Final Cut Pro X - Generate video from files in folder - plugins

I am not sure if this is possible, or even possible with a plugin.
Or even if it is possible to develop a plugin to perform something like this.
So currently I am creating compilation videos in which the template I have is an intro, a number of clips with short 1sec video clip between each of these clips and the outro.
I want to be able to simply create a new folder for each compilation on my computer, add the clips I want and then trigger final cut pro x to generate the video.
I know this is very simplified but I just want to understand if this is at all possible, or something similar as it would really help me cut down the time needed to drag and drop clips, remove sections if the amount of clips is less/more etc.
Alternatively if there is other software outside of final cut pro x I would love to hear about it,
Thank you

FCP X cannot be used for that. The best way to get what you want is to use The Foundry NUKE. This node-based compositing app works on Windows, macOS and Linux, and allows you to process and manage a video, photo and 3D models via Python scripting.
The code for creating a new directory in macOS using NUKE's Script Editor looks like this:
import nuke
import os
def createWriteDir():
file = nuke.filename(nuke.thisNode())
dir = os.path.dirname(file)
osdir = nuke.callbacks.filenameFilter(dir)
try:
os.makedirs(osdir)
return
except:
return
nuke.addBeforeRender(createWriteDir)

Related

Swift, how to resize, add padding and background to an image?

I'm trying to create so simple image processing on a macOS app using Swift, to start a have a file URL (e.g. "../myFiles/myFile.png"), I would like to add paddings to the image and give it a background.
Here is one example, this would be the original image:
And this is the final result I would like to obtain:
Any idea on how to achieve this (preferably applying shadows)?
P.S. I took a look into some swift libraries but they seem very low level (e.g. https://github.com/koher/swift-image), I don't know how to achieve what I want with them
For those looking for a solution using the native APIs the source code of my (now defunct app) is open source:
https://github.com/ospfranco/messer

How do I create a test app to create many screenshots in UE4?

I'd like to create a test application for my Unreal Engine based game to create screenshots. I'd like to place many (possibly thousands) of cameras throughout the maps and then have my test application enumerate them all and take a screen capture at each camera location.
I came across Taking Screenshots, but wanted to first check to see if this isn't already built into UE4 in the editor, or some tool. I'm also aware of the Screenshot Comparison Tool, but that doesn't seem to be what I need because I don't really want to use UE4 to do the image matching, but instead just want a directory full of images that I can do with what I want.
Any suggestions?
This is not directly what you want to do but I found this article very interesting: https://www.unrealengine.com/en-US/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4?sessionInvalidated=true
It explains how people at Ninja Theory Ltd proceeded to produce their 360 video trailer which is, in the end, producing two 360 screenshots per frame.
So what they did was having everything exported in a folder (as a sequence of images) and then did what they wanted with it. (In this case put them all together with ffmpeg to make a video)
They used a plugin, I do not know if it can be tweaked not to make 360 captures but the built-in "take screenshot" from UE4 could work for you.
More specifically to what you need, you could probably store all positions/transform in an array, loop over it when you want to make the screenshot. Each step, you place your Camera at the specific position, make sure it is the current active camera to change the "view" and take a screenshot.
Taking screenshots and setting parameters such as export folder, resolution etc. ... can be called via console commands and console commands can be executed from code or blueprint using the "execute console command" node (there is an example in the article).
I hope it helps.
I think the best bet you have is rendering camera to a texture.
this way you can have multiple inactive camera then iterate through them, activate them, capture their screen view and going to the next one.
for basic tutorial have a look at
https://www.youtube.com/watch?v=a9iho861SlY

blender 2.79 render pixelated & now creates a file without an extension

I have been asked to edit a few videos for a group which is outside of my developer skill set. I have settled upon Blender version 2.79 and have managed to make all of the changes and have the finished item that I am happy with.
I put the settings in according to the Excellent Mikeycal Meyers YouTube tutorials but the output, rendered from HD quality, was horrendously pixelated. I updated the settings according to the last 2,79 update video
https://www.youtube.com/watch?v=CrpWJZsZpBk&index=31&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4
But now I do not seem to get an output file at all, any thoughts please?
Render settings
File without extension

Marker not working properly in ARtoolkit in Unity

I am working on a simple AR project using Unity and ARToolkit. For testing purposes, I have created a test project to track the image and create a simple 3d sphere and it is working perfectly when I play it from inside the Unity editor. The problem is that when I create the build .exe of the project, the application does not augment the 3D model of the marker when I put the marker in front of Camera (it should work as it is working when playing from inside the editor). It is also showing two errors as I build the project. Note that I have included the .dll files in the folder where .exe file is located.
Also I see that after building the project, the UID of the marker disappears as well as it is showing perfectly when played from inside the Unity Editor.
Kindly guide me in this matter as I have to submit this project to the university final year project. ThankYou
several things on this:
the disappearing of the marker ID during the build of the APP is normal and does not affect your result
Please check if you have selected the correct scene when building your APP:
Build view
select the "Add open scenes" button and tick the scene(s) you would like to include in your APP.
(It happens quite often that the wrong scene is picked)
Also ensure that you are copying the correct versions of the dlls (32bit vs. 64bit) but if you copied the ones from the [appname]_data/Plugins directory you should be fine.
Let me know if that works for you.

Screen record in unity3d

How to do screen record in unity?
I want to record my screen(gameplay) during my running game.
That should be play/stop , replay , save that recording on locally from device, open/load from my device (which is already we recorded).
In my game one camera which can capture native camera, and one 3d model.
I wish to record that both and use my functionality whenever i want.
Thank you in advance.
This is hard to implement, but not impossible. Because every frame or interval you need to capture screen shot of your camera view and store it in the list. You need good, (Smaller interval but not much. Because when it becomes smaller, needs more memory) interval value. If your interval is big raplay can be seen laggy.
While you play game your ram becomes full and os will terminate the app. So you need to fully cover memory optimization. Another solution is assets in Unity Asset store.
EZ Replay Manager can be used. (Keep in mind: I haven't tried it yet.)
Free
Pro
Check out this open-source project: https://github.com/getsocial-im/getsocial-capture.
By default our project records Main Camera's rendered content. C# examples are in the repo.
You can record in 2 modes:
Continuous mode - capture last X frames.
Manual mode - capture frames on your own when needed. For example, record a timelapse of the level.
Once the recording is done, you can generate GIF, get raw bytes and do whatever you want. E.g. let your users share that GIF with friends.
Here's the recording of a game session from the test app. The recorded GIF shows up in the end:
Disclaimer: I worked at GetSocial at the time of writing.
well i know a guy who post a similar project on github. link :- https://github.com/thanh-nguyen-kim/Unity_Android_Screen_Recorder
but there is a limitation and that is this code is only works on android devices(android means only android not even on ios).
but this is very powerful recorder and it is capture whatever appear on screen(so basically it is a screen recorder made with unity) and also it will capture your microphone output.give it a try.
and if you find any other solution then please also tell me. because it will very helpful for me.because i want to record video with in-game audio and also save it into gallery
Unity now has a screen recording tool builtin. It's called Recorder and doesn't require any coding.
In Unity, go to the Window menu, then click on Package Manager
By default, Packages might be set to "In Project". Select "Unity
Registry" instead
Type "Recorder" in the search box
Select the Recorder and click Install in the lower right corner of the window
That's about all you need to get everything set up and hopefully the
options make sense. The main thing to be aware of that setting
"Recording Mode" to "Single" will take a single screenshot (with
F10)
NOTE: This is a copy of my answer from a Unity screenshots question