- prefer lower headline levels, more structuring - turn some headlines into bullet lists - cross-link to the "Building Lumiera" tutorial
147 lines
6.4 KiB
Text
147 lines
6.4 KiB
Text
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`------------`-----------------------
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*State* _Final_
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*Date* _2008-10-10_
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*Proposed by* link:Ichthyostega[]
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-------------------------------------
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the Marble Mode
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---------------
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''dual working styles -- build up from small pieces of clay or cut away the
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unneeded parts from a block of marble''
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While the usual UI of video editors quite well supports a working style
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assembling the result from small building blocks by relying on clips (media
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objects)
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Description
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~~~~~~~~~~~
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This proposal stems from an discussion on the Mailinglist starting with the
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quote from Walter Murch "Marble and Clay".
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+
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It is thought to be in support and to complement nasa's
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link:DelectusShotEvaluator.html[Delectus Shot Evaluator]
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The central Idea is to remove the difference between "viewing", i.e. the media
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viewer and the timeline/Sequence on the other hand. Lumiera is designed to
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handle multiple Sequences, which can even arbitrarily be embedded in one
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another (the so called _meta-clips_ ). Basically, Sequences are a comparatively
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cheap resource, so the idea is to create a new Sequence on-the-fly to do the
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viewing already based on a complete timeline. It is up to the user finally to
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promote one of these workbench-like timelines to become "the" master timeline.
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To make this usable, in the GUI there should be a slightly different
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representation which aims at reducing vertical screen usage. Also the track
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heads could be reduced, e.g. we don't need controls for mixing and panning, the
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effect stacks could be reduced to a simple mark indicating that there is any
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effect in a given time range, anything concerned with the fine points of
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wiring, tweaking effects and controling automation could be left out
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deliberately. This would allow us to have several independant timelines
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above/below each other. There could be at least two, maybe even three or four
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"slots" which could be allocated by a timeline to display. Every time you open
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a new media, a new Sequence will be created on the fly and a new timeline
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display of this Sequence will be available, replacing the least recently used
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timeline display slot. Of course, re-visiting an already opened media will
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bring back the corresponding timeline in the state you left it, with markers,
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notes, maybe even trimmings and added clips. Contrast this GUI mode with the
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usual working mode (the "clay mode"), where there is _one_ central timeline,
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probably with tabs to switch between multiple independant Sequences (including
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the ones which actually are embedded in another timeline as meta-clips)
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Basically, each of these timelines has a separate, independant transport, but
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transports can be locked together, and in locked state you can displace/offset
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the locked partners relative to one another. Moreover, there would be at least
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two viewer windows which would be automatically connected to recieve the ouput
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of the timelines as new timelines are placed in the visible slots to work with.
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To round things up, we need good keybindings for navigtation, and of course you
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can liberally mark parts and spill them over to another timeline, either
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overwriting or shifting existing footage there.
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Technically, to support this working mode, _opening a media_ would:
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* create a clip containing the whole media
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* on-the-fly create new Sequence containing this clip
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* allocate the next usable display slot and create a timeline display
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featuring this Sequence there
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Initially this new Sequence would be anonymous. But the moment you do the first
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non-trivial modification there (like adding a label, trimming off parts, adding
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/deleting tracks), the new Sequence would be promoted to be a named and
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persisted entity, which from then on could itself serve as a new
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"pseudo-media". It would appear as an asset on its own (probably in a special
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sub category), and it could be used as a source to create clips from. This way,
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you could work with your media, prepare it, augment it even by adding effects
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like colour correction. And because it's a real Sequence, you could do
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non-trivial things there right in-place, like adding new sub-tracks, placing
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other media on them -- and then later on use this prepared media like a real
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media captured from camera source.
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Finally, there should be the possibility to "play" a clip bin, thereby
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on-the-fly creating a new Sequence filled with all the clips in the order they
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were arranged in the bin. This would yield a bridge to the more clip-oriented
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working style and also provide a cheap implementation of the "sparse timeline"
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or "storyboard mode"
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Tasks
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^^^^^
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* have several switchable _perspectives_ or working modes in the GUI
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* associate a _workflow state_ whith each Sequence, to track when an Sequence
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is just anonymous, gets a named entity, is a clip-bin-tied Sequence, or
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finally is the master Sequence connected to the global output pipes section.
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* work out the details of the "display slot allocation"
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* provide an "opening media" compound function, comprised of
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* creating the clip covering the whole media (./) (already implemented)
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* creating a new Sequence and populating it with this clip
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* make locked-together transports work
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* in the GUI (transport controls)
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* for coordinating the corresponding playback/render schedules (playback
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controller, which is located in the backend according to our current
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planning)
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Rationale
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^^^^^^^^^
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Lumiera is not pioneering the video editing by computers. We are sort of
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second-generation (or even third generation) of computer based editing systms.
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The tradition of conventional, film based editing clearly shows us these two
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quite different working approaches, which obviously can have quite some impact
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on the resulting style and rythm of the final movie. The distinguishing
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property of the working style to be supported by the "marble mode" is that it
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bypasses the state of creating and organizing clips, but rather directly
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evolves the footage into the final cut. This working style is dual to the
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common clip based approach, none of them is superior or inferior, thus we
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should actively support both working styles.
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Comments
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--------
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Final
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~~~~~
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Everyone likes this and we want to have this. But this is rather a concept
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which needs a lot more discussion for the implementation. Further details may
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follow where these thingsare worked out.
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Do 14 Apr 2011 03:06:42 CEST Christian Thaeter
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Back to link:/documentation/devel/rfc.html[Lumiera Design Process overview]
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