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Sean replied to the topic 'mObject 2 Arrives Today! Yay!' in the forum. 2 years ago

Thanks Ben! Yes I was one of the first to join yours and that one as well. Super interesting resource for novice like me!...
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Sean replied to the topic 'Home Movie editing' in the forum. 2 years ago

Thanks very much! Great tips indeed!
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Sean thanks user 'ddixon' in the forum message ' Home Movie editing'. 2 years ago
Sean replied to the topic 'Home Movie editing' in the forum. 2 years ago

Thanks for all the tips guys! Will definitely incorporate some of these ideas...
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Sean thanks user 'Karsten Schlüter' in the forum message ' Home Movie editing'. 2 years ago
Sean replied to the topic 'Home Movie editing' in the forum. 2 years ago

@fcppx.guru thanks for the feedback -- makes sense and good advice.

@Alex - Got a good laugh out of that and sage advice as well! No set deadline and it's a favor for a friend so no issues with exploitation. :)
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Sean created a new topic ' Home Movie editing' in the forum. 2 years ago

I'm a hobbyist FCPX user and a friend has asked me to compile a photo/video montage of his family's "favorites" from their iPhone and DSLR collection. These are random videos over about a year's span, everything from holiday adventures, to swimming at the pool. There's no coherent storyline per se. And he wants to make it look more filmic with titles etc. So...my question to the more experienced editors out there is...any tips on how to pull this off? In terms of pacing, transitions, etc? I know/have just about every plugin needed for titles, effects, transitions, video walls, etc. But just need advice for how to piece together a lot of unrelated stuff to make a somewhat coherent edit.

Thanks in advance!
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Sean replied to the topic 'mO2?' in the forum. 2 years ago

I had asked the Motion VFX support team a question about importing items into MO 2 (such as sMO1 shaders and objects). As well as from Element 3D. As usual, great support from them and may be helpful for others:

Quote from MVX support:

There are a couple of things worth noting on this topic:
1) most importantly, please note that mO2 is not an update for mObject but a completely new plugin. It has been written from the ground up and therefore won’t be able to use its scene files etc.,
2) mO2 uses a completely new shading system that requires a different set of textures (mObject used parameters such as Specular and Specular Exponent whereas mO2 uses much more intuitive Metalness and Roughness channels). That being said, you can still import textures from mObject’s Material pack manually into mO2's Texture Library and build materials from them (you’ll find these files in your /Library/Application Support/mObject/Materials folder), but before doing so, please keep the following things in mind:
- Diffuse textures contained highlights and shadows which may result in a weird material behavior in certain lighting situations (Albedo shouldn’t have any lighting in it, just a flat base color of the surface).
- Specular textures won’t really match any of mO2's material channels because they did not describe any physical property of the material. But you should be able to achieve some interesting results by dropping them into the Roughness channel and checking its Invert checkbox.
- mO2 calculates Ambient Occlusion on the fly so AO textures should not be used. If you wish to use them anyway, simply load them into the Material’s Cavity channel.
- lastly, remember that Materials created this way will be far from what we’ve prepared in mO2's material pack, mainly because most of the latter ones are actual scans of real life surfaces!
3) models from mObject packs were provided in OBJ format so you can import them into mO2, but there are a couple of things you need to note:
- OBJ’s material and texture info is stored in MTL files which weren’t included (mObject stored it in its custom format) so these models will load with a default material,
- the models’ textures can be imported manually into mO2's Texture Library and re-attached to their materials. But due to mO2's new shading system you may want to do the same thing as with materials - put Diffuse textures into Albedo, Specular into an inverted Roughness channel etc. For best results Metalness textures would have to be authored in an up such as Photoshop by selecting parts that are supposed to be made of metal (for example using the Color Range selection) and making them white while leaving everything else black,
- mObject didn’t provide an option to save customized models to the library but mO2 does so once you set up your model, simply right-click on it within the Scene content and pick “Save to Library”. After that it will become available in the Model Library, from which you can load it into all of your future projects without the need for any further customization.

As for using textures meant for other engines such as Video Copilot's E3D, it really depends on whether they have been created with the Metalness/Roughness material workflow or not (for more info on this be sure to check mO2's manual - www.motionvfx.com/mO2/Manual/index.html#material-workflows ).
This doesn't mean that they won't work at all, textures such as Albedo (also called Color, Diffuse, Base Color), Normal, Glossiness (inverted Roughness - mO2 has a checkbox for that), Illuminance, AO (mO2 generates it on the fly but you can use it in the Material's Cavity channel if needed) are still valid and you can create new mO2 Materials with them. Specular textures are the main problem (although you could try dropping them into the Roughness channel and inverting it, as mentioned above). None of them will match our Material scans though ;)
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Sean replied to the topic 'mObject 2 Arrives Today! Yay!' in the forum. 2 years ago

Yes indeed. Those guys are truly a class act.

Could not help but contrast this with an email I received from Pixel Film Pro . I am still on their mailing list although I've been burned by their inferior quality one too many times to buy anything from them. In any case, they are emailing folks on their mailing list some regurgitated "3D" plugin nonsense. Laughable attempt, especially compared with what MotionVFX just dropped...
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Sean replied to the topic 'unrecognized icon in FCPX' in the forum. 2 years ago

Hi Everyone,

Thanks for the replies. It was indeed a compound clip, but what is odd is that other compound clips that I have do not show this icon (they just show the thumbnail image), so perhaps as Ronny said it is because of the particular makeup of this particular CC. I would rather see the thumbnail image of what the clip's contents are rather than having to skim over it first, but I guess that is how it is.
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Sean thanks user 'ronny courtens' in the forum message ' unrecognized icon in FCPX'. 2 years ago
Sean thanks user 'FCPX.guru' in the forum message ' unrecognized icon in FCPX'. 2 years ago
Sean thanks user 'Tom Wolsky' in the forum message ' unrecognized icon in FCPX'. 2 years ago
Sean replied to the topic 'unrecognized icon in FCPX' in the forum. 2 years ago

Please see the enclosed image.
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Sean created a new topic ' unrecognized icon in FCPX' in the forum. 2 years ago

I don't recall seeing this icon before, but it looks like a band aid sort of. It's over a video clip in the browser and is sort of a pale blue and red rectangle on sort of a reddish color background.

When not selected, I see the icon, but if I select the clip, I see the underlying thumbnail again. Then if deselect, I see this icon again.

Hopefully someone can tell me what this is supposed to be representing.

thanks
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Ben Balser thanks user 'richmont' in the forum message ' A bug maybe?? Not sure...strange anyway...'. 2 years ago
Sean replied to the topic 'A bug maybe?? Not sure...strange anyway...' in the forum. 2 years ago

Be careful about calling something a bug, lest the moderator jump in and snarl at you. Only to commit the same sin himself, quite hypocritically a few post s later.
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Sean replied to the topic 'Two potential bugs I think may exist' in the forum. 3 years ago

@FCPX.guru - Yes, that is correct I am using the Expand Audio Components feature, but if you follow the other related post, I was able to rectify the general copy/paste (of a selected audio range) functionality by trashing preferences.

However, resolving that issue led me to even stranger issue as I continued to try and replicate the tutorial which I expand on in the other post thread. Would certainly be curious to hear your thoughts on that.

Appreciate all the feedback guys.
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Sean replied to the topic 'Another potential bug' in the forum. 3 years ago

Hi Karsten,

Regarding the "disappearing" retiming indicators, yes, the Command R shortcut did indeed make them visible again. However, when switching between best performance and best graphics, again they disappear and have to be reinvoked using the shortcut. I am very sure this was not the case prior to the 10.4 update and in my view, is indeed a bug .

As for the issue with the ability to copy a selected audio range - after I refreshed my preferences I can now copy the selected range and paste it. However...pay close attention to about the 2:30 mark in the MacBreak #362 episode. Steve has disabled the selected range of the original clip, and copies and pastes (using Option V) that selected range below the original. But the REAL magic is that despite copying what was a DISABLED selected range, the newly pasted range is not disabled. When he's done adding the effect to the copied range, he collapses the audio and the copied range sits underneath the original clip directly below the disabled original range.

I am very curious to see if you are able to replicate that behavior. I cannot. When I copy the disabled selected range, the range that gets pasted is also still disabled (unlike Steve's video which shows an ENABLED clip getting pasted). It gets stranger from there. Although I said my pasted range is disabled, if I toggle 'V' on and off I visually see that the clip goes from slightly dark to less dark (i.e. presumably enabled/disabled). However I cannot apply any effect to it. Thru sheer accident I discovered that the truly "enabled" part of the audio range was hiding and that I physically had to drag it across from the left border of the clip...and wallah....the clip brightened up to a truly "enabled" clip that I was able to apply an effect to, collapse everything, and achieve the final result.

Truly bizarre. Would be happy to send a video showing all of this if it would be helpful.
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Sean replied to the topic '10.4 Bug: Playhead jumps around while color correcting' in the forum. 3 years ago

Yes, I am seeing this as well. Running HS with a mac pro cylinder.

Just one bug among many that I am seeing today.
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