Thought I'd throw my half a cent of whatever in here. AV edits are a'changin' . There's a lot more going into the project files, while not actually changing the starting files. I find that its great to mix some old school with the new. Old school ways, you copied the original several times, using the copies to cut different portions together. Today, you just list your editing and then run a program to copy the data, adjust, output. Simple. When you did multicamera mixes and multisound source cutting, you had to be even more careful. If you made a cut and had to change it a little, you had to get copies of each clip in the section and recut them again. EDL came along, and it was a masterful idea; different operations in different programs could be written into a file with common jargon\language, and be read by other programs to show the preview output. When a program lacked a function, you could read the decision list, see what program created it, know when to apply that effect later, and send it down the line. At the end, each cut could be mastered by one or several programs as it went through its final stage, and come out on the other side with a finished product. Today we want to move everything we do in one program to everything else. Though they use a similar language to build their project files (the list of operations to perform on the data), they aren't perfectly interchangeable. The Tags used to describe each operation are very different, as well as how the operation is described. HP and TI calculators have differed for many years in how they process mathematical operations. One processes them the way we do normally, the other in reverse (RPN). In recent years, however, they've become very much alike, only differing in what they call particular operations, and how they display their functions on screens. I could program a mathematical text on one, but it wouldn't be recognizeable to the other. Video editing has gone a similar route. Now we also want the older programs to open what the newer ones made. Its common to think that new versions simply build on old ones. In many ways they do. However, the languages used to describe similar functions may have changed, or the way the information is layed out, or their may be a new set of functions that uses the same name as the old while the old has been renamed. All of this creates a problem when old programs try to open files created by the new ones. With standard text in unicode, you cannot open it in an ASCII only editor and get a perfect rendition of the same text. You may have to pass it through an operation to convert the text over to another format. That's the old school way. Why the hell is this all so important? Let's take a look at some repetitive tasks you want to move. For moving Multicam sequences, I find it easier and often more rewarding to simply not try to move them. You'd have to flatten them and all kinds of other stuff just to get them to move. If you have a fast enough system, and are good with your older program, you can run the multicam cutting in the old program. There's always a few seconds of shooting before a sync with a clapper or other loud noise. Cut all your video the same length by cutting off some at the start so their start points are all at the 0. If a camera has extra video beyond the others you want to keep at the end, put in black video and fil audio on the other tracks until they reach the end of the long one. Select all the video\audio on each track one track at a time and copy\paste it into its own sequence. Now you've handled the sync. You can export the sequences as Self contained movies, and you won't have to sync them again; or you can export the sequences as xml\edl and try it that way. In this fashion you can get your sync rebuilt in your old program, and run the multicam in it very quickly. Old school ideal: USe the SYNC point to create a common 0 start point (that's what they use the CLAPPER for) and then separate the tracks into their own reels again until you get to the old program. Put them back together again and run the multicam function. If you prefer a more new age approach, and you've got some time to procure some repeater programs (bots), you can get a program that watches your keypresses, then run the multicam in the new program and have your repeater do the same in the old program. It should run your keypresses at about the same time intervals, which should render the same multicam sequencing. This also works for markers, and other effects so long as you use your keyboard to actually get there. If the window layouts are the same, you might get away with using the mouse for some things as well. New School: You do it once, the machine can do it a thousand times after. XML or EDL are really the only way to do this stuff quickly for most operations. But if you've already made a multicam sequence, get yourself a copy of Premiere Pro CS5 or CS5.5 and try the quick tricks of changing the version number, offlining, then opening up and relinking all your media. You won't have to worry about the multicam. For automating it on the mac, you can use Automator to WATCH WHAT I DO, then have it repeat the actions at the same speed when you run it. Then you just have to prep for the recording by having the app open, the correct panel open, the record button ready to fire and set to a keypress; when recording use the dock to bring the app front, then start your work and keypresses as you go through the motions. When you finish, stop recording your multicam by keypress, and stop recording your actions by clicking the stop button on the small widget it brings up. Run your action again, you'll get the multicam rebuilt in your old app (so long as the shortcuts are the same). I'm sure theres a similar method on the PC for copying your exact actions at the exact same time intervals. In code, you could start a timer, and when you push a key, log the time and the key. In java or JSCRIPT this is simply a forever loop with an event listener. When you press a key, an event fires, logging a loopcount into a file with the key after, jumping out of the first loop if the event is a special escape key or mouse click. Not exactly rocket science is it? You can get very high loop counts if you don't reset the counter. Reset the counter to zero each keypress and you'll never go to high. If you have a timer function that counts milliseconds, you can have it count very accurately without getting numbers that are too high to represent with a small memory footprint. Count the values in the file, build an array of those values, and loop through the array (faster than file reads), and you'll get a very accurate repeat performance of keystrokes. The last values of the array may be your STOP COPYING ME routine, so you can omit them from your looping, play a sound and exit the program. I don't know the exact code, but this method works. You can do the same for making your blade edits and such, essentially rebuilding the file with markers etc, then add any effects based on the markers. Using a keyboard to scrub and apply common edits or operations can save you a lot of time if you record the actions and plan your work a little. Old School ideal: plan your work, work your plan. If you do your work in passes, you can record yourself doing it, and have the computer reproduce it exactly in an older version of the same program or in a different program, while you work on something else. By that method you can transfer most of your work easily where others might think it impossible. The pros know you gotta be OCD about your notation (in this case, recording everything you do in a machine reproduceable form) if you want to do less re-formatting of the work yourself. New Age Ideal: Programmers want their programs to be different\better than the other guy's. They use formatting of binary data to store the instructions for what has to get done to a video, and then have to have that language read back into something your renderer can use to apply the changes. This may sound like simply translating one language to another. It happens twice. Once from the Proffessional jargon to the programming data layout, then from the instructions in the data layout to the renderer's operations. Programmers are people too, and can write their languages anyway they chose, even if there are some common accepted rules and schemes. They also have artists and visualists help them design a way to present the information on screen so it can be read by the professionals the program is designed for. That's another language. Finally, there's the prospect of cross-compatibility. Since they perform some operations in a different logical manner, they can't always translate them right over. Often times they have to settle for a function that comes close enough. Close enough is where they usually draw the line, as they'd never be able to work on new projects or make any money if they couldn't release an old one. Having a common format to target makes it easier, and having a common limitation means it will usually be acceptable. I know this is a lot to take in, but there are ways of working around compatibility issues before you ever have them. One of those ways is keeping older computers running with older software that is occasionally less strict. Another way is recording your keypresses and timing, and matching your keyboard shortcuts in all your apps. This saves a simple datafile you can use to reproduce your work. WHere timing isn't an issue, you can have your timer ignored, and process the work even faster.
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