Hold On Frame
I'd like to hold the timeline from progressing while it plays
some short Movie Clips, that are placed on one frame. If I don't
stop the timeline, it'll pass right over them and you don't see the
MC.
There are actually three layers, all with different, short
MC's on each layer.
Is there a simple Hold On Frame (for a pre-determined amount
of time) Script, or can I use an ActionScript to Stop, Play this
MC, and Proceed?
I could stop the timeline in Director pretty easily, but I
don't know how yet in Flash.
Thanks!
Well, this makes sense, but I may not have it right yet.
Almost!
I have a Stop action on a layer, at the end of this scene.
Three MC's are on three layers, at the end of this scene.
I now have your _root.gotoAndPlay at the end of each of three
MC's (each on a layer, of course), but when I test this scene it
loops all three MC's over and over.
I'd like it to move on to the next Scene, after playing each
short MC.
Does using _root tell the timeline to return to the first
frame of this scene, and Play?
How about simply using gotoAndPlay
Thanks! I I have to, I can post my .FLA.
Similar Messages
-
Holding/lacking frames when Ram Preview. Mac OS X Yosemite
Do anyone know if Adobe is looking into fixing the problem with RAM preview your timeline in After Effects. That is lacking/holding/skipping frames the first 15-30 frames, and you have to run it once to the end, to see the beginning. It's really an issue for your work flow, and even more annoying when you have clients sitting next to you?
I checked with several other people too, just in case I might be my computer, but they have the same issue too.
Adobe wrote this" Adobe and Apple have worked closely together to test Adobe Creative Cloud applications for reliability, performance, and user experience when installed on Intel-based systems running Mac OS X Yosemite (version 10.10). " which seems like they might have missed this one?
If someone have a solution please let me know.
Best,
KasperIt is an Apple bug. We have a fix to work around this bug in development, and we intend to release a version of After Effects with this fix this spring.
-
How can I hold a frame of a clip?
I want to hold the first frame of a clip, then play the clip, then hold the last frame. Seems like there's some time remapping tools somewhere but I can't figure this out.
I can't just take a screen shot and set that as the still because this is one window in the video and there's other stuff going on.
Basically there are going to be four windows each with a video track. One will play, then freeze and the next will begin.
Any thoughts on how to do this? I don't want to have to go into After Effects if I can help it.
Thanks!To get a still of a clip in the timeline, go to the frame you want to freeze, select 'f' to match frame back to that clip and frame in the Viewer, select Sift+N' to create a Freeze of that frame, insert that into the Sequence.
... same for freeze at end.
You said there's four windows - you mean on one screen? ... then I'd create 4 sequences, possibly of the same duration each; one each for the 4 frames you want. They would each start with a freeze, roll on, then freeze at the end. Make these SEQs longer than you need.
One at a time, put them into the Viewer (don't double-click them) and edit them onto 4 tracks of master SEQs.
Apply sizing and motion to each of those. Control-click the clips in the timeline and select 'Open In Viewer' to see their motion tabs.
This method helps separate the roll off/to a freeze from the editing & motion (resizing/zooming etc.)
Hope that helps.
Neil. -
Hold on Frame until cuepoint = end
Hi all,
I am still struggling with a basic problem (yes I am a lingo
newbie).
Simply, I want to hold on a frame until a sound is finished.
I am trying to write something that checks if the cuepoint "end" is
reached, else it loops. If cuepoint "end" is reached, then it
should go next marker.
I know it sounds simple, but I am lost here.
Any ideas would be great and helpful! Thanks in
advance!!!This is the script I was using - placed in the script
channel. I wasn't
checking for the name of the cuepoint, just that one had
occurred. But,
I'm, sure you can modify it a little bit to find the name.
--Holds playback head on frame until cuepoint is passed in
audio file
--Audio file must be in sound channel 2
--(Use Sound Forge to place markers in audio file.)
--(Use for slide shows.)
on enterframe
if soundBusy(2) = 0 then
go to the frame + 1
end if
on cuepassed channel, number, name
go the frame + 1
end
on exitFrame
go to the frame
end
> Simply, I want to hold on a frame until a sound is
finished. I am trying
> to
> write something that checks if the cuepoint "end" is
reached, else it
> loops. If
> cuepoint "end" is reached, then it should go next
marker. -
How to hold last frame in mediaplayer in Windows phone 8.1..?
I am using mediaElement to play videos in an app in Windows phone 8.1. When I am moving to next channel by pressing the right
arrow (which I have placed), its showing the first frame of the video before moving on to next video.
I actually want to show the frame at the time when the video was switched to next channel. How can I do this..?Hi Jose,
Well, if you have a media file you can get its thumbnail from its StorageFile using StorageFile.GetThumbnailAsync method:
https://msdn.microsoft.com/en-us/library/windows/apps/windows.storage.storagefile.getthumbnailasync.aspx
If you really need to grab the first frame from a video in your MediaElement, you have to write an MFT in C++ to do this. Please refer to this thread and read Rob's suggestion for details:
https://social.msdn.microsoft.com/Forums/windowsapps/en-US/b3245a6c-23b5-4fff-a26b-1c0a8a87437c/grabbing-a-video-frame-to-make-a-thumbnail-in-a-c-xaml-windows-store-application?forum=winappswithcsharp
We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place.
Click
HERE to participate the survey. -
Multicam Frame Hold Issue in Premiere CC 8.0.1 - When Flattening
Hi,
I'm not sure if this has been addressed before, I couldn't find an answer:
When I use frame hold for a segment in a multicam timeline, then flatten the timeline, the frame hold no longer holds the frame.
The timeline is a 720x960 23.976p P2 timeline with three cameras.
Thanks!Me too with this one have it randomly when just opening the same project and begining to edit
had it happen about 4 times now.
Latest update
Microsoft Visual C++ Runtime Library
Program C:\Program Fi...
R6025
- pure virtual function call
[ok]
Adobe Premiere Pro CC 2014.1 has stopped working
roblem signature:
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Application Version: 8.1.0.81
Application Timestamp: 5426694c
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Fault Module Timestamp: 5098826e
Exception Code: 40000015
Exception Offset: 00000000000740da
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Additional Information 1: a22a
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C:\Windows\system32\en-US\erofflps.txt -
Multiple Frames - JInternalFrame
Goal:
I need to create a main window. This window contains multiple different views.
( I should be able to switch back and forth among these views).
Each view contains 4 small frames/window.
My design thought:
Step 1. Main window = JFrame.
Step 2.Using JLayeredPane to add several layers onto JFrame in z order. Each layer=one view.
Step 3. Each layer of step 2 should be able to hold 4 frames/windows.
Problem:
In step 2, JLayeredPane can only hold JInternalPane or Jpanel. JLayerPane can't hold JFrame.
Therefore , I can't do step 3 because JInternalFrame from step 2 can't hold any more frames.
Where I am wrong? Or it is just impossible to do such thing?* Card_Layout_Demo_2.java
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class Card_Layout_Demo_2 extends JFrame {
public Card_Layout_Demo_2() {
initComponents();
private void initComponents() {
cards = new JPanel();
jDesktopPane1 = new JDesktopPane();
jInternalFrame1 = new JInternalFrame();
jDesktopPane2 = new JDesktopPane();
jInternalFrame2 = new JInternalFrame();
jDesktopPane3 = new JDesktopPane();
jInternalFrame3 = new JInternalFrame();
jToolBar1 = new JToolBar();
jButton1 = new JButton();
jButton2 = new JButton();
jButton3 = new JButton();
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
setTitle("Card Layout Demo 2");
cards.setLayout(new CardLayout());
jInternalFrame1.setTitle("Frame 1.1");
jInternalFrame1.setPreferredSize(new Dimension(200, 100));
jInternalFrame1.setVisible(true);
jInternalFrame1.setBounds(0, 0, 200, 100);
jDesktopPane1.add(jInternalFrame1, JLayeredPane.DEFAULT_LAYER);
cards.add(jDesktopPane1, "panel 1");
jInternalFrame2.setTitle("Frame 2.1");
jInternalFrame2.setPreferredSize(new Dimension(200, 100));
jInternalFrame2.setVisible(true);
jInternalFrame2.setBounds(0, 0, 200, 100);
jDesktopPane2.add(jInternalFrame2, JLayeredPane.DEFAULT_LAYER);
cards.add(jDesktopPane2, "panel 2");
jInternalFrame3.setTitle("Frame 3.1");
jInternalFrame3.setPreferredSize(new Dimension(200, 100));
jInternalFrame3.setVisible(true);
jInternalFrame3.setBounds(0, 0, 200, 100);
jDesktopPane3.add(jInternalFrame3, JLayeredPane.DEFAULT_LAYER);
cards.add(jDesktopPane3, "panel 3");
getContentPane().add(cards, BorderLayout.CENTER);
jButton1.setText("Panel 1");
jButton1.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent evt) {
jButton1ActionPerformed(evt);
jToolBar1.add(jButton1);
jButton2.setText("Panel 2");
jButton2.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent evt) {
jButton2ActionPerformed(evt);
jToolBar1.add(jButton2);
jButton3.setText("Panel 3");
jButton3.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent evt) {
jButton3ActionPerformed(evt);
jToolBar1.add(jButton3);
getContentPane().add(jToolBar1, BorderLayout.NORTH);
Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize();
setBounds((screenSize.width-400)/2, (screenSize.height-300)/2, 400, 300);
private void jButton1ActionPerformed(ActionEvent evt) {
CardLayout cl = (CardLayout)cards.getLayout() ;
cl.show(cards, "panel 1");
private void jButton2ActionPerformed(ActionEvent evt) {
CardLayout cl = (CardLayout)cards.getLayout() ;
cl.show(cards, "panel 2");
private void jButton3ActionPerformed(ActionEvent evt) {
CardLayout cl = (CardLayout)cards.getLayout() ;
cl.show(cards, "panel 3");
public static void main(String args[]) {
new Card_Layout_Demo_2().setVisible(true);
private JPanel cards;
private JButton jButton1;
private JButton jButton2;
private JButton jButton3;
private JDesktopPane jDesktopPane1;
private JDesktopPane jDesktopPane2;
private JDesktopPane jDesktopPane3;
private JInternalFrame jInternalFrame1;
private JInternalFrame jInternalFrame2;
private JInternalFrame jInternalFrame3;
private JToolBar jToolBar1;
} -
Export Media- matching frame sizes to codec formats
The short version of this would be "what are the most common settings for compressed video at 720p"?
Reading the suggested settings for youtube and other sites simply leads me to more questions, as the presets from premier that get close to matching these recommendations all seem to have odd framerates and frame sizes...
The long:
Producers that have me scoring audio to some short bumper intro clips have had me download the quicktimes from vimeo. Revealing the Inspector in quictime, i see the specs on the video files ("Photo- Jpeg" compression format, in what I've been told is 'true 720p resolution' (1280x720), at 59.94 fps). Yet cant seem to find similar export settings as presets in Premiere. I am aware of the very useful function of being able to match master project settings from within the Media, but other people who recieve the preview clips note 'why are these in Photo- Jpeg'?
When I use premier presets that contain 720p res, they are often an odd frame size, which again renders questions from the recipient (why is this 720p at 24drop?) etc. So wondering why the difference between what I recieve and what's available from the same video format preset.
For instance When choosing "Photo- Jpeg" as a preset, the res is indeed 720p, yet the frame is nowhere near 1280x720 (not in front of my rig right now but its something like 900x720). In fact quicktime presets come up with these odd frame sizes as well. The presets Im able to locate so far that hold full-frame HD output settings are branded DV and HDV camera options...meanwhile '720p NTSC' is also in odd frame sizes under presets, not sure what to make of that...maybe I was mistaken in thinking 720p NTSC runs at 59.94?
I understand that Youtube, Vimeo and other sites we may be using have their 'recommended settings' faq pages. However my main concern is whether these are also typical settings for compressed quicktimes that producers may want delivered offline as well? Is there a 'standard' at all?
Read alot of FAQs over the past couple days, but these mainly discuss the options available and how to get to them, not finding alot of info regarding
"when to use export settings and why".so I come to you for your expertise...
Thanks for your patience and your insight folks!> Is there a 'standard' at all?
No.
Sorry, but that's the simple answer.
Regarding Photo-JPEG versus H.264:
Photo-JPEG codec in a QuickTime container is rather common for such purposes as stock footage---when the quality really matters, but file size (for bandwidth purposes) has to be considered, too.
H.264 is much more effective at compressing a file, but usually at the expense of some image quality. YouTube---to put it bluntly---doesn't care about the quality of movies the way that a stock footage website does, so YouTube prefers H.264. If you upload a video in a nice, high-quality, perfect file, YouTube will recompress it behind the scenes for playback---so you might as well give it what it wants in the first place so that you at least have some control over how your image is destroyed... er... compressed.
There's some more general information about output formats and codecs in this movie that I made:
"FAQ: What's the best export format or codec?" -
i m new to director,
i have a button called "introduction"
when i click on it goes to a maker called "intro"
on that marker frame i have also a "Hold On Frame" behaviour
to hold the playhead & let the 30 sec. intro play
but when the intro ends the playhead remain hold on that
frame i want to send playhead on the "mainmenu" marker automaticaly
as the intro ends, plz help me thanx...Is this 30 sec intro a video?
One can setup a score script that loops until the movieTime
of a video
sprite equeals the duration of the video member.
one could also set up a time that holds the frame for a set
time, here's
an example
-- score script
global holdEndTime
on beginSprite -- works in score scripts
holdEndTime = the milliseconds + 30000
end
on exitFrame
if holdEndTime > the milliseconds then go to the frame --
keep waiting
-- otherwise go on to next frame which could contain the go
to main
script
end -
I'm following a tutorial on future frame fx step by step and now just got to the part where they go to Inspector and under Timing they choose Hold....well that is not there in my version of Motion. Is it somewhere else or not there at all? Is there another way to accomplish holding a frame of one clip over another clip playing normally in Motion 2?
I know an update will solve things but I'm not there yet.I believe the Scrub filter was available in Motion 2. You should be able to use that to stop playback...
Patrick -
hiya,
I was just wondering if any one could please help me to cut an AVI video file into frames using jmf. Im not too sure how to go about doing this so any help or code examples would be much appreciated.
Many thankshiya,
I was just wondering if any one could please help me
to cut an AVI video file into frames using jmf. Im
not too sure how to go about doing this so any help
or code examples would be much appreciated.
Many thanksHello there,
here is a sample,
first of all, you need a player or a procesor, to hold the video for you, then, you must use the FramePositioningControl to move your movie frame by frame, and a FrameGrabbingControl to grab frames, haha.
I have this sample code, i hope you find it helpful:
* selector.java
import javax.media.*;
import javax.media.control.FramePositioningControl;
import javax.media.control.FrameGrabbingControl;
import java.awt.image.*;
import javax.media.util.BufferToImage;
import javax.media.control.FormatControl;
import javax.media.format.VideoFormat;
import java.awt.Image;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
// we use BufferedImage just in case you need to hold the frames
import java.awt.image.BufferedImage;
public class selector extends javax.swing.JFrame {
/** Creates new form selector */
public selector() {
initComponents();
// to create a player
try
reproductor = Manager.createRealizedPlayer(new MediaLocator("file:///e:/videos/dos.avi"));
catch (java.io.IOException e)
System.out.println("an error ocurred while creating the player");
catch (NoPlayerException e)
System.out.println("No player has been created");
catch(CannotRealizeException e)
System.out.println(e.getMessage());
//initial frame is 0, to position it
numFrame = 0;
//if the player exists
if ( reproductor != null )
//get the visual component
frameVideo.add(reproductor.getVisualComponent());
//obtain frame positioning capabilities
posicionador = (FramePositioningControl)reproductor.getControl("javax.media.control.FramePositioningControl");
// obtain frame grabbing capabilities
extractor = (FrameGrabbingControl)reproductor.getControl("javax.media.control.FrameGrabbingControl");
/** This method is called from within the constructor to
* initialize the form.
* WARNING: Do NOT modify this code. The content of this method is
* always regenerated by the Form Editor.
private void initComponents() {//GEN-BEGIN:initComponents
frameVideo = new javax.swing.JPanel();
frameSelector = new javax.swing.JPanel();
buttonRegresar = new javax.swing.JButton();
buttonAvanzar = new javax.swing.JButton();
buttonSalir = new javax.swing.JButton();
buttonTomarImagen1 = new javax.swing.JButton();
buttonTomarImagen2 = new javax.swing.JButton();
buttonComparar = new javax.swing.JButton();
panelImagenes = new javax.swing.JPanel();
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
setTitle("Selector de frame de video");
frameVideo.setBorder(new javax.swing.border.TitledBorder("Imagen del Video"));
getContentPane().add(frameVideo, java.awt.BorderLayout.CENTER);
frameSelector.setBorder(new javax.swing.border.TitledBorder("Controles de Frame"));
buttonRegresar.setText("Regresar");
buttonRegresar.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonRegresarActionPerformed(evt);
frameSelector.add(buttonRegresar);
buttonAvanzar.setText("Avanzar");
buttonAvanzar.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonAvanzarActionPerformed(evt);
frameSelector.add(buttonAvanzar);
buttonSalir.setText("Terminar y salir");
buttonSalir.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonSalirActionPerformed(evt);
frameSelector.add(buttonSalir);
buttonTomarImagen1.setText("Tomar Imagen 1");
buttonTomarImagen1.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonTomarImagen1ActionPerformed(evt);
frameSelector.add(buttonTomarImagen1);
buttonTomarImagen2.setText("Tomar Imagen 2");
buttonTomarImagen2.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonTomarImagen2ActionPerformed(evt);
frameSelector.add(buttonTomarImagen2);
buttonComparar.setText("Comparar Imagenes");
buttonComparar.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
buttonCompararActionPerformed(evt);
frameSelector.add(buttonComparar);
getContentPane().add(frameSelector, java.awt.BorderLayout.NORTH);
panelImagenes.setBorder(new javax.swing.border.TitledBorder("Imagenes"));
getContentPane().add(panelImagenes, java.awt.BorderLayout.SOUTH);
java.awt.Dimension screenSize = java.awt.Toolkit.getDefaultToolkit().getScreenSize();
setBounds((screenSize.width-969)/2, (screenSize.height-514)/2, 969, 514);
}//GEN-END:initComponents
private void buttonCompararActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_buttonCompararActionPerformed
// TODO add your handling code here:
//comparamos las imagenes tomadas
//si existen las imagenes
if ( (labelImagen1!=null) && (labelImagen2!=null))
//creamos dos imageBuffer
BufferedImage ima1, ima2;
ima1 = (BufferedImage)imagen1;
ima2 = (BufferedImage)imagen2;
Raster raster1, raster2;
//obtenemos los raster de las imagenes
raster1 = ima1.getData();
raster2 = ima2.getData();
//iniciando la comparacion
int numPixelesDiferentes;
int ancho, alto;
int numBands, numPixeles;
int i,j,k;
int minX, minY;
numPixeles =0;
i=0;
j=0;
k=0;
numPixelesDiferentes = 0;
//obtenemos el numero de bands del raster
numBands = raster1.getNumBands();
minX = raster1.getMinX();
minY = raster1.getMinY();
alto = raster1.getHeight();
ancho = raster1.getWidth();
System.out.println("NumBandas: " + numBands + " mix: " + minX + " minY: " + minY + " ancho: " + ancho + " alto: " + alto);
//probando con una sola banda
numBands = 1;
//borra esto despues
//obtenemos los pixeles de los raster
try
System.out.println("Se procede a comparar los pixeles");
//hacemos el barrido de todos los pixeles
for (i=1; i<= numBands; i++)
for (j =minY; j< alto; j++)
for(k=minX; k<ancho; k++)
//si el pixel indicado en ambos rasters es diferente
//lo contamos
int pixRaster1, pixRaster2;
pixRaster1 = raster1.getSample(k,j,i);
pixRaster2 = raster2.getSample(k,j,i);
numPixeles++;
//System.out.println("PixelR1: " + pixRaster1 + " pixelR2: " + pixRaster2);
if (pixRaster1 != pixRaster2)
numPixelesDiferentes++;
//ha terminado la comparaci�n de los pixeles
System.out.println("La comparaci�n de los pixeles ha terminado");
System.out.println("El num de pixeles totales es:");
System.out.println("" + numPixeles);
System.out.println("El num de pixeles diferentes es:");
System.out.println("" + numPixelesDiferentes);
System.out.println("El % de pix distintos:");
System.out.println("" + ((numPixelesDiferentes*100)/numPixeles));
catch (ArrayIndexOutOfBoundsException e)
System.out.println("Sucedio algo: " + e.toString());
System.out.println("i:" + i + " j:" + j + " k:" + k);
} else {
System.out.println("Alguna de las imagenes no ha sido tomada");
}//GEN-LAST:event_buttonCompararActionPerformed
private void buttonTomarImagen2ActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_buttonTomarImagen2ActionPerformed
// TODO add your handling code here:
System.out.println("tomando imagen 2");
if (reproductor != null)
elFormato = (FormatControl)reproductor.getControl("javax.media.control.FormatControl");
if (extractor != null)
System.out.println("El extractor si jala");
if (elFormato != null)
BufferToImage conversor = new BufferToImage((VideoFormat)extractor.grabFrame().getFormat());
if (extractor.grabFrame()==null)
System.out.println("El extractor no esta entregando imagenes");
if (conversor.createImage(extractor.grabFrame()) == null)
System.out.println("El conversor no puede generar la imagen");
System.out.println(extractor.grabFrame().getFormat().getEncoding());
imagen2 = conversor.createImage(extractor.grabFrame());
ImageIcon icono = new ImageIcon(imagen2);
//haciendo filtros para la imagen
labelImagen2 = new JLabel("Imagen 1",icono,JLabel.CENTER);
panelImagenes.add(labelImagen2);
else
System.out.println("No se puede obtener el Format Control");
}//GEN-LAST:event_buttonTomarImagen2ActionPerformed
// I AM DOING A COMMENT FOR YOU HERE:
THE NEXT SECTION OF THE PROGRAM IS USED TWICE, WITH TWO BUTTONS, USED TO PIC A FRAME AND PUT IT IN A LABEL FIELD TO SWHO IT IN A FRAME.
WE USE THE FRAMEPOSITIONING CONTROL, AND FRAME GRABBING CONTROL TO DO THIS. I HOPE THIS IS WHAT YOU NEED TO DO:
private void buttonTomarImagen1ActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_buttonTomarImagen1ActionPerformed
if (reproductor != null)
elFormato = (FormatControl)reproductor.getControl("javax.media.control.FormatControl");
if (extractor != null)
System.out.println("El extractor si jala");
if (elFormato != null)
// take the frame and store it in a BufferToImage object
BufferToImage conversor = new BufferToImage((VideoFormat)extractor.grabFrame().getFormat());
if (extractor.grabFrame()==null)
System.out.println("El extractor no esta entregando imagenes");
// we create an image from the BufferedImage we got before
if (conversor.createImage(extractor.grabFrame()) == null)
System.out.println("El conversor no puede generar la imagen");
System.out.println(extractor.grabFrame().getFormat().getEncoding());
// this code creates the image you see on the interface
imagen1 = conversor.createImage(extractor.grabFrame());
ImageIcon icono = new ImageIcon(imagen1);
// putting the image on the label control to display it
labelImagen1 = new JLabel("Imagen 1",icono,JLabel.CENTER);
panelImagenes.add(labelImagen1);
else
System.out.println("No se puede obtener el Format Control");
}//GEN-LAST:event_buttonTomarImagen1ActionPerformed
private void buttonSalirActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_buttonSalirActionPerformed
// TODO add your handling code here:
if ( reproductor != null )
reproductor.stop();
reproductor.deallocate();
reproductor.close();
//terminamos la aplicacion
this.dispose();
}//GEN-LAST:event_buttonSalirActionPerformed
private void buttonAvanzarActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_buttonAvanzarActionPerformed
// TODO add your handling code here:
if ( reproductor != null )
numFrame++;
posicionador.seek(numFrame);
}//GEN-LAST:event_buttonAvanzarActionPerformed
private void buttonRegresarActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_buttonRegresarActionPerformed
// TODO add your handling code here:
if ( reproductor != null )
if ( numFrame > 0 )
numFrame--;
posicionador.seek(numFrame);
else
System.out.println("Se ha regresado al inicio de la pelicula");
}//GEN-LAST:event_buttonRegresarActionPerformed
* @param args the command line arguments
public static void main(String args[]) {
java.awt.EventQueue.invokeLater(new Runnable() {
public void run() {
new selector().setVisible(true);
// Variables declaration - do not modify//GEN-BEGIN:variables
private javax.swing.JButton buttonAvanzar;
private javax.swing.JButton buttonComparar;
private javax.swing.JButton buttonRegresar;
private javax.swing.JButton buttonSalir;
private javax.swing.JButton buttonTomarImagen1;
private javax.swing.JButton buttonTomarImagen2;
private javax.swing.JPanel frameSelector;
private javax.swing.JPanel frameVideo;
private javax.swing.JPanel panelImagenes;
// End of variables declaration//GEN-END:variables
//variables declaradas por el programador
public Player reproductor;
public FramePositioningControl posicionador;
public int numFrame;
public FrameGrabbingControl extractor;
public Image imagen1;
public Image imagen2;
public FormatControl elFormato;
//las imagenes en pantalla
public javax.swing.JLabel labelImagen1,labelImagen2;
alright, that is for the code. This source code is from an initial application I'm programming, I'm still working on it. This is an experiment I tried, to do image comparision.
how to use this? first, make sure you see this line in the constructor section:
reproductor = Manager.createRealizedPlayer(new MediaLocator("file:///e:/videos/dos.avi"));
the mediaLocator class receives a file rute, so either you have this file location, or change it in the source code.
When you run the program, you will be shown a funny interface (not my best). You have these buttons:
Avanzar -> moves forward the video one frame
Regresar-> moves backwards the video one frame
Tomar imagen 1-> takes the current frame and stores it in memory
Tomar imagen 2-> takes the current frame and stores it in memory (appart of the other one)
Salir -> exits the program. YOU HAVE to use this button in order to fully shutdown the program. If you use the close button you may leave some things still running.
So, after you have picked up a couple or even just a frame from the movie, just resize a bit the window, and you will be shown the picture you grabed ;-), I'm still working on what to do to make the window re-paint itself correctly, if you have any ideas, please let me know.
Alright, let me know if this was of any help.
Greetings -
Keep last frame of a clip until the next clip in the timeline?
Is there an easy method to keep displaying the last frame of a clip until the next clip shows up in the timeline. I do not want black video in between.
Video demo:
http://www.bartelsmedia.com/vid/tmp_premiere_question2.swf
I know that one can mess around with the playback speed of a clip but this makes it hard to exactly hit the beginning of the next clip.
Any ideas?
Ciao, GunnarYeah, Hunt. Frame hold certainly has room for improvement. It also suffers from the auto-deinterlacing bug wherein the held frame is (often?) deinterlaced whether you've ticked "deinterlace" or not, so it is totally unusable for me.
The workaround of exporting .BMPs is wretched also, as this forces a YUV->RGB conversion (for DV, HDV, etc.) that clamps the color range.
I don't like the rate changing method either, as there is a risk of inaccuracy -- especially if you need to tweak the ins/outs afterwards.
When I know I need to do lots of frame holds (such as with instructional animation, screen captures, etc.) I make sure I build in at least an extra second of no-mo where I plan to hold the frame. Then I copy/paste 1 second clips to fill the time. This sucks also, but it is the only way I have found around the other methods' limitations.
My PPro "frame hold fantasy vision" (based on my hazy recollection of my old NLE ca. 1993) is something like: Right-click, choose "Frame Hold at CTI" -- which would automatically set Marker 0 at the CTI, frame hold at Marker 0, and then allow you to infinitely pull the ends of the clip. The overextended regions should be indicated with grey diagonals on the clip in the timeline, just like when transitions run out of frames or nested sequences get shortened, etc. -
Java3d speed collapse caused by other java apps running at the same time
Hi
I am programming a flightsimulator for some months.
The current state is online available (all free, no copyrights)
at http://www.snowraver.org/efcn/efcnsim/index.htm
especially the sample (source) which shows the
behaviour which is the reason for my post is here
http://www.snowraver.org/efcn/efcnsim/page2.htm
My Problem:
When I start the sim while two other java programs
( one is a server running localhost, one is a client )
are running, the speed of the flightsim is very slow,
one frame update takes 3 to 5 seconds.
( 3 java.exe's in task list plus 1 which is the IDE )
When I start the flightsim ALONE, I have 30 to 40 frames per second.
( 2 java.exe's in the task list = the flightsim and the IDE -> no prob here )
That means, the flightsim is about 100 times slower, when
started while the other two apps are running.
BUT the other two applications do almost ***NOTHING***, the
CPU load is 1 or 2 percent.
Of course they have threads running, but all are waiting
for a signal - no thread really consumes CPU power.
Interestingly, when I FIRST start the flightsim and AFTER THIS
start the two other applications, the flightsim
holds 30 frames per seconds without problems, even
though the other applications consume some CPU power
until they have completely started up.
Configurations:
JSDK 1.4.2_1 , 0_2..
Java3D 1.3.1 OPENGL (The DirectX version crashes with D3D device lost)
Win2000,XP CPU 800MHz upto 3 GHz
In my point of view, the java3d thread scheduler makes
some funny decisions when it starts up, which lead
to the order dependent behaviour described above.
My question is, if anyone has some ideas, how I could
get away from this speed collapse.
The problem is caused in native code I guess.
I also could imagine, that it has to do something with
the order in which one creates, attaches and starts
the Canvas3D. (? could produce race conditions)
The flightsim runs in full retained mode. Of course
the CPU work in the behaviours is rather big, because
the ROAM triangulation update (..) is done there
and the triangles are recalculated and passed
( all BY_REFERENCE ).
Or could it have to do something with the memory
consumption ( when all runs, almost all of
the 512MB RAM is taken by the three java.exe's ) ?
Any hints or ideas ?:) No, Sun does handle it [lol]
I just have tested it on my computer at work
( 3GHz HP compaq, 1GB Ram and a Intel 82865G Graphics
Card with 64MB memory, Windows XP )
and it has worked without problems any way I tried.
( Except for xclusive fullscreen mode, but I guess, the administrators
have deactivated it somehow, so we don't play games at work :)
I couldn't test it under Linux so far, but I think, this will be less
problematic than Windows [usually].
However my current assumption is:
I totally have forgot the [limited] videocard memory.
I suppose, Java3D tries to put all triangle data and all
textures to the videocards memory, so most data processing
then can be passed to it's graphiccard CPU using
OpenGL commands.
Now the flightsim produces a varying amount of (by_reference) triangle data ( a few thousands )
and has some texture maps for the terrain, the sea and other things,
plus indexed triangle data for the planes and ships.
The notebook system, which slows down has an ATI Mobile Radeon card
with only 32MB RAM onboard, whereas the others have 64MB Ram.
An additional pointer to that theory is that I can trigger the slowdown by resizing
the flightsim window, while it is running.
On the notebook, it holds 30fps, until the window exceeds a size of 962*862 pixels.
At this size the speed collapses and goes down to 1 frame update every 4 seconds.
If I make the window a few pixels smaller, the speed of 30fps immediately
is there again.
Therefore I guess, some data passed to the graphic cards memory depends
linearly from the canvas3d's window dimension, and at some limit,
the graphiccard's memory is too small and Java3D changes it's strategy
and performs most calculations on the computer's mainmemory,
which of course is a lot slower.
I'm not very sure about that, I'm just speculating.
Next thing I will try is to disable directdraw for the other two applications,
possibly swing also uses graphicscard memory, when directdraw is enabled.
The solution seems to be clear anyway: The flightsim must examine the system
and set some parameters depending on the machine's capabilities.
Onboard videagraphic ram is one of them. If it's too slow, I start to decrease
the window size and expect to see a sudden increase of speed, as soon as
the rendering can be done by the graphicscard CPU. If this never happens,
I assume no OpenGL accelerator is present on that system. This can be seen as a method
for finding out the amount of videocard memory on a system by trial and error ..?:)
Thanks for your tips, Alain.
I especially have to check out the data sharing class in 1.5. -
Export sticks at 1min!!!
thought I would make up a quick, 5 min movie in IMovie HD in effort to save time from FCP.
its a very simple movie with a header and leadout.
I exported it several times, using different settings, eg, MPEG4 or the stock output settings for "Web" - (they all use H.264 compressor codec)
after 55seconds, my beautiful movie holds that frame, at 55seconds, while the audio plays out in full!
the rest of the "movie" stays at that frame!?
whats up with that?
I would also add that it crashed on me twice and I think the fault was with Quicktime!
note 2) it plays fine and scrubs fine within the application.
Message was edited by: M-323Bengt
there are two internal HDs
disk 1 where applications are is 148.93GB with 2.27gb available.
disk 2 is 148.93gb with 30.93gb available.
I also have some external storage, 2 Terebytes plus a 500GB external with lots of space left there.
but the 2tb, was formatted for windows so it will not accept video files from mac. so I would need to move everything off the 2tb, reformat it, then put everything back.
.. if all the applications are on one drive, lets say I move some apps to another drive (like, drag and drop them to the other drive) will the links between the start up icons and the app still work? or do the apps have to be deleted from one drive and re-installed on the other? -
I've been playing with this for a while and I just can't figure it out. In the AE Help it shows keyframes being moved up and down with nice straight lines maintained between them, but when I do it I get bezier handles that produce crazy curves which I can't resolve. Tried doing it in the Layer window and can't figure out what I'm doing. I may just not understand this as a concept.
I have a 6 second animation that I need to incorporate into a composition. The actual animation stops at 4 seconds, holding on the last frame for 2 seconds. I want to alter the timing so the animation completes at 2 seconds and then holds the frame for 8 seconds. In other words, I want the first 4 seconds compressed into two seconds, then the last 2 seconds stretched to 8 seconds, for a total of 10. It sounds easy, but I can't seem to get my head around it! Can anyone give me some insight into time remapping that will let me do this?I don't really see you problem. In order to change the timing, you change the keyframe value, not its tangents. so you change the keyframe's value from 6 to 2, nothing more. The curves merely express the rate of change inbetween keyframes. To reset to linear interpolation, simply select the keys and hit teh respective icon at the bottom of the graph editor.
Mylenium
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