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frame memory animation

14 replies [Last post]
jbs
User offline. Last seen 14 years 46 weeks ago. Offline
Joined: 1 Jul 2006

Okay, new to the 8000a - no training yet. Just going on the manual, info seen here and just basic concepts applicable to all modern switchers.

I've successfully recorded exactly 288 frames of animation I'm hoping to play back looped out of the switcher, but I see that I can only have 99 keyframes in a register. Is that true?

If so, is there a way to sequence registers - three registers of 96 keyframes looping?? I know there is a sequence function on our GV3k that I used years ago for something, but can the Sony do this?

How can I get 288 frames to loop out of this thing? Why would I have recording potential limited only to the amout of frame memory I have only to be limited by the amount I can play back? Gotta be a way...

Thanks for the help.

jbs
User offline. Last seen 14 years 46 weeks ago. Offline
Joined: 1 Jul 2006
[quote="P Moss"]Rick is right Sony are changing the animation in V6v this will include expanding the number of frames available and doing away with the 99 frame/keyframe limit In the meantime jbs you could assign three frame memory outputs to different user groups and then as you suggest split your animation across the three outputs Phil[/quote] ...thats a good workaround solution (why didn't I think of that?) - thanks. HOWEVER, in the process of this I'm repositioning the fill output of the fill/key pair. I'm wondering if that will be another issue if I use three of the four paired FM outputs... can I get the repositioner to cooperate here? If I do this I'm assured of no ill effects to the switcher per version 5.4?
Mike Cumbo
User offline. Last seen 3 years 23 weeks ago. Offline
Joined: 18 Aug 2005
Phil, as I mentioned when I did it this was several years back, 2003 or 2004.
P Moss
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Joined: 7 Oct 2006
Mike/Bill No you do not have to build it manually just go to page 2151 select if you want to record a single input or a pair of inputs (matte and fill) then decide the duration of the clip to record, and then hit record. Then go to page 2152 select an empty register in the user 4 region (user 4 is normally assigned to all the frame memorys) and hit create key frame. This will create a time line up to 99 key frames with each key frame recalling 1 frame hence the current 99 frame limit. Phil
Bob Ennis
User offline. Last seen 5 years 15 weeks ago. Offline
Joined: 24 Aug 2005
You can either do that, or use the CREATE KEY FRAME utility in the FM/ANIMATION menu. This utility will create a timeline for you after you've recorded the animation.

Bob Ennis

Mike Cumbo
User offline. Last seen 3 years 23 weeks ago. Offline
Joined: 18 Aug 2005
In the past I have had to record each frame by frame. The tape ops usually "love" you. (This was pre-Fast Forward.)
Bill D
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Joined: 18 Aug 2005
So you build a timeline and have to manually call up each still and insert a new keyframe? Then make each keyframe one frame long? How do you take in the anaimtion, can you just play it back as animation and record? thanks Bill
Rick Edwards
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Joined: 18 Aug 2005
[quote="Bob Ennis"]Yes you can - that's exactly how I do our Jackpot Round on Wheel of Fortune. However, there IS one issue with this...putting a FM timeline in a loop using the 5.3 software causes the switcher processing to slow WAY down. In fact, I was told that if you leave it in an endless loop, the switcher will eventually crash. While I haven't experienced a crash, I can tell you that lower-level processes, such as tally, get way behind. The main processes are not affected, but my camera folks do complain. I have been told that SONY is aware of this and is working on a fix for it.[/quote] That is fixed in 5.40 which is the current version. RE
Bob Ennis
User offline. Last seen 5 years 15 weeks ago. Offline
Joined: 24 Aug 2005
Yes you can - that's exactly how I do our Jackpot Round on Wheel of Fortune. However, there IS one issue with this...putting a FM timeline in a loop using the 5.3 software causes the switcher processing to slow WAY down. In fact, I was told that if you leave it in an endless loop, the switcher will eventually crash. While I haven't experienced a crash, I can tell you that lower-level processes, such as tally, get way behind. The main processes are not affected, but my camera folks do complain. I have been told that SONY is aware of this and is working on a fix for it.

Bob Ennis

Bill D
User offline. Last seen 10 years 33 weeks ago. Offline
Joined: 18 Aug 2005
[quote="Bob Ennis"]Bill - No, the SONY doesn't yet treat animations as one entity (although I have heard rumors that this may be coming)...you have to use individual still KF's to create an animation. On the plus side, by having EACH still of an animation sequence as a separate element, you can easily permanently trim out unwanted frames, play animations in reverse, and eliminate unwanted frames in the middle of an animation sequence. I agree that there are some advantages to the Kalypso's way of treating animations as one entity, but I also have found a lot of advantages to how the 8000 currently handles things - if you don't count the current keyframe number limitation.[/quote] So can you have a animation looping through a timeline, and then still call up other timelines throughout the show? I would hope so.. Bill
P Moss
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Joined: 7 Oct 2006
Rick is right Sony are changing the animation in V6v this will include expanding the number of frames available and doing away with the 99 frame/keyframe limit In the meantime jbs you could assign three frame memory outputs to different user groups and then as you suggest split your animation across the three outputs Phil
Bob Ennis
User offline. Last seen 5 years 15 weeks ago. Offline
Joined: 24 Aug 2005
Bill - No, the SONY doesn't yet treat animations as one entity (although I have heard rumors that this may be coming)...you have to use individual still KF's to create an animation. On the plus side, by having EACH still of an animation sequence as a separate element, you can easily permanently trim out unwanted frames, play animations in reverse, and eliminate unwanted frames in the middle of an animation sequence. I agree that there are some advantages to the Kalypso's way of treating animations as one entity, but I also have found a lot of advantages to how the 8000 currently handles things - if you don't count the current keyframe number limitation.

Bob Ennis

Bill D
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Joined: 18 Aug 2005
Can't you just play and loop a FM output similar to Klip Cache on kalypso?
jonas
User offline. Last seen 15 years 3 weeks ago. Offline
Joined: 21 Aug 2005
rick, who told you that? jbs, you could build an effect timeline with your FM playout and use KF loop or Effect loop.
Rick Edwards
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Joined: 18 Aug 2005
As I understand it, the current version of SW allows 99 frames becuase of KF. I am told version 6, which is supposed to be out in December, not only expands the frame memory to something like 1000+ HD stills (I think SD is something like 5000) but also takes away the limit of 99 KF. RE