Your problem - from a VSE point of view:
You want your End Frame Range to be set to your newly imported Footages length.
While still hovering over the VSE view press PageUp.
Hover your mouse over your timeline and press E to match your End Frame with your Current frame. (Blenders Hotkeys are context sensitive)
Make sure, the function ...
No, the MCE or UV/Image editor's masks will not translate upwards to the 3D view.
They occur in the post phase of Blenders sequence of operations. Also I am told that its to hard to make a rasteriser for arbitrary material parameters. I guess they would have to operate at screen space?
You can see a more thorough breakdown of this at my blog.
The work ...
Why is this happening?
The image's colorspace, and the color space that blender is using to display them are not the same.
Images displayed in a different color space will always look wrong
The values for what you call "white" are different depending on the color transform you use in the color management section.
If you are dealing with video files only, ...
Tracking points are uniquely associated to the clip and to every frame.
The tracking points in the graphs and dopesheet are just for information and to visualize possible errors, and are thus not editable.
By offsetting, you are altering the relationship between the tracked elements and the actual content of the image.
The usual workflow for vfx shots is ...
Hold down Shift and click on the X button right beside the mask dropdown.
This will unlink the 'mask data-block' from your file. To get rid of the mask's data, you can either save and re-open your blend-file or just click the Purge All button in the Outliner:
The reason it is not working like you expected is because you are using a mask. Right now all you are getting is a black and white mask that has no transformational information so all it is doing is "hiding" the part of the image outside of your mask.
What you want to do is use a Plane track and a Plane Track Deform Node. After setting up the plane track, ...
A way to do that is to use the Animation Nodes addon to easily link a text strip of the VSE to a value.
Once your video added to the VSE, add a text effect strip: ShiftA, then 'effect strips' and 'text'
Choose its colors, size, position, etc. on the N/right panel of the VSE
Now go to the Node Editor, choose Animation Nodes (see below for installation link) ...
In the scene preferences turn ON metadata. Select the information that you would like to see in the frame. You can choose to see the scene properties but not the strip properties unfortunately*.
Here is the overlay in the render view, only available when a new frame is rendered.
Sorry it does not seem to be available in the VSE live view. You could keep a ...
Its the clip associated with the space.
Similarly to a text in the text editor, an image in the image editor, what is known as the context.clip in the movie clip editor, is the clip assigned to the space.
To the python console:
Loop thru the screens to find a movie clip area and return its active space.
>>> def get_clip():
... for s in D.screens:...
When your MCE is open, you could just use this line of Python to achieve your goal:
bpy.context.scene.frame_end = [area for area in bpy.data.screens.get(bpy.context.screen.name).areas.values() if area.type == 'CLIP_EDITOR'].spaces.clip.frame_duration
This basically just sets your End Frame to the Length of your Video Clip that is currently loaded ...
Normally you cannot crop (redefine) video size from VSE, since it's globally set in Dimensions panel under Render Tab. So you have to redefine the Resolution(s) after cropping in VSE to remove stretching effect:
There is a hard coded frame count in Blender. You could recompile it with a larger frame count and see if things work, as I believe your piece is over the maximum. While I cannot remember the number, you shouldn't have too much trouble locating it.
It might be more optimal to chop the piece into smaller portions using another tool and reassemble them.
they are just the factors of parabolic and quadratic distortion, as well as a distortion of power 6. lens distortion has to be symmetric/isotrtopic, hence it can be written as function of a pixels distance to the center. this distance changes with an towards the center (=distortion).
The new distorted distance to the center is
D_r(r) = r+ k1*(r)^2 + k2*(r)^...
According to the Blender Manual, 12-bit TIFF is not supported (but 8 and 16 bit TIFF is): https://docs.blender.org/manual/en/dev/data_system/files/media/image_formats.html
I suggest converting the sequence to a different format (e.g. 16-bit TIFF, which is supported); there are several softwares that can achieve this. (I often use FFmpeg for this purpose—...
The compositor only imports bitmapped images like OpenEXR tiff png jpeg etc. Perhaps you could open the pdf in a pdf app then export it or try screen grabbing it. To use svg files you can try importing them as an object in the 3d view then film that with the 3D camera. This can be added to the compositor as a "Scene" node.
I'm assuming you're talking about the Mask mode of the Movie Clip Editor (it's the only 'clip editor' that has a 2D cursor). I've looked through Blender's source code, and it seems that the cursor location is not exposed to Python.
The only tracks created for camera can be used for stabilization.
Select markers and copy them Ctrl+C
Select (in N side properties panel): Objects -> Camera
Paste markers here Ctrl+V
Now you can use copied markers for stabilization
The answer to my question in case anyone else runs across this problem, was the sort order of the images
Image 1 shows I clicked on the display icon
Then I changed the display mode from sort by date to name of the images.
Not sure why date order did not work, but because it was in the wrong sequence only one image was imported.
In image 2 you can see all ...
highlight the strip, open panel (press N if closed), find the Volume field and change the value.
You can animate the value, set to zero at the last frame and keyframe it by pressin I while hovering it, than $1$ (or any other) several frames earlier.
Two things to keep the white... well, white.
Connect your image texture directly, without a shader (to get rid of shadows)
Change View Transform to Standard (to keep the max RGB values of white)
(Note: This will reduce some dynamic range and photorealism.)