From 3b0e0567453d6c269ec5aec1bc9be6df14237a7d Mon Sep 17 00:00:00 2001 From: Andrea-Paz <50440321+Andrea-Paz@users.noreply.github.com> Date: Sat, 30 Nov 2019 19:00:56 +0100 Subject: [PATCH] add chapter 17 --- parts/Configuration.tex | 2 +- parts/Plugins.tex | 4 +- parts/Stuff.tex | 184 ++++++++++++++++++++++++++++++++++++++++ parts/Transition.tex | 76 ++++++++++++----- parts/Windows.tex | 3 +- 5 files changed, 241 insertions(+), 28 deletions(-) create mode 100644 parts/Stuff.tex diff --git a/parts/Configuration.tex b/parts/Configuration.tex index bd6465e..3440a34 100644 --- a/parts/Configuration.tex +++ b/parts/Configuration.tex @@ -303,7 +303,7 @@ This section contains many useful options to cater to the various preferences of \item[Set Input Focus when window entered] this is checked on by default because on some operating system distros, when you move your mouse to a different window, nothing happens and you are left wondering why you can not enter information. When checked this causes the input focus to shift to any cinelerra window when the cursor enters an exposed region of the window which eliminates the need to switch input focus by tabbing. \item[Click to activate text focus] Click to activate text focus \item [Click to deactivate text focus] if checked, you will have to click to deactivate text focus. - \item[Always show next frame] in this mode the insertion pointer reflects the same as the Compositor so that for playing forward, the result is what looks like 1 was added to the frame displayed in the Compositor window. This is fully explained in another section\todo{chapter 17.2.1}. + \item[Always show next frame] in this mode the insertion pointer reflects the same as the Compositor so that for playing forward, the result is what looks like 1 was added to the frame displayed in the Compositor window. This is fully explained in another section (\hyperref[sub:playing_seeking]{17.2.1}). \item[Use thumbnails in resource window] the Resource Window displays thumbnails of assets by default, but drawing asset thumbnails can take more time and CPU so you may want to uncheck this. \item[Perpetual session] is very useful for working on a project over many days so you can just quit before shutting down and the next time you start up Cinelerra you will be right back where you left off. You diff --git a/parts/Plugins.tex b/parts/Plugins.tex index e6b4fb1..a6ce6b2 100644 --- a/parts/Plugins.tex +++ b/parts/Plugins.tex @@ -2421,9 +2421,7 @@ Figure~\ref{fig:title03}. \begin{description} \item[Background] in this box you can keyin the name of a file of the type that cinelerra accepts and use that file as a background for your Title characters. This will be seen in the compositor window on top of the video that is loaded in the main track canvas. Besides typing in the filename, you must also check the checkbox. This makes it easy to turn it \texttt{on} and \texttt{off} to see what it looks like. Next to the background box is a \texttt{Loop} checkbox. If the background file takes less time than the main track canvas video to run, you can turn on the loop checkbox so that it runs over and over again to match the time size of your video. \item[Stroker] to add \textit{pen strokes} to the text letters, adjust the stroke width numerically. This looks particularly nice on certain fonts and with a negative adjustment of the \texttt{Drop shadow}. - \item[Unicode Insertion] if you want to enter a special character like the mathematical \textit{summation} symbol, you can use the unicode equivalent to do so. Press \texttt{Ctrl-Shift-U} followed by $2022$ and a carriage return is an example of the bullet. Refer to section 40.11 - \todo{section 17.5} - for details. + \item[Unicode Insertion] if you want to enter a special character like the mathematical \textit{summation} symbol, you can use the unicode equivalent to do so. Press \texttt{Ctrl-Shift-U} followed by $2022$ and a carriage return is an example of the bullet. Refer to section \hyperref[sec:textbox_non_std_character_unicode]{17.5} for details. \item[Popup Helper] put your cursor where you want to add an attribute, then right mouse will bring up a list of the available attributes for you to choose, along with a submenu to choose from. The program will insert that attribute for you and all you have to add is a value when required! (see figure~\ref{fig:title02}). \end{description} diff --git a/parts/Stuff.tex b/parts/Stuff.tex new file mode 100644 index 0000000..4cfe501 --- /dev/null +++ b/parts/Stuff.tex @@ -0,0 +1,184 @@ +\chapter{How some stuff works}% +\label{cha:how_stuff_works} + +This section describes in detail some areas of Cinelerra to help explain how things work. + +\section{Copy/Paste and Highlight Usage}% +\label{sec:copy_paste_highlight_usage} + +There are 3 types of copy/cut and paste methods which exist in X windows, and most modern programs use 2 of them. The 3 cases are: + +\begin{description} + \item[cut\_buffers 0-7] these are obsolete but they still work and are the simplest to use. + \item[highlighting] called primary selection; almost all clipboard programs only use this. + \item[copy and paste] called secondary (or clipboard) selection. Some more modern programs use \texttt{ctrl-C/ctrl-X} and \texttt{ctrl-V} for this (some use other keys or qualifiers, like \texttt{shift}). +\end{description} + +\subsection*{How it works:}% +\label{sub:how_it_works} + +All of the methods use window \textit{properties} to attach data, called a selection, to a source window. The program advertises the selection by using the X server. The window property used determines which selection type is set/advertised by the new selection. + +When a paste is used in a target window, the target program requests the advertised selection data. This may access one of two buffers depending on which type of load/paste action is used. The user loads a \textit{cut buffer} via \texttt{drag} select or \texttt{ctrl-C/ctrl-X}, and pastes a \textit{cut buffer} via \texttt{middle mouse} press or \texttt{ctrl-V}. + +\subsection*{Cinelerra cut and paste:}% +\label{sub:cinelerra_cut_paste} + +\subsubsection*{1. Text cut and paste operations}% +\label{ssub:text_cut_paste_operations} + +To use a text selection, create a drag selection in textboxes by pressing and holding left mouse button with the pointer over the beginning of the text selection, then move the pointer over the desired selection to the selection end, then release the mouse button. This continuously reloads the \textit{primary} clipboard buffer and highlights the text selection. It can then be pasted to most programs by pressing the middle mouse button with the pointer over the text insertion point. Some examples of these programs are \textit{xterm}, \textit{gnome-terminal}, \textit{cinelerra}, and \textit{browser} input text boxes. After you create a text selection, if you then press \texttt{ctrl-C} the selection will also be copied to the \textit{secondary} (or \textit{clipboard}) selection buffer. This second paste buffer can be used for a more lasting save effect, since it will not be lost until you again press \texttt{ctrl-C} (copy). Using \texttt{ctrl-X} (cut) will also copy the selection to the secondary clipboard buffer, and then delete the selection from the textbox. If you press \texttt{ctrl-V} (or paste) in a target window, the secondary selection will be inserted at the target window cursor. If a text selection exists in the target window, it is replaced by the pasted text. + +\subsubsection*{2. Media cut and paste operations}% +\label{ssub:media_cut_paste_operations} + +To create a media selection, highlight a region on the cinelerra media timeline, then use the main menubar or compositor/viewer edit panel to operate the clip cut, copy, or copy-keyframe menu buttons. This selection can then be pasted to a target selection on the timeline using the main menubar or compositor/viewer edit panel to operate the clip paste or paste-keyframe operation. Also, by using the resource window you can select the \textit{Clips} folder and right mouse the resources list box, then use the \texttt{Paste Clip} menu item to paste the selection to a named clip. Additionally, these methods work between running instances of cinelerra, which means you can move media clips between the cinelerra program instances. The clip data is also copied to the secondary clipboard buffer. This makes it possible to examine the clip content directly if so desired. + +\subsubsection*{3. The older cut\_buffer method}% +\label{ssub:older_cut_buffer_method} + +\begin{itemize} + \item For text, if there is an active selection when a window closes, it uses \texttt{cut\_buffer0}. Normally when a paste is performed, the target window \textit{notifies} the selection owner to \textit{send it now} when you do a paste, but if the window has closed there is no source window, so no pasting. Some programs, like cinelerra, use \texttt{cut\_buffer0} as a fallback. This makes it possible to paste data from a closed window. + \item To move media clip, data \texttt{cut\_buffer2} is used because it does not require the selection owner interface, and works simply and reliably. This buffer is not normally in use by other programs. +\end{itemize} + +\subsection*{Final note}% +\label{sub:final_note} + +When a text selection is set, the selected text is redrawn using selected-highlight color when the textbox loses focus. This convenience feature shows the active text selection as you move the pointer to the new target window. When a new selection is set anywhere else on your screen, the current text selection will be redrawn using the inactive-highlight color as the textbox loses selection ownership. In most cinelerra themes, the drag selection text-highlight color is BLUE ($\#0000FF$), the selected-highlight color is SLBLUE ($\#6040C0$) -- really sort of purple, and the inactive-highlight color is MEGREY ($\#AFAFAF$). + +\section{Playing is Different than Seeking/Positioning!}% +\label{sec:playing_seeking_positioning} + +\subsection{Playing/Seeking}% +\label{sub:playing_seeking} + +\textit{Seeking} targets and displays the next frame. The next frame is targeted because frame zero has no previous. When you seek, you reposition to just before the target frame, and since the play direction has not been established (there is no direction when seeking) it shows you the next frame. This produces the expected behavior when you seek to frame zero; you see the first frame. Seeking displays in the compositor what you are getting ready to work with/edit/etc; always showing the next frame in relation to the cursor. Technically, since seeking just resets the position, it would be correct not to update the compositor, but it is best to seek and show the next frame to confirm that it is the frame you expected to see. + +\textit{Playing} shows you what has just been played in the compositor window. It is not the same as seeking. When you use \texttt{keypad 1} to play frame forward, then the 1st frame that is played and shown in the compositor window is frame zero (which was already displayed). The position is incremented to 1. Press \texttt{keypad 1} yet again, and the next frame displayed is 1, and the new position is 2, and so on. According to the implemented strategy, the insertion point moves to track playback. When playback stops, the insertion point stays where playback stopped. Thus, with playback you change the position of the insertion point. + +Simple explanation of what you will be seeing in the compositor when playing: + +\begin{description} + \item[Play forward] the frame to the right of the cursor in the timeline gets displayed. + \item[Play backward] the frame to the left of the cursor in the timeline gets displayed. +\end{description} + +The reason behind this \textit{play} methodology is that you want to know what you just played so that you know what matches what you just saw/heard in case that is the desired stuff. You don't want the compositor to show you what you have not yet played -- you need to see this frame to analyze/check to see if it is what you want. This behavior applies to any playing operation, such as the \texttt{keypad} or \texttt{Frame forward / Frame reverse} buttons. You can still easily see the actual insertion point in the zoombar at the bottom of the timeline -- sixth button over or 3rd button from the right side. Also note the following: + +\begin{description} + \item[Blinking insertion point on the timeline] seeking/positioning was the last operation. + \item[Solid non-blinking insertion point on timeline] playing was the last operation. +\end{description} + +\subsubsection*{Example and explanation}% +\label{ssub:example_explanation} + +\begin{enumerate} + \item open a small example of 10 numbered frames (or use the \texttt{Title} plugin to add a timestamp) + \item press \texttt{f} to \textit{fit} the timeline + \item make sure \texttt{settings $\rightarrow$ align\_cursor\_on\_frames} is set + \item seek to frame 4 by clicking on the timeline at position 4, compositor shows the 5th frame, since the + media counts from 1 and the timeline counts from 0. This is correct behavior. + \item press \texttt{KP1} to play next frame. According to playback strategy: \textit{When play is forwards, the next unit is displayed, and the position is advanced one unit}. So the next frame is 4, (shows the $5^{th}$ frame) it is displayed. The position is advanced from 4 to 5. This is correct behavior. + \item press \texttt{KP4} to play the previous frame. According to playback strategy: \textit{When play is in reverse, the previous unit is displayed, and the position is reduced one unit}. So the previous frame is 4, (shows the $5^{th}$ frame) it is displayed. The position is reduced from 5 to 4. This is correct behavior. +\end{enumerate} + +If you watch the zoombar (bottom of main window) position, it shows the current position is just before the next frame to be displayed when going forwards, and just after the frame to be displayed when going backward. + +To recap, position is usually set in the program as a location that is between a previous and next frame/sample unit such that the next unit equals the seek target. After position is reset using a \textit{seek} operation, the next unit is displayed, which is the seek target. When \textit{play is forward}, the next unit is shown, and the position is advanced one unit. When \textit{play is in reverse}, the previous unit is shown, and the position is reduced one unit. At the beginning, there is no previous, and at the end, there is no next, but silence is rendered at the end. + +\subsection{Always Show Next Frame}% +\label{sub:always_show_next_frame} + +Since some users prefer the insertion pointer to reflect the same as the Compositor a choice is available. For playing forward, there is a preference option which results in what looks like 1 was added to the frame displayed in the Compositor window. To enable this mode, check the box \texttt{Always show next frame}, and this will be saved to \texttt{.bcast5}. The option checkbox is in the \texttt{Settings $\rightarrow$ Preferences $\rightarrow$ Appearance} tab and when checked, any forward \textit{plays} in the Compositor window show the same frame as you would with a seek. Reverse plays and plays using a selection or In/Out pointers (with \texttt{Ctrl}) work the same as without this preference set. But you will no longer see the odd behavior where if you frame advance forward and then frame advance backward, the displayed frame does not change -- instead it will change and look more natural. +A color indicator that shows in the main track canvas timeline and the compositor timeline reminds the user which mode is currently active. The cursor in the compositor turns \textit{red} for default mode and \textit{white} for \textit{Always show next frame} mode. The top portion of the insertion cursor in the track canvas mirrors this, with red for default and white otherwise. + +Figure~\ref{fig:cursor01} using the default \textit{playing} method where the frame in the compositor is the one that was just played; in this case play was in the forward direction. Note that the insertion pointer in the main track canvas shows 01:20 but the compositor show 01:19 so you know what you last saw. Also, the cursor/cursor tops in both windows is red.\todo{I make copy/paste from your examples; but no arrow is displayed} + +\begin{figure}[htpb] + \centering + %\includegraphics[width=0.8\linewidth]{name.ext} + \begin{tikzpicture}[scale=1, transform shape] + \node (img1) [yshift=0cm, xshift=0cm, rotate=0] {\includegraphics[width=0.6\linewidth]{images/cursor01.png}}; + \node [yshift=-20mm, xshift=-1cm,anchor=east] at (img1.north west) (Compositor) {Red cursor in Compositor}; + \node [yshift=-26mm, xshift=-1cm,anchor=east] at (img1.north west) (Timeline) {red cursor in Timeline}; + \end{tikzpicture} + \caption{"Default" mode with red cursors} + \label{fig:cursor01} +\end{figure} + +Figure~\ref{fig:cursor02} using the \textit{Always show next frame} method where the frame in the compositor is the same one that would have shown with a seek; in this case play was in the forward direction. Note that the insertion pointer in the main track canvas shows 01:20 and the compositor shows 01:20. Also, the cursor/cursor tops in both windows is white. + +\begin{figure}[htpb] + \centering + %\includegraphics[width=0.8\linewidth]{name.ext} + \begin{tikzpicture}[scale=1, transform shape] + \node (img1) [yshift=0cm, xshift=0cm, rotate=0] {\includegraphics[width=0.6\linewidth]{images/cursor02.png}}; + \node [yshift=-21mm, xshift=-1cm,anchor=east] at (img1.north west) (Compositor) {White cursor in Compositor}; + \node [yshift=-27mm, xshift=-1cm,anchor=east] at (img1.north west) (Timeline) {White cursor in Timeline}; + \end{tikzpicture} + \caption{"Always show next frame" mode with white cursors} + \label{fig:cursor02} +\end{figure} + +\subsection{Seeking Issues}% +\label{sub:seeking_issue} + +If you have an issue playing a video and not seeing it in the Compositor (just see a black screen), it is most likely due to the media not being designed to be \textit{editable}. It is most likely not damaged. Generally it just does not have keyframes which are needed for seeking which is what is done when you move around the media and start playing in the middle. The media plays just fine in the compositor if you always play from the beginning because then you don’t need keyframes to seek. You can get around this problem if you proxy the media. A good choice to use for the proxy would be \texttt{use scalar}, \texttt{ffmpeg/mp4} and size of $\frac{1}{2}$. The proxied media can then seek and you will see it play in the compositor because keyframes exist. + +\section{Color Space and Color Range Affecting Playback}% +\label{sec:color_space_range_playback} + +Playback \textit{single step} and \textit{plugins} cause the render to be in the session color model, while continuous playback with no plugins tries to use the file’s best color model for the display (for speed). +This can create a visible effect of a switch in color in the Compositor, usually shown as grayish versus over-bright. + +The cause of the issue is that X11 is RGB only and it is used to draw the \textit{refresh frame}. So single step is always drawn in RGB. To make a YUV frame into RGB, a color model transfer function is used. The math equations are based on color\_space and color\_range. In this case, color\_range is the cause of the \textit{gray} offset. The \textit{YUV mpeg} color range is $[16..235]$ for Y, $[16..240]$ for UV, and the color range used by \textit{YUV jpeg} is $[0..255]$ for YUV. + +The mpeg YUV color range $[16..235]$ looks sort of like an old TV if it is viewed on a display with jpeg range $[0..255]$. A common expression for the short \textit{mpeg} color range is \textit{compressed} color range. If you are using color compressed data with no display decompression, or using uncompressed data and the display is configured to use compression, the color range will appear \textit{squished} or \textit{stretched}, as too gray or too much contrast. + +The \texttt{use X11 direct when possible} preference with X11 as your video driver, generally means that you value speed over color range. When you use this feature and the color range preference is mismatched, the color switch offsets will still appear. This is a personal choice solely for improved speed. + +There is now program code to look for RGB versus YUV color model mismatches. You can override the default setup, which mirrors the original code, via the following. + +\texttt{Settings $\rightarrow$ Preferences $\rightarrow$ Appearance} tab in the lower left hand corner (Figure~\ref{fig:color}): + +\begin{description} + \item[YUV color space] default choice is BT601, alternate is BT709 (High Definition), BT2020 (UHD) + \item[YUV color range] default choice is JPEG, alternate is MPEG +\end{description} + + +\begin{figure}[htpb] + \centering + \includegraphics[width=0.6\linewidth,keepaspectratio]{images/color.png} + \captionsetup{labelformat=empty, textformat=empty} + \caption[Color space and Color range]{No text} + \label{fig:color} +\end{figure} + +\section{Simple Animation (Festival)}% +\label{sec:simple_animation_festival} + +This functionality was added to cinelerra by the original author to create simple animation. The file type for this animation is \textit{Scene}. + +To get started making a simple animated movie copy from the directory: \texttt{/cinelerra/tests} the \texttt{text2movie} and \texttt{text2movie.xml}. You can see what this does via \texttt{File $\rightarrow$ Load\dots $\rightarrow$ text2movie.xml}. The file text2movie acts like a normal asset, except changes to it are immediately reflected on the timeline without reloading and the length is infinite. You can just edit the text2movie file to change the script. If the length of the movie increases, drag the right edit handle to extend the edit or use the pulldown \texttt{Edit $\rightarrow$ edit length}. There is one audio channel created for every character. The frame rate, sample rate, frame size, and camera angles are fixed. To see these values, right click on the asset and look at the \textit{Asset info}. + +Currently the functionality that is implemented focuses on dialog between two people. The models are defined in model files saved in Cinelerra's executable directory (for example, \texttt{/opt/cinelerra/models}). The character model and voice is selected separately in the script. The model files have the same name that appears in the script and are usually saved in the directory the script is in, but there is a defined search path, if not. You can create new models for the script without affecting the entire system. These models define the total size of the model along with the images used -- the model images are 2D png images because all the animations are baked. Since there is no 3D renderer, no custom movement is supported. + +There are currently 2 actions implemented: + +\begin{enumerate} + \item Character2 can cut off character1 if character1's dialog ends in “\dots” + \item Inserting “[pause]” anywhere causes the character to pause. This is useful for adjusting the timing of dialog. +\end{enumerate} + +This is \textit{simple} animation so you can expect speech synthesis not to be that good. And you will have to adjust punctuation and spelling based on the sound. Since the dialog is rendered on-demand, there is a delay when each character starts to speak but you can split dialog into shorter blocks to reduce the delay. + +\section{Textbox Non-std Character / Unicode Insertion}% +\label{sec:textbox_non_std_character_unicode} + +If you want to enter a special character -- like a bullet, an accent grave character, or a mathematical summation symbol -- you can use the unicode equivalent in a textbox to do so. In the textbox, keyin \texttt{Ctrl-Shift-U} which puts you into single character unicode mode, then keyin the numerical value for the intended single character followed by the carriage return. For a voluminous list of possible special characters, you can go to \url{https://unicode-table.com/en/} on the internet to choose by highlighting a character to get its numerical equivalence. For example, $U+2022$ is a bullet. If you make a mistake, you can use the \texttt{backspace} key or if you want to exit unicode-insert-mode, use the \texttt{ESC} key. This feature is especially useful with the \textit{Title} plugin and for naming Tracks in the main window. + +However, it is worth mentioning that some special characters are available via the \textit{compose} key in the current distribution. \url{https://en.wikipedia.org/wiki/Compose_key} . + diff --git a/parts/Transition.tex b/parts/Transition.tex index da113d1..3e244c1 100644 --- a/parts/Transition.tex +++ b/parts/Transition.tex @@ -1,7 +1,8 @@ \chapter{Transition Plugins}% \label{cha:transition_plugin} -When one edit ends and another edit begins, the default behavior is to have the first edit's output immediately become the output of the second edit when played back. Transitions are a way for the first edit’s output to become the second edit’s output with different variations. The audio and video transitions are listed in the Resources window as figure~\ref{fig:transition}. +When playing a section of media where one edit ends and another edit begins on the timeline, +the usual result is that the first edit's output immediately is followed by the second edit. Transitions provide a better method whereby the first edit’s output becomes the second edit’s output. There are several different audio and video transitions listed in the Resources window as figure~\ref{fig:transition}. \begin{figure}[htpb] \centering @@ -11,23 +12,45 @@ When one edit ends and another edit begins, the default behavior is to have the \end{figure} Note the colored bar above the \textit{Shape Wipe} transition. +This bar near the transition symbol shows the position and the length of the transition. -Transitions may only apply to the matching track type. Transitions under audio transitions can only apply to audio tracks. Transitions under video transitions can only apply to video tracks. +Transitions only apply to the matching track type; that is audio transitions only apply to audio tracks +and video transitions only apply to video tracks. An example usage of a transition follows: \begin{enumerate} - \item Load a single video file and cut away a section from the center or make a blade cut so that you make two edits out of a single file. Make sure the edit boundary between the two edits is visible on the timeline. - \item Go to the \textit{Resources window} and click on the \texttt{Video transitions} folder. Drag a transition from the transition list onto the second video edit on the timeline. A colored box highlights over where the transition will appear. Releasing over the $2^{nd}$ edit applies the transition between the $1^{st}$ and $2^{nd}$ edit. + \item Load a single video file and delete a sizable section from within the video which will result in two edits of that file. Now you should see the edit boundary between the two edits on the timeline. + \item Move to the \textit{Resources window} and click on the \texttt{Video transitions} folder. Choose a transition by highlighting it and then drag and drop it on the second video edit on the timeline. A colored box shows where the transition will appear and when you release the mouse the $2^{nd}$ edit applies the transition between the $1^{st}$ and $2^{nd}$ edit. +The beginning of the edit will be covered by the transition, if the insertion point or the In point is over an edit. \end{enumerate} -Once the transition is in place, it can be edited similarly to a plugin. Move the \textit{pointer} over the transition and \texttt{right click} to bring up the transition menu. The show option brings up specific parameters for the transition in question if any. The \texttt{length} option adjusts the length of the transition in seconds. The \texttt{detach} option removes the transition from the timeline. If the insertion point or the In point is over an edit, the beginning of the edit is covered by the transition. +Some Transitions have parameters that can be modified. To see these, move the \textit{pointer} over the transition and \texttt{right click} which brings up a menu. A \texttt{Show} option will pop up a window if there are parameters that you can change to different values. +An \texttt{On} option makes it possible to turn off the transition so that it will not be in effect in case you want to only enable it under certain conditions. The default value for this will be checked On. +A \texttt{Length} option lets you adjust the length in seconds of the time that the transition will be in play. Values modified in the Show or Length will be saved for use the next time that transition is used until changed again. +The \texttt{Detach} option deletes the transition from the timeline. When you drag and drop a different transition on top of an existing transition on the timeline, it replaces the previous one. -Dragging and dropping transitions from the Resource window to the Program window can be tedious so there are shortcuts to solve this issue. Once you drag a transition from the Resources window, the \texttt{U} and \texttt{u} keys will paste the same transition. The U key pastes the last video transition and the u key pastes the last audio transition on all the recordable tracks. Another easy way to add the same transition to multiple edits is to get into \texttt{Arrow mode} (Drag and Drop editing), select the edits you would like to add the transition to and use the Video or Audio pulldown to \texttt{Attach transition}. Choose which transition you would like and click the checkmark \texttt{OK}. You can also set your default transition at any time by doing so in the Attach transition popup box – highlight your choice, and then at the bottom, click on the button \texttt{Set Default Transition}. You will see that name appear. +There are some shortcuts to alleviate the dragging and dropping of transitions when you want to do a lot of them in various places on the timeline. After you have established the parameter values for a transition that you have dragged from the Resources window, you can use \texttt{U} and \texttt{u} keys to paste the same transition; +the \texttt{U} key pastes the last video transition while the \texttt{u} key pastes the last audio transition on all recordable tracks. +Alternatively, you can add the same transition to multiple edits when in \texttt{Arrow mode} (Drag and Drop editing), by selecting edits to add the transition to and use the Video/Audio pulldown to \texttt{Attach transition}. Select the desired transition and then click the checkmark \texttt{OK}. You can set a default transition in the Attach transition popup box – by highlighting your choice, then click on the button \texttt{Set Default Transition}, and you will see that transition become the new default. -Transitions make two edits overlap for a certain amount of time. Cinelerra does not move edits during transitions. Instead it uses spare frames from the source file to lengthen the first edit enough to make it overlap the second edit for the duration of the transition. The exact point in time when the transition takes effect is the beginning of the second edit. The transition lasts a set amount of time into the second edit. For example, if you set a duration of 1 second for a dissolve transition, it will not start at the last 0.5 second of the first edit and continue 0.5 second into the second edit. In fact, it will start exactly at the beginning of the second edit and last for 1 second into that second edit. On the timeline a colored bar over the transition symbol visually represents the position and the duration of the transition. -The most important consequence of this behavior is that the first asset needs to have enough spare data after the end boundary to fill the transition into the second edit. Spare data duration should be equal or greater than the length of the transition effect set in the Length parameter of the transition popup menu. -If the last frame shown on the timeline is the last frame of the source file, Cinelerra will lengthen the first edit using the last frame only, with the unpleasant result of having the first edit freezing into the transition. +The way that transitions work is that two edits overlap for some length of time and no edits are actually moved during the transitions. +Instead extra frames from the source file will be used to lengthen the first edit enough to make it overlap the second edit for the length of the transition. The transition takes effect exactly at the beginning of the second edit and lasts for the specific length of time you set into the second edit. +What this means is that if you set a duration of 2 seconds for a flash transition, it will not start at the last 1 second of the first edit and continue 1 second into the second edit. Instead the transition will start exactly at the beginning of the second edit and last for 2 seconds into that second edit. +This is why it is necessary that the first edit needs to have extra data after the end boundary to provide enough fill for the transition length into the second edit. +In the case where the last frame on the timeline is the last frame of the source, Cinelerra will lengthen the first edit using only that last frame. The result will not be what you want because the first edit will freeze into the transition. -It should be noted that when playing transitions from the timeline to a hardware accelerated video device, the hardware acceleration will usually be turned \textit{off} momentarily during the transition and \textit{on} after the transition, in order to render the transition. Using an un-accelerated video device for the entire timeline normally removes the disturbance. +When playing transitions, software rendering is used. This means that if you are using hardware, as with the video driver set to OpenGL, hardware acceleration will usually be turned \textit{off} during the transition and \textit{on} after the transition. Consequently, you may notice small anomalies while playing this section but you can avoid this by switching to using X11 video driver instead or just ignore it because when you create your final render that is always done in software only. + +When “Info on” is enabled via the right mouse button over an empty space in the Resources window (or the shortcut of the letter “i” is used), a short description will be provided in the lower right hand corner of that window for the current transition that the mouse is on. + +Once you have dragged and dropped a transition to the timeline, right mouse click on the transition and a pop-up menu will appear which provides an opportunity to make some changes. These are described next for all video and audio transitions. + +\begin{description} + \item[Show] If available, clicking on this will pop up a transition specific menu. + \item[On] Toggle on/off the transition effect so that you can see what it looks like when played. Ordinarily this will be checked to indicate it is On. + \item[Transition length] When you click on Length, a pop-up menu will come up. Set the length in seconds, frames, samples, \textit{H:M:S:frm} or \textit{H:M:S.xxx} for the transition to complete either by typing a value into the text box or using the tumbler arrows. In addition you can use the mouse wheel to change the length in real time. You will see the colored bar get longer or shorter as you change the length. +There is a down arrow next to the Seconds box allowing for changing to the other dimensions of frames, samples, etc. The mathematics is automatically done for you to convert it to seconds if not already in that dimension. + \item[Detach] Remove the transition from the timeline. +\end{description} \section{Audio Transitions}% \label{sec:audio_transition} @@ -40,15 +63,6 @@ Creates a smooth transition from one audio source edit to another. The crossfade \section{Video Transitions}% \label{sec:video_transition} -In order to use a transition that you have dragged to the timeline, first right mouse click on the transition icon in the timeline. A menu will pop-up with the following controls: - -\begin{description} - \item[Show] Pops up the transition specific menu if available (not available on the dissolve transition). - \item[On] Toggle on/off the transition effect. - \item[Transition length] Set the length in seconds, frames, samples, \textit{H:M:S:frm} or \textit{H:M:S.xxx} for the transition to complete. In addition you can use the mouse wheel to change the length in real time. - \item[Detach] Remove the transition from the timeline. -\end{description} - \subsection*{BandSlide}% \label{sub:bandslide} @@ -59,7 +73,12 @@ Bands slide across video and you see the image slide. Bands wipe across the video and you see the mask slides. -\subsection{Flash}% +\subsection*{Dissolve}% +\label{sub:dissolve} + +A soft dissolve where the In segment becomes more transparent while the Out segment begins to gradually show in its place until fully there. + +\subsection*{Flash}% \label{sub:flash} The video flashes when transitioning between segments. @@ -72,11 +91,22 @@ Video switches segments via a small rectangular view that gradually grows to ful \subsection*{Shape Wipe}% \label{sub:shape_wipe} -Wipe a specific shape across the video. Currently available shapes are: \textit{burst}, \textit{circle}, \textit{clock}, \textit{heart}, \textit{specks}, \textit{spiral}, \textit{tile2x2h}, and \textit{tile2x2v}. +Wipe a specific shape across the video. Currently available shapes are: \textit{burst}, \textit{Butterfly}, + \textit{circle}, \textit{Circle-h\_01}, \textit{Circle-h\_02}, \textit{Circle-v\_01}, \textit{Circle-v\_02}, + \textit{clock}, \textit{Clouds\_01}, \textit{Clouds\_02}, \textit{Cross-Iris\_01}, \textit{Cross\_01}, +\textit{Diagonal-Curve}, \textit{Diagonal-Linear}, \textit{Diamond-Iris\_01}, \textit{Diamond\_01}, + \textit{Diamond\_02}, \textit{Diamond\_03}, \textit{Double-Door-h}, \textit{Double-Door-v}, \textit{Gravity}, +\textit{heart}, \textit{Linear-h}, \textit{Linear-v}, \textit{Plasma\_01}, + \textit{specks}, \textit{spiral}, \textit{tile2x2h}, \textit{tile2x2v}, \textit{Venetian-Blinds-h-x05}, + \textit{Venetian-Blinds-h-x10}, \textit{Venetian-Blinds-v-x05}, and \textit{Venetian-Blinds-v-x10}. + +The menu for Shape Wipe that popups when you click on \textit{Show} has several possible choices. First, the \textit{Shape} allows for choosing from the list of shapes as outlined previously either by typing in the textbox, using the down arrow, or clicking on the tumbler down/up arrows. +Next, there is a \textit{Feather} textbox with tumbler arrows or a slider bar to easily change the blending amount. A reset button is conveniently located to the right of the slider bar. There is a checkbox to \textit{Preserve shape aspect ratio} and a \textit{Direction} of \textit{White to Black} or \textit{Black to White}. -You can add your own images to the Shape Wipe transition and there are some free ones available to download such as at \url{assistcg.com}. +You can add your own images to the Shape Wipe transition and there are some free ones available to download such as under the Video$\rightarrow$Transitions pulldown at \url{assistcg.com}. -To include new images in the Shape Wipe Transition, simply copy the file \texttt{{shape}.png} to your location of cinelerra in the subdirectory \texttt{plugins/shapes}. +To include new images in the Shape Wipe Transition, simply copy the file \texttt{{shape}.png} to the + subdirectory \texttt{plugins/shapes} in your cinelerra directory path. \subsection*{Slide}% \label{sub:slide} diff --git a/parts/Windows.tex b/parts/Windows.tex index 867245d..414dbd2 100644 --- a/parts/Windows.tex +++ b/parts/Windows.tex @@ -4,7 +4,8 @@ \begin{figure}[htpb] \centering \includegraphics[width=\linewidth,keepaspectratio]{images/Fenstergrundposition-en.png} - %\caption{The four windows. Courtesy by Olaf.} + \captionsetup{labelformat=empty, textformat=empty} + \caption[The four windows (cc-by-sa Olaf)]{No text} \label{fig:Fenstergrundposition-en} \end{figure} -- 2.26.2