Class given on 17/05/2009: FilterCam:...
CodeBastard Redgrave: This class is called FilterCam: how to create your own filters
CodeBastard Redgrave: It is an advanced class but i will do my best to make it easy for you to understand
CodeBastard Redgrave: Before we begin, let me just give you a short preview of what FilterCam can actually do
CodeBastard Redgrave: Please watch this short video that explains it better than words: http://vimeo.com/3401209
CodeBastard Redgrave: So, as you can probably see, FilterCam is what it states: a special effect filter for your SecondLife camera
CodeBastard Redgrave: It is very easy to use even for beginners.
CodeBastard Redgrave: You just wear it, and click a long click (one second) to pop up a menu that shows presets you can select.
CodeBastard Redgrave: A short click will minimize/maximize the HUD so you can get it out of your way, mainly for camming.
Feathers Boa: does it have settings for resolution or is that set in the SL menu?
CodeBastard Redgrave: This is what it looks like when attached. You will see a little dialog going telling you what it's doing. Be patient, since it reads from a notecard, it can take up to 40 seconds to load all presets.
CodeBastard Redgrave: It does Feathers, in fact, it doesn't matter. You only need to know if your screen is Normal ratio (4:3) or Widescreen (16:9)
CodeBastard Redgrave: The HUD will stretch full screen on it's own.
CodeBastard Redgrave: As I said, short click will make it collapse in the corner, and expand back if clicked again.
CodeBastard Redgrave: A long click will make this menu appear
CodeBastard Redgrave: This menu could not be more simple.
CodeBastard Redgrave: In there you have 65 of what we call Presets
CodeBastard Redgrave: Presets are simply special effects. Click on one of them after navigating, and voila, it will effect on your whole screen!
CodeBastard Redgrave: So, as you can see, it is pretty easy even for beginners.
CodeBastard Redgrave: The only thing you need to remember, is to check the "Show HUD Objects on snapshots" in your Snapshot dialog.
CodeBastard Redgrave: Or else, well, your filter won't show on your pictures, and that's kind of the point of the whole thing.
CodeBastard Redgrave: But thing is, for advanced users, and especially if you can Photoshop, FilterCam can become an incredibly creative tool, since you can make your own presets!
CodeBastard Redgrave: So, let's get a bit more technical. What makes FilterCam more special than slapping a prim on your HUD and putting a transparent texture on it?
CodeBastard Redgrave: First thing is FilterCam is not one, but 4 layers of filtering in the same device.
CodeBastard Redgrave: FilterCam is made with 4 prims, superimposed on your screen.
CodeBastard Redgrave: Each prim, or let's call them "layers", have their own fine control tunings.
CodeBastard Redgrave: You could have 4 texture masks, of 4 different colors, all "merging" or "overlaying" together, to add up for a special effect.
CodeBastard Redgrave: So, to be able to tune every layer, there is 2 chat commands that you can use. The first command, "filter", plays on the layers properties, like color, and transparency.
CodeBastard Redgrave: The second command "mask" applies any texture mask contained within the HUD onto any layer.
CodeBastard Redgrave: So, combined together, those 2 commands can allow you to fine tune the 4 layers together.
CodeBastard Redgrave: FilterCam operates on channel 5 by default. So every chat command starts with /5. You can totally change that (see documentations for the /5channel command)
CodeBastard Redgrave: First command: filters
CodeBastard Redgrave: Let's examine it closer. Don't be afraid, once you understand it, it's not that complicated at all.
CodeBastard Redgrave: I told you we have 4 layers total. They are numbered from 0 to 3 inclusively.
CodeBastard Redgrave: 0,1,2,3 = 4 layers total
CodeBastard Redgrave: Everytime we do an action on a layer, we must use it's identification number from 0 to 3.
CodeBastard Redgrave: If we check on the board, we see the /5filter command have a few arguments, all listed in order.
CodeBastard Redgrave: First argument is the layer #, as I just stated. From 0 to 3.
CodeBastard Redgrave: the second argument is the color of the layer. it can be an english word color (red) or a vector <1,0,0>
CodeBastard Redgrave: the third argument, is the transparency. or alpha. the smaller the number, the more opaque it will be. 0 is opaque, 1 is completely transparent. 0.5 is half transparent.
CodeBastard Redgrave: and the fourth argument is much less used, it did much more effect with the older viewers. today, it doesn't change much. its the Glow setting. it should almost always be 0.
CodeBastard Redgrave: So, as an example: /5filter 0 red 0.1 0
CodeBastard Redgrave: Would take your very first layer (0) and put it red, with 0.1 transparency, and 0 glow.
CodeBastard Redgrave: And you can do that for your 4 layers. /5filter 1 blue 0.1 0
CodeBastard Redgrave: Then /5filter 2 yellow 0.1 0
CodeBastard Redgrave: Then /5filter 3 black 0.1 0
CodeBastard Redgrave: Voila, we altered our 4 layers.
CodeBastard Redgrave: So all of those colors, red, blue, yellow and black, will mix together and overlay your whole screen.
CodeBastard Redgrave: Now, things will get interesting. What about texture masks?
CodeBastard Redgrave: The second layer alteration command is called "mask".
CodeBastard Redgrave: A mask or texture mask is simply a semi transparent texture.
CodeBastard Redgrave: It can be ANYTHING your imagination commands.
CodeBastard Redgrave: With semi or fully transparent parts on a texture, it will overlay your whole screen, and parts of what you see will peek through it.
CodeBastard Redgrave: As for the rest, you can alter the texture mask on ANY of the 4 layers, or ALL 4 layers if you want it!
CodeBastard Redgrave: So you could make 4 completely different textures, and merge them on your screen using the "mask" command.
CodeBastard Redgrave: It is simpler than the "filter" command and takes only 2 arguments.
CodeBastard Redgrave: First argument, is the layer number again. Again, from 0 to 3.
CodeBastard Redgrave: Note that you can BOTH apply "filter" and "mask" on the same layer! That is kind of the point.
CodeBastard Redgrave: You could use your "filter" command to make the layer red, and therefore use white mask, and the mask would turn out reddish in the end.
CodeBastard Redgrave: So.
CodeBastard Redgrave: Our second argument to the mask command is simply the exact, case sensitive name for the texture mask contained in the HUD's inventory.
CodeBastard Redgrave: If you edit your FilterCam HUD, you will notice you have 42 pre-made texture masks, provided to you free of charge.
Explorer Dastardly: ? is it wiser to always use a transparency mask in the middle layer
CodeBastard Redgrave: You can create and add any mask you want by simply dropping the texture in the HUD's invent.
Explorer Dastardly: ok
CodeBastard Redgrave: It doesn't change much Explorer, apart the order is visually important.
CodeBastard Redgrave: It just depends on what effect you want exactly, since they ARE in order. Layer 0 is the closer to you. Layer 3 is the most "distant". So if you put something on Layer 3, and then Layer 0, the one on Layer 0 have "priority" on your visuals,
CodeBastard Redgrave: but if they are half transparent, both will "merge" together nicely.
CodeBastard Redgrave: So for example: /5mask 0 cinema
CodeBastard Redgrave: "cinema" is one of the first FilterCam masks, it is those simple cinematic black bars on the top and bottom of your screen.
CodeBastard Redgrave: To give that kind of "widescreen" theater effect.
CodeBastard Redgrave: One can, for example, do: /5mask 1 scanlines
CodeBastard Redgrave: Combined together, this will give you a "widescreen TV" effect.
CodeBastard Redgrave: Scanlines are like subtle TV lines, like when you stick your face in an old TV, you will see the lines. Same thing.
Feathers Boa: so this helps with composition and framing shots
Feathers Boa: instead of having to do it all in post?
Explorer Dastardly: and the zooming control
CodeBastard Redgrave: Oh, yes. You have a bundle of framing effects, like Tryptich, or Square, or even Cinema, that will help you.
CodeBastard Redgrave: Furthermore, I created a Rule Of Thirds mask!
[10: 01] Feathers Boa shows that she is smarter than she looks
CodeBastard Redgrave: In your menu, it's called Rule Of 3
Explorer Dastardly: yes
Explorer Dastardly: the rule of 1/3
CodeBastard Redgrave: This is a special mask for photographers, that allows you to calculate your rule of thirds, for much better framing and compo
CodeBastard Redgrave: Exactly, Explorer =)
CodeBastard Redgrave: I thought photographers would appreciate that kind of thing.
Explorer Dastardly: I do
Winter Wardhani: you thought well :)
CodeBastard Redgrave: So, that's it, you can do that for all 4 layers for making very complex and advanced special effects.
CodeBastard Redgrave: So. Let's say you went crazy. You altered your 4 layers with both the "filter" and "mask" commands.
CodeBastard Redgrave: Well, you are one step close to create your own preset.
CodeBastard Redgrave: This is the "dump" command. It is what makes it easy to create your own presets and even share them easily with friends.
Explorer Dastardly: what about creating a sepia tone
CodeBastard Redgrave: This command has no arguments. You just do: /5dump
CodeBastard Redgrave: (there is a sepia effect in the HUD already)
CodeBastard Redgrave: What the "dump" command does?
CodeBastard Redgrave: The dump command "dumps" ALL of your layer settings in one single string of parameters.
CodeBastard Redgrave: If you observe the result, you will notice that it is just all of our 4 layers, and all parameters for them, including the mask.
Feathers Boa: nice!
[10: 06] Winter Wardhani nods
CodeBastard Redgrave: Thing is, you do not need to understand the exact syntax, but it is fairly easy.
CodeBastard Redgrave: What is important is that you can Copy/Paste this string to create your own preset!
CodeBastard Redgrave: To do that, once you copied that string in your buffer, you need to Edit the HUD to check on it's inventory.
CodeBastard Redgrave: This is what the FilterCam inventory looks like. You will notice a bunch of textures, scripts. But the first item will always be the "_preset" notecard. This is what we are interested in.
CodeBastard Redgrave: Double click on the notecard to edit it, of course.
CodeBastard Redgrave: This is what the Preset notecard looks like. This list is a list of ALL presets contained within FilterCam.
CodeBastard Redgrave: One line per preset.
CodeBastard Redgrave: You will surely recognize the infamous "dump" strings we just talked about and copied in our copy buffer.
[10: 09] Feathers Boa nods
[10: 09] Winter Wardhani nods
CodeBastard Redgrave: The only thing to know is that we also need to give a name to the preset.
CodeBastard Redgrave: Here is how it works. On the same line, you need to enter a Preset name. Then a pipe symbol ( | ). Then, your dump string.
CodeBastard Redgrave: Preset names must be unique in the notecard. Preset names cannot exceed 12 characters. Those are the only limitations.
CodeBastard Redgrave: So let's say I want to create a new preset called "Sunny".
CodeBastard Redgrave: I would start by creating a new line in the notecard.
CodeBastard Redgrave: Then I would type Sunny followed by a pipe. Like: Sunny|
CodeBastard Redgrave: Then, I would just paste my dump string at the end. Like:
CodeBastard Redgrave: Sunny|0 white 1 0 haze 1 black 0 0 none 2 black 0 0 none 3 black 0 0 none
CodeBastard Redgrave: Save the notecard. Et voila! FilterCam will reset, and load your new preset. At this point, it will always show in your FilterCam preset menu from now on.
Winter Wardhani: seems quite easy
CodeBastard Redgrave: It is no more complicated than that.
CodeBastard Redgrave: So, of course, the lil creators you are can make transparent textures in Photoshop.
CodeBastard Redgrave: Upload them inworld, then drop the texture in the HUD's inventory.
CodeBastard Redgrave: You are then ready to play with the "mask" and "filter" commands to create your new preset.
CodeBastard Redgrave: Then, dump it, and add it to the _preset notecard as we just talked about.
CodeBastard Redgrave: You can of course combine your own masks with pre-existing masks, giving you more possibilities.
CodeBastard Redgrave: The aspect ratio of the textures is important.
CodeBastard Redgrave: Remember that most textures you can upload will be 1024x1024 in the end.
Explorer Dastardly: 75 res?
Feathers Boa: 72
Feathers Boa: dpi
CodeBastard Redgrave: So you will need to "compress" or resize the texture from Photoshop, so it doesn't look stretched once applied to a full screen.
CodeBastard Redgrave: yes it is always screen resolution Explorer
Feathers Boa: PNG's work really well now i like em better than TGA
Explorer Dastardly: what about in Fireworks?
CodeBastard Redgrave: PNGs or TGA are both fine. As long as you can make a proper alpha channel.
CodeBastard Redgrave: Fireworks works too, as any decent graphic design program that allows transparencies.
Feathers Boa: Gimp too
CodeBastard Redgrave: Absolutely!
CodeBastard Redgrave: They are totally standard textures. When making them, again, just remember that they will be stretched to fit your screen.
Explorer Dastardly: my nemisis, alpha, lol.
CodeBastard Redgrave: So you may want to work at full screen resolution in your graphic program, then in the end resize the whole thing to 1024x1024 before exporting it.
Feathers Boa: i love alphas!
CodeBastard Redgrave: Alphas are cool when you get them. Unfortunately I cannot give a full class on transparency, but it is fairly easy to learn with a few tutorials.
CodeBastard Redgrave: So, in conclusion, I designed FilterCam as a fully modifiable creativity tool. You can create masks, contribute them so I add them in the next version. We plan to have a way to actually share those online in the future.
CodeBastard Redgrave: I hope you enjoyed the class, if you have any question please do not hesitate.
May 17th
Class given on 14/05/2009: FilterCam -...
CodeBastard Redgrave: Greetings everyone! And welcome to this class titled: FilterCam, how to make your own filters
CodeBastard Redgrave: Before I start rambling on what exactly FilterCam does, I think a video is worth a million words, so I will give you a few minutes to view the following promotional video: http://vimeo.com/3401209
CodeBastard Redgrave: So, what does FilterCam does?
CodeBastard Redgrave: Simply put it is a universal camera filter for SecondLife, that works as a HUD. You wear it, and can use different pre-programmed effects called "presets" to enhance your image inworld, directly, without post-processing.
CodeBastard Redgrave: You can use it for machinima as well as for normal SL (tm) photography. It is an incredibly flexible tool, but also very easy to use for beginners. However, if you have basic knowledge of Photoshop, you can also extend the FilterCam HUD with your own presets, which is the point of this class,
CodeBastard Redgrave: This said, nobody stated that you could not post-process FilterCam shots ;) There is no limit to your creativity, as many have showcased on Koinup, posting FilterCam shots that were enhanced with post processing in the most creative ways!
Mary Wickentower: can you use it with windlight presets?
CodeBastard Redgrave: Since Mary mentions it, FilterCam 1.04 actually actually can force Windlight presets on your viewer but only if you use a RestrainedLife compatible viewer, like the Cool Viewer. Unfortunately this is out of the scope of this class, but if anyone has questions about it, I will be pleased to answer them after the class.
CodeBastard Redgrave: FilterCam is dead easy to use. You just wear it. Then you should see a bit of chatter that will tell you that FilterCam is initializing. Then you will see the HUD appear on the lower left corner of your screen.
CodeBastard Redgrave: Please wait until it is fully loaded, since it reads all presets from a notecard contained within the HUD, it can take up to about 30 seconds to fully read the presets.
CodeBastard Redgrave: Once it is loaded, operation is quite straightforward and easy.
CodeBastard Redgrave: The only thing you really need to remember, is how to click on the interface.
CodeBastard Redgrave: A short click, with button pushed for less than half a second, will have as an effect to minimize and maximize the HUD.
CodeBastard Redgrave: This is to get it out of your way, if you want to point and focus on an object or an avatar, as wearing a HUD that takes your whole screen prevents focusing on inworld objects.
CodeBastard Redgrave: Then, a longer click, more than half a second, will bring you to the Preset menu.
CodeBastard Redgrave: This is what the Preset menu looks like. Simple enough. You can navigate until you find the Preset you want, click on the button, and there you go. The selected Preset will take effect immediately.
CodeBastard Redgrave: Basically, it is all a beginner needs to know to operate FilterCam. I really made it "idiot proof", so beginners could enjoy it as well as advanced users.
CodeBastard Redgrave: Of course, one thing important to remember, if you want to take snapshots using this HUD, don't forget to check the "Show HUD objects in snapshot" checkbox in your Snapshot dialog window.
CodeBastard Redgrave: Or else, of course, the HUD filter won't show on your snaps. I also recommend to detach every other HUD you are wearing to avoid them appearing in your snaps, exception made of MachinimaCam, since they are both compatible and can be used together.
CodeBastard Redgrave: That's it for a primer on FilterCam, we will now examine more advanced FilterCam operation, namely chat commands.
Mary Wickentower: Not compatible with photodice hud then ?
CodeBastard Redgrave: FilterCam is completely programmable, and it benefits of an advanced chat command interface, allowing you to tweak and create your own filter presets.
kafee Iwish: aw can we have some examples on pics
CodeBastard Redgrave: Sorry Mary, I am not familiar with this HUD. Fact is, every visible HUD will show. If the one you mention is invisible, it would work.
CodeBastard Redgrave: If you need samples of what FilterCam can do, you can check by tagged pictures on Koinup here: http://www.koinup.com/works/tag/filtercam/
kafee Iwish: mm yes sure but how look the pic first and how it look after
CodeBastard Redgrave: So let's proceed to examine the most important FilterCam chat commands. You can have an overview of all commands on the FilterCam documentation page on MechanizedLife.com: http://www.mechanizedlife.com/filtercam-english/
kafee Iwish: i think tahts what everybody want to see
CodeBastard Redgrave: I don't have before/after pictures Kafee, i'm sorry.
kafee Iwish: ah :s
CodeBastard Redgrave: The documentations are also available in spanish and german, and soon in french too.
CodeBastard Redgrave: There are 2 chat commands that are primordial to know when creating your own filters using FilterCam. But let's briefly examine how it works.
CodeBastard Redgrave: FilterCam is a 4 layer screen overlay.
CodeBastard Redgrave: It covers your entire screen, and 4 superimposed layers allows you to overlay 4 different texture masks.
CodeBastard Redgrave: The layers are numbered from 0 to 3 inclusively. That totals 4 layer. You have fine tuning control on every of those 4 layers.
CodeBastard Redgrave: So, you could for example use 4 different textures and superimpose them, control color, transparency, and also glow.
CodeBastard Redgrave: I made FilterCam before the 1.22 version of the SecondLife viewer, when glow actually had a dramatic effect when worn as a HUD. Today, it's not as important as it was. So glow is almost always set to 0 value.
CodeBastard Redgrave: Let's examine the first FilterCam command, how to alter filters.
CodeBastard Redgrave: I think everyone is pretty much familiar how to cast chat commands in SecondLife.
CodeBastard Redgrave: FilterCam operates on channel 5 by default. You can change the channel as you wish, of course. Read the documentation for more information.
CodeBastard Redgrave: So, the first command is called "filter". This command allows you to alter the properties of one of your layers.
CodeBastard Redgrave: The format may seem cryptic at first, but you will quickly get used to it. It always works the same way, and is consistent.
CodeBastard Redgrave: So, let's say for example, I want to simply change my first layer ( #0 ) to be red, and half transparent.
CodeBastard Redgrave: I would do: /5filter 0 red 0.5 0
CodeBastard Redgrave: That means affect layer #0, turn it red, 0.5 transparency, 0 glow
CodeBastard Redgrave: Then, let's say I want to affect the second layer ( #1 ), to add blue to it, so my final result is a purplish color.
CodeBastard Redgrave: I would do: /5filter 1 blue 0.5 0
CodeBastard Redgrave: My two layers (0 and 1) will add up. The red color of layer 0 will add up with the blue color of layer 1, and voila, we have a purple filter.
CodeBastard Redgrave: You can do the same for all 4 layers, each of them will add up on your screen.
CodeBastard Redgrave: This will require you a bit of practice first, since it's more advanced, but you will quickly get your way with it.
CodeBastard Redgrave: In effect, it allows you to control and fine tune every of the 4 layers, to make a complete filter set, that we call Presets.
CodeBastard Redgrave: Now, what about texture masks?
CodeBastard Redgrave: To alter the texture on each of the 4 available layers, you will need the "mask" command.
CodeBastard Redgrave: It is simpler to use than the "filter" command, but works in the same way basically.
CodeBastard Redgrave: If you examine the content of the HUD, you will see it contains a bunch of textures. All of those can be used to create presets. And of course, you can drop your own textures in there to create your own effects!
CodeBastard Redgrave: The format is really simple. It's only the layer number, as seen previously, and the name of the texture in your HUD's inventory.
CodeBastard Redgrave: As an example, I used one of the first FilterCam texture, called "cinema". This texture is simply 2 black stripes, giving you a cinematic effect, much as seen when you go to the movies.
CodeBastard Redgrave: So with this command: /5mask 0 cinema
CodeBastard Redgrave: What we do is ask FilterCam to apply the texture called "cinema" on the first layer ( #0 )
CodeBastard Redgrave: Again, you can do that for the 4 layers, and the alpha textures will overlay, effectively "merging" them on your screen visuals.
Tuxedoe Karu: can a filter have both a color and texture, or only one each?
CodeBastard Redgrave: So, those are the 2 basic FilterCam commands that allows you to create any effect by combining layers on your screen, much like Photoshop.
Honour McMillan: cool :)
CodeBastard Redgrave: They can Tux, absolutely.
Tuxedoe Karu: ok, so effectively you can have 4 colors and 4 textures merging
CodeBastard Redgrave: You can alter transparency to 0.5 on layer 0, for example, and add the cinema texture on the same layer.
CodeBastard Redgrave: Yes, you can, absolutely.
[11: 49] Tuxedoe Karu nods, nice
CodeBastard Redgrave: But remember if you put a color tint on the same layer you have a texture, the color will affect the texture, pretty much like when you tint your clothing in SL.
Tuxedoe Karu: ok
CodeBastard Redgrave: So, when you have applied your masks and altered your 4 layers of filter, you are pretty close to have created your own Preset.
CodeBastard Redgrave: Now, the magic command: the Dump command.
CodeBastard Redgrave: Simply by typing /5dump, you will obtain what we call a "Dump String" in your chat window.
[ML] FilterCam HUD v1.04: Current Preset Dump: 0 yellow 0.5 0 cinema 1 white 0.5 0 cinema 2 red 0.1 0 none 3 black 0 0 none
CodeBastard Redgrave: This "dump string" is an exact snapshot of your actual filters as you applied them.
CodeBastard Redgrave: Important note: Make sure to apply to all filters and all masks on all layers before "dumping", or else the dump mode will return stupid defaults (this is to be fixed soon).
CodeBastard Redgrave: Anyways, let's examine briefly what is contained within the "dump string"
CodeBastard Redgrave: I broke the dump string in 4 lines as you can see. You probably figured out that it sounds pretty much like the same syntax as the "filter" and "mask" commands merged together. Well, it's prettu much exactly what it is.
CodeBastard Redgrave: The dump string is virtually separated into 4 blocks, one for each filters, and contains all parameters you previously set your "filter" and "mask" commands to.
CodeBastard Redgrave: So, to put it shortly, a "dump string" can be used to create your own Presets in the _preset notecard.
CodeBastard Redgrave: Now that we created our filter, and we have our "dump string" in hand, we can use the dump string to create a new Preset.
CodeBastard Redgrave: To get to the "_preset" notecard, one needs to actually edit the HUD that is present on their screen.
CodeBastard Redgrave: In the HUD's inventory, you will notice that the first object is called "_preset". This is the notecard containing all of our presets.
CodeBastard Redgrave: You will also notice that there's a bunch of textures. You can, of course, add your own!
CodeBastard Redgrave: They are ordinary textures. I recommend making them 1024x1024. You will need to make at least some part of it transparent if you want it to be useful.
CodeBastard Redgrave: How to make transparent textures is out of the scope of this class, but since most of you are builders and Photoshoppers, this should be no mystery to you.
CodeBastard Redgrave: Reading a few tutorials on "Alpha channels" with Photoshop should get you there quickly. Once the texture is made, make sure to save it in TGA or PNG format with transparency, upload it inworld, and simply drop in into the FilterCam HUD inventory.
CodeBastard Redgrave: FilterCam will use the exact same name of the texture that is in the inventory, it is case sensitive too.
CodeBastard Redgrave: So, let's take a look at what the _preset notecard looks like.
CodeBastard Redgrave: You will notice that there's one line per Preset.
CodeBastard Redgrave: The format is really simple.
CodeBastard Redgrave: Basically, it's your preset name, followed by a pipe symbol ( | ) and the infamous dump string.
CodeBastard Redgrave: Preset names must be unique. Preset names cannot exceed 12 characters.
CodeBastard Redgrave: Those are the only limitations basically. The notecard can contain a few hundred presets, which are only limited by script memory. Script memory is shown when you start the HUD. So if memory is running low, you should be careful not to add more presets.
CodeBastard Redgrave: A funny thing is that, when you get used to it, you will probably ditch the chat commands, the dump mode all along, and create your own filter presets directly in the notecard.
CodeBastard Redgrave: You can simply copy one of the lines, like the Default one, paste it at the end of the notecard on it's own like, modify the preset name (change Default to Whatever), and alter the different parameters for every needed layer.
CodeBastard Redgrave: Save your notecard, stop editing the HUD, et voila. FilterCam will reset and grab your new preset, and make it available in the Preset menu.
CodeBastard Redgrave: So next time you click on the HUD to get the menu, it will appear in there.
CodeBastard Redgrave: I will take questions if any of you have some, because I think we are pretty done with how to add up your own presets to FilterCam.
Sasara Klaar: Codie, I want to make custom textures - what are the aspect ratios of normal, widescreen, and ultrawide? So I can make textures at that size and then squish them to 1024x1024.
CodeBastard Redgrave: The aspect ratios are the exact same thing as if you dealt with your own PC screen. Normal is 4:3, Widescreen is 16:9.
CodeBastard Redgrave: As you stated, you will need to "compress" those into 1024x1024 for them not to look super stretched once applied as filters.
Sasara Klaar: and ultrawide?
CodeBastard Redgrave: Ultrawide is a bit weird, you may need to experiment. They are something like 16:5
Sasara Klaar: ok, great, thanks
CodeBastard Redgrave: I made the Ultrawide setting after a report from a friend that had a wide screen laptop that was very low on heigth, but super wide.
CodeBastard Redgrave: A small note, please remember that you can add up to 4 masks. So if you want to cross your own masks with existing FilterCam masks, you totally can do that.
CodeBastard Redgrave: Any other question?
Tesa Jewell: Thank You Codie, going to play with it later today. This is fun ㋡
CodeBastard Redgrave: Pleasure Tesa! XD
Kiya McMahon: pfew looks like there is some work to do on it..
CodeBastard Redgrave: I plan to have a way, in the future, to actually share masks and presets. So you will get some news about it when it is implemented.
Kiya McMahon: ooh that would be great
Tesa Jewell: yay !
Kiya McMahon: Thanks Codie.. I'll play with it definately
CodeBastard Redgrave: Yes! I think FilterCam users will appreciate having a way to exchange those. Note that you can always send the textures to someone, and copy them your Preset notecard.
Sasara Klaar: How do you feel about aftermarket selling of masks/presets?
CodeBastard Redgrave: If there is no other question, we will close this class =)
CodeBastard Redgrave: I have no problems with that Sasara, as long as it respects authorship of the mask textures.
Tuxedoe Karu: Thank you ;-)
CodeBastard Redgrave: Note that all textures contained within FilterCam are copyrighted by Ryker Beck, but are put free of use for everyone that wants to use them.
CodeBastard Redgrave: If there is no other question, we will conclude this class =)
May 15th
Class given on 02/04/2009: More...
CodeBastard Redgrave: BTW here's a recap of last week's class: http://codie.tumblr.com/post/102696488/class-given-on-02-04-2009-introduction-to-machinima
CodeBastard Redgrave: And Gabby made this awesome primer based on last week's class: http://www.mechanizedlife.com/2009/05/07/the-machinimacam-hud-a-primer/
CodeBastard Redgrave: This week, we will try and review a few more things you should know about machinima making, mostly control hardware, and go deeper into MachinimaCam itself. And we will have a primer about the FilterCam special effect filter.
CodeBastard Redgrave: Last week we covered the requirements, hard and software, needed to capture machinima and edit it.
CodeBastard Redgrave: One of the important points that was not covered was movement control hardware, namely joysticks.
CodeBastard Redgrave: Joysticks is one of the most flexible way to move your camera inworld. You can do camera tricks like zoom in and out, camera travellings, or simulate camera paths.
CodeBastard Redgrave: Of course you can use the classic big handle joystick, it works just fine.
CodeBastard Redgrave: But, you could also use a very popular device that has been created for the special purpose of moving your camera in virtual worlds or similar 3D environments, called a Space Navigator.
CodeBastard Redgrave: http://www.3dconnexion.com/3dmouse/spacenavigator.php
CodeBastard Redgrave: They are not very expensive and became one of the easyiest way to move your camera inworld.
CodeBastard Redgrave: This is an overview of a Space Navigator in use: http://www.youtube.com/watch?v=B4Y7V8uyMKQ
CodeBastard Redgrave: How to configure a Space Navigator is a bit beyond the scope of this class, but if you can afford it, I recommend you get one. Most machinimists that are seriously into it uses those instead of the joystick.
CodeBastard Redgrave: Know that the joystick dialog in the SL (tm) viewer have presets to use the Space Navigator, as well as a normal joystick.
CodeBastard Redgrave: There is a whole wiki page on the SecondLife Wiki dedicated to joystick/Spacenav configuration. The dialog is called Joystick Flycam: http://wiki.secondlife.com/wiki/Flycam
CodeBastard Redgrave: There's a button expressly called "SpaceNavigator Defaults". If you hit it when your SpaceNav is connected, it will set the flycam to operate using SpaceNavigator.
CodeBastard Redgrave: Another thing you guys should know, there is other inworld tools to do machinima. For example to do camera paths, or "dolly shots".
CodeBastard Redgrave: There's a bundle of useful camera tools on the SL (tm) Wiki, a whole section is dedicated to machinima and such tools: http://wiki.secondlife.com/wiki/Machinima
CodeBastard Redgrave: The most popular machinima tools inworld, apart MachinimaCam, would be the ALT-ZOOM camera by ALT-ZOOM studios, which allows "dolly shots".
CodeBastard Redgrave: Dolly shots are a special follow cam that follows your avatar with a framed upper body.
CodeBastard Redgrave: Also, machinimists sometimes need to use filming paths. Filming paths are a special way to set an itinary for your camera. By installing invisible prims, the camera just follows it's path from point A to point B.
CodeBastard Redgrave: A popular tool for that is Filming Path.
CodeBastard Redgrave: All the tools I just mentioned are detailed on the Machinima wiki page I just mentioned earlier.
CodeBastard Redgrave: This wiki is a very valuable resource for machinimists, professional as well as debutants.
CodeBastard Redgrave: (moment please)
CodeBastard Redgrave: Okay, any question about this section on other machinima tools?
CodeBastard Redgrave: Okay then let's go back to MachinimaCam from the last class.
CodeBastard Redgrave: As you probably noticed while practicing, MachinimaCam is an avatar centric scripted camera which allows special effects.
CodeBastard Redgrave: It has it's own limitations, as it was written more than a year ago. One of this limitation is that it cannot target other avatars, unfortunately. This will change in the future as it is probably the #1 feature request for this device.
CodeBastard Redgrave: But it is still very popular, as it's allowing scripted camera movements even with an invisible interface.
CodeBastard Redgrave: We will revise the basic camera controls again, as you guys should know them by heart, and to see if there's any supplemental instructions needed.
CodeBastard Redgrave: Last time we overviewed installation and controls. So we will try to just overview them again, and dig deeper into the controls.
CodeBastard Redgrave: So, everybody remembers about the MachinimaCam gestures. They need to be activated to enable the Hotkeys that controls every function in this device.
CodeBastard Redgrave: Then, we attach the camera and it will start working. A click on the camera will hide it and pop you a menu so you can select the first effect.
CodeBastard Redgrave: Once the first effect is selected, the menu will clos
CodeBastard Redgrave: We also remember that we must give camera control to the scripts by pressing ESC.
CodeBastard Redgrave: Most of you must have experienced it by now, if you use mouse cam, the camera will refuse to do any tricks until you press ESC to give back camera controls to the HUD.
CodeBastard Redgrave: This is annoying at first, but you will quickly understand that it is essential.
CodeBastard Redgrave: If you use a SpaceNavigator along with MachinimaCam, you will like that you can move around with a navigational device, and switch back to MachinimaCam at any time.
CodeBastard Redgrave: Once the camera is ready and gained control over your inworld camera, we saw last week that we had 14 effects to play with. 7 motion effects and 7 follow effects.
CodeBastard Redgrave: Did anyone still had questions about the difference between those two types of effect?
CodeBastard Redgrave: I will re-explain them quickly.
Arteer Oliva: no, I like the term "motion effect" better than "special effect" tho ... is that the same thing, Codie?
CodeBastard Redgrave: Motion effects have a starting and an end. They are timed effects, starting from Point A to end to Point B. They have a beginning, duration, and end. They can be repeated as needed.
CodeBastard Redgrave: I prefer saying motion effect. Special effects often refers to visual effects like filtering.
CodeBastard Redgrave: Follow effects on the other hand have no definite duration. They start, and will last as long as you are wearing the camera or switch to another effect, simply. Follow effects does what it says, the camera will just follow you from different camera positions.
CodeBastard Redgrave: As an overview of the different controls available, you probably noticed it is easy to operate.
CodeBastard Redgrave: F2 is for hide and show, but again, you probably noticed it is rarely useful. All controls can be done while the camera is invisible.
CodeBastard Redgrave: F3-F4 cycles through the effects and will show what effect is selected as hover text that lasts 2 seconds on your screen.
CodeBastard Redgrave: Then the F5 Action key will repeat the effect at will.
CodeBastard Redgrave: Now how to use that efficiently is a question of getting your hand at it and practicing. It can be used quite spontaneously.
CodeBastard Redgrave: As the motion effects depends on where your camera is, sometimes you will notice slight variations.
CodeBastard Redgrave: But this is part of the game, you will get what you need by re-taking the same shot a few times, then at cut and edit stage, you will select what's good to keep and throw away the rest.
CodeBastard Redgrave: Some special effects are even random, like Spaz cam.
CodeBastard Redgrave: There is no way to predict exactly where your camera will be positioned while using Spaz cam. It will hop randomly and finally go back to it's original point.
CodeBastard Redgrave: An important note about camera position: Mousewheel is your friend.
CodeBastard Redgrave: You will noticed that even if the camera is NOT in free mode and MachinimaCam has control over your camera, you can always use the mousewheel which has the same effect as if you were doing zoom ins and outs.
CodeBastard Redgrave: So for example, if you wanted a "closer" SpinCam, you can use your mousewheel to position the camera closer to you.
CodeBastard Redgrave: When you start the SpinCam using F5 Action, you will notice the spin will start closer to you than it would have normally done.
CodeBastard Redgrave: This is valid for most of the motion effects. Playing with the mousewheel, will move the camera forward and back to your avatar, this will give you more fine tuning on your motion effects.
CodeBastard Redgrave: Also, of course, you can always use the keyboard shortcuts for zoom control as well. They are CTRL 8 to zoom back, CTRL 0 to zoom closer, and CTRL 9 to default.
CodeBastard Redgrave: Another fine tuning for your effects is the effect speed, which also influences the duration, and sometimes the camera distance, depending on the effect.
Arteer Oliva: is there a secret to smooth scrolling, Codie ... so it rolls smoother to and fro?
CodeBastard Redgrave: There is no miracle solution apart using a Space Navigator, Arteer, tho the next MachinimaCam will have such features as "soft smoothing" when stopping and starting effects, it is not implemented yet.
CodeBastard Redgrave: BUT, what you mention can as well be arranged during post-processing.
CodeBastard Redgrave: Most cut/edit software like Sony Vegas will allow smooth transitions, and slowdown/acceleration.
CodeBastard Redgrave: While we mention this, you will notice that when you play with F11-F12 speed hotkeys, what it effects is that it adds a "delay" between every camera movement. Depending on the actual camera effect, adding too much delay will make the camera do more clunky moves. It is normal but something you may want to be aware of.
Cuwynne Deerhunter: I have a question about the Function commands Codie.
Cuwynne Deerhunter: Any command on open chat..."hidecam" will effect any cam within hearing range. Is that a personal setting for open chat or is there a command channel for the cam that can be cghanged
CodeBastard Redgrave: Unfortunately there's no control for that. When i designed it at first it was for personal use, I didn't expect groups of people to use it. This should be fixed in the next versions as they will all have their own configurable chat channel.
CodeBastard Redgrave: Furthermore, this will become a feature in fact. Camera remote control.
CodeBastard Redgrave: Authorizing other people to control your own camera will be implemented in Mcam 2.
CodeBastard Redgrave: While we talk about features... here's a few of the features that will be implemented in the new camera:
CodeBastard Redgrave: - Avatar scan and target: you will no longer be stuck filming yourself, the camera will be able to scan any avatar around and target it through a menu
CodeBastard Redgrave: - Camera remote control: gain control on someone else's Mcam using your own Mcam
CodeBastard Redgrave: - Dolly shots
CodeBastard Redgrave: - Filming paths through avatar position snapshots
CodeBastard Redgrave: - Camera movement recording and playback
CodeBastard Redgrave: Such features will open the door for more, as I am doing a complete overhaul of the MachinimaCam core scripts, which will allow "plugins" for various types of usage.
CodeBastard Redgrave: Camera record and playback?
Arteer Oliva: yep ... the previos play?
Arteer Oliva: repeats?
CodeBastard Redgrave: This will allow you to "record" a session using MachinimaCam, and play back the effects in the same exact sequence you recorded them.
Arteer Oliva: neat!
Arteer Oliva: like an Action in PS, sort of?
CodeBastard Redgrave: Yeah it is a complex feature but will be included directly into the core of the system.
Arteer Oliva: and can be saved?
CodeBastard Redgrave: Yes, sort of.
CodeBastard Redgrave: As for saving, scripts in SL (tm) have lots of limitations for recording large amounts of data. I think it may be a "dump" mode where it will give you a sequence of strings into chat, so you can copy it back into special notecards which will contain the sequences for playback.
CodeBastard Redgrave: This would enable MachinimaCam to do any type of automated sequence, for example filming paths.
CodeBastard Redgrave: I still have a few months of hardcore development to do on those, we will see how it will become. While then you are always welcome to suggest features.
CodeBastard Redgrave: Anybody has further questions about MachinimaCam before I pass to FilterCam?
CodeBastard Redgrave: Okay, let's take a 2 minute pose for biologicals, and we shall proceed with FilterCam
CodeBastard Redgrave: Introduction to FilterCam
CodeBastard Redgrave: Instead of actually explaining what FilterCam does, we will start by viewing a very cool demonstration machinima movie made by Osiris Pfalz
CodeBastard Redgrave: FilterCam demonstration movie: http://vimeo.com/3401209
CodeBastard Redgrave: So, to resume simply, FilterCam is a special effect filter for SecondLife.
CodeBastard Redgrave: It is a HUD that you wear and can start using immediately. It is as good for machinima as it is for normal everyday SecondLife photography.
CodeBastard Redgrave: (vendors are on the right of the presentation board Eli)
CodeBastard Redgrave: Once worn, the FilterCam HUD is extremely simple to use.
CodeBastard Redgrave: It has 2 modes, minimized or maximized, and operates with a simple click.
CodeBastard Redgrave: Once worn, a short click (under 1 second) will minimize the HUD to get it out of your way for camera zoom or focus operations.
CodeBastard Redgrave: A long click (more than 1 second) will bring you to the preset menu.
CodeBastard Redgrave: Presets are visual filters already made for you, just select one and it will apply immediately.
CodeBastard Redgrave: There are 65 presets in the latest version of FilterCam.
Seikatsu Koba raises her hand
CodeBastard Redgrave: go ahead Seika
Seikatsu Koba: what can we add other filters to the hud?
CodeBastard Redgrave: You can.
CodeBastard Redgrave: I will explain this a bit later.
Seikatsu Koba: ok, thx
CodeBastard Redgrave: Let's start with the beginning, FilterCam combines 4 layers on your whole screen, with texture (masks) color transparency and glow control.
CodeBastard Redgrave: They are 4 superimposed prims that you can see through.
CodeBastard Redgrave: Each layer (numbered from 0 to 3) can have an independant texture mask, as well as it's own color, level of transparency, and so on.
CodeBastard Redgrave: For the common user, they will never even notice this, as presets are pre-created for them, and they can simply select them.
CodeBastard Redgrave: For the advanced users, FilterCam has incredibly flexible control over the visuals.
CodeBastard Redgrave: FilterCam operates with chat commands at the low level.
CodeBastard Redgrave: Those chat commands gives absolute control over the 4 different layers, which you can alter to create whatever effect you may want.
CodeBastard Redgrave: for example: /5filter 0 red 0.5 0
CodeBastard Redgrave: This would alter Layer 0, with applying a red color to it, with 0.5 transparency, and 0 glow
CodeBastard Redgrave: Then you can apply a mask on this same layer.
CodeBastard Redgrave: for example: /5mask 0 cinemascope
CodeBastard Redgrave: This would alter Layer 0 with a texture mask called "cinemascope" that is simply a texture dropped in the HUD.
CodeBastard Redgrave: By wearing and editing the HUD, you can see there's over 42 textures in it, all of those you can use to create your own presets.
CodeBastard Redgrave: Of course, FilterCam is entierly programmable. So one could simply drop another transparent texture (alpha texture) made with PhotoShop, and create their own presets.
CodeBastard Redgrave: So let's say one created an effect using /5filter and /5mask on all 4 layers.
CodeBastard Redgrave: There is a special command to "dump" this filter into an unintelligible string, which you can copy/paste into the _preset notecard to create your own presets.
CodeBastard Redgrave: It is of course /5dump.
CodeBastard Redgrave: If you do /5dump after creating your special effect, the HUD will give you something that looks like this:
CodeBastard Redgrave: 0 white 1 0 cinema 1 black 0 0 none 2 black 0 0 none 3 black 0 0 none
CodeBastard Redgrave: To someone unaware of it, this dump string contains everything FilterCam needs to alter the 4 layers of your filter, including masks.
CodeBastard Redgrave: If you look at it closer, you will realize that this contain parameters for all 4 masks by blocks identified by 0,1,2 and 3
CodeBastard Redgrave: So, if you examine the _presets notecard contained in the HUD, you will see a series of presets already made for you.
CodeBastard Redgrave: For example:
CodeBastard Redgrave: Killbot|0 white 1 0 blood 1 <1,0,0> 0.5 0 scanlines 2 <1,0,0> 0.3 0.05 none 3 black 0 0 none
CodeBastard Redgrave: You will notice that right after the preset name, and the pipe symbol ( | ), what follows looks pretty much like a dump string.
CodeBastard Redgrave: So that is exactly how one would make their own presets.
CodeBastard Redgrave: Create a line starting with your preset name (it must be unique).
CodeBastard Redgrave: Insert a pipe symbol ( | )
CodeBastard Redgrave: Then paste your dump string after the pipe
CodeBastard Redgrave: Save your notecard
CodeBastard Redgrave: The HUD will reset, new presets will be loaded, and you will be able to use your new preset as any other normal preset.
CodeBastard Redgrave: The presets are shown alphabetically, and will show in the HUD page by page, starting by the first block. It can show 9 presets at the time. You can re-order the presets in the notecard if you would like, putting your favorites in the top of the notecard will make them more easily accessible.
CodeBastard Redgrave: When you get used to it, creating presets directly from the notecard becomes easy.
CodeBastard Redgrave: One could start with a classic standard preset, like Default, and alter the texture name, transparency, color, without using the dump mode. As long as your preset have a unique name, there are no worries and the dump format becomes trivial to manipulate.
CodeBastard Redgrave: Again, to the end user, it is transparent. Your presets once created will be as easy to use as selecting any other preset.
CodeBastard Redgrave: You will notice this version has a Rule Of 3 preset. This was added to aid with photography.
CodeBastard Redgrave: Important point: This device is a HUD.
CodeBastard Redgrave: If you want it to show in the pictures, you need to enable Show HUD objects in snapshot from your Snapshot dialog.
CodeBastard Redgrave: For machinima, it's a given, even with the interface hidden, you will still have the HUD showing, so this is not a problem. It will capture while using Fraps or any capture program.
CodeBastard Redgrave: Both MachinimaCam and FilterCam can be used at the same time of course, they are attachment point compatible.
CodeBastard Redgrave: This was just a primer of course, even if I went deeper than I should, this concludes this section about FilterCam.
CodeBastard Redgrave: Any questions before we ajourn the class?
CodeBastard Redgrave: we will schedule another class for next week, probably a deeper look at FilterCam.
CodeBastard Redgrave: I think we will schedule another machinima primer for those who missed it the first time
May 9th
Class given on 02/04/2009: Introduction...
CodeBastard Redgrave: This is a class called Introduction to machinima and MachinimaCam basic
CodeBastard Redgrave: I recommended reading the general MachinimaCam documentation prior to this session, I hope you all did. If not, it is available on: http://codebastard.com/machinimacam
CodeBastard Redgrave: We will start with very basic stuff, like hardware and software requirements and recommendations.
CodeBastard Redgrave: Making machinima is an art, of course. Furthermore, it is a very experimental art, most of the people learns machinima skills mostly by trial and error.
CodeBastard Redgrave: Also, it has it's limitations, and requirements. The one thing you need is at least one very powerful machine.
CodeBastard Redgrave: The bottomline is, if you cannot do at least 20FPS, even 25, at ALL time, you probably need a machine boost, or to tweak your configurations to achieve that goal.
CodeBastard Redgrave: If you cannot achieve 20FPS with your machine, imagine while you do capture, it's about twice as slow. So you absolutely need to have a flaming high framerate, or else your machinima will be unbearably sketchy and skipping frames. Nothing is more annoying than that.
CodeBastard Redgrave: One comparaison you could make, is looking at one's picture without Antialiasing.
CodeBastard Redgrave: Any experimented inworld photographer will want to pull his eyes out rather than look at a picture with staircase pixels. It's the same for machinima. If your framerate is too low, you will want to stop watch it after 30 seconds.
CodeBastard Redgrave: There is many ways to achieve a higher frame rate, notably your Secondlife window size.
CodeBastard Redgrave: Unfortunately, the SecondLife developers judged it intelligent to remove a very useful function that was in the File menu that allowed to fix your SecondLife window to "standard sizes" like 800x600. It WAS very useful for fixing your window for shooting machinima.
CodeBastard Redgrave: But this can be done in another place in your SecondLife viewer.
CodeBastard Redgrave: Notably, in Preferences / Graphics / Window Size
CodeBastard Redgrave: Since it is extremely RARE that one will want to shoot at full screen resolution, it is recommended to shoot at a lower resolution.
CodeBastard Redgrave: This will, in effect, BOOST your frame rate trememdously.
CodeBastard Redgrave: Another advantage is the captured file size, it will be much smaller and easyier to handle with video cut/edition applications.
CodeBastard Redgrave: Of course, if this is not sufficient, you can play with the standard settings to increase your frame rate. For example, Atmospheric Shaders when enabled, will put some pressure on your frame rate.
CodeBastard Redgrave: But of course, if you disable Athmospheric Shaders, you won't be able to capture those awesome Windlight skies. So it's all a question of balance.
CodeBastard Redgrave: Normally, any modern computer bought in the last 2 years should be able to get a good frame rate, without disabling Athmospheric shaders.
CodeBastard Redgrave: Now, what resolution to shoot?
CodeBastard Redgrave: Unless your machine is a monster, you won't shoot at your actual screen resolution, which is the default.
CodeBastard Redgrave: The old standard for video is 640x480, but shooting at this resolution will surely make you loose nice details. This resolution is way below what we call HD, like High Definition TV.
CodeBastard Redgrave: To achieve the regular HD definition, not HIGH HD which is 1080x large, one can use the standard NTSC HD standard: 720x480
CodeBastard Redgrave: Of course, our European friends will surely want to use PAL HD, which is slightly different: 768 x 756
CodeBastard Redgrave: As little as it seems, PAL will make a great difference when played on a PAL compatible TV for example, but if you burnt it into a video, a normal american HD TV wouldn't show the difference.
CodeBastard Redgrave: Why am I talking about TVs?
CodeBastard Redgrave: Because in the future, those may become prime vehicles for viewing and distributing machinima content, so we may as well stick to the standards.
CodeBastard Redgrave: Videos made in NTSC HD resolutions will look splendid and crisp even on normal computer LCD monitors, and this even if they are mangled by shitty compression algorythms like the one YouTube HD uses. Since YouTube is still the #1 machinima distribution channel, this gains a certain importance.
CodeBastard Redgrave: Thankfully, we have Vimeo and Blip which carries much better compression algorythms, and are also adapted to this specific NTSC HD resolution of 720x480
CodeBastard Redgrave: Unless you plan to distribute at higher resolution than NTSC HD, I would recommend you capture in those sizes. But as for photography, for professionals, the bigger the better. If you capture in very high resolutions, the final format will be determined when you export the final cut anyways, you can always choose when you reach this step.
CodeBastard Redgrave: This just depends, again, how much big of a frame rate your computer can handle.
CodeBastard Redgrave: Another little thing you need: huge amounts of disk space.
CodeBastard Redgrave: Not only for the capture, but also for the cut editing.
CodeBastard Redgrave: A normal capture session, if you are a bit "trigger happy", can consume EASILY 2-3-4-5 gigs of disk space.
CodeBastard Redgrave: My last capture session was over 12 gigs. So you need plenty of comfortable disk space.
CodeBastard Redgrave: I think I talked enough about hardware requirements, framerate and resolution for now. Now let's talk about the required software.
CodeBastard Redgrave: Capture software.
CodeBastard Redgrave: As you probably know, the Lindens removed that broken video capture that was in the SecondLife viewer.
CodeBastard Redgrave: It is a good thing in a way, as this feature was flawed and highly relied on external CODECS that were hard to deal with.
CodeBastard Redgrave: So that leaves us to use external video capture programs.
CodeBastard Redgrave: I cannot of course go in details for all of them. But I do recommend a few ones in the MachinimaCam documentation.
CodeBastard Redgrave: Some excellent ones are completely free, like for example WeGame.Com and CamStudio. CamStudio is even opensource and free software, which means it will be free forever.
CodeBastard Redgrave: CamStudio also have a Linux version, which is worth to mention as there is a flock of SecondLife Linux users.
CodeBastard Redgrave: The single one I recommend the most for Windows PCs, is FRAPS. It is not very expensive, VERY simple to use, and does the job flawlessly.
CodeBastard Redgrave: For Apple machines, unfortunately, the choices are a bit more scarce. I can mention SnapXPro which is probably the most widely used.
Sereine Bard: Cody- Would Snagit work?
CodeBastard Redgrave: BUT a good news for MacOSX users, is that the next version named like another random felidae, will include a NATIVE video capture program.
Kiwini Oe: Snow Leopard
CodeBastard Redgrave: Anything that captures video on an OpenGL screen will work Sereine.
Sereine Bard: :) thanks, sorry.
CodeBastard Redgrave: Unfortunately, I don't own an Apple machine, so I am less knowledgable of Apple screen capture programs. But I guess you can download trials and see for yourself what works better for you.
CodeBastard Redgrave: Let me come back to FRAPS, as it is the most widely used.
Sloan Skjellerup: I have fraps, but no luck converting the files to store on the streaming server ... if you have any tips there ... Do send
CodeBastard Redgrave: FRAPS captures video with a single toggle key: F9
CodeBastard Redgrave: (I will come to that a bit later Sloan)
Sloan Skjellerup: and Audio <-- that's why I use it for recording meetings ... but the files are huge
Sloan Skjellerup: TY
CodeBastard Redgrave: Incidently, when I created MachinimaCam, I consulted many machinimists, among them Moo Money, which is a fervent FRAPS user.
CodeBastard Redgrave: Since I didn't want people to modify their usual capture behaviour, you will surely notice that the MachinimaCam gesture hotkeys carefully avoids F9.
CodeBastard Redgrave: How FRAPS works is very simple. You fire it, while your SecondLife viewer is running, focus on your SecondLife window, and as soon as you want to capture, just hit F9.
CodeBastard Redgrave: It will record non stop until the next time you hit F9.
CodeBastard Redgrave: When you stop recording, it will dump the huge file directly in your C:\FRAPS folder, which is the default install folder for FRAPS.
CodeBastard Redgrave: Of course if you have a secondary drive to store your dump files, you just have to install FRAPS let's say on your D: drive, like D:\FRAPS, and your captures will be dumped directly in that folder.
CodeBastard Redgrave: It is as simple as this as far as FRAPS go. But, be careful.
CodeBastard Redgrave: It happened to me to forget that I was capturing. 2H later, I had to delete a 120Gigs video file that was nothing short of useless.
CodeBastard Redgrave: It is better to go by "bursts" of capture. For many reasons. Mainly, to facilitate cut and editing.
CodeBastard Redgrave: You will retrieve yourself much more easily in 20 x 2Gigs captured files than a single 40 Gigs file for example. The bigger the files, the more it will be a strain on your video editing program.
CodeBastard Redgrave: So, capturing in small chunks will increase your productivity greatly, since you can sort through those little files faster, delete those who were "scrapped" (for example if you forgot to hide the interface)
CodeBastard Redgrave: Those general recomendations goes for any capture software program on any platform, it's just common sense.
CodeBastard Redgrave: Any question about video capture programs before we go to video edition programs?
CodeBastard Redgrave: Okay.
CodeBastard Redgrave: Video Editing.
CodeBastard Redgrave: Called video post-processing, cut/editing, or many obscure names.
CodeBastard Redgrave: There is as many approaches to this subject as there are artists. Same as for photography.
CodeBastard Redgrave: If we think really old, must of you may have heard of Adobe Premiere and After Effects. Two separate programs, one that does strict cut/editing and the other for special effects.
CodeBastard Redgrave: To be honest, I would never recommend those. Premiere is clunky, crashy, and not very reliable. After effects is very nice, but it's dependency to Premiere for final cut and editing makes it very unpractical.
CodeBastard Redgrave: Apple people are lucky on this one.
CodeBastard Redgrave: FinalCut Pro is probably the software editing suite that they will immediately want to stick with.
CodeBastard Redgrave: It is stable, even rock stable, and combines both postprocessing effects and as the name states, cut and editing. It is relatively low priced and a very good bargain.
CodeBastard Redgrave: For PC users, avoid at all cost: Windows Movie Maker.
CodeBastard Redgrave: Believe me. It is utter crap even for basic editing. Unstable is not the word, it is unusable. I edited "Beauty is only skin deep" with this software, and must have crashed 20 times while doing it. So unless you like frustration, avoid it.
CodeBastard Redgrave: While we are on the subject, Linux users are the most disavantaged of them all.
CodeBastard Redgrave: There is not, to my knowledge, any worthy cut/editing software for Linux, much less with postprocessing effects.
CodeBastard Redgrave: There's some, but they are mostly clunky. If you have some to suggest, I would be glad to hear of them.
CodeBastard Redgrave: So, my recommendation for any PC user, is a software called Sony Vegas.
CodeBastard Redgrave: Vegas is the Photoshop of video editing on the PC. It is VERY, and I mean VERY stable on all counts. As an experiment, I let Vegas run for 3 days on my PC with a plethora of files open, and it never blinked.
Sloan Skjellerup: Which Sony Vegas Product are you refering to? http://www.sonycreativesoftware.com/products/vegasfamily.asp
CodeBastard Redgrave: There are, as Arteer just stated, other fine video processing software for the PC, among those I would name ULead and Avid (Pro or Express). Avid is a very good contender if you already have worked with it, it is most excellent.
Prad Prathivi: (Sony Vegas Movie Studio, I'd think)
CodeBastard Redgrave: I use Vegas Pro.
CodeBastard Redgrave: They are all built on the same base, the difference with the Pro version is just a lot of added bells and whistles, most of those you will find really practical.
CodeBastard Redgrave: Of course I cannot cover the use of Vegas or any processing software for the scope of this class, learning using those mostly goes on trial and error. It is very important you take the time to get comfortable with one of those, practice is the key, as usual.
CodeBastard Redgrave: The important thing is exportation, usually I would recommend again to stick to NTSC HD format of 720x480 for export. This is suitable for any online video hosting website, from YouTube HD to Vimeo to Blip and even Machinima.Com
CodeBastard Redgrave: Of course, don't do that if you shot smaller than this resolution, in this case use the same resolution you shot with. This will insure there's no distortion of your original video captures.
CodeBastard Redgrave: Any question about video post-processing applications?
Prad Prathivi: Do you think Vegas Pro is worth splashing out for? I'm on the bog standard version at the moment
Stephen Venkman: How much is Vegas anyway?
CodeBastard Redgrave: Personally I think it does, but if you are happy with the post processing effects that you have with the basic version, I would tell you that you can stick to it Prad.
Sloan Skjellerup: 54.00 USD up to 549.00 usd ..
Prad Prathivi: about £40 in the UK
Prad Prathivi: Does Pro have a lot more in the way of PP effects, then?
CodeBastard Redgrave: If you want quality and doesn't want to shed 549$ for the Pro version, I would recommend the Pro Pack:
CodeBastard Redgrave: Platinum Pro Pack
Vegas Movie Studio Platinum Pro Pack takes video and audio production even further with tools for professional-level sound design and hundreds of built-in video effects and transitions. From US$114.95
CodeBastard Redgrave: There is a few more than the regular version Prad, but not noticably. The Pro version have side applications for HD video producers, which I think are irrelevant in the machinima making scope.
CodeBastard Redgrave: I own the Pro version as I had uses for RL video filming and broadcasting. Those are useless in this case.
CodeBastard Redgrave: So the 119$ version will do everything you need.
[10: 26] Prad Prathivi nods
Arteer Oliva: perfect
TROI Timtam: /Re: Macs: Final Cut Pro (US$1,300) or Final Cut Express (US$199) for Mac's
CodeBastard Redgrave: Both are suitable Troi, I don't think Final Cut Pro is essential, the Express version will do just fine.
CodeBastard Redgrave: Okay, so I guess we are ready for MachinimaCam!
CodeBastard Redgrave: Before starting with MachinimaCam itself, let's just overview what's essential to know when shooting machinima in SecondLife, shall we?
CodeBastard Redgrave: We already mentioned the window resolution.
CodeBastard Redgrave: This is important as your final capture will have the same resolution.
CodeBastard Redgrave: So, first thing one would do is set the window resolution to NTSC, as you will probably see, the window will become much smaller, and the interface will take up most of the screen.
CodeBastard Redgrave: If you try a FRAPS capture, of course, the first thing you will notice is that you have that pesky interface all over the place on your captures.
CodeBastard Redgrave: This is absolutely normal, as one could want to snap the entire interface. Notably, for video demonstrations of inworld products.
CodeBastard Redgrave: Well, the key combo you better be prepared to use often and instinctively is how to hide this interface: CTRL-ALT-F1
CodeBastard Redgrave: Formely it was CTRL-ALT-1 but the Lindens changed it.
CodeBastard Redgrave: SO memorize those, apart F9, this is the single key combo you will use the most often as a machinimist.
CodeBastard Redgrave: Now, let me explain WHY in the world I invented MachinimaCam, and what makes it so special.
CodeBastard Redgrave: What is so special about it, is that it is the only inworld camera movement aid that can operate WITHOUT ANY VISIBLE INTERFACE.
CodeBastard Redgrave: All of MachinimaCam operates through invisible HOTKEYS.
CodeBastard Redgrave: So, even if you hide your whole interface using CTRL-ALT-F1, MachinimaCam will be able to operate using those hotkeys.
CodeBastard Redgrave: Yes, they are simple gestures. It is a simple mechanism, and for now a bit spammy as people will hear your commands to your camera. But it works.
CodeBastard Redgrave: FRAPS will capture the content of the whole Secondlife window even if it's split on 2 desktop screens.
CodeBastard Redgrave: Another important note: You better close inventory, chat and any window like notecards or opened textures.
CodeBastard Redgrave: Why?
Arteer Oliva: skype in this case ... if one needs to direct?
CodeBastard Redgrave: Because when the interface is hidden, if you try to focus your camera on a point that is overlapped, even by an invisible window, you cannot focus it.
CodeBastard Redgrave: You can try that by remembering where your chat interface is, hide your interface, and try to mouse-cam on that area. You can't. Even if the window is invisible, it will have the same behaviour as if it was showing.
CodeBastard Redgrave: So, close everything that could interfere with focusing is what I would recommend.
CodeBastard Redgrave: Yes you can use skype or voice if you want to direct, it's an idea.
Kiwini Oe: I use a second laptop logged in with voice to direct
Sloan Skjellerup: I guess that's wher a voice chat helps ..
Sloan Skjellerup: jinx
Arteer Oliva: yep ... second moni works for that
CodeBastard Redgrave: I know this is a difficult aspect, so machinimists uses several tricks. Like a second computer to direct by voice or text chat. Or skype. Or they just unhide the windows.
Sloan Skjellerup: "second moni ' ?
Arteer Oliva: dual monitors
Sloan Skjellerup: oh, duh, monitor
Sloan Skjellerup: I'm sooo not hip ..lol
CodeBastard Redgrave: You can do a second monitor if your machine is VERY powerful. Don't forget you are capturing video and it's high bandwidth on your processor. So unless you have a Quad CPU with lots of RAM, i wouldn't recommend doing that.
CodeBastard Redgrave: I think we are pretty much done with the Intro.
CodeBastard Redgrave: Now, how to install MachinimaCam.
CodeBastard Redgrave: It's a normal HUD. So first thing would be of course to unbox it, which will result in a folder for your MachinimaCam sitting in your inventory.
CodeBastard Redgrave: The first thing you will notice is that bunch of silly gestures that comes with the camera
CodeBastard Redgrave: They are there for a reason, as they are essential to operate MachinimaCam with Hotkeys
CodeBastard Redgrave: Every single one of them will need to be activated. It is sad but they occupy most of the function keys, from F2-F7 and F11-F12 respectively.
CodeBastard Redgrave: IMPORTANT: You must avoid having any other conflicting gesture. If you have any other gesture that have F2-F7 or F11-F12 as a hotkey, some MachinimaCam hotkeys will fail to operate properly.
CodeBastard Redgrave: Make sure that when you hit a hotkey, nothing else than your commands appear. They just sound like what Kiwi did: camnext, camprev, camspeedup, camspeeddown, camaction, etc...
CodeBastard Redgrave: Next version will do that silently, but is yet to be released. For now, it requires the gestures to talk on openchat.
CodeBastard Redgrave: Once all of your gestures are installed, and tested, you are now ready to attach MachinimaCam.
CodeBastard Redgrave: IMPORTANT: DO NOT drop MachinimaCam on the ground. Never. It will completely break the scripts in the cam.
CodeBastard Redgrave: This is a HUD, it's going on Bottom Center if I am not mistaken, but it's already preset to be attached to the right place.
CodeBastard Redgrave: So, the next thing will be to attach the camera.
CodeBastard Redgrave: When you do so, the camera will do a lot of jibber jabber, which you could find useful to read.
CodeBastard Redgrave: The camera will require your permission to handle your camera view, which you should grant it. Or else the camera won't work at all.
CodeBastard Redgrave: Okay, everybody got the camera permission thing?
CodeBastard Redgrave: If you do not grant it permissions, it will fail epically. For re-granting permissions, you will need to detach and re-attach it.
CodeBastard Redgrave: Let me explain.
CodeBastard Redgrave: There is 2 "modes" under which the camera works in SecondLife, as a general thing.
CodeBastard Redgrave: "Free mode" and "Scripted mode".
CodeBastard Redgrave: If you use your mouse to focus on something, you will fall in "Free mode" and this overrides script controls.
CodeBastard Redgrave: How to escape from Free mode? Simple: press the ESCAPE key 2 times.
CodeBastard Redgrave: ESCAPE will re-give control of the inworld camera to MachinimaCam scripts.
CodeBastard Redgrave: As soon as you will do mouse focus on any object again, you will fall in Free mode again.
CodeBastard Redgrave: When in Free mode, MachinimaCam looses control over your camera, and won't have any effect at all. So if you try something and nothing moves, you know you are probably in Free mode.
CodeBastard Redgrave: Press ESC twice and redo your action again, and like magic, MachinimaCam will behave and do your requested action.
CodeBastard Redgrave: So this is the lovely little camera you should see on the bottom part of your screen.
CodeBastard Redgrave: One thing you will notice fast enough, as soon as you perform any action with the camera, it will hide like a champ.
CodeBastard Redgrave: The auto-hide feature is a desired effect. It will just get out of your way so you can operate it transparently, even if you have your camera visible.
CodeBastard Redgrave: The camera will display textover text, whenether its hidden or not, but the text will also disappear after 2 seconds. Again, normal behaviour.
CodeBastard Redgrave: The camera notices you shortly of what is going on, it's status, and the next effect that will operate when you hit the "Action" key.
CodeBastard Redgrave: To start the camera, click on it once. It will hide, and show you this simple effect menu.
CodeBastard Redgrave: Those are the 14 special effects that this camera can perform.
CodeBastard Redgrave: Those are the 14 special effects that this camera can perform.
CodeBastard Redgrave: 7 of them are MOVEMENT effects. Using trigonometry calculations, the camera will perform a timed movement, depending on what action you choose. The movement effects have a duration that depends on what camera speed it is set to. They have a begining, and an ending.
CodeBastard Redgrave: The 7 other effects are FOLLOW camera effects. They will stay on as long as you don't use the Default action.
CodeBastard Redgrave: Or choose another follow or movement action of course.
Arteer Oliva: Codies ... plz explain the diff bw Movement and Follow?
CodeBastard Redgrave: A follow camera will follow your avatar in a different way that it usually does. One example is Side Cam.
CodeBastard Redgrave: Side Cam will follow your avatar is if it was the side mirror in a car.
Gabby Panacek: the follow selection has no ending, correct? Your chosen follow cam setting will stay on until you change it, unlike movement which has a beginning and an end...do I have that right?
CodeBastard Redgrave: Driving cam is similar, but gives a very close following on the back side, as if it the camera was in a very close helicopter hovering at the back of the car.
Stephen Venkman: chuckles
Cuwynne Deerhunter: ~shuts up~
CodeBastard Redgrave: Exactly, Gabby. When you enable a Follow cam effect, it has no ending of duration. It will stick like that as long as you don't select another effect.
Cuwynne Deerhunter: got it
CodeBastard Redgrave: The Movement cameras are TIMED. They do cycles, have a duration, and ends after a few seconds. You have to press the "Action" key again to make them do their movement again.
Arteer Oliva: k ... I see the explanations in the manual of the FollowCams ...
CodeBastard Redgrave: The Movement cameras are TIMED. They do cycles, have a duration, and ends after a few seconds. You have to press the "Action" key again to make them do their movement again.
Arteer Oliva: k ... I see the explanations in the manual of the FollowCams ...
CodeBastard Redgrave: The Follow cams are steady effects, they don't stop ever, until you select another effect.
Arteer Oliva: but, my question is ... what is the diff bw Movement and Follow?
Cuwynne Deerhunter: duration
CodeBastard Redgrave: They are completely different in effect too, movement effects will perform "mathematical movements" like a 360 spin around you, zoom in, zoom out, the camera has a "life" of it's own.
CodeBastard Redgrave: The Follow cams will just follow you wherever you go, according to a certain camera angle, or position.
CodeBastard Redgrave: So let's just overview how exactly we can work with the camera controls.
CodeBastard Redgrave: Let's start with the most easy part: Hiding and Showing the HUD.
CodeBastard Redgrave: Most of the time, it is not necessary to use it. But you can hide or show the camera HUD at any time.
CodeBastard Redgrave: Some will want to show it, so they can click it to get the menu.
CodeBastard Redgrave: But, this menu is optional, as we will see. Most people operate the camera entierly without being visible.
CodeBastard Redgrave: That brings us to the 3 most important hotkeys for the MachinimaCam HUD.
CodeBastard Redgrave: They are F3, F4 and F5
CodeBastard Redgrave: It is pretty simple.
CodeBastard Redgrave: F3 is previous effect, and F4 is next effect. Those 2 keys will allow you to cycle through the 14 effects contained within the camera. As I explained previously, when you cycle to the next effect, the name of it will appear over the invisible camera interface, allowing you to know immediately what effect you have chosen.
CodeBastard Redgrave: After 2 seconds, the text will hide. And you are ready for action.
CodeBastard Redgrave: Let's say you want to make a 360 spin around your avatar.
CodeBastard Redgrave: You would press F4 until you see "Spin Cam" hovering on your invisible HUD. You now know you have the right effect you need.
CodeBastard Redgrave: (IMPORTANT NOTICE: This chart is wrong, it is really F3 for previous and F4 for next, I apologize for the mistake)
CodeBastard Redgrave: So, once you selected your Spin Cam effect, nothing will happen.
CodeBastard Redgrave: But you are ready for action.
CodeBastard Redgrave: To make sure your camera is not in Free mode, you would press ESC twice to make sure that MachinimaCam controls your camera.
CodeBastard Redgrave: Then, you would hide your interface with CTRL-ALT-F1
CodeBastard Redgrave: Then, we are ready to capture using the Spin Cam.
CodeBastard Redgrave: You would then press F9 to start FRAPS capture.
CodeBastard Redgrave: When capture is started, MachinimaCam is ready for action.
CodeBastard Redgrave: You can then press the F5 key, which is the Action trigger key.
CodeBastard Redgrave: As soon as you press F5, the camera will start spinning 2 or 3 complete 360 motions around your avatar.
CodeBastard Redgrave: Then, since it is a motion effect, it will stop.
CodeBastard Redgrave: Want another spin?
CodeBastard Redgrave: Cool. Press F5 again.
CodeBastard Redgrave: And it will spin another couple of 360's around your avatar. Repeat as wanted.
CodeBastard Redgrave: Then you have your fantastic 360 captured on your disk, press F9 to stop the capture.
CodeBastard Redgrave: Let's say you are immediately ready for more action.
CodeBastard Redgrave: Press F9 again to start another capture.
CodeBastard Redgrave: Select another movement effect, like Spaz Cam
CodeBastard Redgrave: Again, press F5 to start your camera spazzing all over the place. Like an earthquake.
CodeBastard Redgrave: When it's done shaking, you can stop your capture with F9 again, or if you need more spaz, just press F5 again. F5 will repeat the last action as many times as you want it
CodeBastard Redgrave: This can go on and on for whole capturing sessions. Always the same principle. Select a camera effect with F3-F4, and F5 when you are ready to start the last selected action. It couldn't be more simple.
CodeBastard Redgrave: If you noticed, I never specified you needed to show your interface again. You simply don't, that's how I designed this device. To operate in complete interface darkness.
CodeBastard Redgrave: 2 other interesting keys are F11 and F12.
CodeBastard Redgrave: Those keys will have no effect at all on all Follow cameras. But they will have a huge impact on the Movement cameras.
CodeBastard Redgrave: As stated, F11 will accelerate the effect, and shorten it's total duration.
CodeBastard Redgrave: F12 will do the exact opposite, decelerate the effect, and lenghten it's total duration.
CodeBastard Redgrave: For example, let's say Spin cam, if you use acceleration, the spin will go much faster around you, and will end faster too.
CodeBastard Redgrave: The acceleration keys goes with increments, you can ajust the effect to your own need at any given time.
CodeBastard Redgrave: Worth mentioning, the F7 keys is like a default factory reset.
CodeBastard Redgrave: It will return the camera to a normal followcam position, like behind you. It is based on the original camera position that is captured when you attached MachinimaCam.
CodeBastard Redgrave: Of course, if you are using a followcam effect already, you may want to use the Default effect, which is normal follow cam.
Arteer Oliva: k ... does it reset each time ... or save the settings from last session?
CodeBastard Redgrave: It saves it's last status
CodeBastard Redgrave: In fact, like any HUD, it remembers how it was set before being attached. UNLESS YOU RESET IT.
CodeBastard Redgrave: Also worth mentioning, but it is an EXPERIMENTAL feature: F6 which is Set Camera Position, better known as Camera Lock.
CodeBastard Redgrave: Simply put, you can go into free mode, focus your camera somewhere at a given position, and it will LOCK the camera there in place, and it won't budge.
CodeBastard Redgrave: If you leave free mode and go into MachinimaCam mode again, it will perform all effects from the EXACT starting point where you locked the camera. And it will RETURN at the exact starting point after the effect is done, unless you use a follow camera.
CodeBastard Redgrave: So if i lock my camera in some place, and do a Spin cam, it will start spinning where I locked the camera, and return there. It kinda sets the default place where your camera should be.
CodeBastard Redgrave: It can only be resetted using F7, for resetting the camera position.
CodeBastard Redgrave: I could go on for an hour just about this feature, as it is really experimental, but it could be useful to you in certain situations.
CodeBastard Redgrave: Okay, as for a last important note: What to do when the camera does a real fuck up.
CodeBastard Redgrave: As it is an attachment, wearable, and heavily scripted, as any device it can break during sim crossings or after a few hours of use. This is unfortunate but normal. And it is easy to do a complete factory reset of the device.
CodeBastard Redgrave: So, what you have to do to do a complete reset:
CodeBastard Redgrave: 1. Attach the camera
CodeBastard Redgrave: 2. Right click and Edit it. If it is invisible, CTRL-ALT-T will allow you to see it.
CodeBastard Redgrave: 3. Go into your Tools top menu, and do a "Reset all scripts from selection."
CodeBastard Redgrave: 4. Detach it
CodeBastard Redgrave: 5. Re-attach it again, to gain permissions.
CodeBastard Redgrave: Your camera will operate as if it was new.
CodeBastard Redgrave: AGAIN, NEVER DROP IT ON THE GROUND.
CodeBastard Redgrave: So, I think you have enough matter to think about for this primer on machinima and basic MachinimaCam usage. Hope you will all do a bunch of creative stuff with it, my biggest pleasure is to watch and showcase Machinima videos made using MachinimaCam.
CodeBastard Redgrave: Next class, next Saturday, will be a more in-depth look at MachinimaCam, and possibly a primer on my new FilterCam, which is a special effect filter for photography or machinima. Hope you enjoyed the class!
May 2nd