HD Video Editing with Blender
Posthis writes "While the VSE sequence module has been part of Blender for a while, the upcoming version v2.46 comes with some new powerful video editing features, like Proxy editing, optimized FFmpeg support, and more. Not many use Blender strictly as a video editor because it's not very straight-forward, but given the fact that it now deals with HDV and 24p footage much more comfortably compared to other OSS video editors, it makes it a sound contender. This new tutorial shows the basics of how to use it as a video editor and put your masterpiece together."
I'm usually pretty quick to defend the Blender UI, I'm one of those people who understands how quick and powerful it really is, but this time I have to agree.
Any tutorial on video editing in Blender should be akin to a tutorial on cleaning teeth which starts with:
Otherwise, it's lying or incomplete.
I don't therefore I'm not.
S-Video isn't really component. It uses a luma and a chroma signal, while what people typically refer to as component video uses luma and a pair of chroma channels, or just map to straight RGB.
I agree with your point about just going digital, though. For capture, sure, there might be some analog sources you might want to grab from, but there's no point in going to analog output these days. Professionals still dream about keeping everything in their pipelines digital; at the end of the day, they still have to print out to film, at least until digital cinema has taken over the market.
Is it still insanely counter-intuitive and hard to learn? The blender i used for rendering was nigh-impossible to figure out without at least three tutorials.
If history repeats itself, why can't we study the future?
Kino does not do HD, but dvGrab, the utility that Kino uses does HDV capture. You simply need to use the dvgrab 3.x version (not earlier) and use it from the command line. It captures HDV fine, in .m2t format, that Blender supports.
I've used Blender extensively. I've even used the Game Kit and extended Blender in Python.
Even after you know it, the UI still sucks. There's not enough feedback, it's too modal, the tools for aligning objects are weak, the keyboard shortcuts manual is over forty pages, and things that aren't implemented just silently don't work. Other than that...
You still suck. Quit whining about Blender just because you're too lazy to learn how to work it.
... a video input/output card for Linux that supports component (YPbPr) video.
There are lots of products from several manufacturers to choose from:Deltacast
AJA
Bluefish444
They are high quality professional grade cards and the price range is also high.
--Saval
Erm. That's bollocks. There are more countries and standards in the world than America you know.
AJA has linux support, drivers and SDK for (at least) their OEM boards: http://www.aja.com/html/products_oem.html
and Bluefish444 has Linux SDK available to registered OEM customers: bluefish444 OEM
We are about to try those for use in our product in Q4/08 (hopefully)... If anyone knows other possibilities we would like to know!
--Saval
Once again lots of Blender UI bashing from the less knowledgable here. Please listen to this:
3D kits are difficult to handle. Period. That goes for Maya, Softimage, Lightwave, 3DSMax, Houdini and Blender. That even goes for Cinema 4D, allthough they claim to be the easiest to use in the pro legue.
Pro-level 3D with pro-level tools is a non-trivial task, and trying out every feature in each of these packages and learning to use it takes well over a year, a stack of books and porbably even some hands on training by a professional. Somebody who is good at operating a 3D kit usually knows nothing else about computers. These software behemoths are like Emacs with the brakes removed - allmost an operating system by themselves.
That you need a stack of tutorials to get going with a full-range 3D package is the *norm*, not an exception. Blender has some unusual UI concepts (most of which make perfect sense and actually are and allways were innovative) but it is definitely not any more difficult to handle than Lightwave or 3DSMax. Take that from someone who has a full commercial license of Lightwave 8 *and* has been using Blender since 1.8.
We suffer more in our imagination than in reality. - Seneca