A rather neglected part of Blender....

General discussion about the development of the open source Blender

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Riskbreaker
Posts: 41
Joined: Thu Oct 17, 2002 6:38 pm

A rather neglected part of Blender....

Postby Riskbreaker » Tue Oct 22, 2002 9:37 am

Is anyone thinking about the Sequencer thats in Blender?

I mean its pretty good, but it could be better. Since the open source came out, theres been pretty good support for the other areas, but I just though about the sequencer about a while ago. It could do with a little touch up (for starters, Audio track support, including audio effects and EQ).

Any thoughts on this?
Last edited by Riskbreaker on Tue Oct 22, 2002 4:22 pm, edited 1 time in total.

Eric
Posts: 192
Joined: Wed Oct 16, 2002 1:01 pm
Location: Sweden, Norrköping

Postby Eric » Tue Oct 22, 2002 10:36 am

One of the planned features for blender before NaN bankrupty was actually sound in the sequencer. I think it's one hell of a feature to have.

LethalSideParting
Posts: 83
Joined: Mon Oct 21, 2002 12:53 am
Location: Bucks, England

Postby LethalSideParting » Tue Oct 22, 2002 5:27 pm

I think that this feature has been largely forgotten in the rush to improve Blender's sources, actually :oops:

Audio would be really cool, definitely. Somewhere down the line, chromakeying could be pretty nice to have as well...mmmm, just imagine that - a full opensource 3D suite complete with comositing tools....*DROOL*

LethalSideParting

OTO
Posts: 430
Joined: Wed Oct 16, 2002 8:51 pm
Contact:

Postby OTO » Tue Oct 22, 2002 7:14 pm

Oh, YESSSSSS!!
Please do it!!!!
Many thanks in advance
António

Jamesk
Posts: 239
Joined: Mon Oct 14, 2002 8:15 am
Location: Sweden

Postby Jamesk » Tue Oct 22, 2002 7:44 pm

I'm deeply in love with the sequencer as-is... audio support would kick all available ass - we'd have to fly in more from some place where they've got lots of it...

sgefant
Posts: 49
Joined: Wed Oct 16, 2002 1:10 am

Postby sgefant » Tue Oct 22, 2002 8:18 pm

I just added (very) basic support for sound in the sequence editor to the sources available at http://nyarlathotep.dragonlight.fi/cgi- ... i/blender/

Right now you can't do anything useful with it except for displaying nice purple sequence strips :)

See http://members.aon.at/sgefant/snd_seq4.jpg for a screenshot

sgefant

PS: A long time ago I wrote a simple chromakey sequence plugin which totally sucked. I guess it's still available somewhere at SirDude's page: http://www-users.cs.umn.edu/~mein/blender/

Jamesk
Posts: 239
Joined: Mon Oct 14, 2002 8:15 am
Location: Sweden

Postby Jamesk » Tue Oct 22, 2002 8:34 pm

sgefant wrote:Right now you can't do anything useful with it except for displaying nice purple sequence strips :)


Hey, that's a start! Reminds me of that ancient zen riddle: "if a purple sequence strip sits in the middle of the blender, when no-one is there to see it - does it make a sound?"

mthoenes
Posts: 41
Joined: Tue Oct 22, 2002 10:57 pm

Postby mthoenes » Tue Oct 22, 2002 11:25 pm

I see the ability to incorporate sound into the editor and also the animation interface as extremely important.

I have found Blenders Sequence Editor to be very fast and prefer to do most quick edit work in Blender. I have Adobe Premiere 5.1 also and it is not nearly as fast as Blender when it comes to previewing but it does of course have good sound support.

We also need to be able to scrub sound along our animations to help synchronize things. This is especially useful in character animation and lip syncing. Something along the lines of what is available in Magpie, where you can select a range of sound and loop it would be great.

protoplazm
Posts: 8
Joined: Wed Oct 16, 2002 8:55 am

Postby protoplazm » Tue Oct 22, 2002 11:36 pm

we should add a new universal Sound datablock (if it isn't already there, like for gameengine sounds) which can be linked to sequences in the sequence editor. blender already uses the OpenAL library (on windows, anyway...i don't know about linux), so it might be comparatively easy to add audio fades, clipping and a full 7 band EQ or something. that would kick MAJOR ass and would definitely bring blender further into the ranks of professionalism...

maybe a bit further along the line, i think if we added chroma keying features into the sequence editor we'd have an all-in-one pro-level 3D package. take that maya!!:shock:

any thoughts on how to implement these things??? i'd help in any way i can... :P

kino
Posts: 94
Joined: Sun Oct 13, 2002 7:37 pm

Postby kino » Wed Oct 23, 2002 2:28 am

include support/control for digital camera will be really cool too
8)
http://linux1394.sourceforge.net/
http://www.schirmacher.de/arne/dvgrab/index_e.html
http://kino.schirmacher.de/
added: http://www.intel.com/research/mrl/research/opencv/

my nick & me have no relation with the KINO project just a user

ciao
kino3d.com italian site

stean
Posts: 3
Joined: Wed Oct 23, 2002 9:56 am

Postby stean » Wed Oct 23, 2002 10:07 am

my problem is the 2g avi-file limitation (i think) .
the sequence-editor fail's by trying to render a >2g-avi-file.

Riskbreaker
Posts: 41
Joined: Thu Oct 17, 2002 6:38 pm

Postby Riskbreaker » Wed Oct 23, 2002 1:25 pm

The 2-gig file limit is normal, thats partly a reason why people (or mostly me) want divx natively (so the sequencer can recognise the format).


About the chromakey, theres already 2 plugins that do this. But it could become better.

Thats pretty sweet, someones already made a start on a sound input

And agreeably a digital camera support would indeed kick major ass.

I too once used Premiere.....it was a pretty messy work.

Cyberdigitus
Posts: 65
Joined: Tue Oct 29, 2002 3:27 pm
Location: Belgium

Postby Cyberdigitus » Wed Oct 30, 2002 11:09 pm

yeah, native divX would be great !


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