DOC: The Visible Universe, language reworked.
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@ -190,26 +190,41 @@ Now its time to take a look at the prelimary Lumiera GUI:
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image:{l}/images/lumiera_gui_small.png[Current Lumiera GUI Screenshot]
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Lumiera consists of three major parts: the GUI, proc and backend. The initial
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GUI Lumiera will ship with is not the only GUI possible, indeed Lumiera can work
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satisfactorily without a GUI, for example, for specail purposes.
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headless rendernode xref:rendernode[->] or frameserver
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xref:frameserver[->]. Later scripts will be written for automated
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processing. Special purpose GUIs are also envisaged later.
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Lumiera consists of three major parts:
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- Graphical User Interface (GUI)
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- Proc layer
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- Backend
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The GUI screenshot you above is more or less the default you see when when you
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start Lumiera up for the first time. A 2nd viewer is planned for later to be
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added to the default. We support a much more sophisticated screen concept
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xref:screenconcept[->] to adapt to different workplaces and workflows.
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In this section, we discuss only the GUI.
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Lumiera will initially ship with a standard, default GUI. This, however, is not
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the only GUI possible to operate Lumiera. Indeed, Lumiera can work
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satisfactorily without a GUI, for example, for special purposes.
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headless rendernode xref:rendernode[->] or frameserver
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xref:frameserver[->]. At a later stage in the project, scripts will be written
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to faciltate automated processing. GUIs geared towrads special purposes are
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also envisaged later.
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The screenshot of the GUI presented above is more or less the standard GUI when
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it is started for the first time without any user configuration etc. A second
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viewer is planned for later to be added to the default. We support a much more
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sophisticated screen concept xref:screenconcept[->] to adapt to different
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workplaces and workflows.
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At a first glance, the GUI might seem somewhat overwhelming, something similar
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to the cockpit of a jumbo jet. However, nearly all the bells and whistles can
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be subdivided into groups according to their functionality. The following
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sub-sections discusses the more prominent groupings.
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Viewer
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~~~~~~
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The viewer is an area where material can be displayed, i.e., ``play-back'',
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which also supports audio playback connections. As there are many sources that
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The viewer is an area where material can be displayed, i.e., ``play-back''.
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A viewer is a window where material can not only be played back or viewed, but
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support for audio will also be provided. As there are many sources that
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can be displayed, a viewer is attached to a source via the viewer switch board.
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Timelines, probepoints, wiretaps and individual clips are examlpes of sources
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Timelines, probepoints, wiretaps and individual clips are examples of sources
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that can be atached to a viewer. Moreover, the number of viewers open at any one
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time is only limited by the hardware, and each viewer can be collapsed, hooked
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up to a beamer or monitor.
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@ -218,21 +233,22 @@ up to a beamer or monitor.
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Transport Controls
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~~~~~~~~~~~~~~~~~~
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The layout in current gui is rather preliminary -- it is not finally decided
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where transport controls will be integrated; possibly as its own gui element
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The preliminary layout in the current gui is rather provisional -- a final decision
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has yet to be taken on where the transport controls will be located. In later
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versions of the standard GUI, the transport controls will change. There is even
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a possibility that the transport controls will be allocated their own GUI element.
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This are devices either controlled by widgets or by some input device
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(MIDI, control surface, etc) so their gui may look differently.
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Either way they connect to a Play Controler xref.. in the core which
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manages playing and cursor positioning.
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thus there will be some gui facility to attach Transport controls to Play
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Controllers. Transport controls are ganged when they attach to the same
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Play Controler.
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just playing some footage for preview creates a simple internal timeline,
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no magic here.
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Transport controls are devices that are controlled by widgets or by some input device
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(MIDI, control surface, etc) so the look-and-feel of the transport control
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widget may vary, depending on what the transport controls have been assigned
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to. Irrespective of their look-and-feel, they are connected to a play
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controller.
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// TODO xref..
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A play controller coordinates playback, cueing and rewinding. Transport
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controls are ganged when they attach to the same play controler.
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// just playing some footage for preview creates a simple internal timeline,
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// no magic here.
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// TODO: bit unrelated, think about how ganging controls in general should
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// work, also for faders, masks and so on
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// Note by Ichthyo: the connection to a fader is handled through the placements,
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@ -244,17 +260,17 @@ Timeline View
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~~~~~~~~~~~~~
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A timeline is a container that provides a time axis and an output. The output
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can de derived from various sources and have different configurations. An
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can be derived from various sources, each with a different configuration. An
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output can have various configurations, for each output configuration, there
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will be one timeline. A timeline does not temporally arrange material, this is
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performed by a sequence, which can be snapped to a timeline.
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performed by a sequence, which can be connected (snapped) to a timeline.
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A typical film will define many sequences, but only a few timelines. A sequence
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contains a number of tracks which are ordered in a hierarchy. Tracs do not have
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any format associated with them and more or less anything can be put into a
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track. Consequently, audio and video material can be equally assigned to a
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track, there is no discrimination between audio and video in the Lumiera concept
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of a track.
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A typical film will define many sequences, but will only have a few timelines. A
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sequence contains a number of tracks which are ordered in a hierarchy. Tracs do
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not have any format associated with them and more or less anything can be put
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into a track. Consequently, audio and video material can equally be assigned to
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a track, there is no discrimination between audio and video in the Lumiera
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concept of a track.
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A timeline must be assigned to viewer if playback viewing is desired.
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@ -280,10 +296,10 @@ A timeline must be assigned to viewer if playback viewing is desired.
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Busses
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~~~~~~
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// TODO: needs rewriting.
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The GUI provides a separate _bus view_, showing the master busses (subgroups)
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in a manner similar to an audio mixing desk. Any bus is just a means of collecting
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and and adding (aka overlaying) together the output of various kinds of media
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and and adding (aka overlaying) together output of various kinds of media
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(video, audio, number of channels), produced by various processing elements and
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from other busses. These global busses can be concieved as being part of the
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timeline.
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@ -291,8 +307,8 @@ timeline.
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Asset View
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~~~~~~~~~~
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We can conceive the Asset View as the timeline's book keeper: it manages the various
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constituent in the timeline. Moreover, in addition to managing timeline
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An Asset View can be conceived as the timeline's book keeper: it manages the
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various constituents in the timeline. Moreover, in addition to managing timeline
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constituents, raw material, clips, bins (folders) are managed by the Asset
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View, i.e., typical management operations including, deleting, adding,
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naming, tagging, groupping into bins, etc. all occur here.
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@ -302,8 +318,8 @@ Plugins are also managed in the Asset View.
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Manages all assets available in one project.
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* source media/footage/soundfiles
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* source media/footage/soundfiles
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* all available effects and transitions
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* internal artefacts like sequences and automation data sets
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