I am currently working on creating an online course. I would like to reproduce the "hand" kinda like here. I understand that Udacity films the graphics table from above and also captures the screen with a tool like Camtasia or whatever screen recorder one likes.
So, I am working with Final Cut Pro X, it would be nice to be able to achieve this with this tool. I have basically two videos, one of the camera filming the hand and one from the screencapture. What I wanna do is, get rid of everything but the hand in the camera video and put it in the background of the screen capture video.
Any ideas?
Kind regards,
Nils
You can use the Keyer plug-in in Final Cut Pro X, if you filmed the hand in front of a green or blue screen. If you instead filmed it in front of white or black, you should use the Luma Keyer. Then you can simply layer the hand over the screen-capture video in the timeline.
Related
How do we link two canvases (one showing 2d drawing and other 3d) on a webpage using JavaScript and P5.js so that if one shape is modified then it also affects the other canvas shapes?
Yeah, thank you. How they can be linked/interactive? If we change drawing in first screen, other screen also show that change.
It sounds like you're looking for instance mode.
You can read more about instance mode here, but basically it allows you to have multiple sketches running on the same page.
Get something very simple working, such as showing a circle on one canvas and a rectangle on another canvas. Then build up from there.
i want to create a animation in WebGl, my idea is like this:
You inside a large rectangle.
The sides of this rectangle are animated with image of a binary gif.
The camera is going forward until infinity.
I want to create like this image in WebGl:
http://i.stack.imgur.com/D0GpT.jpg
But i don't know, how do put the camera inside a large rectangle and going the camera to forward until infinity, someone can help me?
Here's what the author called "nano-Doom" :-) It has a few planes which make up a world, and you can move the camera around with the keyboard:
http://learningwebgl.com/blog/?p=1067
Given the little information you provided in your question, my suggestion would be to run through the preceeding lessons up to the one given above.
I'm looking into creating a website that allows people to create their own designs for a certain product. This product can have straight lines, curves, squares, and various shapes. I would not only like these people to be able to free hand draw their own artwork, but also be able to drag and drop (or just click in an area) certain stock images onto the template. I started this project using HTML/Canvas, and have implemented the drawing of freehand/shapes/lines, but I've read a few places that say I should be using SVG for the images.
Reading that I should use SVG for images made me think that since I'm a novice on HTML and website design in general, that I should possibly be doing this differently. So I was wondering how some people would implement this. For a good concept, think of a web site that people can design their own T-Shirts. You just draw on a square canvas, circles/squares/lines/free hand, but can also stick stock photos on there. Thanks, and I'm not looking for code, just to know if I should be using a mix of HTML/SVG/Canvas, or something completely different that I don't know about.
to summarize....
svg, or canvas.......or both, or something else completely.
Okay this is how i imagine you want it to work:
Your customers select a tshirt size and style.
An embedded application within your website allows the users to draw
a nice design they want or import an image
A price is calculated based on the size of the tshirt and the size
of the print
Upon succesful payment, you receive on your backend an image of the
print, the order details and you feed that image into your T-shirt
printing thingy, you print it and you post it.
If this is right you should consider this: http://svg-edit.googlecode.com/svn/branches/2.6/editor/svg-editor.html
You will probably want to remove some unnecessary tools from it and fire it up with different configurations based on what kind of tshirt the customer selected. One example is the t-shirt size. If a customer selects a small t-shirt you fire up a smaller drawing size. The list goes on.
You need to have some good JS skills however to be able to play around with SVG-edit because it is massive but from what i feel it fits perfectly to your purposes.
If you want to see the differences between SVG and Canvas read this: http://dev.opera.com/articles/view/svg-or-canvas-choosing-between-the-two/. Its pretty straightforward.
Now why did i suggest using SVG-edit? I don't know if there is any other application implemented using canvas that has so many tools and works so nice as SVG-edit.
It has everything you need, including a '''SAVE as PNG'' function which will serve your purposes in case your t-shirt printer doesn't print SVG images.
I'm making a game similar to 'Run' (http://www.albinoblacksheep.com/games/run) but I can't quite figure out the floor part. I'm not wanting the sides and a ceiling like in 'Run', just the main floor.
I'm new to Flash game development (AS3) but I know the basics. I realise the character isn't moving and is just turning (the level itself moves). How do a make a continuous floor, do I have to make a very long .fla file, or do I have to do this with code?
All ideas and help appreciated, Thanks. =)
You should use Tiles. Basically, a tile game consists of a lot of squared tiles, which are inserted when appear in screen and removed when goes out.
In your case, maybe you could use a big tile, with screen's size.
You can visualize a good example here, also a very good resource for gamedev on Flash.
You need to generate sprites of the edge of the screen and either recycle them when their x < some value or dispose and create new ones.
I think you can just use Bitmap.draw() to draw different pixels on a Bitmap that you've applied a 3D transformation to. You can see the basic concept illustrated here.
I know you can fake full screen by expanding a window and eliminating the title bar , status bar , and other stuff, I'm not interested in this, I want to know about "real" full screen mode (I don't know how to call it else) , like in games.
what exactly is full screen mode?
what win-api should I use to achieve this?
can this be used to play movies in full screen ? I know windows media player uses a fake full screen because I can "cut" thru it and see the desktop (using regions win-api).
can I "cut" thru "real" full screen like I thru a window (using regions win-api) ore is this directly writing to video memory and there is nothing "under" it?
Thanks!
If you want to make games on Windows in full-screen, the best option is XNA. This uses DirectX underneath, but hides a lot of the implementation details and plumbing to make it easy for the developer to start working on his game.
XNA is freely downloadable, and has good documentation.
XNA Game Studio 4.0 can be downloaded here.
...and you might want to support the "fake" fullscreen mode in addition to "real" fullscreen - it's very nice for those of us that run multi-monitor systems.
If you don't want to use DirectX, create window and call ChangeDisplaySettings with CDS_FULLSCREEN flag. OpenGL applications use this way to go fullscreen.
As far as a user is concerned, full screen is just when a window takes up the entire screen such that they no longer see any window borders or other desktop stuff.
As you know, not all full screens are created equal.
'proper' full screen is where the program takes control of the screen. When a game uses this mode, it can change the resolution of you screen. If you have ever played an old game and existed to see your icons all messed up, this is; for the duration of playing the game, your desktop was at a lower resolution.
with 'borderless full screen' the program window is striped of any borders, the title bar and frame etc., and is just a rectangle of pure rendering. If you then set this rendering context to be the same size as your desktop, you get the effect of full screen.
Doing border-less is usually the more user friendly way these days, as it is easier to 'tab out' as the other programs are still graphically around. 'proper' full screen gives you full control of the hardware, so in theory you have more power for your program, but it means you have to wait for things to reinitialise when you tab out.
what you do with your rendering context is up to you, so yes, you can use it play videos. It would not matter if you are in 'proper' full screen or not, the rendering code would be the same.
As for cutting through proper full screen windows, I am not sure, but I think there would be nothing else to see, there is only your program.
as for what win-api, there is only one windows api, but I think you mean, what windowing library; as this is getting to be a long answer already, I shall just say it depends a lot on what you want from it.
Please feel free to leave comments if you need me to clarify or expand on any points.