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The Magnetic Timeline – Time, Space and One Clock To Rule Them All
About me and my background:
https://forums.creativecow.net/thread/335/9060The Magnetic Timeline – What’s The Paradigm?
https://forums.creativecow.net/thread/335/9629Standard disclaimer – Everything in all my posts is my opinion only. I have no special insider knowledge or connections with Apple. I’m just calling it the way I see it, having thought about this stuff for a while. If I get something wrong or if you have information I don’t, please feel free to correct me and/or add your knowledge to the pile. I’m all ears.
I personally believe that the usability of FCPX’s new UI/interaction model is the most important question we need to explore as we try to figure out whether we can work with it or not. Many of the missing parts in FCPX can and will be fixed with plug-ins and updates. But if Apple’s fundamental design assumptions about editorial workflow don’t work for you, it won’t matter. You’ll eventually switch to something else.
In my previous post, I asked “What’s the paradigm?” The goal was to start a discussion about the new interaction model FCPX brings to the table. Thank you for your thoughtful comments! The thread raised a couple key issues I hoped would come up which I’ll explore further here.
We’ve talked a bit about how FCPX is built around a database managed, container-based, object-oriented data model.
One of the analogies I frequently see in this forum goes something like this — “Using FCPX is like using a relational database as opposed to using a spreadsheet a la FCP7 and earlier. People having difficulty using FCPX are simply not getting the relational database model. They’re stuck in the spreadsheet way of thinking.”
While this analogy has factual basis, I think it’s a mixed metaphor and misses the larger point:
FCPX is built around an object-oriented data model. FCPX uses a relational database to manage this data. Structured data objects in a relational database can be manipulated in very powerful and flexible ways. All of this is true and we see the potential of this throughout FCPX. Metadata, keyword tagging, etc. are powerful organizational features. But there’s a inherent disconnect.
A relational database can have an infinite number of dimensions. It can store any type of data set in innumerable ways. But there’s one Very Big Thing a relational database doesn’t understand or even know about.
Time.
A relational database exists completely outside the dimension of time. In a relational database, all possible data relationships exist simultaneously in a timeless, abstract state. They have no human perceptible meaning until we use tools to call and display them. In order to experience time-based data, we must play it. In order to represent time-based data on a computer screen, we must use space.
Human beings work with data and time very differently than computers do. I think this point is getting lost in much of the discussion of FCPX’s interaction model.
While it’s true FCPX uses a relational database foundation and metadata is a powerful, flexible way to organize, it’s also true that humans don’t process data or time like a computer. We use pattern, space and physical reference points to understand and navigate the world around us. This is wired into our bodies and this is why all NLEs use timelines.
Timelines give tangible, perceivable form to the abstract data and relationships held by a computer. Timelines allow us to perceive and manipulate time-based data in a way that makes physical and experiential sense.
FCPX introduces a radically different approach to the timeline interaction model. It replaces the familiar model with something that borrows many similar representational conventions, yet behaves very differently.
I’m convinced that any similarities between the old and new timeline models are fundamentally necessary. Yet Apple’s newly added differences run counter to years of expectation in regard to the timeline’s central frame-of reference. This makes it unintuitive for many editors.
Frame-of-reference is key, and leads to the fundamental truth about the timeline I hinted at in the end of my last post:
There must be a Master Clock.
In any NLE:
There is always a Master Clock.
The Master Clock dictates absolute time.
The Master Clock is the master frame-of-reference for time.
The Master Clock must be represented in space.This is where things get curious with FCPX. FCPX has changed the master clock.
FCPX changes the frame-of-reference for the master clock from what we’ve used for decades — the sequence window, a fixed, external frame-of-reference defined by absolute spatial position — to a container object inside the sequence window.
Here’s an illustration:
In FCPX the primary storyline is the master clock.
This is why there can only be one primary storyline. This is why connected clips only connect to the primary storyline. In object-speak, the primary storyline is the parent container for all media events in the sequence (project).
This change in itself is a big deal. It means that in FCPX, we edit the temporal frame-of-reference as we edit our piece.
And it gets more complex because FCPX’s master clock has gravity. Locked in ripple mode, the primary storyline always pulls all contained objects to the singularity of 00:00:00:00. This is useful if you need help avoiding black gaps in your program, but it has a side effect of constantly changing the time position of everything else you’re working on. This may or may not be a problem depending on what you’re doing.
Here’s a simple exercise you can do to see how FCPX treats time in the sequence (project) window:
Drop a clip in the primary storyline. Hit shift-z (zoom to fit) so you can see the full clip. Use the blade tool to make a cut in the center of the clip. Use the trim tool to select only the head of the clip on the right. Now drag the selected head right and left to trim the clip head forward and backward. Keep your eye on the time indicator. Notice what happens to the timeline and where time is in the window space. Time is moving in space relative to the object being trimmed.
Try the same thing in FCP7. Use the ripple tool to simulate the FCPX trim mode (which is currently ripple only). Also try this with the regular trim tool.
The difference in how each version of FCP performs this function demonstrates how each version treats the master clock frame-of-reference.
In FCP7’s open timeline, time is absolute in relation to the sequence window. Changes to any media objects on the open timeline affect the objects only. Time in space is constant.
In FCPX’s magnetic timeline, time is always relative to 00:00:00:00 on the primary storyline. Depending on how you manipulate objects on the timeline, 00:00:00:00 can and will move in space. Time in space is variable.
Question – In the FCPX exercise above are you trimming the object on the timeline, or pulling the timeline into the object?
FCPX’s new interaction rules and behaviors are loaded with assumptions about how you should edit. Depending on your needs, they’ll either help you or get in the way. But make no mistake. If you work in FCPX, you must follow them.
Next post, I’ll look at the rules that govern object and timeline behaviors in FCPX. The floor is now yours.
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David Lawrence
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