Manual/PartXIV/Video Sequence Editor

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Contents

视频序列编辑器

学习视频编辑器

这个部分将用一个视频编辑实例描述大多数序列编辑器的特点。把几个blender做的动画合成得到很好的效果。 One frame of the resulting edited animation is in 最终效果..

最终效果.
最终效果.

第一个动画:两个立方体

Let's start with something simple and see where it leads. Start a clean Blender and remove the default plane. Split the 3D window and switch one of the views to the camera view with NUM0. In the top-view, add a cube and move it just outside of the dotted square that indicates the camera view (Moving the cube out of the camera view.).

让我们做点简单的变动然后再开始。启动一个干净的 Blender 和移除默认的 plane。分离3D窗口,按NUM0转换一个视图到camera窗口。在顶视图中, 添加一个立方体和移动它 在照像机视图的方框外面 (把立方体移出照像机检视.)。

Moving the cube out of the camera view.
Moving the cube out of the camera view.

We want to create a simple animation of the cube moving into view, rotating once, and then disappearing. Set the animation end to 61 (set the End: value in the Anim Panel of the Scene Context, Render Buttons F10) and insert a LocRot KeyFrame on frame 1 with IKEY and selecting LocRot from the menu which appears. This will store both the location and the rotation of the cube on this frame. Go to frame 21 (press UPARROW twice) and move the cube closer to the camera. Insert another KeyFrame. On Frame 41, keep the cube on the same location but rotate it 180 degrees and insert another KeyFrame. Finally on frame 61 move the cube out of view, to the right and insert the last KeyFrame. We will need two versions of the animation: one with a solid material and one with a WireFrame. For the material, we can use a plain white lit by two bright lamps - a white one and a blue one with an energy value of two (A rendering of the solid cube...). For the WireFrame cube, set the material type to 'Wire' and change the color to green (...and a rendering of the WireFrame cube.).

我们想要创建一个简单的立方体进视图的动画, 旋转一次, 然后消失。设置动画 到61帧结束 (设置结束帧: 在Scene面板 F10的 Anim 面板, render 按钮) 按 IKEY在弹出菜单和选择 LocRot 插入 LocRot KeyFrame在帧1。这将会在这一个帧上储存立方体的位置和旋转。去帧 21(点击 UPARROW 两次)个和移动立方体接近照像机。插入另外的 KeyFrame 。在帧 41, 把立方体留在相同的位置上但是旋转它 180 度和插入另外的 KeyFrame。最后在帧 61,移动立方体离开视图到右边和插入最后的KeyFrame。我们将会需要二个版本的动画:一个是实体的材质和另一个是结构线。对于材质, 我们能使用被二个普通的lamps明亮,一个白的一个蓝色的 和两个energy数值的 (渲染实体立方体)。对于结构线立方体, 设置材质类型到 'Wire' 和将颜色换成绿色 (....和渲染结构线立方体)。

A rendering of the solid cube...
A rendering of the solid cube...
...and a rendering of the WireFrame cube.
...and a rendering of the WireFrame cube.

Enter an appropriate filename (for example 'cube_solid.avi') in the Pics field (first text button on top) of the Scene Context Render sub-context Output Panel (F10) (Set the animation output filename.).

在Scene面板render 子面板输出面板(F10) ,输入一个适当的文档名 (如: 'cube_solid.avi') (设置动画产量档名.)给Pics field (第一个文字按钮在顶部) 。

Set the animation output filename.
Set the animation output filename.

Render the animation with the white solid cube. This will save it to your disk. Save it as an AVI file. Use AVI Raw if possible, because it yelds an higher quality - compression should be the last thing in the editing process - otherwise, if short of disk space use AVI Jpeg or AVI Codec, the first being less compressed and hence often of higher quality. Now change the material to the green wire frame, render the animation again, saving the result as cube_wire.avi. You now have a 'cube_solid.avi' and 'cube_wire.avi' on your hard disk. This is enought for our first sequence editing.

渲染白色实体立方体渲染动画。这将会把它存档在你的硬盘。把它存档,如 AVI 文件。如果可能使用 AVI来加工, 因为它 yelds 一个较高级的质量 - 压缩应该是编辑处理的最后一件事 - 以别的方式,如果碟盘空间少使用 AVI Jpeg 或 AVI 多媒体数字信号编解码器,首先因为有较少的压缩常和较高的质量。 现在将材质换成绿色的结构线,再一次渲染动画,储存结果如 cube_wire.avi。你现在在你的硬盘上有 'cube_solid.avi' 和 'cube_wire.avi' 。这足够我们的第一个序列编辑 。

First Sequence: delayed wireframes 第一个序列: 延时的结构线

The first sequence will use only the wireframe animation - twice - to create an interesting effect. We will create multiple layers of video, give them a small time offset and add them together. This will simulate the 'glowing trail' effect that you see on radar screens. Start a clean Blender file and change the 3D window to a Sequence Editor window by pressing SHIFT-F8 or by selecting the Sequence Editor icon Image:Manual-Part-XIV-SequenceEditorWindowIcon.png from the window header Window Type Menu. Add a movie to the window by pressing SHIFT-A and selecting Movie (Adding a video strip) or by using the Add>>Movie Menu entry. From the File Select Window wich appears select the wireframe cube animation that you made before.

第一个序列将会只使用结构线动画 - 两次 - 产生一个有趣的效果。我们将会创建的多层视频, 给他们一个小的时间偏移和把他们凑合起来。这将会模拟 '发光痕迹' 效果,你会在雷达屏幕上见到。启动一个干净的 Blender 文件 和按 SHIFT -F8将 3D窗换成一个序列编辑窗口 或选择窗口标题的窗口类型菜单的序列编辑图像。按 SHIFT-A 在窗口选择电影和添加一个电影文件 (增加一个视频的条带) 或使用Add>>Movie菜单输入。从文件选择窗口选择你以前制做的结构线立方体动画。

Adding a video strip
Adding a video strip

After you have selected and loaded the movie file, you will see a blue strip that represents it. After adding a strip, you are automatically in grab mode and the strip follows the mouse. The start and end frame are now displayed in the bar. Take a closer look at the Sequence Editor screen now. Horizontally you see the time value. Vertically, you see the video 'channels'. Each channel can contain an image, a movie or an effect. By layering different channels on top of each other and applying effects, you can mix different sources together. If you select a video strip, its type, length and filename will be printed at the bottom of the window. Move your video strip and let it start at frame 1. Place it in channel 1, that is on the bottom row and press LMB to finalize (Placing the strip.).

在你选择和载入了电影文件之后, 你将会看一个蓝色的条带出现。在增加一个条带之后,自动地转为移动模式和条带跟随鼠标。开始和结束帧现在显示在条上。放在比较靠近的序列,现在编辑影片。水平线是时间数值。垂直地, 你见到视频的 '通道'。每个通道能含有一个图片,一场电影或一个特效。各自另一个顶上在分层不同的通道和应用效果, 你能一起混和不同的源点。如果你选择一个视频的条带,它的类型,长度和文档名将会在窗口的底被显示。移动你的视频条带和让它在帧1开始。把它放在通道1, 那在底部的行上和按LMB最后定下来(放置条带.)。

Placing the strip.
Placing the strip.
Lead-in, Lead-out and stills 引入线,开始和静止: You can add lead-in and lead-out frames by selecting the triangles at the start and end of the strip (they will turn purple) and dragging them out. In the same way, you can define the 'length' in frames of a still image.

你能添加lead-in和lead-out帧在选择三角形在条带的开始和结束(他们将会变为紫色的)和拖曳他们。同样地, 你能在帧中定义一个静止图像的'长度'。

Duplicate the movie strip with SHIFT-D, place the duplicate in channel 2 and shift it one frame to the right. We now have two layers of video on top of each other, but only one will display. To mix the two layers you need to apply an effect to them. Select both strips and press SHIFT-A. Select ADD from the menu that pops up (Mixing two video strips). Otherwise use the Add>>Effect>>Add.

用 SHIFT-D 复制电影条带,放置这个复制到通道 2和移动它一个帧到右边。我们现在有二个视频的层在彼此的顶上,但是只有一个将会显示。混台二个层你需要应用一个效果给他们。选择两条带,点击SHIFT-A,从弹出来的菜单选择ADD(混合两个视频条带)。以别的方式使用Add>>Effect>>Add


Mixing two video strips
Mixing two video strips

To see what's happening split the sequence editor window and select the image button in the header (Sequence Editor preview button.). This will activate the automatic preview (Adding a preview window.). If you select a frame in the sequence editor window with the strips, the preview will be automatically updated (with all the effects applied!).

和在标题中选择图像按钮 (序列编辑预览按钮.)见到什么正在分离序列编辑窗口发生?这将会启动自动的预览 (增加一个预览窗口.)。如果你选择一帧在那序列的编辑窗口和条带, 预览将会自动地被更新 (所有应用的效果!)。

Sequence Editor preview button.
Sequence Editor preview button.

If you press ALT-A in the preview window, Blender will play back the animation. (Rendering of effects for the first time takes a lot of processing time, so don't expect a real-time preview!).

如果你点击 Alt-A在预览窗口中, Blender 将会播放动画。(效果的渲染第一次花许多时间, 因此不要期待一个即时预览!)。

Adding a preview window.
Adding a preview window.
Windowless preview 无窗口的预览: If you do not like the separate render window, switch to the Render Buttons (F10) and select DispView in the bottom left.

如果你不喜欢单独的渲染窗口, 转换Render按钮 (F10)在底部左边选择 DispView 。

Now it's time to add some more mayhem to this animation. Duplicate another movie layer and place it on channel 4. Add it to the existing ADD effect in video channel 3 with a new ADD effect. Repeat this once and you will have four WireFrame cubes in the preview window (Sequence with 4 WireFrame cube strips added together.).

现在是该为这一个动画加更多mayhem的时候。复制另外的一个电影层和放它在通道4上.创建一个新的ADD添加效果在视频通道3中和添加它到现有的ADD效果。重复这一操作和你将会在预览窗口中有四个结构线立方体 (序列用 4个结构线立方体条带增加在一起.)。

Sequence with 4 WireFrame cube strips added together.
Sequence with 4 WireFrame cube strips added together.

All the cubes have the same brightness now, but I would like to have a falloff in brightness. This is easily arranged: open an IPO window somewhere (F6) and select the sequence icon in its IPO Type Menu (Sequence IPO button.).

现在所有的立方体有相同的亮度,但是我想要有一个在亮度中减少。这容易地被安排:开启一个 IPO 窗口(F6)和在它的 IPO 类型菜单中选择序列图像 (序列 IPO 按钮.)。

Sequence IPO button.
Sequence IPO button.

Select the first add strip (the one in channel 3), hold down CTRL and click LMB in the IPO window on a value of 1. This sets the brightness of this add operation to maximum. Repeat this for the other two add strips, but decrease the value a bit for each of them, say to around 0.6 and 0.3 (Defining the brightness of a layer with an IPO).

选择那首先添加条带 (在通道3的那一个), 在IPO 窗口中一个1的数值上 CTRL+LMB.这将设置这一个add运算的亮度设定为最大。重复这,为另外二对于他们两个add条带, 但是减少数值一点, 大约 0.6个和 0.3 (用一个 IPO 定义层的亮度)。

Defining the brightness of a layer with an IPO
Defining the brightness of a layer with an IPO

Depending on the ADD values that you have just set, your result should look something like what is shown in Four WireFrame cubes combined with fading effects..

依赖你设置的ADD数值,你的结果应该看到相似的东西,四个结构线立方体组合消失效果。

Four WireFrame cubes combined with fading effects.
Four WireFrame cubes combined with fading effects.

Now we already have 7 strips and we have only just begun with our sequencing! You can imagine that the screen can quickly become very crowded indeed. To make your project more manageable, select all strips (AKEY and BKEY work here, too!), press MKEY and press ENTER or click on the Make Meta pop up. Otherwise you can use the Strip>>Make Meta Strip Menu entry. The strips will now be combined into a meta-strip, and can be copied or moved as a whole. With the meta strip selected, press NKEY and enter a name, for example 'Wire/Delay', to better remember what it is (Named META strip).

现在我们已经有7个条带 而我们的序列才刚开始!你能想像屏幕很快变得很拥挤。为了要使你的方案计画变得更易办, 选择所有的条带 (AKEY 和 BKEY 操作这里, 也!), 点击 MKEY 和回车或点击Make Meta。另外你能使用Strip>>Make Meta Strip菜单完成。条带现在将会组合进一个meta-条带,能被拷贝或移动。被选择的 meta 条带,点击 NKEY 和输一个名字, 在这个例子 'Wire/Delay'(指定的 META 条带).

Named META strip
Named META strip

Second Animation: A delayed solid cube 第二个动画:一个被延时的实立方体

Now it is time to use some masks. We want to create two areas in which the animation plays back with 1 frame time difference. This creates a very interesting glass-like visual effect. Start by creating a black and white image like the one in Animation mask.. You can use a paint program or do it in Blender. The easiest way to do this in Blender is to create a white material with an emit value of 1 or a shadeless white material on some bevelled Curve Circles. In this way, you do not need to set up any lamps. Save the image as mask.tga.

现在是该使用一些遮罩的时候。我们想要产生二个面在以一个帧计时差动画播放。这产生一个很有趣的像玻璃一样的视觉效果。开始创造一个黑与白图像那一在动画遮罩。你能使用一个油漆程序或在Blender中做它。在 Blender 做这些最容易的方法将创建一个白色材质设置一个1的emit数值或一个没有阴影的白材质在一些倾角曲线圈圆。这个方法,你不需要设置任何的灯需要。把图象保存为mask.tga。

Animation mask.
Animation mask.

Switch to the sequence editor and move the meta strip that we made before out of the way (we will reposition it later). Add the animation of the solid cube (SHIFT-A>>Movie). Next, add the mask image. By default a still image will get a length of 50 frames in the sequence editor. Change it to match the length of the cube animation by RMB and GKEY to dragging out the arrows on the side of the image strip with the right mouse button. Now select both strips (hold down SHIFT), press SHIFT-A and add a SUB (subtract) effect (Subtracting the mask from the video.).

转换到序列编辑和移动meta条带,我们把以前制好的移开。 (我们稍后将会重新定位它)。添加实立方体的动画。(SHIFT-A>>Movie)。NeXT,添加遮罩像。预先设定一个 50个帧长度的图象在序列编辑。用RMB和 GKEY改变它相配立方体动画的长度到,用滑鼠按钮在图像条带的右边沿上拖动指针。现在选择双方的条带 (按 SHIFT), 点击 SHIFT-A个和添加一个SUB (减) 效果 (减少来自视频的遮罩.)

Subtracting the mask from the video.
Subtracting the mask from the video.

In the preview window you will now see the effect; the areas where the mask is white have been removed from the picture (Mask subtracted.).

在预览窗口你中现在将会见到效果;遮罩是白的部分已经从照片被减去 (减去的遮罩.)

Mask subtracted.
Mask subtracted.

This effect is ready now; select all three strips and convert them into a META strip by pressing MKEY. Now repeat the previous steps, except that you don't use the SUB effect but the MUL (multiply) effect (Mask multiplied.). This time you will only see the original image where the mask image is white. Turn the three strips of this effect into a meta strip again.

这一个效果现在准备好;选择所有的三个条带和按 MKEY 把他们转换成一个 META 条带。现在重复以前的步骤, 不使用SUB效果,使用 MUL(乘) 效果 (遮罩乘.)。 这一个次你只将会见到遮罩像是白的原始像。再一次将这一个效果的三个条带转变成一个 meta 条带。

Mask multiplied.
Mask multiplied.

For the final step I have to combine the two effects together. Move one of the meta strips above the other one and give it a time offset of one frame. Select both strips and add an ADD effect (Adding the two effects).

作为我必须一起结合二个效果的最后踏步。在另一个和上面的变动 meta 之一条带给它一个一个帧的次偏位。选择两者的条带和添加一个ADD效果.(增添加二个效果)。

Adding the two effects
Adding the two effects

In the preview window you can now see the result of the combination of the animation and the mask (Two time-shifted layers.). When you are ready, select the two meta strips and the ADD effect and convert them into a new meta strip. (That's right! You can have meta strips in meta strips!)

在预览窗口你中现在看见和遮罩的动画的组合结果 (二个时间转移层.)。当你准备好的时候, 选择ADD效果和的二个 meta 条带把他们转换成一个新的 meta 条带。(那是不错!你能在 meta 条带中有 meta 条带!)

Getting into a Meta Strip 进入 Meta 条带::

To edit the contents of a meta strip, select it and press TAB. The meta strip will 'explode' to show its components and the background will turn yellowish/green to indicate that you are working inside a meta strip. Press TAB again to return to normal editing.

为了要编辑 meta 条带的目录, 选择它按TAB键。meta 条带将会 '爆发' 显示它的组成和背景将会转为微黄色的/绿色指示你正在进入一个 meta 条带操作。点击TAB键再一次回到正常的编辑。

Two time-shifted layers.
Two time-shifted layers.

Third Animation: a tunnel 第三个动画: 一个隧道

We want a third 'effect'to further enrich our animation; a 3D 'tunnel' to be used as a background effect. This is really simple to create. First save your current work - you will need it later! Start a new scene (CTRL-X) and delete the default plane. Switch to front view (NUM1). Add a 20-vertex circle about 10 units under the z=0 line (the pink line in your screen) (Adding a 20-vertex circle.).

我们想要一个第三个 'effect'去进一步丰富我们的动画;一个3D立体 '隧道' 被使用为一个背景效果。这真的简单创建。首先节省你的当前工程 - 你稍后将会需要它!启动一个新的场景 (CTRL-X) 和删除默认的plane。转换到正视图(NUM1)。添加 20 顶点的圈在 z=0个行下面的大约 10个单位 (粉红的线在你的屏幕中)(增添加一个 20 顶点的圈.)。

Adding a 20-vertex circle.
Adding a 20-vertex circle.

While still in Edit Mode, switch to side view (NUM3) and snap the cursor to the origin by locating it roughly at the x,y,z=0 point and pressing SHIFT-S. Select Curs>>Grid. We want to turn the circle into a circular tube, or torus. For this, we will use the Spin function. Go to the Editing Context (F9) and enter a value of 180 in the Degr NumButton and enter '10' in the Steps NumButton in the Mesh Tools Panel. Pressing Spin will now rotate the selected vertices around the cursor at 180 degrees and in 10 steps (Spinning the circle around the cursor).

当仍然在编辑模式中,转换到侧视图 (NUM3) 和吸附指针到原点,x,y,z=0点和按SHIFT-S. 选择Curs>>Grid。我们想要将圈变成一个圆的管 , 或圆环面。对于这,我们将会使用Spin功能。在 Degr NumButton 和中去Editing面板 (F9) 而且输入一个 180 的数值 在Mesh Tools面板的Steps NumButton 中输入‘10'。点击Spin现在将会在 10个steps的 180 度和的光标周围旋转挑选的顶点。 (光标的周围自旋圈)

Spinning the circle around the cursor
Spinning the circle around the cursor

Leave Edit Mode (TAB). With the default settings, Blender will always rotate and scale around the object's center which is displayed as a tiny dot. This dot is yellow when the object is unselected and pink when it is selected. With the cursor still in the origin, press the Center Cursor button in the Edit Buttons window to move the object center to the current cursor location. Now press RKEY and rotate the tube 180 degrees around the cursor. Now it's time to move the camera into the tunnel. Open another 3D window and switch it to the camera view (NUM0). Position the camera in the side view window to match Camera inside the tunnel., the camera view should now match Camera view of the tunnel interior..

离开编辑模式 (TAB键)。默认的设置,Blender 将会永远总是旋转和缩放被显示为一个极小的点的物体的中心。当物体被不选择的时候,这一个点是黄色的,当它被选择的时候是粉红色的。仍然在原点的光标, 在编辑按钮窗口中按Center Cursor按钮去移动物体中心到当前的cursor位置。现在点击RKEY,围绕光标rotate管子180度。现在是移动照像机进入隧道的时候。打开另外的一个3D立体窗口和转换它到照像机视图 (NUM0) 。在侧视图窗口中匹配照像机在隧道侧面的位置, 照像机视图现在应该匹配隧道侧面的照像机视图。

Missing edges 不见的边:: If not all of the edges of the tunnel are showing, you can force Blender to draw them by selecting All Edges Tog Button in the Mesh Tools 1 Panel of the Editing Context (F9).

如果隧道的不是所有的边都正常显示, 你能 在网格工具编辑面板 (F9) 的Mesh Tools 1面板,选择All Edges Tog按钮,强迫 Blender显示他们。

Camera inside the tunnel.
Camera inside the tunnel.
Camera view of the tunnel interior.
Camera view of the tunnel interior.

To save ourselves some trouble, I want to render this as a looping animation. I can then add as many copies of it as I like to the final video compilation. There are two things to keep in mind when creating looping animations. First, make sure that there is no 'jump' in your animation when it loops. For this, you have to be careful when creating the KeyFrames and when setting the animation length. Create two KeyFrames: one with the current rotation of the tube on frame 1, and one with a rotation of 90 degrees (hold down CTRL while rotating) on frame 51. In your animation frame 51 is now the same as frame 1, so when rendering you will need to leave out frame 51 and render from 1 to 50. Please note that the number 90 degrees is not chosen carelessly, but because the tunnel is periodic with period 18, hence you must rotate it by a multiple of 18, and 90 is it, to guarantee that frame 51 is exactly the same than frame 1. Second, to get a linear motion you need to remove the ease-in and ease-out of the rotation. These can be seen in the IPO Window of the tube after inserting the rotation KeyFrames. The IPO smoothly starts and end, much like a cosine function. We want it to be straight. To do so select the rotation curve, enter editmode (TAB) and select all vertices (AKEY) and press VKEY ('Vector') to change the curve into a linear one (Tunnel rotation IPO without ease-in and ease-out.).

保存我们自己一些问题, 我想要 render 一个循环动画。我能添加它的一些的拷贝为我可能对最后视频的编辑。当创造循环动画的时候,要记住两点。首先, 当它循环的时候确定在你的动画中没有 '跳起' 。对于这点,当设置动画长度的时候,当创造 KeyFrames 和的时候,你必须很小心。产生二 KeyFrames:一个在帧1上管在当前旋转, 和在帧 51 上的一个旋转90度 (当 rotate的时候,按 CTRL ).在你的动画帧 51 中是现在相同于帧 1, 当渲染时你将会需要遗漏帧 51 和从 1 渲染 到 50.请注意号 90 度不注意地没被选择,但是因为隧道用周期 18 是周期性的,因此你必须由 18的倍数旋转它, 和 90 是它, 保证帧 51 超过帧完全相同 1. 其次, 为了获得线性运动你需要的移除旋转的ease-in和ease-out。这些能在管的 IPO 窗口在插入旋转 KeyFrames 之后看到。IPO 平滑地开始和结束, 象一个余弦动作。我们想要是它直的。这么做选择旋转曲线, 进入 editmode(TAB键) 和选择所有的顶点 (AKEY) 按 VKEY('矢量') 将曲线换成一个线性的 (隧道旋转没有IPO-ease-in 和 ease-out.)。

Tunnel rotation IPO without ease-in and ease-out.
Tunnel rotation IPO without ease-in and ease-out.

To create a more dramatic effect, select the camera while in camera view mode (Rotate the camera to get a more dramatic effect). The camera itself is displayed as the solid square. Press RKEY and rotate it a bit. If you now play back your animation it should loop seamlessly.

为了要产生一个比较戏剧性的效果, 在照像机视图模式中的时候选择照像机.(旋转照像机得到一个比较戏剧性的效果)。照像机本身被显示为立体正方形。点击 RKEY 和旋转 它一点。如果你现在重放你的动画,它应该无缝地循环。

Rotate the camera to get a more dramatic effect
Rotate the camera to get a more dramatic effect

For the final touch, add a blue WireFrame material to the tube and add a small lamp on the location of the camera. By tweaking the lamp's Dist value (attenuation distance) you can make the end of the tube disappear in the dark without having to work with mist. (A groovy tunnel.). When you are satisfied with the result, render your animation and save it as 'tunnel.avi'.

对于最后感觉, 添加一个蓝色的结构线材质到管在照像机的位置上添加一个小的灯。调整灯的 Dist 数值 (衰减距离) 你能使管的末端消失在黑暗中与雾一起工作。(一个很帅的隧道.)。当你对结果一起满意的时候, 渲染你的动画和把它存档如 'tunnel.avi'.

A groovy tunnel.
A groovy tunnel.

Second Sequence: Using the tunnel as a backdrop 第二个序列: 以隧道作为一个背景幕

Reload your video compilation Blender file. The tunnel that we made in the last step will be used as a backdrop for the entire animation. To make it more interesting I will modify an ADD effect to change the tunnel into a pulsating backdrop. Prepare a completely black picture and call it 'black.tga' (try pressing F12 in an empty Blender file. Save with F3, but make sure that you have selected the TGA file format in the Render Buttons window). Add both black.tga and the tunnel animation and combine them with an ADD effect (Setting up the backdrop effect.).

重装你的视频编辑 Blender 文件。我们在最后一步将使用隧道作为一个背景幕为全部的动画。使它变成更有趣我将会修改一个ADD效果改变隧道进入一个搏动背景。准备一个完全黑的照片 'black.tga'(在一个空的 Blender 文件中的尝试按 F12。按 F3 存档, 但是确定你已经在渲染按钮窗口中选择 TGA 文件格式).添加 black.tga 和隧道动画和结合他们和一个ADD效果 (设置背景效果)

Setting up the backdrop effect.
Setting up the backdrop effect.

Now with the ADD effect selected, open an IPO window and select the Sequence Editor button in its header. From frame 1-50, draw an irregular line by holding down CTRL and left-clicking. Make sure that the values are between 0 and 1 (Adding randomnes with a irregular Ipo).

现在选择ADD效果, 开启一个 IPO 窗口和在序列编辑按钮中选择它的标题。从帧 1-50, 按 CTRL+ LMB 画一条线不规则线。确定:数值在 0 和 1 之间。 (添加随意的一个不规则的IPO)

Adding randomnes with a irregular Ipo
Adding randomnes with a irregular Ipo

When you are ready, take a look at the result in a preview screen and change the animation into a meta strip. Save your work!

当你准备好的时候, 在一个预览屏幕上看一看结果和将动画换成一个 meta 条带。把你的工程存档!

Fourth Animation: a jumping logo 第四个动画:一个跳越图标

Let's create some more randomness and chaos! Take a logo (We can just add a text object) and make it jump through the screen. Again, the easiest way to do this is to add vertices directly into the IPO window (select a LocX, LocY or LocZ channel first), but this time you may need to be a bit more careful with the minimum and maximum values for each channel. Don't worry about the looks of this one too much - the next step will make is hardly recognizable anyway (Jumping logo).

让我们创建再多一些随意和混乱!做一个图标 (我们能刚好添加一个文本物体) 和使它跳越过屏幕。再一次, 最容易的方法,将把顶点直接地添加入 IPO 窗口 (选择 LocX, LocY 或者 LocZ 第一通道), 但是这一个次你可能需要更小心创建每个通道的最小的和最大值。不要为这一个的容貌担忧太多 - 下一步将会使它们无论如何几乎不可能被认出的.(跳越图标)。

Jumping logo
Jumping logo

Save the animation as 'jumpylogo.avi'.

Fifth Animation: particle bars 第五个动画: 粒子棒

Our last effect will use an animated mask. By combining this with the logo of the previous step, I will achieve a streaking effect that introduces the logo to our animation. This mask is made by using a particle system. To set one up switch to side view, add a plane to your scene and while it is still selected switch to the Object Context (F7) in the Effects Tab of the Constraints Panel. Select New effect and then change the default effect build to Particles. Change the system's settings as indicated in Particle system settings..

我们的最后效果将会使用一个动菜遮罩。结合这和以前的图标,我将会完成介绍我们的动画图标的一个条纹效果。这一个遮罩使用一个粒子系统做。转换为侧视图, 把一个 plane 添加入你的场景,然选择它转换到物体面板(F7)在约束面板的Effects Tab。选择新的效果然后改变默认的build效果到粒子。改变如粒子系统设置所指示的系统的设置。

Particle system settings.
Particle system settings.

Press TAB to enter Edit Mode, select all vertices and subdivide the plane twice by pressing WKEY and selecting Subdivide from the pop-up menu. Next switch to front view and add another plane. Scale it along the X-axis to turn it into a rectangle (press SKEY and move your mouse horizontally. Then press XKEY or MMB to scale along the indicated axis only). Give the rectangle a white material with an emit value of one. Now you need to change the particles into rectangles by using the dupliverts function. Select rectangle, then particle emitter and parent them. Select only the plane and in the Object Context and Anim Settings Panel, select the DupliVerts Button. Each particle is now replaced by a rectangle (DupliVerted rectangles).

按 TAB键进入编辑模式, 选择所有的顶点,点击WKEY从弹出菜单选择Subdivide 细分 plane 两次。下一步,转换到正视图和添加另外的一个 plane 。沿着 X轴缩放它将它变成一个长方形 (点击 SKEY 和水平地移动你的鼠标。然后点击 XKEY 或者 MMB 沿着被指示唯一的的 axis 调节).和1的emit数值给矩形一个白色材质。现在你需要使用 dupliverts 功能将粒子换成矩形。选择矩形, 然后父级化粒子发射器和。只选择plane进入物体面板和 Anim 的设置面板, 选择DupliVerts 按钮。每个粒子现在被一个矩形取代(DupliVerted 矩形)。

DupliVerted rectangles
DupliVerted rectangles

I now add some mist as a quick hack to give the rectangles each a different shade of grey. Go to the World Buttons window with F5 to change to Shading Context, then click on the Image:Manual-Part-XIV-WorldWindowButton.png button and select Add New in the World Panel. The world settings will now appear. By default, the sky will now be rendered as a gradient between blue and black. Change the horizon colors (HoR, HoG, HoB) to pure black (Setting up mist.).

我现在添加一些雾为一个quick hack给每个矩形一个灰色的不同shade。去世界按钮窗口用 F5换成Shading面板, 然后在世界上按下Add New按钮。世界设置现在将会出现。预先设定地 , 天空现在将会被 render 当做一斜度在蓝色的和黑色之间。将水平线颜色 (HoR, HoG, HoB) 换成纯黑 (在雾上面的设置.)。

Setting up mist.
Setting up mist.

To activate rendering of mist activate the Mist button in the middle of the screen. When using mist, you have to indicate on which distance from the camera it works. Select the camera, switch to the Editing Context enable ShowMist in the Camera Panel. Now switch to top view and return to the Shading Context (F5) and World Buttons. Tweak the Sta: and Di: (Start, Distance, respectively) parameters so that the mist covers the complete width of the particle stream (Setting up mist. and Setting the mist parameters).

启动雾的渲染,在屏幕的中间中启动雾按钮。当使用雾的时候, 你必须指示从照像机的距离到它工作的距离。选择照像机, 转换到编辑面板在照像机面板开启 ShowMist。现在转换到顶视图和返回Shading面板 (F5)和世界按钮。扭 Sta:和 Di:(开始 , 距离, 分别地) 参数以便雾复盖粒子流的完全宽度 (在雾上面的设置,和设置雾参数).

Setting the mist parameters
Setting the mist parameters

Set the animation length to 100 frames and render the animation to disk. Call the file 'particles.avi' (Rendered particle rectangles.).

将动画长度设定为100帧和 render动画到碟盘 。命名文件 'particles.avi'(render 粒子矩形.)。

Rendered particle rectangles.
Rendered particle rectangles.

Third Sequence: Combining the logo and the particle bars 第三序列:合成图标和粒子棒

By now you know the drill: reload your compilation project file, switch to the Sequence Editor window and add both 'particles.avi' and 'logo.avi' to your project. Combine them together with a MUL effect. Since the logo animation is 50 frames and the particles animation is 100 frames, you'll need to duplicate the logo animation once and apply a second MUL effect to it (Use the logo animation twice and Use the logo animation twice).

现在你知道这个操作:再载入你的编辑场景文件,转换到序列编辑窗口把 'particles.avi' 和 'logo.avi' 添加入你的场景。一起给他们添加一个 MUL 效果。因为图标动画是50帧和粒子动画是100个帧,你需要复制图标动画和应用第二个 MUL 效果给它.(使用图标动画两次和使用图标动画两次)。

Use the logo animation twice
Use the logo animation twice

Combine these three strips into one meta strip. If you're feeling brave you can make a few copies and give them a small time offset just like with the WireFrame cube.

合并这三个条带变成一个 meta 条带。如果你感觉完美,你能拷贝一些和给他们小的时间偏移象结构线立方体那样。

The particles animation combined with the logo animation
The particles animation combined with the logo animation

Sixth Animation: zooming logo 第六个动画:变焦图标

If you would combine all your animations so far you would get a really wild video compilation, but if this was your company's presentation you would want to present the logo in a more recognizable way. The final part of our compilation will therefore be an animation of the logo that zooms in very slowly. Prepare this one and save it as 'zoomlogo.avi'. Also prepare a white picture and save it as 'white.tga'. We will now use the CROSS effect to first make a rapid transition from black to white, then from white to our logo animation. Finally, a transition to black will conclude the compilation. Start off by placing black.tga in channel 1 and white.tga in channel 2. Make them both 20 frames long. Select them both and apply a cross effect. The cross will gradually change the resulting image from layer 1 to layer 2. In this case, the result will be a transition from black to white (Black-white transition.).

如果到现在为止,你会合成你所有的动画你会得到一个非常狂热的视频编辑, 但是如果这是你公司的介绍你会想以可识别的方式呈现图标。我们的编辑的最后部份将会因此是一个突然很慢慢地放大图标的动画。准备这些,把它存档为 'zoomlogo.avi'.也准备一个白的照片和把它存档为 'white.tga'.我们现在将会使用CROSS效果到第一个做一个迅速的渐变黑色到白色再从白色到我们的图标动画。最后,一个渐变到黑色将会结束编辑。放置black.tga在通道1和white.tga在通道 2 。 使他们两个有20个帧长。选择他们两个为和应用一个cross效果。cross将会逐渐地改变从层 1 到层 2 的结果。在这情况, 结果将会是从黑色到白色的一个渐变 (黑-白的渐变.)。

Black-white transition.
Black-white transition.

Next, add a duplicate of white.tga to layer 1 and place it directly to the right of black.tga. Make it about half as long as the original. Place the logo zoom animation in layer 2 and add a cross effect between the two. At this point, the animation looks like a white flash followed by the logo zoom animation (White-video transition).

下一步, 添加一个 white.tga 的副本到层 1个和直接地放置到 black.tga 的右边。缩短到原来的一半长。把图标缩放动画放在层 2 和添加一个cross效果的在它们之间。此时,动画看起来象一个白色flash跟随图标缩放动画 (白色-图像的渐变段) 。

White-video transition
White-video transition

The last thing that you need to do is to make sure that the animation will have a nice transition to black at the very end. Add a duplicate of black.tga and apply another cross effect. When you are ready, transform everything into a meta strip (Video-black transition).

你需要做的最后一件事物将确定动画将会在最后有一个美好的黑色渐变。添加和复制一个 black.tga 的副本,应用另一个cross效果。当你准备好的时候,转化所有的事物进入一个 meta 条带 (图像-黑色渐变).

Video-black transition
Video-black transition

Assembling everything so far 合成到目前为止的一切

We're at the end of our work! It's time to add some of the compilations that we have made so far and see how our work looks. The most important thing to remember while creating your final compilation is that when rendering your animation, the sequence editor only 'sees' the top layer of video. This means that you have to make sure that it is either a strip that is ready to be used, or it should be an effect like ADD that combines several underlying strips. The foundation of the compilation will be the fluctuating tunnel. Add a some duplicates of the tunnel meta strip and place them in channel one. Combine them into one meta strip. Do not worry about the exact length of the animation yet; you can always duplicate more tunnel strips. On top of that, place the delayed wireframe cube in channel 2. Add channel 1 to channel 2 and place the add effect in channel 3 (Combining the tunnel and the WireFrame cube).

我们的工程是结束的时候了!是时候增加我们到目前为止所做的一些编辑和看看我们的工作怎么样。最重要的事是记得当创造你的最后编辑的时候渲染你的动画,序列编辑的时只能'见到'图像的最上面的层。这意味,你必须确定,它是一个准备好被使用的条带, 或像一个效果合并数个在下面的条带。编辑的基础将会是变动的隧道。添加一些隧道 meta 条带副本和把他们放在通道1。合并他们变成一个 meta 条带。不要为动画的正确长度担忧;你总是能复制更多的隧道条带。在那顶上,放置被延时的结构线立方体在通道 2。添加通道 1 到通道 2 和放置add效果在通道 3 的。(合并结构线立方体和隧道)。

Combining the tunnel and the WireFrame cube
Combining the tunnel and the WireFrame cube

Now we also want to add the solid cube animation. Place it in channel 4, overlapping with the WireFrame animation in channel 2. Add it to the tunnel animation in layer one. This is where things are starting to get a little tricky; if you would leave it like this, the animation in channel 5 (the solid cube together with the tube) would override the animation in channel 2 (the wireframe cube) and the wireframe cube would become invisible as soon as the solid cube shows up. To solve this, add channel 3 to channel 5 (Combining the tunnel, WireFrame and solid cube.).

现在我们也想添加实体立方体动画。把它放在通道 4,复叠通道 2 的结构线动画.添加它到隧道动画层1。这开始变得有一少许棘手;如果你离开它象这样,通道 5(实体立方体连同管一起) 的动画会盖过 , 和结构线立方体的通道 2(结构线立方体)的动画,一旦实体立方体出现,结构线立方体就会成为消失。为了要解决这个问题, 添加通道 3 到 5(合并隧道, 结构线和固体立方体.)。

Combining the tunnel, WireFrame and solid cube.
Combining the tunnel, WireFrame and solid cube.

You will often need to apply some extra add operations to fix missing parts of video. This will most likely become apparent after you have rendered the final sequence. Slide the Sequence Editor window a bit to the left and add the meta strip with the particle/logo animation in it. Place this strip in layer 2 and place an add effect in layer 3. For some variation, duplicate the WireFrame animation and combine it with the add in layer 3 (Adding the particle/logo animation).

你将会时常需要提出应用, 一些额外添加操作到视频的不明部分。在你已经渲染最后序列之后,这很可能将变得明显。滑动序列编辑窗口一点到左边 添加粒子/图标动画的meta 条带进去。把一个条带放进层 2和把一个add效果放进层 3。对于一些变化, 复制结构线动画和合并它添加进层 3 中.(增添加粒子/图标动画)。

Adding the particle/logo animation
Adding the particle/logo animation

Now go to the end of the tunnel animation strip. There should be enough place to put the logo zoom animation at the end and still have some space left before it (Adding the logo zoom animation.). If not, select the tunnel strip, press TAB and add a duplicate of the animation to the end. Press TAB again to leave meta edit mode.

现在去隧道动画条带的结束点。应该有充足的地方放下图标缩放动画在结束点和在它之前左边仍有一些空间 (增添加图标缩放动画.)。如果不, 选择隧道条带, 点击TAB键和添加动画的一个副本到结束点。再次点击TAB键离开 meta 编辑模式。

Adding the logo zoom animation.
Adding the logo zoom animation.

If there is still some space left, we can add a copy of the solid cube animation. To get it to display correctly, you will have to apply two add channels to it: one to combine it with the particle logo animation and one to combine it with the logo zoom animation (Adding one last detail).

如果剩下左边仍然一些空间,我们能添加实立方体动画的一个拷贝。为了使它正确显示, 你必须应用添加两个通道给它:一个合并它和粒子图标动画和一个合并它和图标缩放动画.(增添加一个最后的细节)

Adding one last detail
Adding one last detail

The complete sequence shows the complete sequence.

完全序列显示完全序列。

The complete sequence
The complete sequence

Conclusion 结论

We are now ready to render our final video composition! To tell Blender to use the Sequence Editor information while rendering, select the Do Sequence button in the Render Buttons window. After that, rendering and saving your animation works like before (be sure not to overwrite any of your AVI of the sequence!).

我们现在准备好渲染我们的最后视频的合成!当渲染的时候,告诉 Blender 使用序列编辑信息, 在Render按钮窗口中,选择 Do Sequence按钮。在那之后, rendering 储存你的动画作品的和以前相似(确定不要再重写任何的你的序列的 AVI!)。

Sequence Editor Plugins 序列编辑插件

As said before Blender is extensible via a plugin system, and two kind of plugins may be found: Texture and Sequence plugins. Sequence plugins works on strips in a way similar to that of conventional ADD, CROSS etc. operation. You must have at least a strip selected and press SHIFT-A>>Plugin or Add>>Effect>>Plugin Menu entry. This opens a File Selection Window in which you can select the desired plugin. Plugin functionalities varies so much that it is not possible to describe them here. Differently than Texture Plugins Sequence Plugins do not have a Buttons in any Button Window, but their parameters are usually accessed via NKEY.

之前说在 Blender 是经由一个插件可扩展的系统, 和插件的二个类型可能被创立:纹理和序列插件。序列插件工作在条带上与传统添ADD, CROSS等等运作类似。 你一定选择至少一个条带按SHIFT-A>>Plugin or Add>>Effect>>Plugin Menu输入。这在开启一个文件选择窗口,你能选择需要的插件。插件功能性质非常多种,因而在这里描述他们是不可能的。不同的纹理插件、序列插件,在任何的按钮窗口中都没有一个按钮,但是他们的参数通常在经由 NKEY 被存取。

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