Hi guys
In response to Dec on the Google list. here is a short clarification for Michael of some features discussed. I hope it makes sense now. Also, I think that this being a feature list, the posts regarding Training and DS profile should maybe be moved?
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Micheal
Just to clarify some of my points for you ( I hope)
For this one a good start would be the availability of Tracking/Matte tools as we currently have them built into the keyers, but additionally add they keyer as a tab as well. This way you can use one tool, and have keys/mattes and tracking without any additional nodes. One large clean interface for CC...kinda like a super CC node.
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Hope this helps
Regards
Patrick Morgan
Colour & Finishing
www.bluegiraffe.tv
strontiumboy: A way to do timings in the tree - a more elegant way than Key framing <<
A way to do timings in the tree - a more elegant way than Key framing <<
UOV - Universal Object View. A unique 'overview' of the Timeline where all objects, effects, graphics etc are all visible and drag-about-able ;-)
The ability to edit the capture settings for a file after the file or files have been captured and have the result translate to all timelines. Previously rendered clips will show as unrendered.
The ability to change Reel name and timecode of a captured clip or file with no unlinking of media. The result will translate to all timelines with a Yes/No operation dialog. Previously rendered clips will show as unrendered.
Unleash the full potential of the AJA card in V10! Allow it to be used as a standalone I/O standards converter. That is the best part of having FCP in house without ever having to actually run FCP!
Duplicate clips indicator in the timeline.
Embrace any new file format BEFORE FCP does. I hate it when some FCP rookie tells me HIS $1000 edit system can import a clip that my DS V10 cannot.
Joe Aakins
Rock Creative, Nashville
I'd agree with all those, Joe. Most of them are already in the pinned list, but you expand on the details nicely :)
Tony
It would be nice to see (most of) all suggested features very soon in 10.x -
e.g. for the 3D - compositing / camera / tracker we are asking since ... uhm .. long time ago ...
br
chris
A floating licence option perhaps?
Think of this scenario;
Two identical systems.. z800's 4800's SAS, AJA... one running the software licence, one running the full licence.. one set up for editing, vfx, all purpose finishing, one set up for gradeing...
It would be nice to be able to use what ever machine is open to do I/O tasks rather than lock the I/O to one machine and have to make the workflow fit...
Normaly the finishing machine would be the choice for captureing and outputing, but there is times where it's slammed and the gradeing machine is idle.. being able to swap licences quickly would be a help.
d.
ps.. i don't have two identical DS's right now, but it is under discussion... need the greadeing tools to get a bit more depth to them.. and BIG BALLS
BCC's Optical Stabliser offers a "one button" answer to this note;
Tracking Fluid Stabilization like what MC has to stabilize tracking shots.
Tracking
aviddsvfx: It would be nice to see (most of) all suggested features very soon in 10.x - e.g. for the 3D - compositing / camera / tracker we are asking since ... uhm .. long time ago ... br chris
Indeed - so let's hear what would be important to you, and why.
For me the 3d side is huge. It's like the right arm is missing from DS now because in terms of advanced compositing, we can't compete with most other common systems due to the lack of 3d. Once any sort of z-depth comes in to play we are limping at best, or just no use at all. We need a good 3d compositing environment, with particles (more than Wonderstuff although I would like to see them suported in some way); planar and 3d tracking (a la Mocha and Flame respectively). I'd like presets having some 3d depth to them (imagine a blur or optical glow working in X, Y and Z as you pan around in a 3d environment) as well as being able to be masked by z-depth. Ideally this could be a reworking of the 2d compositing environment because that is excellent as far a 2d space.
Improved colour correction is also vital (and kudos to the improvements in the last year). Big Balls and all mentioned above especially shapes (like what we can already do in graphics but realtime)
Within graphics, I'd like to be able to customise the feathering of of an object's edge (eg have one edge hard, but another blurring inwards; while onother section could blur outwards slightly.) Again, this feeature seems standard in most DS-competitors now. I'd also like to add a drop shadow or edge to a stroke (same as we can do to text.
Cheers,
Dec
There are a lot of very good suggestions for improving DS already on the list, like 3D, masks in CC, tangent device suport etc (For another 10 years in Avid rhythm of R&D ... hope not )
Maybe you can ad :
Upgrade VST to the latest version.
Rotoscoping Features : Bspline rotosplines, double-edged splines to control drop-off., controllable motion blur with shutter angle and weighting to match live action.
And , my favorite, the promised Jim Maxwell training DVD for DS.
Thanks,
Laurentiu
Laurentiu Rusescu.Bucharest.RO
slicker: Upgrade the VST to the latest version.
Upgrade the VST to the latest version.
Useful, certainly.
slicker: Bspline rotosplines, double-edged splines to control drop-off.,
Bspline rotosplines, double-edged splines to control drop-off.,
Definitely - needs to be right up there at the top.
slicker: controllable motion blur with shutter angle and weighting to match live action.
controllable motion blur with shutter angle and weighting to match live action.
Nice, but less important than the above suggestion imho.
I forgot this.
Total ( not Advanced) Conform for Avid and FCP projects.
And, if it is time , animation generated from audio files.
Let's talk 3D shall we?
This is what i would like to see in DS for my kind of work ( not client supervised for the most part, with elements from live action and some CGI and going onto a 40 foot screen at the end of the day)
We need a 3D tracker to do much of anything in 3D, so let's get the ablity to import camera data from Bijou -or- PF track.. Or have our own 3D tracker but either of the above are great, and why spend the resources to write a new one if it's more effective to intergrate the camera data from either (or both) of these.. but one way or another 3D without being able to extract camera data is a non-starter, and Planner trackers do not work on alot of 3D shots.
The "point cloud" method of extruding 2D renders is very useful to line up 2D objects in a 3D world... reeeeeeally useful
The UI intergrated with the rest of DS's tools
A particle gen with trackers attached
I am happy with working with 2D renders of 3D CG as long as i have enough passes to play with, and do not put a priority on directly importing OBJ's with textures and lights, nice to have later, but not a big deal to me currently.. i had that with Cyborg2K years ago, and it was not very good use of time to be muck'n about with textures in a finishing suite... a pile of passes works better for me, then let me goof with the 2D elements in 3D space, preferable extruded to see where the rest of the elements go in realtionship to the 2D element.
For the most part i do think 3D comp'n is better off done on desktop machines, but with elements provided to the finishing system not final comps - and there are times when it needs to be done on the finishing system, or because of acurate color managment it's best being done on the finishing system.
my thoughts on 3D compositing for my little slice of the world...
dermot: Let's talk 3D shall we?
I agree with all your points, Dermot. What DS needs, and has needed for years, and has been asked for by users over, and over, and over again is a true 3D compositing space. What we DON'T need (at least in the beginning - one thing at a time) is for DS to become a cut-down 3D animation programme.
Think AE - not in workflow (all those parenting of layers is HORRIBLE), but in capabilities. We need volumetric lighting, 3D tracking (again, I agree that simply importing from PF or Bijou would suffice) and 3D particles.
I have watched many, many Flame demos and said to myself "Yep, I could do that on DS, and I could do it faster and easier", "Yep, I could do that too." "And that." until it got to the 3D space part, where I'd say "Uh, no. I can't do that."
If Adobe thinks it's important, if The Foundry thinks it's important, if Autodesk thinks it's important, why has Avid always stuck its head in the sand and said "No, we don't need that."?
How many things from the new wishlist are in the new DS version ( v10.3 ) ?
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