Hi,
Is it possible to do some basic animation easily with vegas 11 ? I'd like to start from a circle becoming a rounded rectangle to hold at the end a text (The text I know thow to place it).
A picture is worth than 1000 words, here is what I'd like to do in a smooth animation? I can't find tutorials to do that (I prefer classic tutorial than video tutorial)
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The most efficient way is to prebuild the effect, reimport the resulting file, then key that in where needed.
You need two layers: the bottom, complete shape
And the top endcap.
Animate one over the other in Vegas using the event pan/crop tool.
Export, reimport and Chroma Key in as a higher layer over live video. Wipe on the title as the next higher layer.
You can also do it using about 7 layers each time, but this is simpler. -
I would also suggest using a mask and 2 images similar to above, but will allow you to use transparency.
Got my retirement plans all set. Looks like I only have to work another 5 years after I die........ -
Using smrpix's images named as bar.png and dot.png:
Code:function MovingOverlay(clip bg, clip fg, int x_position) { Overlay(bg, fg, x_position, 0) } bg=ImageSource("bar.png", start=0, end=24, fps=24).Subtitle("This is some text printed on the long bar.", x=70, y=258) fg=ImageSource("dot.png", start=0, end=24, fps=24) Animate(0, 23, "MovingOverlay", bg, fg, 64, bg, fg, 380)
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Not bad Jagabo.......
Got my retirement plans all set. Looks like I only have to work another 5 years after I die........ -
Except motion not smooth... and this why perhaps is better to slightly complicate script - subpixel accuracy is nice...
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Very nice. The only way it could be better is if it were in Sony Vegas, like the original poster requested.Got my retirement plans all set. Looks like I only have to work another 5 years after I die........
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I did the AviSynth animation for myself just for fun. I wasn't going to post it but Pandy mentioned using AviSynth. So I posted the script. That would give the OP a chance to verify that effect is what he wanted. Most animated gif players can't handle much more than ~24 fps so I left it at that. Here's one at 60 fps. Basically just changing all the "24" to "60" in the script.
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Yeah, much better @ 60 fps.
Got my retirement plans all set. Looks like I only have to work another 5 years after I die........ -
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Did the brainiacs ever consider maybe it was not so smooth because it was converted and displayed as a gif ??
Or maybe this is an easier way to do it ?
Show all of us your rendering of this task before yapping yer traps.
Me thinks someones head is up their, AHEM, which is why they have a big, AHEM!!
LOL!! -
Another approach to improve the subjective "smoothess" is easing the keyframes, or changing the keyframe interpolation from something other than linear . This type of "lower third" animation is typically done with an acceleration in and deceleration out. That's more difficult to do in avisynth
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Oh, it was not critics only observation and still it can be improved by few ways without going to higher frame rate and/or interlace.
I like Avisynth and for such simple things i don't want to buy sophisticated video editor for multiple k$ - it will be slight overkill but some people are rich thus they buying Porshe to drive in a city 10km to work place - you can't forbid this... -
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Well I'd have to say MaverickTse's example wins hands down...........
Got my retirement plans all set. Looks like I only have to work another 5 years after I die........ -
Just for kicks (again) here's a moving overlay function that accelerates at the start and and decelerates at the end:
Code:function EaseInOutMovingOverlay(clip bg, clip fg, float x_current, float x_first, float x_last) { range = float(x_last - x_first) part = float((x_current - x_first) / range) part = sin(part * PI / 2) part = part * part * range + x_first Overlay(bg, fg, int(part), 0) } # call with: Animate(25, 125, "EaseInOutMovingOverlay", bg, fg, 64.0, 64.0, 380.0, bg, fg, 380.0, 64.0, 380.0)
I'm sure this is of no use to the OP. It was just a fun exercise for me. -
Nice job Maverick and Jagabo
I've always wanted to have more control over "keyframes" or non linear animation in avisynth
And for vegas, you would right click on the keyframe and select the interpolation type. But I don't think it has a curve editor for controlling velocity curves
Sometimes you need to use masks . For example what if the background wasn't "white", or background wasn't static - you would need to mask off the shape (instead of a moving "rectangle", it would just be the moving "dot", the rest would be "transparent" excluded from the mask and revealing the background layer)
This partially falls under the technique of "mask reveals", which allows you to do more complex animations by animating the mask. You can do non linear "bars" and shapes ; for example you can move in zig zag or circular . Or maybe reveal hand writing , etc -
Vegas has a velocity curve with points and interpolation choices.Got my retirement plans all set. Looks like I only have to work another 5 years after I die........
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Since they went to the OpenFX platform, just about anything is curve-based. Was that in V11? I think so.
Whoops! No curves in Pan/Crop and Track Motion. Everywhere else though (I think) Hahaha, better not quote me at this point. I've "stepped in it". HahahaLast edited by budwzr; 7th Mar 2014 at 22:53.
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Some fun with sin and cos avisynth animations...
Here's the function for the bouncing character:
Code:function Bounce(clip vid, clip overlay, clip mask, int x, int y, int angle, int amplitude) { radians = float(angle) / (360.0 / PI / 2.0) yoff = sin(radians) * float(amplitude) yoff < 0 \ ? Overlay(vid, overlay, x+angle, y + int(yoff), mask) \ : Overlay(vid, overlay, x+angle, y - int(yoff), mask) } # call with: Animate(0, 360, "Bounce",\ last, dog, mask, -130, 380, 0, 100,\ last, dog, mask, -130, 380, 640, 100)
Last edited by jagabo; 8th Mar 2014 at 07:18.
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Sweet. I've always done it by dragging spline handle without thinking about the math behind it. Thanks for the lesson!
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What is that, a pink termite? Something's wrong with the looping one.
Hey, we're gettin' way OT. Hope we don't get in trouble.Last edited by budwzr; 7th Mar 2014 at 23:29.
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