Matt Carlson
Forum Replies Created
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Matt Carlson
November 3, 2013 at 3:16 am in reply to: How do you prevent a split on one track from splitting adjacent trackThe rules for splitting are as follows…
1) no event selected: all events at the cursor position will be split
2) event selected: IF the event is under the cursor it will be split ALONG with any events in highlighted event’s group (even if they are not highlighted.) If no selected event is under the cursor nothing happens.So what is probably happening with you is you are getting a group split. Ctrl+Shift+U will toggle Ignore Event Grouping and the split will only occur on the highlighted event the way you want.
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Matt Carlson
October 25, 2013 at 3:17 am in reply to: Music Video – Script to Move a clip on the Timeline to it’s particular Timecode Position / add from Trimmer at TC-positionGlad I could help and I am glad my missing bracket did not deter you from getting on with your work :).
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Matt Carlson
October 24, 2013 at 6:47 am in reply to: Music Video – Script to Move a clip on the Timeline to it’s particular Timecode Position / add from Trimmer at TC-positionI think there may be some problems in getting what you need but I will try to help out.
What version of Vegas are you using? Read this post to find out if running a script with MOV embedded timecodes is even possible with your version.
Sony Forum PostVegas scripting does not have access to the trimmer data so writing a script for your second request “ADD FROM THE TRIMMER” is not possible, although with extension programming any event added to the timeline (which includes those added by the trimmer) can be acted upon any way you want.
How you are “sifting easily” through your events or clips (just to make clear an “event” is a timeline object and a “clip” is a media pool object) if you are not using the media pool?
Without knowing the answers yet the above questions this script in the proper version of Vegas will move any selected event(s) on the timeline to it’s media timecode position.
using System;
using Sony.Vegas;public class EntryPoint
{
public void FromVegas(Vegas vegas)
{
foreach (Track theTrack in vegas.Project.Tracks)
{
foreach (TrackEvent ev in theTrack.Events)
{
if (!ev.Selected) continue;Timecode position = ev.ActiveTake.Media.TimecodeIn + ev.ActiveTake.Offset;
ev.Start = position;if (ev.Group != null)
{
foreach (TrackEvent groupevent in ev.Group)
{
groupevent.Start = position;
}
}
}
}
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It is best to keep the project properties equal to your final render fps so keep it set at 25. What is your plan to slow down the 50fps footage? Are you going to stretch events by sight or are you planning on a straight percentage of speed (like 25%, 50%, etc)?
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You did things exactly right. Almost everyone turns off resample as the blur you noticed is much more annoying than any frame inconsistencies that might crop up. Whenever the frame rates are multiples of each other you will not have any problems at all which is the case with your project. If the frame rates are wildly different then you might find turning resample back on fixes fluidity in a render but for me the blur is always too noticeable.
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The exception to the idea that rendering to a higher bitrate does not help with quality is if you use effects that fundamentally change the data from the original clip. Plugins like Neat Video add and rearrange data so that a bitrate change may do some good. Any kind of generator plugin (light rays, glint, etc.) also changes clip data. The original footage does not look better but the quality of the effect is tied to the bitrate (and resolution.) In complex or overlapping generator effects artifacts can appear even at medium to high rates that will disappear the higher you go. I am guessing, since you did not mention it, that your effects use on the project was minimal though.
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Matt Carlson
September 11, 2013 at 7:41 am in reply to: Any Way to Have Render Settings Stored With ProjectWhile I agree that Vasst, Vegasaur, and Excalibur are wonderful products they do not make use of the Vegas project file to store data which is partly what Ken was asking about. My extension loads all of the specific render data when a project loads without having to think about it (that is why I wrote it instead of using the commercially less functional options) and it travels inside the Vegas file. It also does: new event default settings, keeps event “states” (all attributes including video motion, effects, envelopes, even position if you wish) for easy recall , has a paste attributes of your choosing button, an interface that is sizeable and highly configurable so it all fits in whatever dockable window I make, has a bank of copy memory buttons that save “copy” clicks as you go without having to deal with preset saving. That is on top of all the basic editing functions like split joining, closing gaps, etc.
I have noticed people like Gilles Gagnon use Excel files to keep notes but Vegas can keep notes inside the .veg file. My extension’s project overview includes these notes and can be output as an html file (making it readable by anyone with a browser.) The full capabilities of Vegas extensions have barely been scratched.
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Matt Carlson
September 10, 2013 at 11:18 pm in reply to: Any Way to Have Render Settings Stored With ProjectThere is a way… sort of. Vegas extensions allow for this kind of thing and the extension I wrote for myself does this. Affecting the render template dialog itself is not possible but the dialog itself becomes irrelevant when you create your own buttons for doing things.
The Vegas project file can keep just about anything you want… so what is it people want? Hopefully by the end of the year I will have time free to finish up the documentation and release my extension. I will add features if there is something everyone sees a need for.
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There is not actually a native way to do this. Vegas scripting is how we are expected to get things done… so here is a script.
using System;
using Sony.Vegas;public class EntryPoint
{
public void FromVegas(Vegas vegas)
{
int GAP = 20;foreach (Track track in vegas.Project.Tracks)
{
TrackEvent Last = null;
foreach (TrackEvent ev in track.Events)
{
if (ev.Selected)
{
if (Last == null)
{
Last = ev;
continue;
}ev.Start = Last.End + Timecode.FromFrames(GAP);
Last = ev;
}
}
}
}
}This does not provide for any contingencies (like audio events not being the same size or position as the corresponding video events, etc.) It will make a 20 frame gap for all selected events on a per track basis. Change the GAP variable to whatever you prefer and select everything you want to move including any audio tracks. If you need a more comprehensive approach that deals with Groups or any other anomalies let me know.
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There is already an easy fix in the script if you just want to do selected events. Change the line
bool all = true;
to
bool all = false;
then the script will only use selected events. This last script should not have any problems working on an entire project though. It only numbers video events and will work with any number of tracks.