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merovingio
04-12-2011, 07:35 AM
I am working with the SDK. I don't understand how to calculate the coords to feed the xml for the virtual zoom.

For example, i use to work with big size image, 3840x2160. So i can safely virtual zoom in Tricaster without quality loss. How to calculate exactly the x and y parameters before compile the virtual set?

i had so many test, but the actual result in Tricaster seems not to respect any logic.

brwainer
04-12-2011, 08:02 AM
I believe that you need to enter the position that should represent the center of the "zoomed in" frame. I have not been able to get this feature to work either, but our production calls for zooms, not cuts, so we have been alright with using separately compiled zoom levels (i.e. Wide, Medium, and Close shots are different Live Sets that are compiled separately.)

mex3d
05-01-2011, 11:16 AM
The 0,0 coordinate is on the lower right of the image.

Try this:
Open your exr in Photoshop.
Rotate the image 180 degrees.
Make a new layer.
Make a selection 1/4 of your image, in your case 1920 x 1080 (zoom factor of 2.0)
Fill the selection with any color and make it 50% transparent. (this is your "frame").
Move this layer to the location where you want the zoom to finish.
Take note of the coords of the center of the "frame". This are the coords for the xml, and the zoom factor.
Don't save anything.

Hope this help. :thumbsup:

joseburgos
05-01-2011, 03:05 PM
I use Fusion 6 which I use two Fusion tools with mathematical formulars to not only give me my zoom factor but my X and Y cor. I also have a After Effects expression todo the same thing that I wrote for a client.
Since AE is so popular due to it's price point, the expression for X and Y is based on the layer pivot point. The scale is straight forward from the layer scale.
Doing it in a comp program allows you to visualize your set before compiling including the zoom with X&Y cor. Using a simple single keyframe to the values.

Take care,

joseburgos
05-01-2011, 03:15 PM
Sorry anchor point.

merovingio
05-02-2011, 03:50 AM
Thank you for the replies.

@mex3d. So the 0,0 is on the lower right. That is very important thing to know. I am not sure that your way to do that will work 100%. That is because of the coordinates inside the Tricaster, i think that those coordinates are for a set of 1920x1080, even if you feed that with an image of 3840x2160.
Maybe precomp the 3840x2160 composition inside a 1920x1080 composition will do the work. I have to try.

joseburgos
05-02-2011, 04:55 AM
Thank you for the replies.

@mex3d. So the 0,0 is on the lower right. That is very important thing to know. I am not sure that your way to do that will work 100%. That is because of the coordinates inside the Tricaster, i think that those coordinates are for a set of 1920x1080, even if you feed that with an image of 3840x2160.
Maybe precomp the 3840x2160 composition inside a 1920x1080 composition will do the work. I have to try.

No it is always the size of the image but it's not 0,0. It is half the horz and vert resolution. So 1920X1080 would be X=960 and Y=540. 3840X2160 would be X=1920, Y=1080.
if you have AE, which I assume if you have Photoshop, create a 1920X1080 HD project. Add your 3840X2160 image and auto size it to project size. Now look at the anchor point and it will read the correct center cor for full frame.

Take care,

merovingio
05-02-2011, 05:06 AM
I am sorry, but this does not work for me. Here's an example in which i explain the problem.

The grid shows pixel coordinates, while in the upper left box is what i use to feed the xml.

Eric Pratt
05-02-2011, 07:15 AM
That looks right to me. For a 2x zoom on a 3840x2160 you could use
Lower Right 960x540
Lower Left 2880x540
Upper Right 960x1620
Upper Left 2880x1620
Or Center 1920x1080
This is a zoom to a picture in picture in the upper right (but not really upper) on a 3840x2160
<motion_start x="1920" y="1080" zoom="1.0"/>
<motion_end x="1195" y="1480" zoom="2.05"/>

mex3d
05-02-2011, 01:09 PM
It works 100%
I can zoom where I want! :)