From: Good Guy Date: Sat, 3 Oct 2020 02:02:08 +0000 (-0600) Subject: Andrea corrections and minor fixes X-Git-Tag: 2021-05~48 X-Git-Url: https://git.cinelerra-gg.org/git/?a=commitdiff_plain;h=6e7dc384906671337a3a223c765aa5f2d056cf93;p=goodguy%2Fcin-manual-latex.git Andrea corrections and minor fixes --- diff --git a/images/batch01.png b/images/batch01.png index 39fe206..6cbb296 100644 Binary files a/images/batch01.png and b/images/batch01.png differ diff --git a/images/subtitle01.png b/images/subtitle01.png index 858f34e..a362f2e 100644 Binary files a/images/subtitle01.png and b/images/subtitle01.png differ diff --git a/parts/DVD.tex b/parts/DVD.tex index 8a47ff6..3184699 100644 --- a/parts/DVD.tex +++ b/parts/DVD.tex @@ -481,9 +481,9 @@ To put the subtitles onto your media, first add a subtitle track via the pulldow Editing in the Line Text box can be used to change the active script line. By double clicking the timeline over the subtitle track, you can reselect the active script line. The subtitle text will be reloaded into the Line Text box and can be edited and re-pasted as the new active subtitle text. You can also highlight multiple lines in the Script Text box and paste them (using the usual window paste methodology) into the Line Text box. After pasting to the timeline, the Line Text box will be updated with the next script line. In addition, if you triple click a line in the \textit{Script Text} box, it will automatically become the current line in the \textit{Line Text} box. -When you are finished, before clicking \textit{Save}, you must supply a legitimate filename in the \textit{Path} box; your current directory will be used if only a filename but no directory path is supplied. The filename used will automatically have a "--" after it followed by the \textit{track label} and then \textit{udvd} extension added; any extension in the filename will be removed.. If you click OK before saving, the subtitle script position is saved with the session. This is convenient for continuing where you left off. +When you are finished, before clicking on \textit{Save}, you can specify the output format using the \textit{Format} drop-down button. You can choose between the classic \texttt{.udvd} (micro DVD) and the more universally supported \texttt{.srt} (subrip) and \texttt{.sub} (subviewer). The next step is to provide a legitimate filname in the \textit{Path} box; your current directory will be used if only a filename but no directory path is supplied. The filename used will automatically have a "--" after it followed by the \textit{track label} and then \textit{udvd} extension added; any extension in the filename will be removed.. If you click OK before saving, the subtitle script position is saved with the session. This is convenient for continuing where you left off. -\noindent To reposition the script, use the slider or tumbler buttons: +To reposition the script, use the slider or tumbler buttons: \textit{Slider} bar to move through the text entries quickly. \\ \textit{Prev} or \textit{Next} buttons to go to the previous or next script line. @@ -495,7 +495,7 @@ When you are finished, before clicking \textit{Save}, you must supply a legitima \label{fig:subtitle02} \end{figure} -\noindent Figure~\ref{fig:subtitle02} shows what the pasted subtitle script looks like in a portion of the main window. +Figure~\ref{fig:subtitle02} shows what the pasted subtitle script looks like in a portion of the main window. \section{Dvd Interlaced Chroma}% \label{sec:dvd_interlaced_chroma} diff --git a/parts/Introduction.tex b/parts/Introduction.tex index 4939e72..16195d4 100644 --- a/parts/Introduction.tex +++ b/parts/Introduction.tex @@ -19,6 +19,8 @@ years. William Morrow merged all of the known changes, whenever possible, into this \CGG{} version and has been adding numerous features, updates, and fixes. +{\small NOTE: This manual is a Work in Progress: monthly parts are added to cover the new features introduced in \CGG{}. The texts are continuously revised to make them clearer and more complete. In order to have a better and better product we rely on the suggestions and criticisms of our readers. Do not hesitate to let us know your opinions. For this continuous variability, we recommend that you download the manual at least once a month, during the release of \CGG{}, so that its content is always up to date.} + The \CGG{} software is under \href{https://www.gnu.org/licenses/old-licenses/gpl-2.0-standalone.html}{GPLv2+} license. A notice of this is included in the software and shown here. @@ -160,12 +162,11 @@ And which chapters are important for beginning to learn to use \CGG{}. At the en \item[Chapter~\ref{cha:load_save_and_the_EDL}] \nameref{cha:load_save_and_the_EDL}. + The EDL is the list of changes that \CGG{} would make to the original media in order to produce the desired output Since this is important to not losing your work, you should read this chapter for some basic usage concepts and for some lesser used functions that may come in handy. Besides how to Load and Save files, there is also information on using raw camera formats. - Helpful hints on working with image sequences, such as a bunch of pictures from your camera all loaded at once, is a time saver. Understanding that the EDL is the list of changes that -would be made to the original media in order to produce the desired output is key to ensuring -that that media remains intact. - + Helpful hints on working with image sequences, such as a bunch of pictures from your camera all loaded at once, is a time saver. Understanding that the EDL is the list of changes that would be made to the original media in order to produce the desired output is key to ensuring that that media remains intact. + \item[Chapter~\ref{cha:editing}] \nameref{cha:editing}. New and occasional users will find it necessary to read this chapter. However, you can decide which editing mode you prefer and concentrate on reading that section. diff --git a/parts/Rendering.tex b/parts/Rendering.tex index 8ce318a..b550205 100644 --- a/parts/Rendering.tex +++ b/parts/Rendering.tex @@ -137,40 +137,46 @@ repeatedly. It also allows for \CGG{} to be run by external programs, with no need for the user to manually interact with the user interface (figure~\ref{fig:batch01}). +\begin{figure}[htpb] \centering + \includegraphics[width=1.0\linewidth]{batch01.png} + \caption{Example of the Batch Render menu} + \label{fig:batch01} +\end{figure} + If you want to render many projects to media files without having to constantly set up the render dialog for each one, batch rendering is -a more efficient method of rendering. In the Batch Render menu, you -specify one or more \CGG{} project XML files, the EDL, to render and -unique output files for each. (The EDL is the Edit Decision List or -the set of changes to be applied to the project and media files.) -Then \CGG{} loads each project file and renders it -automatically. The project XML files, combined with the settings for -rendering an output file, are called a batch. This allows a large -amount of media to be processed without user intervention. +a more efficient method of rendering. To use this feature you need to +understand certain concepts. -\begin{figure}[htpb] \centering - \includegraphics[width=1.0\linewidth]{batch01.png} - \caption{Example of the Batch Render menu} - \label{fig:batch01} -\end{figure} +\begin{enumerate} + \item You must define a list of Batches (\textit{Job}) before starting the rendering. This is created using the \textit{New} button and displayed in \textit{Batches to Render} dialog. + \item Each batch consists of a source project already created in \CGG{}, e.g. \texttt{aaa.xml}, to which we assign the rendering parameters. + \begin{itemize} + \item to associate \texttt{aaa.xml} to the batch we use the \textit{EDL Path} input field. + \item we decide a name and path for the output file. + \item let's set the \textit{File Format} of the output file. + \item We configure the file with the Audio/Video \textit{wrench}. + \item we decide whether to create different files for each \textit{label} and whether to use a \textit{Render farm}. + \end{itemize} + \item Created the first batch, we will see it appear in the dialog \textit{Batches to Render}. + \item Using the \textit{New} button again we create a second batch for another source project (\texttt{bbb.xml}) and configure it at will. + \item We continue with the source projects \texttt{ccc.xml}, \texttt{ddd.xml}, etc. until we run out of projects that we want to render in batch. + \item Note that each batch has its own name, path and rendering parameters. + \item Now we have our \textit{Job}, a list of batches. We can still configure it or modify it if we want to change something. In addition we can delete a batch from the list or we can disable it in the \textit{Enabled} field so that it is not taken into account during rendering, but without deleting it. + \item Finally we start batch rendering with the \textit{Start} button. +\end{enumerate} + +Let's see in detail how to set the Batch Rendering. The first thing to do when preparing to do batch rendering is to create one or more \CGG{} projects to be rendered and save them as a -normal project, such as \texttt{ProjectA.xml}. The batch renderer +normal project, such as \texttt{aaa.xml}. The batch renderer requires a separate project file for every batch to be rendered. You can use the same \CGG{} project file if you are rendering to different output files, as in an example where you might be creating the same output video in different file formats. -To create a project file which can be used in batch render, set up -your project and define the region to be rendered either by -highlighting it, setting in/out points around it, or positioning the -insertion point before it. Then save the project as usual to your -\texttt{project.xm}l file. Define as many projects as needed this -way. The batch renderer takes the active region from the EDL file -for rendering. If we have not set active regions, it is better to -bring the insertion point to the beginning of the timeline to avoid -possible problems with the rendering. +You do not have to render an entire projects. We can limit ourselves to an \textit{active region} that we can set through a selection in Cut and Paste mode, with labels or In/Out Points. Or the rendering will start from the Insert Point position until the end of the project. Remember: if we want to render the entire project (and not just one active region) it is important to bring the Insertion Point to the beginning of the timeline. This is the only way we are sure to include the whole project. With all the \CGG{} xml project files prepared with active regions, go to \texttt{File $\rightarrow$ Batch Render}. This brings up the @@ -187,7 +193,7 @@ Set the \textit{Output path}, \textit{File format}, \textit{Audio}, parameters as if you were rendering a single file. These parameters apply to only one batch. In addition to the standard rendering parameters, you must select the \textit{EDL Path} to be the project -file (such as \texttt{ProjectA.xml}) that will be used in the batch +file (such as \texttt{aaa.xml}) that will be used in the batch job. In this case, \textit{EDL Path} is not related in anyway with the EDL files as created by \texttt{File/Export EDL}. In batch render mode the program will not overwrite an existing output file @@ -195,18 +201,18 @@ and will simply fail, so make sure that no files with the same name as the output files exist before starting. If the batches to render list is empty or nothing is highlighted, -click \texttt{New} to create a new batch. The new batch will contain -all the parameters you just set. Repeatedly press the \texttt{New} +click \textit{New} to create a new batch. The new batch will contain +all the parameters you just set. Repeatedly press the \textit{New} button to create more batches with the same parameters. When you highlight any batch, you can edit the configuration on the top of the batch render window. The highlighted batch is always synchronized to the information displayed. You can easily change the order in which the batch jobs are rendered, by clicking and -dragging a batch to a different position. Hit \texttt{Delete} to +dragging a batch to a different position. Hit \textit{Delete} to permanently remove a highlighted batch. In the list box is a column which enables or disables the batch with an \texttt{X} meaning the batch job is enabled and will be run. This way batches can be -skipped without being deleted. Click on the \texttt{Enabled} column +skipped without being deleted. Click on the \textit{Enabled} column in the list box to enable or disable a batch. The description of each of the columns in the batch list are as @@ -216,26 +222,27 @@ follows: \item[Enabled:] an X in this column means the batch job will be run. \item[Labeled:] an \texttt{X} in this column goes hand in hand with create new file at each label. +\item[Farmed:] to use or not the render farm. \item[Output:] path and filename for the generated output. \item[EDL:] the path and filename of the source EDL for the batch job. \item[Elapsed:] the amount of time taken to render the batch if finished. If field is empty, it did not run. \end{description} To start rendering from the first enabled batch, -hit \texttt{Start}. Once rendering, the main window shows the +hit \textit{Start}. Once rendering, the main window shows the progress of the batch. After each batch finishes, the elapsed column in the batch list is updated and the next batch is rendered until all the enabled batches are finished. The currently rendering batch is always highlighted red. To stop rendering before the batches are -finished without closing the batch render dialog, hit \texttt{Stop}. +finished without closing the batch render dialog, hit \textit{Stop}. To stop rendering before the batches are finished and close the -batch render dialog, hit \texttt{Close}. Or you can exit the batch +batch render dialog, hit \textit{Close}. Or you can exit the batch render dialog whether or not anything is being rendered, by hitting -\texttt{Close}. +\textit{Close}. You can automate \CGG{} batch renders from other programs. In the batch render dialog, once you have created your list of batch render -jobs, you can click the button \texttt{Save Jobs} and choose a file +jobs, you can click the button \textit{Save Jobs} and choose a file to save your batch render list to. Once you have created this file, you can start up a batch render without needing to interact with the \CGG{} user interface. From a shell prompt, from a script, or other diff --git a/parts/Shortcuts.tex b/parts/Shortcuts.tex index 308caaa..a2e26b6 100644 --- a/parts/Shortcuts.tex +++ b/parts/Shortcuts.tex @@ -1,11 +1,24 @@ \chapter{Shortcuts}% \label{cha:shortcuts} -Almost every \CGGI{} command has its own keyboard and mouse shortcuts. Here -they are listed organized by window and type. If a desktop window manager and operating -system is already using a specific key for its own purpose then that key will not be available -for use as a shortcut in \CGG{}. An example might be the Alt key. Some specific alternatives -are listed in~\ref{ssub:key_alternatives} in the "Key Alternatives" paragraph. +In \CGGI{} a lot of shortcuts are defined for various operations. +Although it is quite possible to do everything with the mouse, the extensive +use of shortcuts can make the editing process much more convenient and +efficient. However, with so large a variety of shortcuts it is not uncommon +that some of them may interfere with assignments of the same shortcuts in +the user's desktop environment, keyboard language switcher, etc. For +example in KDE, the Alt-Tab and Shift-Alt-Tab shortcuts are commonly assigned to +switch between different desktop applications, and if so, these keystrokes +would not be available to \CGGI{}. Another example, in Arch linux KDE: the combination Alt+LMB does not translate the mask, but the entire Compositor window. To translate the mask we must use Ctrl+Alt+LMB. + +When having problems with some shortcut in \CGGI{}, it is recommended +first to examine which set of shortcuts is assigned to the desktop +environment and, if necessary, resolve the conflict. A special X11 application +\texttt{xev} (or \texttt{xorg-xev}) can also help to test the keystrokes functionality (see \texttt{man xev}). +Otherwise, \CGGI{} is completely desktop-neutral and has no +requirements of some special window manager's support. + +Here the shortcuts are listed organized by window and type. Some specific alternatives are listed in~\ref{ssub:key_alternatives} in the "Key Alternatives" paragraph. \section{Main window }% \label{sec:main_window} @@ -91,8 +104,10 @@ The Main window (also called the program window) consists of pulldown menus, but & Attach Effect\dots & & Open video effect selection for insert at edit boundary. \\ & Render Effect\dots & & Open video render select to render from select as pcm. \\ \midrule - \textcolor{CinBlueText}{Tracks} & Move tracks up & Shift-Up & Circulate tracks up. \\ - & Move trks down & Shift-Down & Circulate tracks down. \\ + \textcolor{CinBlueText}{Tracks} & Move tracks up & Shift-Up & Swap tracks up. \\ + & Move trks down & Shift-Down & Swap tracks down. \\ + & Roll tracks up & Ctrl-Shift-Up & Circulate tracks up. \\ + & Roll trks down & Ctrl-Shift-Down & Circulate tracks down. \\ & Delete tracks & & Delete all tracks. \\ & Delete last track & Ctrl-d & Delete last track. \\ & Delete first track & Shift-D & Delete first track. \\ @@ -298,6 +313,8 @@ The Main window (also called the program window) consists of pulldown menus, but & & Shift+click & Over edit causes highlight section to extend to cursor. \\ & & Shift+click & Over boundary of effect, trims only that effect. \\ & & Shift+click & Over Hard Edge of Blade Cut, toggles marker. \\ + & & Shift+click & Between labels, highlights selection. \\ + & & Shift+click & Over Automation Range values, changes value. \\ & Toggle single trk & Tab & Toggle single track arming status. \\ & Toggle other trks & Shift-tab & Toggle all of the other tracks arming status. \\ & & Double click & On plugin title bar, selects that area. \\ diff --git a/parts/Windows.tex b/parts/Windows.tex index ee48034..941957d 100644 --- a/parts/Windows.tex +++ b/parts/Windows.tex @@ -138,8 +138,12 @@ The Track Menu contains a number of options: \begin{description} \item[Attach Effect] opens a dialog box of effects applicable to the type of track of audio or video. - \item[Move up] moves the tracks one step up in the stack with the top track going to the bottom. This is applicable to all armed and disarmed tracks. - \item[Move down] moves the tracks one step down in the stack with the + \item[Move up] allows for changing the order of the tracks up; the actual code refers +to this as a swap. Disarmed tracks affect the results. + \item[Move down] allow for changing the order of the tracks down; the actual code refers +to this as a swap. Disarmed tracks affect the results. + \item[Roll up] moves the tracks one step up in the stack with the top track going to the bottom. This is applicable to all armed and disarmed tracks. + \item[Roll down] moves the tracks one step down in the stack with the bottom track going to the top. This is applicable to all armed and disarmed tracks. \item[Delete track] removes the track from the timeline. \item[Add Track] adds a track of the same media type as the one selected, audio or video, above the selected track. @@ -152,8 +156,6 @@ bottom track going to the top. This is applicable to all armed and disarmed tra media. In Drag and Drop editing mode, if you select multiple edits all of those clips will have their title name changed. \item[Bar color] allows the user to select a specific color for the title bar. This helps to more easily locate a piece of media. - \item[Swap up] allows for changing the order of the tracks up. Disarmed tracks affect the results. - \item[Swap down] allow for changing the order of the tracks down. Disarmed tracks affect the results. \item[Resize Track] resizes the track; this is only applicable to video tracks. \item[Match Output Size] resizes the track to match the current output size; this is only applicable to video tracks. \end{description}