages. Now the limit is up to 4K.
(but it might need to be 10K actually since I believe it is the limit of
Resolution_x, just to keep it consistant)

cheers,

F


2011/6/19 Vilem Novak 

> hello, I dont have here a pepper build to test the new titles tool,
> but I want to say it is very very welcome.
>
> Regarding the python solution, I allready coded an addon which adds
> subtitles from templates(first version):
>
> http://blenderartists.org/forum/showthread.php?213402-Sequencer-subtitles-addon&highlight=subtitle
>
> since I often do some simple subtitling work for low budget projects. The
> addon has the advantage of simple template
>  creation, but its not possible to have the titles animated.
> It was very first version which I didnt finish because
> I was forced to switch to another NLE in the work where I needed it,
> there is preliminary support for srt reading too.
>
> Regarding a proposal about ideal subtitle adding, I would imagine subtitle
> strips having associated templates and several
> animatable properties(e.g. rollspeed), where the templates would be blender
> scenes which would render in background and
>  the few animatable properties would be somehow marked so that the title
> engine can recognise them and make them part
> of the strip.
>
> Cheers Vilem
>
>
>
>
> > -------- Původní zpráva ----
> > Od: François T. 
> > Předmět: Re: [Bf-committers] SVN commit: /data/svn/bf-blender [37537]
> > branches/soc-2011-pepper: == Simple Title Cards for Sequencer ==
> > Datum: 19.6.2011 09:18:44
> > 
> > huge +1
> >
> > 2011/6/16 Matt Ebb 
> >
> > > Personally, I think a text strip has been sorely missing from the
> sequencer
> > > (and compositor) for a while, and it's great to see it added. Doing it
> via
> > > blender scenes and python is a really slow, nasty overcomplicated way
> of
> > > doing something which really should be quite simple, and is a really
> > > simple,
> > > common, basic tool in most other editors.
> > >
> > > Editing the text from the sequence editor interface and having it
> rendered
> > > directly to a strip is the fastest and best way of having such a
> feature,
> > > and it's something I would have loved to have had plenty of times.
> Note: I
> > > haven't tried the current patch but it would be best as a generalised
> 'text
> > > strip' rather than anything aimed specifically at title cards, with
> > > properties like text box height and width, and typographic/paragraph
> > > controls too.
> > >
> > > cheers
> > >
> > > Matt
> > >
> > >
> > >
> > > On Thu, Jun 16, 2011 at 9:26 PM, Joshua Leung 
> wrote:
> > >
> > > > Hey Peter,
> > > >
> > > > Cheers for the feedback!
> > > >
> > > > Indeed, as I started to pick through things, the issues faced by
> users
> > > > who would want to use this as a base on which to start extending it
> in
> > > > some ways did come up. Sure, a script which sets up a generic
> template
> > > > would be nice in this situation, and is one way I'd thought of doing
> > > > it.
> > > >
> > > > Some factors which made me favour this approach though were that:
> > > > 1) Using this approach, we let automation take over making sure that
> > > > the text fits and is aligned nicely in frame when things change. From
> > > > experience, I've ended up scaling and re scaling text, moving it all
> > > > over the place trying to get it to fit and be in frame. Registering a
> > > > special operator for this, and/or trying to find somewhere decent to
> > > > put it so that it can be easily found is an issue.
> > > >
> > > > 2) Text colours can be set in one place with this method, without
> > > > fudging with material settings (and doing material-unlink dances
> after
> > > > copying some text and deciding you want it a different colour - then
> > > > again here, the level of control over this stu