Workflow-publish: minor layout tweaks and spelling fixes
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@ -20,7 +20,7 @@ extension of their body, where interaction with the NLE will ultimately become n
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does not mean that a user should immediately understand everything without there being a
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does not mean that a user should immediately understand everything without there being a
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certain learning curve. Some new concepts might take a while to master.
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certain learning curve. Some new concepts might take a while to master.
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* An editor should not be able to accidentally overwite part of their work in the timeline when
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* An editor should not be able to accidentally overwrite part of their work in the timeline when
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that part is not within sight (in other words: when it's offscreen). This includes throwing
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that part is not within sight (in other words: when it's offscreen). This includes throwing
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things out of sync, losing transitions, or overwriting clips.
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things out of sync, losing transitions, or overwriting clips.
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@ -44,17 +44,17 @@ approach.
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* A big question is: who is "the user"? We aim to create a tool for professionals, but there are
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* A big question is: who is "the user"? We aim to create a tool for professionals, but there are
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many types of professionals working in entirely different parts of the media industry or in
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many types of professionals working in entirely different parts of the media industry or in
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other fields. In the previous paragraph it was mentioned that different types of content
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other fields. In the previous paragraph it was mentioned that different types of content
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require different types of workflows. How to accomodate all of these different people who
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require different types of workflows. How to accommodate all of these different people who
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work on different things?
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work on different things?
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I would like to propose a set of personas to keep in mind while designing the application.
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I would like to propose a set of personas to keep in mind while designing the application.
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Examples of such personas could be:
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Examples of such personas could be:
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** The highly specialised editor who works in an environment where different parts of the
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** The highly specialised editor who works in an environment where different parts of the
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post-production of a film are handled by different people: assisant editors, colorists,
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post-production of a film are handled by different people: assistant editors, colourists,
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audio engineers, etc.
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audio engineers, etc.
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** The allround contracted editor who handles all aspects of post-production
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** The allround contracted editor who handles all aspects of post-production
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** The freelance editor who does both commisioned work and passion projects
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** The freelance editor who does both commissioned work and passion projects
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** The allround artistic/indie filmmaker, who also edits
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** The allround artistic/indie filmmaker, who also edits
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** The allround social media creator who values the use of visual effects, motion graphics
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** The allround social media creator who values the use of visual effects, motion graphics
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and sound effects.
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and sound effects.
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@ -63,7 +63,7 @@ And a few subtypes:
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*** The free-flowing editor who doesn't have a fixed idea of how the edit should be and
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*** The free-flowing editor who doesn't have a fixed idea of how the edit should be and
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instead wants to play and move things around, and who might not work in a linear
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instead wants to play and move things around, and who might not work in a linear
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fashion: they might do a bit of color correction to get a better sense of how a scene feels,
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fashion: they might do a bit of colour correction to get a better sense of how a scene feels,
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then go back to editing, etc.
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then go back to editing, etc.
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*** The editor who has the film already cut in their head and have a very strong sense of
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*** The editor who has the film already cut in their head and have a very strong sense of
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what they want to do and work in a very structured way towards accomplishing this
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what they want to do and work in a very structured way towards accomplishing this
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@ -72,7 +72,7 @@ vision.
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Of course, there are many more types of people and many people who are a combination of
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Of course, there are many more types of people and many people who are a combination of
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personas. These are only meant to paint the spectrum of possibilities.
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personas. These are only meant to paint the spectrum of possibilities.
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* Lumiera provides a chance to reimagine how an NLE could work, in other words: how it
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* Lumiera provides a chance to re-imagine how an NLE could work, in other words: how it
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can be designed around modern ways of interacting with computers. In that sense there is
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can be designed around modern ways of interacting with computers. In that sense there is
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total freedom to create innovative new solutions to improve how people edit videos. On the
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total freedom to create innovative new solutions to improve how people edit videos. On the
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other hand, if we create paradigms that are too uncommon, new users might not understand
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other hand, if we create paradigms that are too uncommon, new users might not understand
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@ -94,10 +94,10 @@ we might want someone with actual XR design skills to be involved here.
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Initially I would like to focus on the most fundamental tasks that each and every editor has to deal
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Initially I would like to focus on the most fundamental tasks that each and every editor has to deal
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with while creating a video:
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with while creating a video:
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1. Finding the parts you need out of a lot of source material (logging and organizing footage)
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1. Finding the parts you need out of a lot of source material (logging and organising footage)
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2. The timeline as the editor's canvas: inserting and grouping material, arranging clips,
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2. The timeline as the editor's canvas: inserting and grouping material, arranging clips,
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trimming and other timeline features
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trimming and other timeline features
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3. Finishing: audio mixing, color correction, titles, effects, exporting
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3. Finishing: audio mixing, colour correction, titles, effects, exporting
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4. The broader GUI concept
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4. The broader GUI concept
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Many of the ideas presented here are not necessarily unique: a lot of these either exist in one NLE
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Many of the ideas presented here are not necessarily unique: a lot of these either exist in one NLE
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@ -135,11 +135,11 @@ Then in between sat Premiere Pro, comfortably. It profited massively from being
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Creative Suite, later the Creative Cloud: for many media companies it was very cost effective to pay
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Creative Suite, later the Creative Cloud: for many media companies it was very cost effective to pay
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Adobe a single sum of money (pre-Creative Cloud) and later subscription fees, and receive all the
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Adobe a single sum of money (pre-Creative Cloud) and later subscription fees, and receive all the
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tools they could possibly need for media creation. But also the application itself was an all-in-one
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tools they could possibly need for media creation. But also the application itself was an all-in-one
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solution for all parts of post-production: it offered many tools for audio mixing, color grading,
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solution for all parts of post-production: it offered many tools for audio mixing, colour grading,
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visual effects, etc. Sure, Media Composer and FCPX also offered tools for these jobs, but were less
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visual effects, etc. Sure, Media Composer and FCPX also offered tools for these jobs, but were less
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developed in these areas and often required plugins to achieve many of the more advanced tasks.
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developed in these areas and often required plugins to achieve many of the more advanced tasks.
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Then came along DaVinci Resolve, a color grading application that was bought by Blackmagic
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Then came along DaVinci Resolve, a colour grading application that was bought by Blackmagic
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Design and transformed into another all-in-one powerhouse, which slowly started to take a seat next
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Design and transformed into another all-in-one powerhouse, which slowly started to take a seat next
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to Premiere's throne.
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to Premiere's throne.
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@ -147,7 +147,7 @@ In the meantime the media landscape changed. NLE's became more affordable and ha
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capable, and the result was that editing was no longer a thing only done by professionals: everybody
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capable, and the result was that editing was no longer a thing only done by professionals: everybody
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became an editor, and everybody could edit any moment, anywhere, on laptops, tablets or
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became an editor, and everybody could edit any moment, anywhere, on laptops, tablets or
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smartphones. Social media became a huge new platform where many new makers developed their
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smartphones. Social media became a huge new platform where many new makers developed their
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own channels and found an audience for their videos. And so came NLE's that were focussed on
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own channels and found an audience for their videos. And so came NLE's that were focused on
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social media content, most notably CapCut. It took FCP's idea of easy to learn even farther and
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social media content, most notably CapCut. It took FCP's idea of easy to learn even farther and
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offered many one-click visual effects, automatic subtitles and mostly: a lot of effect presets and
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offered many one-click visual effects, automatic subtitles and mostly: a lot of effect presets and
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assets (titles, other graphics, music) available within the application.
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assets (titles, other graphics, music) available within the application.
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@ -199,17 +199,17 @@ Tracks vs trackless
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~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~
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In general, we can observe two extremes when it comes to editing:
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In general, we can observe two extremes when it comes to editing:
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* On the one hand, there are NLE's modeled to resemble working with analog gear (i.e.
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* On the one hand, there are NLE's modelled to resemble working with analogue gear (i.e.
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classic editing stations from KEM, Steenbeck, Moviola). A lot of terminology in editing
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classic editing stations from KEM, Steenbeck, Moviola). A lot of terminology in editing
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software (``bins'', ``reels'', ``cut'', ``mark in/out'', among many others) stems from the analog
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software (``bins'', ``reels'', ``cut'', ``mark in/out'', among many others) stems from the analogue
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origins of editing. Lightworks is an example of this. When trimming you ``unjoin'' a cut,
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origins of editing. Lightworks is an example of this. When trimming you ``unjoin'' a cut,
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make changes, and then ``join'' the cut again, as if working with analog film that needs to be
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make changes, and then ``join'' the cut again, as if working with analogue film that needs to be
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taped together. It works best in conjunction with the Lightworks Console, a hardware device
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taped together. It works best in conjunction with the Lightworks Console, a hardware device
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that was designed specifically to make software editing feel as if editing analog film. Very
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that was designed specifically to make software editing feel as if editing analogue film. Very
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hands-on, very tactile, according to editors who have worked with these consoles
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hands-on, very tactile, according to editors who have worked with these consoles
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(unfortunately I haven't had a chance to try this myself).
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(unfortunately I haven't had a chance to try this myself).
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Not just Lightworks, but also Avid is said to have been greatly influenced by analog
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Not just Lightworks, but also Avid is said to have been greatly influenced by analogue
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equipment, and Adobe Premiere's predecessor ReelTime was created to work like 3/4" tape
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equipment, and Adobe Premiere's predecessor ReelTime was created to work like 3/4" tape
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decks. Blackmagic's Speed Editor (and corresponding Cut Page in Resolve) has also been
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decks. Blackmagic's Speed Editor (and corresponding Cut Page in Resolve) has also been
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designed according to this principle: to make editing feel like you're operating a machine.
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designed according to this principle: to make editing feel like you're operating a machine.
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@ -228,7 +228,7 @@ as a mouse, with the addition of finger gestures). Editing on a smartphone or ta
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not using a pen, feels even further removed from giving you a physical connection between
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not using a pen, feels even further removed from giving you a physical connection between
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your hands and the buttons on the screen.
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your hands and the buttons on the screen.
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Because of its analog roots, traditionally, NLE's have been track-based. I'd like to quote Randy
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Because of its analogue roots, traditionally, NLE's have been track-based. I'd like to quote Randy
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Ubillos, original creator of ReelTime and Final Cut Pro:
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Ubillos, original creator of ReelTime and Final Cut Pro:
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____
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____
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``In a track based system the layers at the beginning, middle and end all share the exact same tracks
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``In a track based system the layers at the beginning, middle and end all share the exact same tracks
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@ -289,7 +289,7 @@ So naturally, a question would be: what will happen if we would let go of the tr
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is what Final Cut Pro has done, starting from the rewrite of Final Cut Pro X. At the time, a
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is what Final Cut Pro has done, starting from the rewrite of Final Cut Pro X. At the time, a
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disastrous marketing campaign caused many editors to leave the application, although more and
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disastrous marketing campaign caused many editors to leave the application, although more and
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more people are starting to realise that many of its ideas were way ahead of its time. It's still the
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more people are starting to realise that many of its ideas were way ahead of its time. It's still the
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only big NLE out there that was designed with computers in mind, and not analog hardware.
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only big NLE out there that was designed with computers in mind, and not analogue hardware.
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It's not entirely trackless, but it manages to hide the concept of tracks from the user. There are no
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It's not entirely trackless, but it manages to hide the concept of tracks from the user. There are no
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buttons to enable or disable tracks or other track controls, and instead, the tracks are called ``layers''.
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buttons to enable or disable tracks or other track controls, and instead, the tracks are called ``layers''.
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@ -345,7 +345,7 @@ interaction methods would be preferred for Lumiera?
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which mode they're in) and can lead to user errors (an action in one mode might do something
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which mode they're in) and can lead to user errors (an action in one mode might do something
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different than intended in another mode). Another thing about modes is that they require a user
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different than intended in another mode). Another thing about modes is that they require a user
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action for entering and exiting.
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action for entering and exiting.
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* A *tool*-based approach however, is very mouse-centered. It changes the behaviour of the mouse, not
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* A *tool*-based approach however, is very mouse-centred. It changes the behaviour of the mouse, not
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of keyboard actions, and this change is visible in the cursor. Tools are of little use to the keyboard
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of keyboard actions, and this change is visible in the cursor. Tools are of little use to the keyboard
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editor.
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editor.
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* A *view*-based approach is not too different from using modes, with the difference that it drastically
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* A *view*-based approach is not too different from using modes, with the difference that it drastically
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@ -415,7 +415,7 @@ Currently I'm thinking of using this bar on two or three occasions:
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-> See the next subchapter: »Adding clips to the timeline«.
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-> See the next subchapter: »Adding clips to the timeline«.
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Colors could be used (for example as an outline around the bar) to indicate which contextual mode
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Colours could be used (for example as an outline around the bar) to indicate which contextual mode
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is active.
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is active.
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A limitation of such a bar is that it might overlap with content that a user wishes to interact with. If
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A limitation of such a bar is that it might overlap with content that a user wishes to interact with. If
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@ -459,7 +459,7 @@ contents in the source browser with a single click or keystroke.
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All of these options make sense, but in general I rarely remember more than two options (insert and
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All of these options make sense, but in general I rarely remember more than two options (insert and
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overwrite) and easily forget any surplus options that NLE's offer. We should also try to limit the
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overwrite) and easily forget any surplus options that NLE's offer. We should also try to limit the
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amount of keyboard shortcuts that a user needs to memorize, so I would like to propose a single
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amount of keyboard shortcuts that a user needs to memorise, so I would like to propose a single
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``Add Clip'' action. This will insert a clip and will show the different options via the contextual bar.
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``Add Clip'' action. This will insert a clip and will show the different options via the contextual bar.
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You can then change the desired method after the fact, until you commit by doing something else.
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You can then change the desired method after the fact, until you commit by doing something else.
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In this case, adding a clip will enter and exit another contextual mode.
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In this case, adding a clip will enter and exit another contextual mode.
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@ -634,7 +634,7 @@ increase. This will also work vertically. The playhead will move along as well.
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image::{imgg}/wouter/07-2-autoscroll.png[width="100%", alt="A widget for auto-scrolling"]
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image::{imgg}/wouter/07-2-autoscroll.png[width="100%", alt="A widget for auto-scrolling"]
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Zoom widget:: moving the mouse left or right from the center will zoom horizontally, up and
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Zoom widget:: moving the mouse left or right from the centre will zoom horizontally, up and
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down will zoom vertically.
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down will zoom vertically.
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.Zoom widget
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.Zoom widget
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@ -654,7 +654,7 @@ image::{imgg}/wouter/07-4-combined.png[width="100%", alt="Overlay widget to comb
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Why popup widgets?
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Why popup widgets?
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^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^
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I can't speak for others, but personally I dislike moving the mouse downwards towards the edge of
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I can't speak for others, but personally I dislike moving the mouse downwards towards the edge of
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the screen to access scrollbars or zoom sliders. We'd like the mouse to stay in the center of where
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the screen to access scrollbars or zoom sliders. We'd like the mouse to stay in the centre of where
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we're working.
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we're working.
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With popup widgets, we might be able to improve navigation speed, but at the cost of familiarity
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With popup widgets, we might be able to improve navigation speed, but at the cost of familiarity
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@ -714,7 +714,7 @@ For selecting, we can introduce an ``add to selection'' key which adds the highl
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current selection (apart from the convention of using Ctrl+mouse click). We could also think of
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current selection (apart from the convention of using Ctrl+mouse click). We could also think of
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adding box-select by keyboard, by using a system with grid coordinates.
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adding box-select by keyboard, by using a system with grid coordinates.
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One thing to note is that we do still need extra keyboard shortcuts to move the playhead frame by
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One thing to note is that we do still need extra keyboard shortcuts to move the playhead frame by
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frame, indepently from the clip selection. See the navigation subchapter for more details.
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frame, independently from the clip selection. See the navigation subchapter for more details.
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Selection will be one of the previously mentioned _contextual modes._ The user can always return to
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Selection will be one of the previously mentioned _contextual modes._ The user can always return to
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their previous selection until they make a new one, by pressing the corresponding keyboard shortcut
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their previous selection until they make a new one, by pressing the corresponding keyboard shortcut
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(S).
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(S).
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@ -783,7 +783,7 @@ edges of clips), slip (dragging inside a clip, upper half) and slide (dragging i
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lower half) -- more on slip and slide edits later.
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lower half) -- more on slip and slide edits later.
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* Avid has a trim mode that can be in overwrite trim or ripple trim mode, indicated by the
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* Avid has a trim mode that can be in overwrite trim or ripple trim mode, indicated by the
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color of the trim sides (red or yellow). The timeline will be in either of these modes when
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colour of the trim sides (red or yellow). The timeline will be in either of these modes when
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entering trim mode.
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entering trim mode.
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* Lightworks has a trim mode that defaults to ripple trimming, unless you specifically use the
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* Lightworks has a trim mode that defaults to ripple trimming, unless you specifically use the
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@ -877,7 +877,7 @@ a separate mode for dynamic trimming, simply called ``Trim Mode''. FCP does not
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support dynamic trimming at the time of writing -- although some people disagree and say
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support dynamic trimming at the time of writing -- although some people disagree and say
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that the ``Extend Edit'' function, when used in the Precision Editor, achieves a similar result.
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that the ``Extend Edit'' function, when used in the Precision Editor, achieves a similar result.
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4. All of the big NLE's have keyboard shortcuts that will trim either the start or the end of a
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4. All of the big NLE's have keyboard shortcuts that will trim either the start or the end of a
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clip to the position of the playhead, in ripple and non-ripple flavors.
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clip to the position of the playhead, in ripple and non-ripple flavours.
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Previewing the cut
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Previewing the cut
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^^^^^^^^^^^^^^^^^^
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^^^^^^^^^^^^^^^^^^
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@ -902,7 +902,7 @@ My proposal is to use the clip selection system to highlight a clip, and then ha
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If the latter is pressed a second time, it will take the clip's out point for a roll edit. When the first
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If the latter is pressed a second time, it will take the clip's out point for a roll edit. When the first
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two shortcuts are pressed once, they select the trim side for ripple trims. When pressed again, they
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two shortcuts are pressed once, they select the trim side for ripple trims. When pressed again, they
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will switch to non-ripple trims (and back again with another press). There should be a clear visual
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will switch to non-ripple trims (and back again with another press). There should be a clear visual
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difference between these two (perhaps through the color of the brackets, as in Avid).
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difference between these two (perhaps through the colour of the brackets, as in Avid).
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Note that this approach resembles Lightworks, and is different from Avid, FCP, Premiere and
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Note that this approach resembles Lightworks, and is different from Avid, FCP, Premiere and
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Resolve. Those apps take a cut (closest to the playhead) as the basis for choosing a trim side.
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Resolve. Those apps take a cut (closest to the playhead) as the basis for choosing a trim side.
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@ -964,7 +964,7 @@ In general, we find the following options to remove clip from a timeline:
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These operations are so common that I would not change them.
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These operations are so common that I would not change them.
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Dropping another clip on top. This is something that we could consider changing, especially
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* Dropping another clip on top. This is something that we could consider changing, especially
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when the clips that will be removed are offscreen.
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when the clips that will be removed are offscreen.
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Organising the timeline: sections
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Organising the timeline: sections
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@ -978,7 +978,7 @@ image::{imgg}/wouter/12-sections.png[width="100%", alt="Timeline with sections"]
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The benefits of sections:
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The benefits of sections:
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* Creating a broad sense and clear overview of how a timeline is constructed. Background
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* Creating a broad sense and clear overview of how a timeline is constructed. Background
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colors in the timeline will make it easy to differentiate between different sections.
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colours in the timeline will make it easy to differentiate between different sections.
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* Easy navigation between sections by keyboard shortcuts.
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* Easy navigation between sections by keyboard shortcuts.
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@ -1086,7 +1086,7 @@ basic properties of clips in the timeline, such as:
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* orientation
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* orientation
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* rotation
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* rotation
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||||||
* opacity and blend mode
|
* opacity and blend mode
|
||||||
* stabilization
|
* stabilisation
|
||||||
|
|
||||||
Avid is the only NLE out there that still requires adding an effect to change these basic clip
|
Avid is the only NLE out there that still requires adding an effect to change these basic clip
|
||||||
properties (``3D DVE''). Quick access to such properties saves a lot of time, so enabling this is
|
properties (``3D DVE''). Quick access to such properties saves a lot of time, so enabling this is
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue