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 pildano...@post.cz

 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-addonhighlight=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. francoistarl...@gmail.com
  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 m...@mke3.net
 
   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 aligor...@gmail.com
 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

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-addonhighlight=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. francoistarl...@gmail.com
 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 m...@mke3.net
 
  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 aligor...@gmail.com 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

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 pe...@schlaile.de 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

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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 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 aligor...@gmail.com 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 pe...@schlaile.de
 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.