Forum Replies Created

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  • Robin S. kurz

    August 13, 2014 at 3:00 pm in reply to: FCPX using all 32GB RAM during export

    Well, to be honest (and from personal experience), when running an “unqualified” machine one shouldn’t be surprised at odd occurrences that don’t happen otherwise. Tried hacks TWICE and the time spent with setting them up alone and then dealing with exactly this kind of inexplicable stuff never worked out to being in any way practical or worthwhile. Since then no one can tell me that Macs are “overpriced”, because they just plain aren’t. If anything, for a business, they’re the exact opposite.

  • Robin S. kurz

    August 13, 2014 at 2:13 pm in reply to: FCPX using all 32GB RAM during export

    How is it not helpful? Your question was “… what are other experiences with a 6 core machine during export?”… which I answered. I’m even working with 5K RED material at the moment, transcoding, exporting, doing one-lights etc. and watched my usage and didn’t see anything go over maybe 10-12GB.

  • Robin S. kurz

    August 13, 2014 at 9:36 am in reply to: FCPX using all 32GB RAM during export

    Guess that’s one of the many “perks” of using a hackintosh. Have 6 and 8 core machines that don’t show any such symptoms.

  • Robin S. kurz

    August 13, 2014 at 9:08 am in reply to: Some issues between FCPX and Resolve

    I’m not saying it’s a bad idea per se. I’m sure it was fine. I just thought it was interesting that you have the better colorspace, less overhead needing transcoded versions (that’s assuming it’s a long GOP format and/or not 4:2:2) and chose to go back to the originals after all. 🙂

  • Robin S. kurz

    August 12, 2014 at 11:28 am in reply to: Some issues between FCPX and Resolve

    I’m curious why you feel you need to go back to the MXF files for color correction of all things? Since those will most likely be *worse* for grading than the optimized.

  • [Bret Williams] “you can share from the event window too, so I think likely he was still importing or transcoding.”

    Actually, it wouldn’t be greyed out, you’d just get an error message telling that footage is missing, so that couldn’t be it either. Which was the reason for my original question, since I expected to hear that that is what he was getting.

  • Robin S. kurz

    August 11, 2014 at 4:29 am in reply to: Timeline doesn’t play from beginning in Motion.

    And might I suggest taking a look here: https://www.rippletraining.com/categories/apple-pro-apps-tutorials/motion-5-tutorials.html

    Worth every penny.

  • Robin S. kurz

    August 11, 2014 at 4:26 am in reply to: Timeline doesn’t play from beginning in Motion.

    [Jim Wigler] “At the very beginning of the timeline there seems to be a range selector.”

    Ah yes. Then there’s that. Had crossed my mind, but seemed too banal to mention. Should go with my intuition.

    Yes, that’s the play range in-point selector. They can both be reset with ⌥X by the way.

  • Robin S. kurz

    August 11, 2014 at 3:47 am in reply to: Timeline doesn’t play from beginning in Motion.

    [Jim Wigler] “At 0, the timeline won’t play, but at frame 1 it plays”

    My guess is that it’s simply needing a very long time to render the first couple of frames, seeing that the text-blur-stretch-glow thing going on is rather extreme. Have you simply tried a RAM preview (⌘R) first?

    [Jim Wigler] “I also uploaded a screenshot, but I don’t know where it is.”

    Huh? You don’t know where you uploaded it? 😀

    Or maybe you mean the image upload function HERE? Yeah, it’s anything but intuitive to use. You click the little camera above your text, then choose what to upload in the next window, THEN you select the image in the list on the RIGHT to then copy the embed code on the LEFT and paste that into your post. No idea which genius was working overtime on that one. 😉

  • Robin S. kurz

    August 11, 2014 at 3:27 am in reply to: Timeline doesn’t play from beginning in Motion.

    Never heard of anything like that. A screenshot of the timeline might help.

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