Sony Vegas Pro 10.0 software Bedienungsanleitung
Below you will find brief information for Vegas Pro 10.0. The Vegas Pro 10.0 software provides features for video and audio editing, including stereoscopic 3D editing, improved closed captioning support, image stabilization, and real-time audio rendering. Users can also group tracks in the track list, use new multicamera editing features, and take advantage of improved usability in the Trimmer and Video Preview windows.
Advertisement
Advertisement
Revised August 24, 2010
What’s new in version 10.0
Video
•
Stereoscopic 3D editing. For more information, see
Stereoscopic 3D Editing on page 143
• Improved support for closed captions:
• You can now preview captions using overlays in the Video Preview window and Trimmer window.
• Added support for import, rendering, and print to tape of Line 21 CEA608 closed captions.
• When rendering to XDCAM HD/HD422, CEA608 data is uplifted to CEA708 format so that CEA608 and CEA708 captions are available when playing via HD SDI.
• You can now export closed captioning for DVD Architect, YouTube, RealPlayer, QuickTime, and Windows Media Player.
• You can now import closed captioning from the following file types: Scenarist Closed Caption (.scc), RealPlayer (.rt),
SubRip Subtitles (.srt), Windows Media Player (.smi), Transcript or QuickTime (.txt), CPC MacCaption Files (.mcc), and DVD
Architect Subtitles (.sub).
For more information, see Closed Captioning on page 307
• New video plug-in SDK.
•
Image stabilization for video clips. For more information, see
Stabilizing video clips on page 203
• Genlock controls for synchronizing AJA video device output to a reference signal when previewing or printing to tape.
For more information about previewing video from an AJA video device, see
Configuring an AJA Io Express, XENA 2K, LH, LHe, LHi, LS, or LSe SDI card on page 438
For more information about printing video from an AJA video device to tape, see
Printing to a tape deck connected to an SDI card on page 399
• Added support for 50p and 60p projects, capture, and print to tape.
Project templates:
• HD 720-50p (1280x720, 50 fps)
• HD 720-60p (1280x720, 59.94 fps)
AVI rendering templates:
• HD 720-50p YUV
• HD 720-60p YUV
Audio
• Input busses allow you to record from external devices with effects, mix external audio sources with your project, use external
Using input bus channel strips on page 237
•
Real-time rendering. For more information, see
Rendering in real time on page 395
•
Audio event effects. For more information, see
Using audio effects on page 251
•
Record Broadcast Wave Format (.bwf ) metadata when recording audio. For more information, see
•
Updated audio track headers with output meters. For more information, see
• VU meters in the Mixing Console window.
Workflow
•
You can now group tracks in the track list. For more information, see
• New multicamera editing features:
• Preview the full frame on an external monitor.
• Choose takes for time selections.
• Expand a multicamera track to multiple tracks.
For more information, see Working with Multicamera Video on page 137
• Improved usability of the Trimmer and Video Preview windows with the addition of transport controls. For more information,
see
Using the Trimmer window on page 128
Understanding the Video Preview window on page 367
.
• Press Alt+Down Arrow during playback to move the edit cursor to the playback cursor location for editing or recording.
• Device Explorer improvements:
• You can now right-click a clip in the Device Explorer window and choose Open in Trimmer or Import and Add to Project to choose how you want to import clips.
• You can now drag clips from the Device Explorer to the Project Media or Trimmer window.
For more information, see Using the Device Explorer on page 60
•
Printing video to tape on page 396
•
Formats
• Support for GPU-accelerated AVC rendering using the Sony AVC plug-in.
If you have a CUDA-enabled NVIDIA video card, Vegas Pro can use your GPU to improve AVC rendering performance.
GPU-accelerated AVC rendering requires NVIDIA driver 185.xx or later. We recommend using a GeForce 9 Series or newer GPU.
GPU-accelerated rendering performance will vary depending on your specific hardware configuration. If you have an older
CPU and a newer NVIDIA GPU, rendering using the GPU may improve render times.
For more information about CUDA-enabled GPUs, please see
http://www.nvidia.com/object/cuda_learn_products.html
.
• Support for reading timecode in AVCHD files written by cameras that support timecode, such as Sony NXCAM cameras.
• Improved performance when reading MXF, QuickTime AVC, and QuickTime AVC/H.264 video.
• Support for reading and rendering CineForm AVI and QuickTime files (including Neo3D) when you have a CineForm product installed (version 5.1 or later).
Welcome
After Vegas® Pro software is installed and you start it for the first time, the registration wizard appears. This wizard offers easy steps that allow you to register the software online with Sony Creative Software Inc. Alternatively, you can register online at
https://www.sonycreativesoftware.com/reg/software
at any time.
Registration assistance
Registration assistance is available online at
http://www.sonycreativesoftware.com/reg/faq
or by fax at (608) 250-1745.
Customer service/sales
For a detailed list of customer service options, we encourage you to visit
http://www.sonycreativesoftware.com/support/custserv.asp
. Use the following numbers for telephone support during normal weekday business hours:
Telephone/Fax
(800) 577-6642 (toll-free)
(608) 203-7620
(608) 250-1745 (Fax)
Country
US, Canada, and Virgin Islands for all other countries
All countries
Technical support
For a detailed list of technical support options, we encourage you to visit
http://www.sonycreativesoftware.com/support/default.asp
. To listen to your support options by telephone, please call (608) 256-5555.
About your rights in Vegas Pro software
Vegas Pro software is licensed to you under the terms of the End User License Agreement you entered into with Sony Creative Software
Inc.
About your privacy
Sony Creative Software Inc. respects your privacy and is committed to protecting personal information. Your use of the software is governed by the Software Privacy Policy. Please review its contents carefully as its terms and conditions affect your rights with respect to the information that is collected by the software. For your reference, a copy of the Software Privacy Policy is located at
http:// www.sonycreativesoftware.com/corporate/privacy.asp
.
Proper use of software
Vegas Pro software is not intended and should not be used for illegal or infringing purposes, such as the illegal copying or sharing of copyrighted materials. Using Vegas Pro software for such purposes is, among other things, against United States and international copyright laws and contrary to the terms and conditions of the End User License Agreement. Such activity may be punishable by law and may also subject you to the breach remedies set forth in the End User License Agreement.
Legal notices
ACID, ACIDized, ACIDplanet.com, ACIDplanet, the ACIDplanet logo, ACID XMC, Artist Integrated, the Artist Integrated logo, Beatmapper, Cinescore,
CD Architect, DVD Architect, Jam Trax, Perfect Clarity Audio, Photo Go, Sound Forge, Super Duper Music Looper, Transparent Technology, Vegas,
Vision Series, and Visual Creation Studio are the trademarks or registered trademarks of Sony Creative Software Inc. in the United States and other countries.
PlayStation is a registered trademark and PSP is a trademark of Sony Computer Entertainment Inc.
HDV and HDV logo are trademarks of Sony Corporation and Victor Company of Japan, Limited (JVC).
All other trademarks or registered trademarks are the property of their respective owners in the United States and other countries.
Sony Creative Software Inc. may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Sony Creative Software Inc., the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property.
Apple Macintosh Audio Interchange File Format (AIFF) file format
Apple® Macintosh® Audio Interchange™ File Format (AIFF) is a trademark of Apple, Inc. in the United States and other countries.
Apple QuickTime
Apple® QuickTime® application is a trademark of Apple, Inc. in the United States and other countries.
ATRAC
“ATRAC,” “ATRAC3,” “ATRAC3plus,” “ATRAC Advanced Lossless,” and the ATRAC logo are trademarks of Sony Corporation.
http://www.sony.net/Products/ATRAC3/
AVCHD
AVCHD and AVCHD logo are trademarks of Matsushita Electric Industrial Co., Ltd and Sony Corporation.
Boost Software
Boos Software License - Version 1.0 - August 17th, 2003
Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the “Software”) to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:
The copyright notices in the Software and this entire statement, including the above license grant, this restriction and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative works of the Software, unless such copies or derivative works are solely in the form of machine-executable object code generated by a source language processor.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR
ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
DeckLink
DeckLink™ is a trademark of Blackmagic-Design Pty. Ltd.
Dolby, Dolby Digital AC-3, and AAC encoding
This product contains one or more programs protected under international and U.S. copyright laws as unpublished works. They are confidential and proprietary to Dolby Laboratories. Their reproduction or disclosure, in whole or in part, or the production of derivative works therefrom without the express permission of Dolby Laboratories is prohibited. Copyright 1992 - 2008 Dolby Laboratories. All rights reserved.
Dolby®, the double-D symbol, AC-3®, and Dolby Digital® are registered trademarks of Dolby Laboratories. AAC™ is a trademark of Dolby Laboratories.
élastique Pro
Portions of this product use zplane élastique Pro V2 audio time-stretching technology.
FLAC/Ogg File Formats
©2008, Xiph.org Foundation
Neither the name of the
Xiph.org Foundation
nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
This software is provided by the copyright holders and contributors “as is” and any express or implied warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose are disclaimed. In no event shall the foundation or contributors be liable for any direct, indirect, incidental, special, exemplary, or consequential damages (including, but not limited to, procurement of substitute goods or services; loss of use, data, or profits; or business interruption) however caused and on any theory of liability, whether in contract, strict liability, or tort (including negligence or otherwise) arising in any way out of the use of this software, even if advised of the possibility of such damage.
Gracenote
CD and music-related data from Gracenote, Inc., copyright © 2000-2008 Gracenote. Gracenote Software, copyright 2000-2008 Gracenote. This product and service may practice one or more of the following U.S. Patents: #5,987,525; #6,061,680; #6,154,773, #6,161,132, #6,230,192, #6,230,207, #6,240,459,
#6,330,593, and other patents issued or pending. Services supplied and/or device manufactured under license for following Open Globe, Inc. United
States Patent 6,304,523.
Gracenote and CDDB are registered trademarks of Gracenote. The Gracenote logo and logotype, MusicID, and the “Powered by Gracenote” logo are trademarks of Gracenote.
i.Link
i.LINK® is a registered trademark of Sony Electronics, used only to designate that a product contains an IEEE 1394 connector. All products with an IEEE
1394 connector may not communicate with each other.
JPEG
This software is based in part on the work of the Independent JPEG Group.
Macromedia Flash
Macromedia and Flash are trademarks or registered trademarks of Macromedia, Inc. in the United States and/or other countries.
Main Concept encoder
Main Concept® plug-in is a trademark of registered trademark of Main Concept, Inc. in the United States or other countries. All rights reserved.
Microsoft DirectX programming interface
Portions utilize the Microsoft® DirectX® programming interface. Copyright © 1999 – 2004 Microsoft Corporation. All rights reserved.
Microsoft Windows Media
Portions utilize Microsoft Windows Media® Technologies. Copyright © 1999 – 2007 Microsoft Corporation. All rights reserved.
MPEGLA and MPEG 2
USE OF THIS PRODUCT IN ANY MANNER THAT COMPLIES WITH THE MPEG-2 STANDARD IS EXPRESSLY PROHIBITED WITHOUT A LICENSE UNDER
APPLICABLE PATENTS IN THE MPEG-2 PATENT PORTFOLIO, WHICH LICENSE IS AVAILABLE FROM MPEG-LA, LLC, 250 STEELE STREET, SUITE 300, DENVER,
COLORADO 80206.
Manufactured under license from MPEG-LA.
OpenEXR
Copyright © 2006, Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. Portions contributed and copyright held by others as indicated. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
• Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
• Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
• Neither the name of Industrial Light & Magic nor the names of any other contributors to this software may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT
NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
PNG file format
Copyright © 2004. World Wide Web Consortium (Massachusetts Institute of Technology, European Research Consortium for Informatics and
Mathematics, Keio University). All rights reserved. This work is distributed under the W3C Software License in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTIBILITY or FITNESS FOR A PARTICULAR PURPOSE.
http://www.w3.org/Consortium/Legal/2002/copyright-software-20021231
.
Real, RealMedia, RealAudio, and RealVideo applications
2009 RealNetworks, Inc. Patents Pending. All rights reserved. Real®, Real Media®, RealAudio®, RealVideo®, and the Real logo are trademarks or registered trademarks of RealNetworks, Inc. in the United States and other countries.
Sony AVC
THIS PRODUCT IS LICENSED UNDER THE AVC PATENT PORTFOLIO LICENSE FOR THE PERSONAL AND NON-COMMERCIAL USE OF A CONSUMER TO
(i)ENCODE VIDEO IN COMPLIANCE WITH THE AVC STANDARD (“AVC VIDEO”) AND/OR (ii)DECODE AVC VIDEO THAT WAS ENCODED BY A CONSUMER
ENGAGED IN A PERSONAL AND NON-COMMERCIAL ACTIVITY AND/OR WAS OBTAINED FROM A VIDEO PROVIDER LICENSED TO PROVIDE AVC VIDEO. NO
LICENSE IS GRANTED OR SHALL BE IMPLIED FOR ANY OTHER USE. ADDITIONAL INFORMATION MAY BE OBTAINED FROM MPEG LA, L.L.C. SEE
HTTP://
MPEGLA.COM
Steinberg Media Technologies
VST® is a registered trademarks of Steinberg Media Technologies GmbH.
ASIO™ is a trademark of Steinberg Media Technologies GmbH.
Tagged Image File Format (TIFF)
Adobe Tagged Image™ File Format is a registered trademark of Adobe Systems Incorporated in the United States and other countries. All rights reserved.
Targa file format
The Targa™ file format is a trademark of Pinnacle Systems, Inc.
Thomson Fraunhofer MP3
MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and Thomson.
Supply of this product does not convey a license nor imply any right to distribute content created with this product in revenue generating broadcast systems (terrestrial, satellite, cable and/or other distribution channels), streaming applications (via internet, intranets and/or other networks), other content distribution systems (pay-audio or audio on demand applications and the like) or on physical media (compact discs, digital versatile discs, semiconductor chips, hard drives, memory cards and the like). An independent license for such use is required. For details, please visit:
http:// mp3licensing.com
.
Sony Creative Software Inc.
8215 Greenway Blvd.
Suite 400
Middleton, WI 53562
USA
The information contained in this manual is subject to change without notice and does not represent a guarantee or commitment on behalf of Sony Creative Software Inc. in any way. All updates or additional information relating to the contents of this manual will be posted on the Sony Creative Software Inc. Web site, located at
http://www.sonycreativesoftware.com
. The software is provided to you under the terms of the End User License Agreement and Software Privacy Policy, and must be used and/or copied in accordance therewith. Copying or distributing the software except as expressly described in the End User License Agreement is strictly prohibited. No part of this manual may be reproduced or transmitted in any form or for any purpose without the express written consent of Sony Creative Software Inc.
Copyright © 2010. Sony Creative Software Inc.
Program Copyright © 2010. Sony Creative Software Inc. All rights reserved.
Table of
Contents
TABLE OF CONTENTS |
1
2
| TABLE OF CONTENTS
TABLE OF CONTENTS |
3
Editing events (continued)
4
| TABLE OF CONTENTS
TABLE OF CONTENTS |
5
6
| TABLE OF CONTENTS
TABLE OF CONTENTS |
7
8
| TABLE OF CONTENTS
TABLE OF CONTENTS |
9
Using FX send (assignable effects) channel strips (continued)
10
| TABLE OF CONTENTS
TABLE OF CONTENTS |
11
12
| TABLE OF CONTENTS
TABLE OF CONTENTS |
13
Using keyframe animation (continued)
14
| TABLE OF CONTENTS
TABLE OF CONTENTS |
15
Working with tracks and indices (continued)
16
| TABLE OF CONTENTS
TABLE OF CONTENTS |
17
18
| TABLE OF CONTENTS
Chapter 1 Introduction
Welcome
Vegas® Pro software is an innovative and advanced multitrack media-editing system. Vegas Pro software was designed to create an efficient audio/video production environment without sacrificing the quality and processing power that you expect from Sony Creative Software Inc. Whether it’s the standard and familiar Microsoft® Windows® navigation commands or the clean and uncluttered interface, you’ll find Vegas Pro software to be a tool that will be mastered in minutes. Beneath the unique and customizable interface, you’ll find a product that is both powerful and flexible.
System requirements
In order to use Vegas Pro software, your computer must satisfy the following minimum specifications:
• Microsoft® Windows® XP 32-bit SP3, Windows Vista® 32-bit or 64-bit SP2, or Windows 7 32-bit or 64-bit
• 2 GHz processor (multicore or multiprocessor CPU recommended for HD or stereoscopic 3D)
• 400 MB hard-disk space for program installation
• 1 GB RAM (2 GB recommended)
• OHCI compatible i.LINK® connector*/IEEE-1394DV card (for DV and HDV capture and print-to-tape)
• USB 2.0 connection (for importing from AVCHD, XDCAM EX, NXCAM, or DVD camcorders)
• Windows-compatible sound card
• DVD-ROM drive (for installation from a DVD only)
• Supported CD-recordable drive (for CD burning only)
• Supported DVD-R/-RW/+R/+RW (for DVD burning only)
• Supported BD-R/-RE drive (for Blu-ray Disc™ burning only)
• Microsoft .NET Framework 3.0 (included on application disc)**
• Apple® QuickTime 7.1.6 or later
You must provide your registration information to Sony Creative Software Inc., a US company, in order to activate the software. Product requires online registration within 30 days.
*i.LINK is a registered trademark of Sony Electronics, used only to designate that a product contains an IEEE 1394 connector. All products with an IEEE 1394 connector may not communicate with each other.
**.NET 3.0 adds functionality to .NET 2.0. After installing the .NET Framework 3.0, versions 2.0 and 3.0 will be displayed in the Windows Add or Remove Programs listing. Do not attempt to uninstall version 2.0; it is required by version 3.0.
Technical support
The Web site at
http://www.sonycreativesoftware.com/support/default.asp
has technical support, reference information, program updates, tips and tricks, user forums, and a knowledge base.
Installing Vegas Pro software
1.
Place the Vegas Pro application disc in the drive. The setup screen appears if AutoPlay is enabled for your DVD drive.
If DVD AutoPlay is not enabled, click the Start button and choose Run. In the Run dialog that appears, type the
DVD drive’s letter and add :\setup.exe. Click OK to start the installation.
2.
Click Install, and follow the on-screen prompts to install the appropriate version of Vegas Pro for your computer.
INTRODUCTION |
19
Getting help
You can access two varieties of help within Vegas Pro:
• Online help
• Interactive tutorials
Online help
To access online help, choose Contents and Index from the Help menu or press F1.
The online help window has four tabs that you can use to find the information that you need.
Toolbar
Tabs
Information pane
Tab
Contents
Index
Search
Favorites
Description
Provides a list of available help topics. Click a closed book to open the pages, and then click on a topic page .
Provides a complete listing of the help topics available. Scroll through the list of available topics or type a word in the Type in the keyword to find box to quickly locate topics related to that word. Select the topic and click the Display button.
Allows you to type a keyword and display all of the topics in the online help that contain the keyword you have entered. Type a keyword in the Type in the word(s) to
search for box and click the List Topics button. Select the topic from the list and click the Display button.
Allows you to keep topics that you revisit often in a separate folder. To add a topic to your favorites, click the Add button on the Favorites tab.
Interactive tutorials
You can learn more about many of the features in Vegas Pro by using the interactive tutorials installed with the software.
By default, the tutorials display upon startup of the application. However, you can access them at any time from the Help menu by choosing Interactive Tutorials.
Tip:
To turn off automatic display of the tutorials, clear the Show at Startup check box at the bottom of the tutorial window.
Help on the Web
Additional help and information is available on the Sony Creative Software Inc. Web site. From the Help menu, choose Sony on the
Web to view a listing of Web pages pertaining to Vegas Pro software and Sony Creative Software Inc. The software starts your system’s Web browser and attempts to connect to the appropriate page on the Sony Creative Software Inc. site.
20
| CHAPTER 1
Overview
Vegas Pro software is designed to be an easy-to-use program with many tools that provide power and flexibility when creating and working with multimedia files. Many operations, menu items, and shortcut keys are consistent with other popular Microsoft
Windows software applications.
The following sections provide a graphical tour of the Vegas Pro workspace.
Main window
This is the window that appears when the software is opened. The work area is subdivided into three primary areas: the track list, the timeline (track view), and the window docking area. You can resize the track list, timeline, and window docking area by dragging the dividers between them.
Menu bar
Toolbar
Window docking area
Time display
Track list
Marker bar
Ruler
Timeline (track view)
Scrub control
Status bar
Transport bar
Tip:
If you prefer to work with the timeline at the top of the window and the docking area at the bottom of the window, clear the
Display timeline at bottom of main window check box on the Display tab of the Preferences dialog.
INTRODUCTION |
21
Toolbar
The toolbar allows you to quickly access the most commonly used functions and features. From the Options menu, choose
Customize Toolbar to specify which buttons are displayed.
Create new project
Open existing project
Save project
Save project with different settings
Render project
Open project properties
Cut selected events or time range
Copy selected events or time range
Paste items from clipboard into project
Undo
Redo
Enable snapping
Enable automatic crossfades
Enable automatic ripple editing
Lock envelopes to events
Ignore event grouping
Normal edit tool
Envelope edit tool
Selection edit tool
Zoom edit tool
Interactive tutorials
Context-sensitive help
Time Display
The Time Display window reflects the cursor’s position on the timeline, MTC input, MTC output, or MIDI clock output time. You can
information, see Using the Time Display window on page 426
You can move the Time Display window from its docked position above the track list to float on the workspace or dock in the window docking area.
Docked position Floating window Docked in window docking area
Ruler
more information, see Changing the ruler format on page 424
Marker bar
The marker bar is the area where you can place, name, and position markers and regions along the project’s timeline. These
Adding project markers and regions on page 112
22
| CHAPTER 1
Command bar
The command bar displays when you add a command to your project. Commands add metadata to media files to create effects
such as closed captioning. For more information, see
Adding project markers and regions on page 112
CD layout bar
see Creating audio CD layout projects on page 406
Track list
information, see Using the track list on page 65
Selected track
Track minimize and maximize
Parent/child compositing controls
Video tracks
Track number
Audio track
Timeline
INTRODUCTION |
23
Transport bar controls
The transport bar contains the playback and cursor positioning buttons frequently used while working on and previewing your project.
Record into track
Loop playback
Play from beginning of project
Play project from cursor position
Pause project playback
Stop playback
Move cursor to start of project
Move cursor to end of project
Move cursor to previous frame
Move cursor to next frame
Tip:
Click and hold the Previous Frame and Next Frame buttons to move the cursor multiple frames.
Status bar
The status bar is located at the bottom of the main program window and displays information about roughly how much space is left on your computer to record audio (Record Time). During the rendering processes, the left side of the status bar also contains information about the progress of the render.
Understanding the Video Preview window on page 367
Scrub control
The scrub control is used to play your project forward or backward for editing purposes. You can adjust the playback speed by
setting the speed control marker located beneath the scrub control. For more information, see
Drag either forward or backward for playback
Set playback speed
24
| CHAPTER 1
Window docking area and floating window docks
By default, the window docking area is located in the upper half of the Vegas Pro workspace. This area allows you to keep frequently used windows available but out of the way while you are working with a project. Windows can be docked next to each other, subdividing the docking area, or they can be docked in a stack in the window docking area or in a separate floating docking window. When stacked, each window has a tab at the bottom with its name on it. Click the window’s tab to bring it to the top.
Close window
Expand window
Drag the handle away from the docking area to float the window.
• To dock a window, drag it to the docking area.
• Drag the handle on the left side of a docked window to remove a window from the docking area and float it.
• To prevent a window from docking when you drag it, hold the Ctrl key.
• To expand a docked window so it fills the docking area, click the Maximize button ( ). Click again to restore the window to its previous size.
• To remove a window from the docking area or a floating dock, click the Close button ( ).
Display tips:
• To display the window docking area in the bottom half of the Vegas Pro workspace, clear the Display timeline at bottom of main
window check box on the Display tab of the Preferences window.
• To display the tabs at the top of the window docking area rather than the bottom, select the Position tabs at top of docked
windows check box on the Display tab of the Preferences window.
• To hide the window docking area, select the Automatically hide docking area check box on the Display tab of the Preferences
window.
• For more information, see Display tab on page 450
INTRODUCTION |
25
Explorer window - Alt+1
The Explorer window is similar to the Microsoft Windows Explorer. Use the Explorer window to select media files to drag to the project timeline or add to the Project Media window. You can also use the Explorer to perform common file management tasks such as creating folders, renaming files and folders, and deleting files and folders. Use the Start Preview ( ) and Auto Preview ( ) buttons to preview files before adding them to the project.
Preview selected media files before placing them in the project.
Select drive or folder
Move up the folder list to the next highest folder
Refresh the current view
Create a new folder
Delete selected file(s)
Add selected file to My Favorites list in address bar
Start preview
Select media to place in the project by dragging and dropping or double-clicking.
Add media to the Project Media window by right-clicking a file and choosing Add to Project Media list from the shortcut menu.
Stop preview
Enable automatic preview
Use Gracenote MusicID service to locate matching CD information
Edit and submit CD information to
Gracenote
Get media from the Web for use in project
Change the display view
Trimmer window - Alt+2
The Trimmer window is a good place to edit any media file. When a media file is placed in the Trimmer window, you can place
portions of the file on separate tracks by dragging and dropping. For more information, see
Using the Trimmer window on page 128
26
| CHAPTER 1
Mixer window - Alt+3
information, see Using the Mixer window on page 211
Video Preview window - Alt+4
Previewing and Analyzing Video on page 367
Video appears during project playback or as the cursor is moved during editing.
Right-click to change
Video Preview settings.
INTRODUCTION |
27
Project Media window - Alt+5
The Project Media window helps you organize the media files you’re using in a project. The information about these files is displayed in a highly flexible database that can be instantly sorted. You can also use the Project Media window to apply effects and
plug-ins to media files and set the specific properties of these files. For more information, see
Using the Project Media window on page
Edit Details window - Alt+6
This window serves as a highly detailed and customizable database of all of the events in a project. The database can be organized
and sorted according to a large number of attributes. For more information, see
Using the Edit Details window on page 134
Transitions window - Alt+7
The Transitions window contains all of the transitions available. The thumbnails display animated examples of each transition. You can drag transitions from this window to replace the crossfade between two video events or to replace the fade-in or fade-out
region of a video event. For more information, see
Understanding basic transitions on page 345
28
| CHAPTER 1
Video FX window - Alt+8
The Video FX window contains the video effects available. The thumbnails display animated examples of each plug-in preset. You
see Using video effects on page 319
Media Generators window - Alt+9
The Media Generators window contains the different media generators provided. Media generators make it easy to create events containing text, credit rolls, test patterns, color gradients, and solid color backgrounds. You can drag a media generator to the
timeline to create a new generated media event. For more information, see
Using generated media on page 325
Plug-In Manager window - Ctrl+Alt+1
This window organizes all of the plug-ins available, including video and audio effects, media generators, and transitions. The plugins, which are organized in a folder structure, can be dragged into the project. For more information, see
Using video effects on page 319
INTRODUCTION |
29
Video Scopes window - Ctrl+Alt+2
This window allows you to monitor your broadcast video for image problems.
Use the scopes to analyze the your video and adjust accordingly with the Brightness and Contrast, Broadcast Colors, Color
Corrector, Color Corrector (Secondary), and Levels plug-ins before rendering.
For more information, see Monitoring video with scopes on page 373
Surround Panner window - Ctrl+Alt+3
This window allows you to control panning in a 5.1 surround project. You can also display the Surround Panner window by double-
clicking the surround panner on a track or mixer control. For more information, see
Working with 5.1 Surround on page 269
30
| CHAPTER 1
Media Manager window - Ctrl+Alt+4
see Using the Media Manager on page 73
XDCAM Explorer window - Ctrl+Alt+5
information, see Working with XDCAM Video on page 153
INTRODUCTION |
31
Mixing Console window - Ctrl+Alt+6
This window displays the Mixing Console, which provides an integrated view of all tracks and busses in your project using the
appearance of a traditional hardware-based mixer. For more information, see
Using the Mixing Console on page 219
Device Explorer window - Ctrl+Alt+7
The Device Explorer window allows you to browse and import clips from AVCHD, XDCAM EX, NXCAM, and RED ONE devices;
CompactFlash-based memory recording units such as the HVR-MRC1; and hard-disk-based recording units such as the HVR-DR60.
For more information, see Using the Device Explorer on page 60
32
| CHAPTER 1
Saving and recalling window layouts - Ctrl+Alt+D or Alt+D
A window layout stores the sizes and positions of all windows and floating window docks in the Vegas Pro workspace. You can store
Saving and recalling window layouts on page 431
Cursor indications
The cursor changes depending on which functions are available.
Cursor Indicates Modifier Description
Standard
Trim
Slip Trim
Stretch
Slip
Trim
Adjacent
Slide
Slide
Crossfade none none
Alt
Ctrl
Alt
Ctrl+Alt
Ctrl+Alt
Ctrl+Alt
This is the standard arrow cursor that means events can be dragged.
Position the cursor over the edge of an event and drag to trim the event shorter or longer.
Position the cursor over the edge of an event, press Alt, and drag to trim. The media within the event moves with the edge. This is useful to preserve the beginning or end of an event while trimming.
Position the cursor over the edge of an event, press Ctrl, and drag the edge to stretch or compress it. This makes the media in the event play slower or faster.
Press Alt and drag on the middle of a clip to move the media within the event without moving the event itself.
Position the cursor over the boundary between two adjacent events, press Ctrl+Alt, and drag. Both events are edge trimmed simultaneously.
Position the cursor over the middle of an event, press Ctrl+Alt, and drag to simultaneously trim both ends.
Position cursor over a crossfade, press Ctrl+Alt, and drag on a crossfade to move it.
Using a control surface
A control surface is a hardware device that uses knobs, faders, and buttons to control user interface elements that are normally controlled with a mouse. Using a control surface lends a tactile feel to your editing sessions.
Unlike keyboard shortcuts—which determine the shortcut’s behavior based on the portion of the Vegas Pro window that has focus—a control surface’s mapped functions work no matter what part of the application has focus.
You can use one Mackie® Control Universal or up to five generic control surfaces with Vegas Pro software. For more information
about setting up a control surface, see External Control & Automation tab on page 452
INTRODUCTION |
33
Audio signal flow
Audio Media Record Monitor
Bit-Depth Conversion
Time Stretch/Pitch Shift
Channel Conversion
Resampling
Event FX
Event Gain/ASR Processing
(Normalize, Event Invert, Track Invert, Event ASR)
Input Monitor
On or Auto:
Recording Into an Event
Input Monitor
On or Auto:
Recording Into an Event
+
Track FX
Track Volume & Mute
Pre Post Post Pre
Bus
Track Pan
Link to Main Track Pan
Send Volume
Track Pan
Bus Master
From FX
+
Prefader FX Post-Fader FX
FX Chain
Pan/Mute
Volume
Prevolume
Send
Post-Volume
Send
Send Volume
Pan/Mute
Volume
FX Chain
To FX
Hardware
Output
Bus
Master Bus
FX Chain
Gain
+
Gain
FX Chain
Track Pan
Link to Main Track Pan
Send Volume
Assignable FX
+
FX Volume
FX Chain
Mute
Master To Bus
From Bus
Mute
+
Preview
Hardware Output
Input Bus
Hardware Input
Master
Off
Insert FX
Bus Pan
Bus Volume
Pre-Fader
Send
Post-Fader
Send
Hardware
Output
Bus
Assignable FX
34
| CHAPTER 1
Video signal flow
Track signal flow
Composited track signal flow
INTRODUCTION |
35
36
| CHAPTER 1
Chapter 2 Getting Started
Vegas® Pro software is a new way of creating multimedia productions. Whether you are an experienced multimedia author or a budding novice, the powerful features and capabilities of Vegas Pro software are organized to increase your creativity and productivity. The following chapter summarizes the software’s basic functions and operations.
Creating projects
The process of creating a multimedia production can be a complicated undertaking, involving hundreds of shots, takes, voiceovers, music beds, audio tracks, and special effects. Organization is a critical issue in this process. In the software, organization is handled by a small project file (.veg) that saves information about source file locations, edits, cuts, insertion points, transitions, and special effects. This project file is not a multimedia file, but is instead used to create (render) the final file when editing is finished.
Because Vegas Pro software edits a project file and not the original source files, you can edit without worrying about corrupting your source files. This not only gives you a strong sense of security, but it also gives you the freedom to experiment.
Starting a new project
1.
From the File menu, choose New. The New Project dialog appears.
Note:
The first time you run the software, a new project will automatically be started for you.
GETTING STARTED |
37
2.
Enter your project settings on the various tabs.
For more information, see Working with project properties on page 428
• The Video tab allows you to select the video format and other video parameters.
• The Audio tab allows you to set up the basic audio settings.
• The Ruler tab allows you to choose the way the ruler is delineated (beats, seconds, etc.).
• The Summary tab allows you to enter any relevant information and reminders about your project.
• The Audio CD tab allows you to enter information for burning audio CDs.
Tip:
The easiest way to set the often-complex properties on the Video tab is to select a template that matches your media (for
example, NTSC DV (720x480, 29.970 fps)).
3.
Click OK.
4.
From the File menu, choose Save. Type a name, browse for a location, and click Save to save your project (.veg file).
You can change project settings at any time while working on a project. From the File menu, choose Properties to change any of these settings.
Setting video properties based on a media file
You can automatically set your project video properties to match an existing video file.
1.
From the File menu, choose Properties.
2.
On the Video tab of the Project Properties dialog, click the Match Media Settings button (
3.
Browse for a media file that has the settings you wish you use for the project.
4.
Click Open.
).
The frame size, frame rate, pixel aspect ratio, and field order of this file are automatically detected and the project properties are set to match.
Tip:
To save this information for future use, type a name in the Template box and click the Save Template button (
). If your
projects typically use these settings, select the Start all new projects with these settings check box.
5.
Click OK to save the new project properties.
38
| CHAPTER 2
Working with rotated projects
The use of rotated displays—monitors that display vertical media—has become increasingly popular: you can see them in kiosks, presentations, and even on the nightly news. If you have a project that you’d like to display in a rotated format, Vegas Pro makes it easy.
1.
Create a new project. For more information, see
Starting a new project on page 37
2.
Set your project properties as needed, and then choose a setting from the Output rotation drop-down list to indicate the orientation of your destination display device. If you want to display your project in portrait (tall) mode, choose 90° clockwise or 90° counterclockwise.
In the example to the left, the video was shot with the camera tripod rotated 90 degrees. However, because neither the project or the media has been rotated, the video is displayed sideways within the standard landscape frame.
After choosing 90° clockwise from the Output rotation drop-down list, the Video Preview window is rotated (see example to the left). Because the media hasn’t been rotated yet, it doesn’t match the project orientation and is letterboxed within the frame.
3.
Add your media files to your project. For more information, see
Getting media files on page 41
4.
Edit the properties for each of your media files to set its rotation as needed:
a.
Right-click a media file in the Project Media window and choose Properties from the shortcut menu. The Media
Properties dialog is displayed.
b.
Choose a setting from the Rotation drop-down list to indicate the direction you want to rotate your media.
After choosing 90° clockwise from the Rotation drop-down list, the media is rotated, and the video fills the frame.
c.
Click OK to close the Media Properties dialog and save your changes.
Tip:
To rotate multiple files quickly, select them in the Project Media window, right-click a selected file, and then choose Rotate
90° Clockwise or Rotate 90° Counterclockwise from the shortcut menu.
5.
Drag your clips from the Project Media window to the timeline to create events.
6.
Edit your project as needed.
GETTING STARTED |
39
7.
Render your project to any supported rendering format. For more information, see
Rendering a project on page 385
In the Render As dialog, select the Use project output rotation setting check box if you want to use the Output rotation setting from the Project Properties dialog for your rendered file. When the check box is cleared, the media is rotated according to its Media Properties setting, but the project itself is unrotated—you can use this setting to proof your project on an unrotated display.
Tip:
To render a portrait-oriented file for viewing on a computer, you can create a rendering template that matches the proportions of your project:
a.
Right-click the Video Preview window and ensure Simulate Device Aspect Ratio is selected.
b.
Next, adjust the size of the Video Preview window to a comfortable preview frame size and note the Display dimensions in the
lower-right corner of the Video Preview window.
c.
From the File menu, choose Render As, choose the desired rendering format from the Save as type drop-down list, and then
choose a rendering template that's close to the frame size you noted in step b.
d.
Click the Custom button, and then use the Video tab in the Custom Template dialog to adjust the frame size to match the
dimensions you noted in step b.
e.
Save your template for later use.
f.
Clear the Use project output rotation setting check box and render your file.
Saving a project
When you save your work, it is saved in a project file. Project files are not rendered media files.
1.
From the File menu, choose Save.
The first time you save a project, the Save As dialog appears. In subsequent saves, the dialog is bypassed, your existing file name is retained, and your project is updated to include any implemented changes.
2.
Select the drive and folder where you want to store the project.
3.
Type the project name in the File Name box.
4.
Click Save.
Tip:
Select the Copy and trim media with project check box to save the project file and copies of the media files to a common
Renaming a project (using Save As)
After you have been working with your project, you can use the Save As command in the File menu to save a copy of a project with a new name. This is useful for backing up different versions of a project.
For more information, see Renaming or creating a copy of a project (using Save As) on page 383
40
| CHAPTER 2
Getting media files
You can add media from a variety of sources to your project. You can add audio and video files, record audio into a track, capture video from a video camera, or extract music from your own CD. You can also create media such as text overlays, backgrounds, and
credit rolls from within the software. For more information, see
Using generated media on page 325
Vegas Pro software supports a wide range of media file types. There are multiple ways to locate and add files to your Vegas Pro project, as discussed in the following sections.
Notes:
• To have pulldown fields automatically removed when opening 24 fps progressive-scan DV video files, select the Allow pulldown
removal when opening 24p DV check box on the General tab of the Preferences dialog. To open your 24p DV video files as 29.97
fps interlaced video (60i), clear this check box.
• When you add an ACID loop to the timeline, it is automatically stretched to match the project tempo as specified on the Ruler tab of
the Project Properties dialog. If you want to ignore tempo information, clear the Import audio at project tempo check box on the
Audio tab of the Preferences dialog. For more information on project properties, see
Working with project properties on page 428
. For more information on preferences, see
Setting preferences on page 434 .
• When you add a multichannel audio file (.wav/.wav64, .avi, .mxf, ATRAC, and BWF) to your project, the audio is added across tracks.
For example, if you import a four-channel WAV file, the audio will be added to four adjacent tracks. For control over which channels
are used by each event, right-click a multichannel audio event, choose Channels from the shortcut menu, and choose a command
from the submenu. For more information, see Adjusting audio channels on page 202
• When you add a multistream audio file to your project, you can choose which stream you want to use by right-clicking the event,
choosing Stream from the shortcut menu, and then choosing a stream from the submenu.
• 5.1-channel audio from DVD camcorders will be downmixed to stereo when importing into a stereo project. When importing into a
5.1 surround project, audio will be added to separate tracks for the center, front, rear, and LFE channels.
Previewing a media file
You can preview files before placing them in your project. The Explorer window has a mini-transport bar with Play ( ), Stop ( ), and Auto Preview ( ) buttons. When you preview a file, its stream is sent to the Mixer window’s preview bus (for audio files) or to the Video Preview window (for video files).
Tip:
You can use the same mini-transport bar buttons in the Project Media window to preview files in the Project Media list.
1.
Select a file in the Explorer window.
2.
Click the Play button ( ) to listen to the file.
3.
Click the Stop button ( ) or select a different file to stop previewing the file.
Tip:
To automatically preview selected files, click the Auto Preview button (
) on the Explorer window’s transport bar.
Note:
Video is previewed in the Trimmer window. If you want to preview video in the Video Preview window, right-click the Trimmer
window and clear the Show Video Monitor command.
GETTING STARTED |
41
Using the Project Media window
Media files, both video and audio, tend to be the largest files on your hard drive. It is therefore not always easy to move them around and impractical to store multiple copies of these files. You can add media files to the Project Media window to organize them before any editing begins. Once you begin working on a project, all files you add to the timeline are automatically included in the Project Media list. From the View menu, choose Project Media to open this window if it is not already visible.
Using Project Media views
You can control the information that is displayed in the Project Media window by clicking the Views button ( view. The purpose of each view is explained below.
View
List
Detailed
Thumbnail
Description
Displays a simple listing of the file name of each file in the Project Media window.
Displays all the properties for each file. The information is presented in a table format.
You can customize the information displayed:
• Reorder columns (fields) by dragging the column label to a new position.
• Hide a column by dragging the column label off of the Project Media window. To display a hidden column, right-click the Project Media window, choose View from the shortcut menu, and choose the column name from the submenu.
• Sort the files in the Project Media list according to a category by clicking the column label for that category.
• Use the Comments field to add your own annotations to a file’s entry in the Project
Media list. Double-click the field to enter text. This information is saved with the project and is not saved with the media file itself.
Displays the first frame of a video file.
) and selecting a
Adding media to the Project Media list
You can add media to the Project Media list without adding it to the timeline by importing the file.
For more information, see Importing media on page 46
Adding media to the Project Media list from the Explorer window
1.
Navigate to and select a file to add to the Project Media list. You can use Ctrl or Shift to select multiple media files.
2.
Right-click the file and choose Add to Project Media list from the shortcut menu. The selected file is added to the Project
Media window.
42
| CHAPTER 2
Replacing media in the Project Media window
You can replace a file in the Project Media window with a different file. When changing the media file that an event contains, every occurrence of the event on the timeline is updated with the new media file contents.
1.
Right-click a file in the Project Media window.
2.
Choose Replace from the shortcut menu.
3.
In the Replace Media File dialog, browse for and select the file that you want to replace the current file.
4.
Click Open. The selected file replaces the old file in the Project Media list, and any events in the timeline containing the old file are updated to contain the new media file.
Getting images
You can bring images directly into the software from your scanner. The images are added to the Project Media list as JPEG image files.
Note:
In order to get pictures from a scanner, you might need to install a driver for your device. Refer to the software that was included with your device or the manufacturer’s Web site.
1.
Make sure your device is on and connected to your computer.
2.
In the Project Media window, click the Get Photo button ( ). The software is started for the device.
3.
Use the device software to get an image and send it to Vegas Pro software. Once the image has been sent, the Scanned Files dialog appears.
• Click Rename to give the new image a more meaningful name.
• Click Delete to cancel the process of adding the image.
4.
Click Done. The new JPEG file is added to the Project Media window.
Extracting audio from a CD
You can extract tracks from a CD and add them to the Project Media window as .wav files.
Important:
Vegas Pro software is not intended for, and should not be used for, illegal or infringing purposes, such as the illegal copying or sharing of copyrighted materials. Using Vegas Pro software for such purposes is, among other things, against United
States and international copyright laws and contrary to the terms and conditions of the End User License Agreement. Such activity may be punishable by law and may also subject you to the breach remedies set forth in the End User License Agreement.
1.
Insert the audio CD.
2.
In the Project Media window, click the Extract Audio from CD button ( ). The Extract Audio from CD dialog appears.
GETTING STARTED |
43
3.
From the Action drop-down list, choose the method you want to use for extracting the CD audio:
• Read by track Use this option to choose the tracks you want to extract from the CD.
• Read entire disc Use this option to automatically extract all tracks on the disc. The entire CD is extracted into one new file in the Project Media window.
• Read by range Use this option to extract audio from a specified range of time.
4.
If you chose either the Read by track or Read by range option, specify the tracks or range to extract:
• For Read by track, click the tracks you want to extract in the Tracks to read list. Use the Ctrl or Shift keys to select more than one track. Each track is extracted into a separate file in the Project Media window.
• For Read by range, enter a time in the Range start field and either the Range end or Range length fields. The range of audio is extracted into one new file in the Project Media window.
Note:
If you want to extract multiple tracks to a single file, choose Read by track from the Action drop-down list to select your
tracks, and then choose Read by range from the Action drop-down list. The appropriate time range for the tracks you selected
will automatically be inserted and the time range will be extracted to a single file.
5.
From the Drive drop-down list, choose the drive containing the audio CD from which you want to extract.
6.
Click the MusicID button if you want to obtain CD information using Gracenote® MusicID.
If CD information is not available, you can click the CD Info button to display a dialog box where you can edit the CD information and submit it for inclusion in the Gracenote Media Database.
7.
From the Speed drop-down list, choose the speed at which you want to extract the audio. If you experience any problems extracting audio, you can try decreasing the selected speed, or you can click Configure to adjust the Audio extract
optimization setting.
Note:
To eject the CD at any time prior to beginning the extraction process, click the Eject button.
8.
Click OK. The Save As dialog appears.
9.
Select a name and location for the new .wav file.
10.
Click Save to begin extracting the audio.
The track is extracted and a progress meter is displayed to indicate the percent complete. When extraction is complete, the new .wav file appears in the Project Media window.
Adding a still-image sequence
If you’ve exported a video clip as a still-image sequence using another application (a 3D-rendering application, for example), the sequence can be added to the Project Media window and treated as a single media file. Each image in the sequence will be displayed for one frame in the event.
1.
Click the Import Media button ( ) in the Project Media window. The Import Media dialog appears.
2.
Choose the folder where the sequence you want to open is stored.
3.
Select the first image in the sequence (or the image you want to start the event).
4.
Select the Open still-image sequence check box.
5.
In the Range field, enter the number of the last image you want to open. For example, if you’d selected
AnimationOne_00001.tga in step 3, you could enter 120 in this box to create a new image sequence using
AnimationOne_00001.tga to AnimationOne_00120.tga.
6.
Click Open. The still-image sequence is added to the Project Media window.
Sorting media with bins
The detailed view of the Project Media window helps you sort your media files using their attributes, but for more control, you can create bins. Bins are folders within projects that you can use to organize your media files.
Media bins are virtual folders that are saved with your project. They do not affect the way media is saved on your computer.
44
| CHAPTER 2
Creating bins
Right-click the parent bin where you want to create a new bin and choose Create New Bin from the shortcut menu.
Adding media to a bin
1.
Browse your existing bins to find the media file you want to move. The All Media Folder contains all media files in your project.
2.
Drag a file from the right-hand pane to a bin.
Searching media bins
1.
Right-click in the Project Media window and choose Search Media Bins from the shortcut menu. The Search Media Bins dialog is displayed.
2.
Use the drop-down lists in the Search Media Bins dialog to set your search conditions and click the Search button. The selected bin and all sub-bins will be searched.
3.
Click the Search Results icon to view the matching files.
Tip:
Right-click the Search Results icon and choose Save as Bin from the shortcut menu to save the results of your search as a new
media bin.
Automatically adding recorded files to a media bin
Select a media bin if you want to automatically add your recorded audio to a media bin.
Deleting media from a bin
1.
Select a media file.
2.
Press Delete on your keyboard.
3.
If the All Media Folder is selected, the file will be removed from your project.
4.
If a media bin is selected, the file is removed from the bin, but remains part of your project. The file is still available in the All
Media Folder.
Configuring 24p pulldown removal
Right-click a DV AVI file in the Project Media window and choose File Format Properties from the shortcut menu to edit file settings from the file format plug-in associated with the media file type.
For 24p NTSC DV AVI files with 2-3 pulldown, you can use this dialog to configure removal of pulldown fields.
In most cases, you will not need to edit pulldown removal settings. However, if the settings were not properly set in the DV header when your video was captured, you can fine-tune pulldown removal without recapturing your video.
1.
Right-click an AVI file in the Project Media window and choose File Format Properties from the shortcut menu. The AVI/DV
Media Properties dialog appears.
This command is not available for non-24p NTSC video or for 24p NTSC video using 2-3-3-2 pulldown.
2.
Select the Enable 2-3 pulldown removal check box.
Note:
You can clear this check box if you want to override pulldown removal for individual files when the Enable pulldown
removal when opening 24p DV check box is selected on the General tab of the Preferences dialog.
3.
Choose a setting from the Starting frame timecode offset drop-down list to indicate what timecode numbers represent which frame in the video sequence.
For example, if you have an NTSC DV file with 2-3 pulldown created on a Sony JH3 HDCAM deck, the default settings for timecode offset use 0 for the Starting frame timecode offset.
If you have changed the timecode offsets on the deck (or if you have material with pulldown from another source) you will have to experiment with the settings to determine the correct offset.
GETTING STARTED |
45
4.
Check for interlacing:
a.
In the Project Properties dialog, choose a NTSC DV 24p template from the Template drop-down list.
b.
Choose the Best (Full) setting in the Video Preview window to show full frames.
c.
Step though the clip and look for interlace lines in moving objects or backgrounds.
d.
If you see interlace lines, repeat from step 3 and choose a different offset value.
e.
When no interlace lines appear, the offset is set correctly.
Pairing two media files as a stereoscopic 3D subclip
If you have two files that have synchronized timecode — such as video shot on a 3D camera that creates separate left- and right-eye clips — you don’t need to align the audio and video. Just select the clips in the Project Media window and choose Pair as
Stereoscopic 3D Subclip from the shortcut menu.
If you view the clip properties for the new subclip, you’ll see that the Stereoscopic 3D Mode is set to Pair with next stream.
For more information, see Stereoscopic 3D Editing on page 143
Importing media
Importing media allows you to add media to the Project Media list for use in your project without adding it to the timeline. Vegas
Pro supports the importing of a wide variety of file formats, including AAF and broadcast wave, which are discussed separately below.
1.
From the File menu, choose Import, and then choose Media from the submenu. The Import dialog appears.
Tip:
You can also click the Import Media button (
) in the Project Media window.
2.
Navigate to and select a media file to add to the Project Media list. You can use Ctrl or Shift to select multiple files.
Tips:
• To limit the files displayed in the dialog, choose a file type from the Files of Type drop-down list or enter *. and an extension in the
File name box. For example, enter *.wav to display all wave files in the current folder, or enter *guitar*.wav to display all wave files
that have the word guitar in the file name.
• If you select an image from a still-image sequence, you can select the Open still-image sequence check box to import all images in
the sequence as a single entry in the Project Media window. In the Range box, enter the number of the last image you want to open.
For example, if you'd selected AnimationOne_00001.tga in step 2, you could enter 120 in this box to create a new Project Media entry using AnimationOne_00001.tga to AnimationOne_00120.tga.
3.
Click Open. The media file is added to the Project Media list.
Importing and exporting AAF files
You can use AAF (Advanced Authoring Format) files to exchange projects between applications. For example, if your postproduction facility uses a tool other than Vegas Pro software, you could provide your project as an AAF file.
Creating an AAF file
If you intend to export your project as an AAF file, note the following usage guidelines and plan your project accordingly:
• Audio and video cuts are preserved.
• Track-based audio gain and panning are preserved when saving or importing AAF files.
Select the AAF Export - Use clip-based audio envelope check box on the General tab of the Preferences dialog if you want to combine track and event gain envelopes and save them as clip-based gain envelopes in the AAF file. When the check box is cleared, track envelopes are saved as track envelopes, and event envelopes are saved as clip envelopes.
When exchanging AAF with another application, refer to its documentation to determine whether audio gain and panning changes are supported.
46
| CHAPTER 2
• Muted audio tracks are not included in the AAF file.
• When you import an AAF file, the track- and clip-based gain envelopes are combined and imported as track envelopes.
• Audio and video effects are ignored.
• All video transitions are exported as AAF Video Dissolve transitions.
• All audio crossfades are exported as AAF Mono Audio Dissolve transitions.
• Time-stretched video is exported using the AAF “Video Speed Control” effect.
• Time-stretched audio is not supported: audio events that are time stretched will play at their original speed, and time is added to the track to represent the stretched duration; audio events that are time compressed will play at the original speed, but the event is trimmed to match the compressed event length.
• Any track that has mono and stereo audio will be ignored; the AAF format does not allow mono and stereo audio on a single track.
• Still images will be exported as 1,080,000 frames (the AAF specification does not allow media with a length and frame rate of
0).
• Track order in your exported AAF will not match your Vegas Pro project: in the Vegas Pro track model, the first track represents the foreground; in the AAF specification, the first track represents the background.
• Audio is exported using frame units when the AAF Export - Use frame unit for audio check box is selected on the General tab of the Preferences dialog. Clear the check box if you want to use sample units for exported audio (use this setting only if your project contains audio only or if you know the application that will import your AAF supports frame units for video and sample units for audio).
1.
From the File menu, choose Save As. The Save As dialog appears.
2.
Select the drive and folder where you want to store the project.
3.
Type a name in the File Name box.
4.
From the Save as type drop-down list, choose Edit Protocol Compliant AAF File (*.aaf) or Avid Legacy AAF File (*.aaf).
5.
Select the Embed WAVE/AIFC Media check box if you want to embed audio that uses the wave or AIFC codec with your AAF file.
This check box is available only if Edit Protocol Compliant AAF File is selected from the Save as Type drop-down list.
Note:
Only individual audio files that use the wave or AIFC codec will be embedded. Audio streams from video files of audio that does not use the wave or AIFC codec will not be embedded.
6.
Type a name for the file and browse for a destination.
7.
Click Save.
Importing an AAF file into the current project
If you intend to import an AAF file into your current Vegas Pro project, note the following usage guidelines and plan your project accordingly:
• Audio and video cuts are preserved.
• Track-based audio gain and panning are preserved when saving or importing AAF files.
When you import an AAF file, the track- and clip-based gain envelopes are combined and imported as track envelopes.
When exchanging AAF with another application, refer to its documentation to determine whether audio gain and panning changes are supported.
• All video transitions are imported as crossfades.
• Audio and video effects are ignored.
• The AAF Video Speed Control effect is preserved and mapped to the Playback rate setting in the imported event’s properties.
For more information, see Editing in the Event Properties dialog on page 124
• If you import an AAF file that has embedded wave or AIFC audio, the files will be extracted to the same folder as the AAF file when you import the project.
GETTING STARTED |
47
1.
From the File menu, choose Import, and then choose AAF from the submenu. The Import dialog is displayed.
2.
Choose the folder where the project you want to open is stored:
Choose a drive and folder from the Look in drop-down list.
—or—
Choose a folder from the Recent drop-down list to quickly select a folder from which you have previously opened files.
3.
Select a file in the browse window or type a name in the File name box.
4.
Click Open. The AAF file is imported into the current project.
Importing an AAF file into a new Vegas Pro project
If you intend to import an AAF file into a Vegas Pro project, note the following usage guidelines and plan your project accordingly:
• Audio and video cuts are preserved.
• Track-based audio gain and panning are preserved when saving or importing AAF files.
When you import an AAF file, the track- and clip-based gain envelopes are combined and imported as track envelopes.
When exchanging AAF with another application, refer to its documentation to determine whether audio gain and panning changes are supported.
• All video transitions are imported as crossfades.
• Audio and video effects are ignored.
• The AAF Video Speed Control effect is preserved and mapped to the Playback rate setting in the imported event's properties.
• If you import an AAF file that has embedded wave or AIFC audio, the files will be extracted to the same folder as the AAF file when you import the project.
1.
From the File menu, choose Open. The Open dialog is displayed.
2.
Choose the folder where the project you want to open is stored:
• Choose a drive and folder from the Look in drop-down list.
—or—
• Choose a folder from the Recent drop-down list to quickly select a folder from which you have previously opened files.
3.
Select a file in the browse window or type a name in the File name box.
4.
Click Open. If you have not saved the current project, you will be prompted to save your changes.
Importing Broadcast Wave Format files
You can use Broadcast Wave Format (.bwf ) files to exchange audio between audio editors or broadcasting platforms.
Broadcast Wave Format files are similar to standard .wav files, but they contain additional metadata including timestamps that tell the software where to add audio on the Vegas Pro timeline.
Tip:
You can also add Broadcast Wave Format files to your project by dragging them from the Explorer window to the timeline.
However, if you drag a .bwf file to the timeline, events are created where you drop the file. Using the Import Broadcast Wave dialog ensures that events are arranged according to the timestamps in the file.
1.
From the File menu, choose Import, and then choose Broadcast Wave from the submenu. The Import Broadcast Wave dialog is displayed.
2.
Choose the folder where the project you want to open is stored:
• Choose a drive and folder from the Look in drop-down list.
—or—
• Choose a folder from the Recent drop-down list to quickly select a folder from which you have previously opened files.
3.
Select the files you want to open in the browse window.
Information about the selected files is displayed at the bottom of the Import Broadcast Wave dialog.
48
| CHAPTER 2
4.
From the Arrange drop-down list, choose a setting to indicate how you want to arrange audio events on the timeline:
Setting
Add across tracks
Add across time
Description
A separate track is created for each .bwf file you import.
All selected .bwf files are added to a single track.
Note:
Audio from multichannel .bwf files is always added across tracks, regardless of the Arrange setting. For example, if you
import a four-channel .bwf file, the audio will be added to four adjacent tracks. For control over which channels are used by each
event, right-click a multichannel audio event, choose Channels from the shortcut menu, and choose a command from the
submenu. For more information, see Adjusting audio channels on page 202
5.
If you chose Add across tracks in step 4, choose a setting from the Order tracks drop-down list to indicate how you want to arrange the tracks in the track list:
Setting
By timestamp
Description
Sorts tracks chronologically using the timestamp in each file.
You can display a file’s timestamp at the bottom of the Import Broadcast Wave dialog by selecting a file.
Sorts tracks alphabetically using the names of the files you import.
Alphabetically by filename
6.
Choose a setting from the Positioning drop-down list to indicate where imported audio will be added to the timeline.
Setting
Use ruler time
Relative to cursor
Description
Adds each imported file to the Vegas Pro timeline at the exact position indicated by its timestamp. For example, if you import a .bwf file with a timestamp of 00:00:30;00, the media would be added to the timeline at the thirty-second mark on the ruler.
Adds each imported file to the Vegas Pro timeline and offsets the timestamp value by the cursor position. For example, if you position the cursor at 00:00:10;00 before importing a .bwf file with a timestamp of 00:00:30;00, the media would be added to the timeline at the forty-second mark on the ruler.
7.
Click Open. The selected files are imported and added to the timeline of the current project.
Importing video from a DVD camcorder
You can use Vegas Pro software to import video from a finalized Sony® DVD Handycam® camcorder disc.
Important:
• Before importing video, you’ll need to finalize the disc. For information about finalizing a disc, refer to your camcorder’s documentation.
• 5.1-channel audio will be downmixed to stereo when importing into a stereo project. When importing into a 5.1 surround project, audio will be added to separate tracks for the center, front, rear, and LFE channels.
1.
Place the DVD you want to import in your computer’s DVD drive or connect your camcorder to your computer via USB.
Important:
The Sony Handycam USB driver that is included with DVD-based camcorders can prevent Vegas Pro from recognizing a USB-connected camera. If you use the Add/Remove Programs Control Panel to uninstall the “Sony DVD Handycam
USB driver” component, Vegas Pro will be able to connect to the camera and import video.
2.
From the File menu, choose Import, and then choose DVD Camcorder Disc from the submenu. The Import DVD Camcorder
Disc dialog is displayed.
3.
From the Source drop-down list, choose the disc that contains the video you want to import.
4.
The Destination box displays the folder where the video will be imported. Click the Browse button if you want to choose a different folder.
GETTING STARTED |
49
5.
Click the OK button to start importing video.
After importing is complete, the video from the disc is added to the Project Media window. Each chapter is imported as a separate file. You can then add the imported video to your project just like any other media file.
Importing video from a Hard Disk Recording Unit
From the File menu, choose Import, and then choose Hard Disk Recording Unit from the submenu to import video from a hard disk based recording unit such as the HVR-DR60.
1.
Connect your hard disk recording unit to your computer via iLINK®.
2.
From the File menu, choose Import, and then choose Hard Disk Recording Unit from the submenu. The Import from Hard
Disk Recording Unit dialog is displayed.
3.
From the Source drop-down list, choose the hard disk unit that contains the video you want to import.
4.
The Destination box displays the folder where the video will be imported. Click the Browse button if you want to choose a different folder.
5.
Click the OK button to start importing video.
If you’re importing to a FAT32 drive, files from the hard disk unit are copied directly to the destination folder.
If you’re importing to an NTFS drive, files from the hard disk unit are copied as follows:
• If your hard disk unit is configured to record .dv (raw DV) files, the files are copied to the destination folder.
• If your hard disk unit is configured to record .avi files, the files from each folder will be assembled into a single type-2 AVI file. The new file is named to match the source folder on the hard disk unit. For example, video from the 101DVF folder would be imported as DVS101.avi.
• If you’re importing HDV clips, the files from each folder will be assembled into a single HDV file. The new file is named to match the source folder on the hard disk unit. For example, video from the 101HDVF folder would be imported as
HDV101.m2t.
After importing is complete, the video is added to the Project Media window.
You can then add the imported video to your project just like any other media file.
Note:
Vegas Pro uses the index (.idx) file on your hard disk recorder to ensure that files that have already been imported aren’t unnecessarily reimported.
Importing video from a Memory Recording Unit
From the File menu, choose Import, and then choose Memory Recording Unit from the submenu to import video from a
CompactFlash-based memory recording unit such as the HVR-MRC1.
1.
Connect your memory recording unit to your computer via iLINK®.
2.
From the File menu, choose Import, and then choose Memory Recording Unit from the submenu. The Import from Memory
Recording Unit dialog is displayed.
3.
From the Source drop-down list, choose the memory recording unit that contains the video you want to import.
4.
The Destination box displays the folder where the video will be imported. Click the Browse button if you want to choose a different folder.
5.
Click the OK button to start importing video.
If you’re importing to a FAT32 drive, files from the memory recording unit are copied directly to the destination folder.
If you’re importing to an NTFS drive, files from the memory recording unit are copied as follows:
• If your memory recording unit is configured to record .dv (raw DV) files, the files are copied to the destination folder.
• If your memory recording unit is configured to record .avi files, clips that have the same camera number and clip number will be assembled into a single type-2 AVI file. The new file is named to XX_CCCC.avi, where XX represents the camera number, and CCCC represents the clip number.
50
| CHAPTER 2
• If you’re importing HDV clips, clips that have the same camera number and clip number will be assembled into a single
HDV file. The new file is named to XX_CCCC.m2t, where XX represents the camera number, and CCCC represents the clip number.
After importing is complete, the video is added to the Project Media window.
You can then add the imported video to your project just like any other media file.
Note:
Vegas Pro uses the index (.idx) file on your memory recording unit to ensure that files that have already been imported aren't unnecessarily reimported.
Working with AVCHD video
You can edit files recorded with AVCHD camcorders just like any other supported media type on the timeline.
This section will guide you through the process of using AVCHD video in your Vegas Pro project.
Note:
5.1-channel audio will be downmixed to stereo when importing into a stereo project. When importing into a 5.1 surround project, audio will be added to separate tracks for the center, front, rear, and LFE channels.
1.
Shoot your video with a Sony AVCHD camcorder.
2.
information, see Using the Device Explorer on page 60
3.
Start a new Vegas Pro project, and set your project properties to the format that most closely matches your desired output
format. For more information, see
Modifying project video properties on page 301
For example, if you intend to burn the video to an NTSC DVD, choose NTSC DV (720x480, 29.970 fps) from the Template dropdown list on the Video tab of the Project Properties dialog. If you want to create a 4.8 Mbps high-definition Windows Media
Video file, choose HDV 720-24p (1280x720, 23.976 fps).
4.
Add the AVCHD files that you copied in step 2 to your project. For more information, see
Getting media files on page 41
5.
Drag your clips from the Project Media window to the timeline to create events.
6.
Edit your project as needed. For more information, see
7.
Render your project to any supported rendering format. For more information, see
Rendering a project on page 385
Note:
If you want to render to AVCHD format and export the rendered file to an AVCHD camera, use the following steps:
a.
Verify that your Vegas Pro project is set to 5.1 surround mode.
b.
In the Render As dialog, choose Sony AVC from the Save as type drop-down list.
c.
Use the AVCHD NTSC 5.1 Surround or AVCHD PAL 5.1 Surround rendering template.
d.
If you choose to use the Custom Template dialog to customize your rendering template, leave all settings at their default values
except for the Bit rate control. The default Bit rate setting should work for most applications.
e.
To save the rendered file to your camera, you'll need to use the software that was supplied with your camera.
Adding media to the timeline
Media files can be added to your project from the Explorer or Project Media windows by double-clicking them or by dragging them.
Either method places the media file in an event in its entirety in the timeline.
Dragging a media file to the timeline
You can create a new track by dragging a media file to a blank area on the timeline and dropping it in place. Tracks can contain multiple events, so you can place different events next to each other on a track.
Note:
Video and audio events cannot be placed on the same track.
GETTING STARTED |
51
1.
Locate a media file in the Explorer or Project Media window.
2.
Drag the media file to the timeline.
An event for the media file appears where you released the mouse.
Dragging multiple media files to the timeline
1.
Select multiple media files in the Explorer or Project Media window. Select a range of adjacent media files by pressing Shift and clicking the first and last files in the range or select files that are not adjacent by pressing Ctrl and clicking individual files.
2.
Right-click and drag the files to the timeline.
3.
When you release the mouse, a shortcut menu appears. Select a placement option from the menu.
• Add Across Time
• Add Across Tracks
• Add As Takes
You will see one event on the track. The other events are listed as takes “beneath” the topmost event.
For more information, see Working with takes on page 125
• Video Only and Audio Only allow you to isolate either the video or audio, and add that stream from a multimedia file either across tracks, across time, or as takes.
Tip:
A left-click drag-and-drop automatically inserts files across time. However, you can cycle through placement modes by rightclicking (without releasing the left mouse button) while performing the drag-and-drop operation.
Double-clicking a media file
This method places the event at the cursor’s position in the selected track. If the selected track is a video track, and you double-click an audio event (or vice versa), a new track is created for the event. Once an event is placed, you can move it from one track to another or change its position on the timeline.
Inserting a video file with associated audio
Media files with video frequently include associated audio. When you insert a media file into the timeline, the associated audio is automatically inserted into a separate audio track below the video track. The two associated events are grouped together and behave as a single unit when moved or otherwise edited. You can ungroup the events to move them independently.
For more information, see Clearing a group on page 209
Two events that contain the video (top) and audio (bottom) streams from a single multimedia video file. Each event is inserted on a separate track.
52
| CHAPTER 2
Inserting layered PSD files
You can add layered PSD files to the Vegas Pro timeline, so each layer of the file is created as an event on its own track. These events are just like other events in Vegas Pro software. For example, you could use track motion to move layers individually, use parent tracks to group and move layers together, use track effects to animate just one layer of the graphic, or you could replace a layer with a video.
Notes:
• Photoshop layer styles and layer masks are not supported. In Photoshop, add an empty layer above these layers, make only those layers visible, and choose Merge Visible. The new layer will be visible when added to the Vegas Pro timeline.
• Photoshop layer groups and adjustment layers are not supported.
• Photoshop layer blending modes, opacity, and names are not transferred to Vegas Pro compositing modes, track opacity, and track names.
1.
Select a layered PSD file in the Explorer or Project Media window.
2.
Right-click and drag the file to the timeline.
3.
When you release the mouse button, a shortcut menu is displayed. Choose Add Across Tracks to import the PSD layers across tracks in the timeline.
The PSD layers, including the composite layer, are now available as streams. You can change an event’s stream by right-clicking an event, choosing Stream from the shortcut menu, and then choosing the stream you want to use for the event.
Tip:
You can also add layered PSD files to the timeline from the Trimmer. Right-click the media file and make sure Use All Streams
and Channels is selected. Right-click and drag a time selection to the timeline. When you release the mouse button, choose Add
Across Tracks from the submenu.
Automatically crossfading inserted events
When inserting multiple events across time, the events (both video and audio) can be set to automatically crossfade. Two options must be enabled in order to create crossfades automatically when adding multiple events. First, verify that a check mark appears next to Automatic Crossfades in the Options menu. Second, from the Options menu, choose Preferences, and on the Editing tab,
select Automatically overlap multiple selected media when added. For more information, see
Using automatic crossfades on page
Project references in rendered media files
When your project uses media that was rendered with an embedded project path reference, you can easily open the source project in the associated application if you need to edit the media later. Recent versions of ACID, Sound Forge, and Vegas Pro software allow you to save the project path reference when you render files.
For example, imagine that you have an audio file on the Vegas Pro timeline that was rendered from an ACID project. In previewing your Vegas Pro project, you discover that you’d accidentally rendered your ACID project with a critical track muted. You could simply right-click the event on the Vegas Pro timeline and choose Edit Source Project from the shortcut menu to reopen your ACID project, unmute the track, and then rerender it.
The project information in the rendered file is a reference to a project file only. If you modify the project file after rendering, the project data will no longer match the rendered file. To edit a project using a path reference, the project file and all media must be available on your computer.
Tip:
GETTING STARTED |
53
Editing a referenced project
1.
Perform one of the following actions:
• Right-click a media file in the Explorer window.
• Right-click a media file in the Project Media window.
• Right-click an event on the timeline.
2.
From the shortcut menu, choose Edit Source Project. An ACID, Vegas Pro, or Sound Forge window will open with the source project.
To edit a source project using a computer other than the computer where the project was created, the editing computer must meet the following requirements:
• The software that was used to create the project must be installed and the project file extension (.acd, .acd-zip, .veg, or
.frg) must be registered on the editing computer.
• The editing computer must have the same version (or later) of the software that was used to create the project.
• The project file must exist on the editing computer using the same file path as on the computer where the project was created.
• The project’s source media must exist on the editing computer. If the media files do not use the same file path as on the computer where the project was created, you will be prompted to choose a new folder or replacement files.
3.
Edit the project as necessary.
4.
Render the edited project using the same name as the original media file and close the editing application.
If you’re editing an existing track, your project will automatically be updated to use the latest rendered media file.
Capturing video
You can use the Video Capture application installed with Vegas Pro software to capture video clips from your DV or HDV video camera or via your SDI card and add them to the Project Media window. You can also specify a different third-party capture application for video capture.
Tip:
Capturing video can be demanding on your computer’s resources. To avoid potential problems, we offer the following suggestions:
• Defragment your hard drive. Click the Start button in the task bar and choose Programs. From the Programs submenu, choose
Accessories, followed by System Tools and then Disk Defragmenter.
• Don’t use other software applications or screen savers while capturing video.
Notes:
• If you are using a DVD-based video camera, you can use the Import DVD Camcorder Disc dialog to import your video into your Vegas
Pro project. For more information, see Importing video from a DVD camcorder on page 49
1.
From the File menu, choose Capture Video or click the Capture Video button ( ) in the Project Media window. The Capture
Video window appears.
2.
Choose the option you want to use for capturing video:
• Select the DV radio button if you want to capture DV or Video for Windows clips using the video capture application specified on the Video tab of the Preferences window.
• Select the HDV or SDI radio button if you want to capture SDI/HDV clips using the internal Vegas Pro video capture application.
Tip:
If you always capture from the same device, select the Always use the selected method check box, and you won’t be
prompted to choose a capture method again. You can change the method later using the Video tab of the Preferences window.
54
| CHAPTER 2
3.
Click OK. The specified video capture application starts.
4.
Capture your video.
•
For more information on capturing DV clips with the Video Capture application, see the Vegas Pro online help. To access help,
choose Contents and Index from the Help menu.
•
For more information on capturing HDV clips, see Capturing HDV clips on page 297
•
For more information on capturing clips from a tape deck via an SDI (Serial Digital Interface) card, see
Capturing from an SDI card on page 55
After you have captured your video, Video Capture adds the files to the Project Media window. If any captured clips go offline, you can recapture the clips using your video capture application. Right-click an offline file in the Project Media window and choose Recapture from the shortcut menu.
Capturing from an SDI card
If you have a supported SDI card, you can use the card to capture video and print to tape from the timeline.
The following procedure will guide you through the process of capturing clips from an SDI card.
Important:
• Blackmagic Design DeckLink HD Extreme/Intensity Pro/HD Extreme 3D and AJA Io Express, XENA 2K, LH, LHe, LHi, LS, and LSe cards are supported.
• HDMI capture is supported on the Blackmagic Design DeckLink HD Extreme/Intensity Pro/HD Extreme 3D, AJA Io Express, and AJA
XENA LHi cards.
• Vegas Pro does not support analog video inputs for SDI cards. However, Vegas Pro does support component video output for external preview.
• For the latest information about supported hardware, please see our Web site at http://www.sonycreativesoftware.com/vegaspro/ io#sdi .
Capturing a single clip or entire tape
Tip:
Connect your deck and power it on before starting Vegas Pro software.
1.
Use the transport controls below the Video Preview window to cue your video.
2.
If you want to encode your video during capture, you can choose a setting from the Encoding drop-down list. Depending on your input format, the available encoding formats are as follows:
Input
HDV
SD SDI
HD SDI
10-bit SDI
Encoding
MPEG-2 Transport Stream
8-bit YUV AVI
IMX MXF
8-bit YUV AVI
HD 422 MXF
10-bit YUV AVI
3.
The Capture folder box displays the path to the folder where your video will be saved. You can click the Browse button to choose a different folder.
4.
Click the Start Capture button ( ) to start capturing.
GETTING STARTED |
55
5.
Click the Stop button ( ) or press Esc to end the capture procedure.
Your clip is saved to the folder specified in the Capture folder box and is also added to the Project Media list, from which you can add it to the timeline.
If you’ve configured your capture device to capture multiple channels of audio, the audio will be added across tracks when you add the clip to the timeline. You can open the clips in the Trimmer window to choose which channels you want to use.
Logging multiple clips and performing a batch capture
Tip:
Connect your deck and power it on before starting Vegas Pro software.
1.
Use the transport controls below the Video Preview window to cue your tape.
2.
Click the Clip Edit tab on the right side of Video Capture window and log your clips:
a.
In the Clip Name box, type the file name you want to use to save the clip.
b.
In the Tape Name box, type the name of the tape that contains the clip.
c.
In the Timecode In box, type the timecode value that corresponds to the beginning of the clip, or click the Mark
Timecode In button ( ) to use the current frame if you’re cueing with the controls on your deck.
d.
In the Timecode Out box, type the timecode value that corresponds to the end of the clip, or click the Mark Timecode
Out button ( ) to use the current frame.
Tip:
Select the Calculate Length button ( ) next to the Timecode in, Timecode out, or Length box to prevent editing of
that setting and calculate its value based on the other two timecode values.
e.
Click the Add Clip to Log button ( ) to add the clip to the Clip Log.
f.
Repeat steps 2a through 2e for each clip you want to capture.
3.
If you want to encode your video during capture, you can choose a setting from the Encoding drop-down list. Depending on your input format, the available encoding formats are as follows:
Input
HDV
SD SDI
HD SDI
10-bit SDI
Encoding
MPEG-2 Transport Stream
8-bit YUV AVI
IMX MXF
8-bit YUV AVI
HD 422 MXF
10-bit YUV AVI
4.
The Capture folder box displays the path to the folder where your video will be saved. You can click the Browse button to choose a different folder.
5.
Click the Clip Log tab on the right side of Video Capture window.
6.
Click the Capture Clips button ( ) and choose a command from the drop-down list to start capturing clips to the folder specified on the Disk Management tab of the Capture Preferences dialog.
Command
Capture all clips
Capture selected clips
Capture offline clips
Description
Captures all clips in the log. If a clip has already been captured, it will be recaptured.
Captures all selected clips in the log. Hold Shift or Ctrl to select multiple clips.
Captures all clips with a status of Offline in the log.
The captured clips are also added to the Project Media list, and you can add them to the timeline.
If you’ve configured your capture device to capture multiple channels of audio, the audio will be added across tracks when you add the clip to the timeline. You can open the clips in the Trimmer window to choose which channels you want to use.
56
| CHAPTER 2
Tips:
• Click the Save Clip Log button (
) to save the current clip log as an XML file if you want to save your clip log for capture or recapture at a later time.
• Click the Open Clip Log button (
) and browse to a saved clip log to load a previously saved clip log.
Capture Preferences
You can use the Capture Preferences window to set options for capturing video from an SDI or HDV device.
1.
From the File menu, choose Capture Video, or click the Capture Video button ( ) in the Project Media window. The Capture
Video dialog is displayed.
2.
Select the HDV or SDI radio button and click OK. The Capture window is displayed.
3.
Click the Capture Preferences button ( ) in the Capture window to open the Capture Preferences dialog.
General tab
Item Description
Stop device on loss of focus
Stops the selected capture device when focus is switched away from the capture application.
Displays the current frame when the selected capture device is stopped.
Show video when device is stopped
Show video when device is fast-forwarding and rewinding
Add new clips to project media
Displays video in the capture preview window when you fast-forward or rewind the device.
Select this check box if you want to add captured clips to the Project Media window when capturing is complete.
Simulate device pixel aspect
Displays square pixels in the Video Preview window even if the Pixel aspect ratio
ratio
setting in the Project Properties dialog is using nonsquare pixels.
Fail on dropped frames
Select this check box if you want to stop capturing if a dropped frame is detected.
When capture fails, stop batch Select this check box if you want to stop an SDI batch capture if a dropped frame is
capture
detected.
Enable HDV scene detection
Select this check box if you want to create multiple files if scene changes are detected.
When the check box is cleared, HDV clips will be captured to a single file.
Preroll
Type a value in the box to specify the number of seconds of preroll Video Capture should use for SDI batch capture.
Maximum RAM buffer size
When you click the Capture Clips button ( ) on the Clip Log tab, Video Capture will seek to a point prior to your Timecode in setting determined by the number of seconds you enter in the Preroll box. Video Capture will begin playback at the preroll location, and switch to capture when it reaches the timecode you specified in the
Timecode in box.
Drag the slider to allocate a portion of your system memory as a buffer. During capture, this buffer is used to prevent dropped frames if your hard disk is unable to write a frame.
GETTING STARTED |
57
Item
MPEG video quality
Description
When capturing to compressed formats, you can drag the slider to adjust performance. When you drag the slider to the left, you can increase performance by decreasing video quality. When you drag the slider to the right, higher-quality video is captured, and more processing power is required.
Note:
Quality settings affect various types of material differently. With some experimentation, you may find that certain types of scenes can be captured at lower quality settings with little or no apparent loss of quality. Other material may need the highest possible setting to achieve the desired quality level.
Device tab (for IEEE 1394 HDV devices)
Item
Device type
Device
Video
Details
Description
Choose IEEE 1394/MPEG2-TS Device.
Choose your HDV camera.
Choose a setting from the drop-down list to specify the desired video format.
Displays information regarding the capture device specified in the Device drop-down list.
Device tab (for AJA Io Express, XENA 2K, LH, LHe, LHi, LS, or LSe SDI cards)
Item
Device type
Device
Input
Video format
Audio format
Timecode offset (frames)
Description
Choose AJA Video Device.
Choose your device.
Choose SDI or HDMI.
Choose a setting from the drop-down list to specify the desired video format.
Choose a setting from the drop-down list to specify the desired number of channels for capturing SDI-embedded audio.
Important:
Multichannel audio capture is available only if supported by your camera or deck.
Use progressive segmented
Select this check box if your project properties are set to a progressive-scan format
frame (psf) video formats
and you want to capture from a device that stores and transfers progressive-scan frames by dividing fields.
Use 10-bit encoding
Select this check box if you want to capture 10-bit source material for increased color resolution. Source material with gradients in the background can benefit from 10-bit encoding.
When you use 10-bit video in your project, choose 32-bit floating point (video levels) from the Pixel format setting on the Video tab of the Project Properties tab.
Timecode source
When the check box is not selected, the captured video will use 8-bit encoding.
Choose a setting from the drop-down list to specify the desired timecode source.
• 9-Pin Remote Estimates timecode using the 9-pin RS422 cable from the deck. This format is more prone to errors and requires more preroll than RP-188.
• RP-188 Uses SMPTE RP 188 timecode embedded in the video.
Important:
RP-188 is recommended when capturing HD video.
If video capture is not frame accurate, drag the slider to adjust timecode.
58
| CHAPTER 2
Device tab (for Blackmagic Design DeckLink HD Extreme, Intensity Pro, or HD Extreme 3D SDI cards)
Item
Device type
Device
Video
Audio
Use 10-bit encoding
Timecode source
Timecode offset (frames)
Description
Choose Blackmagic Design DeckLink.
Choose your device.
Choose a setting from the drop-down list to specify the desired video format.
Choose a setting from the drop-down list to specify the desired number of channels for capturing SDI-embedded audio.
Important:
Multichannel audio capture is available only if supported by your camera or deck.
Select this check box if you want to capture 10-bit source material for increased color resolution. Source material with gradients in the background can benefit from 10-bit encoding.
When you use 10-bit video in your project, choose 32-bit floating point (video levels) from the Pixel format setting on the Video tab of the Project Properties window.
When the check box is not selected, the captured video will use 8-bit encoding.
Choose a setting from the drop-down list to specify the desired timecode source.
• 9-Pin Remote Estimates timecode using the 9-pin RS422 cable from the deck. This format is more prone to errors than VITC or HANC.
• VITC Uses SMPTE 12M timecode embedded in the video.
• HANC Uses SMPTE RP 188 timecode embedded in the video.
If video capture is not frame accurate, type a value in the box or use the spin control to adjust timecode.
GETTING STARTED |
59
Using the Device Explorer
The Device Explorer allows you to browse and import clips from AVCHD, XDCAM EX, NXCAM, and RED ONE devices; CompactFlash based memory recording units such as the HVR-MRC1; and hard-disk-based recording units such as the HVR-DR60.
1.
From the View menu, choose Device Explorer to display the Device Explorer window.
2.
Connect your camera to a USB 2.0 port on your computer. The camera is displayed on the left side of the Device Explorer window.
Tip:
If you want to use clips from a folder on your computer, right-click the left pane of the Device Explorer window and choose
Browse from the shortcut menu.
Previewing clips
Select your camera on the left side of the Device Explorer window. The camera’s clips are displayed on the right side of the window, and clips that have not yet been imported are indicated with a new clip icon ( ).
If the Auto Preview button ( ) is selected, you can click a clip in the Device Explorer to audition it in the Video Preview window.
You can stop the preview by clicking the Stop Preview button ( ), or you can turn off the preview feature by deselecting the Auto
Preview button.
Note:
Video is previewed in the Trimmer window. If you want to preview video in the Video Preview window, right-click the Trimmer
window and clear the Show Video Monitor command.
When the Auto Preview button is not selected, click the Start Preview button ( ) to start preview.
Choosing the folder where you want to import clips
1.
Select your camera on the left side of the Device Explorer window and click the Device Properties button ( ).
The Device Properties dialog is displayed, and the Capture Folder box shows the path to the folder where imported clips will be saved.
2.
Click the Browse button to display the Capture Folders dialog. This dialog displays the available folders for saving your imported video:
• Select a folder’s check box to save your imported video in that folder.
• Click the Add Folder button ( ) and browse to a folder to add a new folder.
• Select a folder in the list and click the Delete button ( ) to remove it from the list.
60
| CHAPTER 2
Importing clips
1.
Select your camera on the left side of the Device Explorer window. The camera’s clips are displayed on the right side of the window, and clips that have not yet been imported are indicated with a new clip icon ( ).
2.
Click the Import button ( ) to import clips to the Project Media window:
• If clips are selected in the Device Explorer window, only the selected clips are imported (you can hold Ctrl while clicking to select multiple clips).
• If no clips are selected in the Device Explorer window, all new clips are imported.
Tip:
Right-click a clip in the Device Explorer window and choose Open in Trimmer or Import and Add to Project to choose how
you want to import clips.
3.
You can then use the Project Media window to organize your clips and add the imported video to your project just like any other media file.
For more information, see Using the Project Media window on page 42
For more information about AVCHD and XDCAM EX workflows, see Working with AVCHD video on page 51
and XDCAM EX workflow on page 153
.
For more information about RED ONE workflows, see
Working with RED ONE camera files on page 299
Note:
5.1-channel audio will be downmixed to stereo when importing into a stereo project. When importing into a 5.1 surround project, audio will be added to separate tracks for the center, front, rear, and LFE channels.
Tip:
You can also drag a clip from the Device Explorer directly to the Project Media window, Trimmer, or timeline. Vegas Pro begins importing the clip when you release the mouse, and an event is created on the timeline when importing is finished.
Working with events
Events are the most basic objects in a project. An event is something that happens in time, has a specific duration, and can be video or audio.
Understanding files and events
The objects you work with are referred to as media files and events.
• Files are objects that are stored on your hard disk. In Vegas Pro software, you will work with media files, such as music and video files. These files are neither operated on nor changed. You can access files from the Vegas Pro Explorer window.
• Events are periods of time on the timeline that act as windows into media files, either whole or in part. When you drag a media file onto the timeline, you automatically create an event that contains that file’s contents. An event can contain video, audio, still images, or generated media. The event window can contain only a small portion of a much larger media file. A single media file can be used repeatedly to create any number of different events, since each event can be trimmed independently.
GETTING STARTED |
61
The original media file.
An event trimmed from the original media file.
The event as it appears in the Vegas Pro timeline.
Audio events are created from audio files on your computer (for example, .wav and .mp3) or can be a part of a video file (for example, .avi). You can change many characteristics of an audio event, such as speed, volume, and equalization. Audio events can be mixed with other audio events.
Video events are created from video files captured to your computer (typically AVI, MOV, QT) or images (BMP, JPEG, PNG, or
TGA). You can change many characteristics of a video event, such as speed, color, and size. Video events can overlay other video events and are visual elements that appear on top of a background video, image, or color.
Moving events along the timeline
You can move events along the timeline individually or as a group. Events can overlap each other or be placed on top of each other.
You can crossfade overlapping events automatically or with envelopes.
Moving an event
You can move an event along the timeline within a track or move it to a different track.
1.
Drag the event along the timeline.
If you move the event along the original track’s timeline, the event’s appearance (color) remains the same.
However, you can move the event to a different track. When you do, the event appears as a simple outline and you will see its original track and position on the timeline. Once you release the mouse, the event assumes the new timeline position and track color.
Original track position
New track and position
2.
Release the mouse to place the event.
Moving multiple events
You can move multiple events along the timeline within a track or move them to a different track. Selected events do not need to be within the same track. Use the Ctrl key, the Shift key, or the Selection Edit Tool ( ) to select multiple events and drag them. To
Selecting multiple events on page 92
62
| CHAPTER 2
Moving events by small increments
To move an event more precisely, click the event and press 4 or 6 on the numeric keypad to nudge it by small increments. The amount of movement caused by each nudge is determined by how far the timeline is zoomed in or out. You can also click the event and press 1 or 3 on the numeric keypad to nudge the event by frames.
Moving grouped events
Groups allow you to move multiple events within their tracks as a single unit. While you can create your own groups as needed, groups are automatically created for you when video files with associated audio (for example, .avi) are added to a project. When you add these video files, the audio portion of the video file is inserted into the timeline as a separate audio event. The video and audio events are grouped and can be moved as a single unit within their respective tracks.
To move grouped events, drag any event in the group to a new position. For more information, see
GETTING STARTED |
63
Working with tracks
A project consists of multiple audio and video tracks. The timeline is the view in which all events appear. The track list provides information about the track and contains controls that affect all events in the track.
Using the timeline
Numerous options are provided for viewing and navigating in the timeline.
Scrolling and zooming
There are several ways to scroll and zoom in the timeline.
Zoom tools
Scroll box
• Click the scroll bar arrows or drag the scroll bars to move up and down the tracks or to move forward and back along the timeline.
• Click the Zoom buttons ( ) to reveal more or less of the timeline.
• Drag the edge of the scroll box, found on the scroll bar, to zoom.
• Press the Up Arrow and Down Arrow keys to zoom in and out along the timeline.
• Click the Zoom Edit Tool ( ) button or, from the Edit menu, choose Editing Tool and then choose Zoom. In this mode, drag on the timeline to draw a rectangle that defines the zoom region.
Tip:
You can also access the Zoom Edit Tool from the lower-right corner of the timeline ( ).
Mouse wheel control is also supported. The default behavior of the wheel is to zoom horizontally.
• Shift+wheel scrolls horizontally (through time).
• Ctrl+wheel scrolls vertically.
• Ctrl+Shift+wheel moves the cursor in small increments.
• Ctrl+Shift+Alt+wheel moves the cursor in one-frame increments.
• Clicking the mouse wheel turns auto-panning on and off.
Zooming directly controls the accuracy of your editing. Each video event has thumbnail representations of the frames within the event. Depending on how far you have zoomed in on a video event, a thumbnail can represent the entire event or a single frame in the event.
Tip:
64
| CHAPTER 2
Changing track height
You can change the height of individual tracks by dragging their borders in the track list. In the example below, the main video track is fairly large to show the details of the scene while the two tracks above it, which are overlays, have been resized to a shorter
height. For more information, see
Changing track height on page 170
Using the track list
This section describes the different controls in the track header of each track. Some controls are specific to either video or audio tracks.
Video track header
Button or Control Name Description
Make compositing child
Creates a parent/child compositing relationship with the track above. Used when
creating masks. For more information, see
Understanding the parent/child track relationship on page 327
Minimize track height
Minimizes track height. For more information, see
Changing track height on page 170
Maximize track height
Maximizes track height. For more information, see
Changing track height on page 170
Expand track keyframes Displays track keyframes on the timeline. For more information, see
Working with keyframes in the timeline on page 356
Bypass motion blur
Track motion
Bypasses motion blur envelope for a track. For more information, see
Using video bus tracks on page 180
Track motion is used to move a video track across a background. Picture-in-picture effects and scrolling title sequences are two simple cases where this tool is important.
For more information, see Adding track motion on page 361
Track FX
Adds track effects plug-ins. For more information, see
Using video effects on page 319
Automation Settings
Mute
Solo
Track name (scribble strip)
Composite level slider
Compositing mode
Toggles automation on or off. When this button is selected, trim controls are displayed
for composite level automation and fade-to-color automation. For more information,
see Using Automation on page 183
Temporarily suspends playback of the track so that you can focus on other tracks. For
more information, see Muting a track on page 177
Isolates a track for playback by muting the other tracks. For more information, see
Allows you name a track. To name a track, double-click the scribble strip and type the
track’s name. For more information, see
Naming or renaming a track on page 167
Determines the opacity/transparency of the video track. Drag the slider to control the transparency or blending of the track. Left is 100% transparent and right is 100% opaque. You can also double-click the label to enter a specific numeric percentage.
Determines how the transparency in a video track is generated. For more information,
see Selecting compositing modes on page 328
GETTING STARTED |
65
Audio track header
Button or Control Name Description
Track number and color
Track numbers and colors help organize a multitrack project. For more information, see
Minimize track height
Minimizes track height. For more information, see
Changing track height on page 170
Maximize track height
Maximizes track height. For more information, see
Changing track height on page 170
Track name (scribble strip)
Arm for Record
Allows you name a track. To name a track, double-click the scribble strip and type the
track’s name. For more information, see
Naming or renaming a track on page 167
Invert Track Phase
Prepares a track for recording. You can record directly into audio tracks. A track is ready
when you see the recording meter appear on it. For more information, see
Preparing to record on page 260
Inverts the audio track at its baseline, in effect reversing its polarity. For more
information, see Phase inverting a track (audio only) on page 176
Track FX
Adds track effects plug-ins. For more information, see
Using audio effects on page 251
Mute
Solo
Record Input
Bus Assignment
Volume fader
Automation Settings
Pan slider
Temporarily mutes playback of the track so that you can focus on other tracks. For more
information, see Muting a track on page 177
Isolates a track for playback by muting the other tracks. For more information, see
Toggles input monitoring and allows you to choose a recording device. For more
information, see Preparing to record on page 260
Assigns an audio track to a specific output bus. This option is available for projects
being mixed for multiple stereo busses. For more information, see
Assigning audio tracks to busses on page 216
Controls the audio track volume relative to the other tracks. Drag the fader left or right
to adjust the volume. For more information, see
Using the volume fader (audio only) on page 171
Toggles automation on or off. When this button is selected, trim controls are displayed
for track volume, panning, assignable effects send levels, and bus send levels. For more
information, see Using Automation on page 183
Controls the overall panning of the track. Drag the slider left or right to adjust panning.
For more information, see Using the pan slider (audio only) on page 171
Multipurpose slider Controls several features, including bus send levels, and assignable effects send levels.
Select what the slider controls by clicking the label. Each item’s slider position is
independent from the others. For more information, see
Pre/Post Volum e Send Click to toggle pre- and post-volume send mode for bus sends and assignable effects sends. For more information, see
Assigning audio tracks to assignable effects chains on page 174
and
Assigning audio tracks to busses on page 175
.
66
| CHAPTER 2
Nesting projects
With Vegas Pro software, you can simplify and organize complex projects by adding multiple projects to the timeline of a single
Vegas Pro project. Using project nesting, you can:
• Create a single element that can be used in multiple locations or projects. If you update the project, it is updated everywhere.
• Create a complex composited element that can be used as a single media event in multiple locations or projects.
• Create a transition across multiple events by placing the events in a nested project and applying the transition to the nested events project.
• Create a musical composition with its own tempo and bus structure that can be used in another project.
• Create an individual project for each scene in a video and place those projects in a master project. You can apply color correction to each project individually, and then apply color correction to the master project as well.
• Use master projects to deliver a single project in multiple formats without time- and disk-consuming intermediate renders: for example, you could add your 24p, 16:9 HD (high-definition) project to a master project to reformat the project as widescreen
SD (standard definition) for DVD, letterboxed SD for VHS, 4:3 pan-and-scan SD, or 25p.
Adding a project to the Vegas Pro timeline
Use one of the following methods to nest an existing project in your current timeline:
• From the Windows® Explorer or the Explorer window, drag a Vegas Pro project file (.veg) to the timeline. The project is added to the timeline where you drop it.
• From the File menu, choose Import and then choose Media to browse to the .veg file you want to nest.
Using any of the methods above, the Vegas Pro project file is also added to the Project Media window. After a nested project is in the timeline, you can edit its events just as you would any other event in your project.
Notes:
• The output from the nested project’s master bus is used to create the audio event. If you nest a 5.1 surround project, the audio event will be a stereo downmix of the surround master bus.
• Audio events from nested projects cannot be edited in a sound editor.
• The audio from a nested project will requir e that a proxy file be built. To avoid building proxy files, delete audio from nested projects and use the master project to create your audio.
• Markers and regions in the nested project are displayed in the timeline as media markers in the event.
• Prerendered video from a project will be used when that project is nested in another project’s timeline.
• You can edit a nested project by right-clicking the event in the timeline and choosing Edit Source Project from the shortcut menu. A
new Vegas Pro window will open to allow you to edit the project.
GETTING STARTED |
67
Playing back and previewing
You can play back your project in two ways: directly from the timeline from within the software or by mixing the entire project to a preview file.
Playing your project
The transport bar allows you to play back your entire project or portions of your project based on a time selection or the current
cursor position. For more information, see
Transport bar controls on page 24
If your project includes video, make sure the Video Preview window is displayed for playback: from the View menu, choose Video
Preview or press Alt+6.
Playing an entire project
1.
Click the Play From Start button ( ) to begin playback at the beginning of the project.
2.
Click the Stop button ( ) to stop playback.
Most of the time, you will only want to preview a small portion of the project to perfect a section. You can do this by creating a time selection.
Playing a time selection
1.
Place the mouse pointer above the ruler on the marker bar. The mouse pointer changes to include a left/right arrow cursor
( ).
2.
Drag to select the time region. To increase or decrease the time selection, drag its start and end points. The time selection is highlighted and the loop bar appears above the ruler on the timeline.
Loop bar
3.
Click the Play button ( ) to begin playback. Only the non-muted tracks and events within the time selection play back.
4.
Click the Loop Playback button ( ) to continually play back the events within the time selection. Click the button again to toggle this feature off.
5.
Click the Stop button ( ) to stop playback.
By looping the playback, you can repeatedly watch the same section of the project over and over as you make changes to filters and effects in real time. You can define selection areas automatically, depending on what you would like to preview.
For more information, see
Selecting a time range on page 93
and Cursor placement, loop region, and time selection commands on page
.
68
| CHAPTER 2
Playback reference
The following table describes all the transport bar buttons and their keyboard equivalents. You can use these playback functions at any time while working in your project.
Note:
The use of many multimedia keyboards is also supported for controlling playback.
Button Keyboard
Ctrl+R
Q
Shift+Space
Space
Enter
Space or Esc
Ctrl+Home
Ctrl+End
Function
Begin recording into record-enabled tracks
Turn on/off loop playback during time selection playback
Begin playback from the start of the project
Begin playback from cursor position
Pause playback, cursor stops and holds at pause position
Stop playback, cursor stops and returns to prior cursor position
Place cursor at the beginning of project
Place cursor at the end of the project
Tip:
You can use the Spacebar key to stop or pause playback, depending on your preference. From the Options menu, choose
Preferences, and on the General tab, select Make spacebar and F12 Play/Pause instead of Play/Stop to change the setting.
Scrubbing
Scrubbing is a type of timeline playback that gives you precise control over the speed and direction of playback. Both linear and logarithmic scale scrubbing are allowed by selecting or clearing the Use linear scrub range check box on the General tab of the
Preferences dialog. For more information, see
The use of multimedia controllers is supported for scrubbing.
For more information on using the software with multimedia controllers, see
Using Hardware Controllers on page 455
Tip:
Choose a setting from the JKL / shuttle speed drop-down list on the Editing tab of the Preferences dialog to control the scrub
Four methods of scrubbing are provided.
Scrubbing with the playhead
The playhead ( ) above the timeline can be dragged back and forth to shuttle forward or backward from the cursor position to locate an edit point.
Drag playhead to scrub
Tips:
• Set in and out points while dragging the playhead by pressing the I and O keys.
• The playhead is also available in the Trimmer window.
GETTING STARTED |
69
Scrubbing with the scrub control slider
The scrub control slider can be dragged back and forth. The farther from the center that the slider is dragged, the faster the playback, both forward and in reverse. Below the slider is a small yellow marker that can be used to set the normal rate playback speed. This is the speed at which the project plays when you click the Play button on the transport bar.
Scrubbing on the timeline
A project can be scrubbed by positioning the mouse pointer over the timeline cursor at a location that is not over any events and pressing Ctrl. The cursor changes to a speaker icon. Now, when you left-click, the cursor icon changes again to a pan/scrub icon.
Drag the mouse left or right to scrub the timeline.
Press Ctrl over Left-click and timeline cursor drag to scrub
Tip:
You can also choose to enable timeline scrubbing when the mouse is positioned over events. From the Options menu, choose
Preferences, and select Allow Ctrl+drag cursor style scrub over events on the General tab.
Scrubbing with the keyboard
Three letters (JKL) are used as a keyboard scrub control.
Keyboard scrub letters
J K
L
Reverse Pause Forward
Note:
Choose a setting from the JKL / shuttle speed drop-down list on the Editing tab of the Preferences dialog to control the
scrub speed and range.
Press J for reverse and L for forward playback. Press K to pause playback.
There are several ways to adjust playback speed:
• Adjust the JKL / shuttle speed selection on the Editing tab of the Preferences dialog.
• Hold K while pressing J or L to emulate a shuttle knob mode. Press K+J to turn the knob to the left or K+L to turn the knob to the right. Press K again or Space to return to normal mode.
Previewing in media player
A project can be previewed in a media player by mixing and rendering the project according to the project’s properties and playing back using the media player associated with the file type you select.
1.
From the Tools menu, choose Preview in Player. The Preview dialog appears.
2.
Select the file type from the drop-down list.
3.
Click OK to begin the mixing and rendering process. A progress dialog appears indicating the percent complete of the new file.
Note:
You can cancel the preview by clicking the Cancel button on the status bar.
70
| CHAPTER 2
When mixing is completed, the associated media player opens and begins playback.
Prerendering video previews
Playing a project using the transport controls can instantly show how a project is progressing, but it does not actually render your project in its final form. The preview you see in the Video Preview window might be different from your final project in a number of ways: frame size, frame rate, and quality. In most cases, the Video Preview window is all you need for checking the timing of events in your project. Eventually, however, you might need to output a full-quality preview of a section of your project. To do this, from the Tools menu, choose Selectively Prerender Video.
For more information, see Prerendering video on page 369
Rendering a project
Rendering refers to the process of creating a new media file from a Vegas Pro project. The project file is not affected (overwritten, deleted, or altered) during the rendering process. You can return to the original project to make edits or adjustments and render it again.
More detailed instructions for rendering to a specific format appear later in this manual.
For more information, see Saving, Rendering, and Printing Projects on page 383
Creating a movie
To create a movie, you render the project into an appropriate media file output. The final output format depends on the destination of the new media file. Some examples are AVI, MOV, and WMV.
1.
From the File menu, choose Render As.
2.
In the Render As dialog box, choose the appropriate option from the Save as type drop-down list.
3.
Click Custom to select custom compression settings. The default compression options are set automatically according to your project’s properties.
For more information, see Customizing the rendering process on page 393
4.
Enter a name and browse for a destination for your file.
5.
Click OK.
Publishing a project
From the File menu, choose Publish and then follow the on-screen instructions to choose a publishing provider and save your the current project to the Web so you can share it with others.
GETTING STARTED |
71
72
| CHAPTER 2
Chapter 3 Using the Media Manager
This chapter covers the management and tagging of your media files in Vegas® Pro software using the Media
Manager™ feature.
Creating a new media library
You can create multiple media libraries as necessary to organize your media. Each media library is maintained by the
Media Manager software as a separate database that stores information about the media contained within it. You might want to use separate libraries, for example, to distinguish media from different computers or to create separate libraries for multiple users of a single computer.
Tip:
For very large media collections, using multiple media libraries can improve performance.
1.
If the Media Manager window isn’t already visible, choose Media Manager from the View menu.
2.
In the Media Manager window, click the Media Library Actions button ( ) and choose New Media Library from the menu. The New Media Library dialog appears.
3.
In the Name box, type the name you want to use to identify the library.
4.
The Folder box displays the path to the folder where the library will be created. Click Browse to choose a different location.
5.
Click the Create button to create the new library.
Opening a media library
The Media Manager window displays the contents of the current media library. You can open a different library at any time.
Important:
When you open a media library, the Media Manager tool creates a transaction log file. This file is created in the same folder as the .medialib file and uses the same base name as the .medialib file. For example, the transaction log file for default.medialib would be default_log.ldf.
Do not delete these log files. Doing so will prevent you from opening the associated library. When the Media Manager tool closes, it automatically removes the log file. If the application terminates inappropriately, close all running Vegas
Pro windows, restart the Vegas Pro software, and close the application to clear the log file.
1.
In the Media Manager window, click the Media Library Actions button ( ) and choose Open Media Library from the menu. The Open Media Library dialog appears.
2.
Choose the folder where the library you want to open is stored:
• Choose a drive and folder from the Look in drop-down list.
• Use the bar on the left side of the window to browse to a folder.
3.
Select a library from the list.
4.
Click the Open button to open the selected library. The name of the current library is displayed in the upperright corner of the Search Results pane:
Current library name
USING THE MEDIA MANAGER |
73
Adding media files to a library
Before you can search or organize your media files, you’ll need to add them to a media library.
If you have the Sound Series Loops & Samples™ reference library loaded when you search your computer for media, media from existing Sony Loops and Samples or Loops for ACID™ collections will inherit tags and custom properties from the reference library.
Use the Reference Library drop-down list in the Media Manager Options dialog to determine which library is opened when you click the Switch to Reference Library button (
). For more information on Media Manager options, see
Setting Media Manager options on page 88
.
Notes:
• The Sound Series Loops & Samples reference library is not installed by default, but you can install it from the Vegas Pro application disc or download it from the Sony Creative Software Inc. Web site ( http://www.sonycreativesoftware.com/utilities ).
• If the Save media-usage relationships in active media library check box is selected on the General tab of the Vegas Pro
Preferences dialog, you can add individual files to a library by previewing the files in the Vegas Pro Explorer window.
1.
Click the Add Files to Media Library button ( ). The Add Files to Media Library dialog appears.
2.
Choose the folders that will be searched for media:
a.
If it isn’t displayed automatically, click the Add Folder button ( ) to display the Browse for Folder dialog.
b.
Select the folder you want to search.
c.
Click OK.
Tips:
• If you want to change an item in the folder list, select it and click the Browse button ( ) in the Folders column.
• If you want to remove a folder from the list, select it and click the Remove Folder button (
).
3.
Repeat step 2 for each folder you want to search.
4.
Select the Include subfolders check box if you want to search folders within the selected folders.
5.
Select the Audio, Video, Images, or MIDI check boxes to indicate the types of media you want to add. Clear a check box to exclude that type of media file.
Files that contain audio and video streams will be added if either or both of the Audio or Video check boxes are selected.
6.
Specify whether you want to search for new files or all files:
• Select the New files only radio button if you want to search only for new media files. Files that already exist in the media library will be skipped.
• Select the All files radio button if you want to search for all media files in the specified folder. New media files will be added, and files that already exist in the media library will be searched to determine whether their properties have changed.
7.
Select the Add tags and custom properties from files check box if you want to add tags and custom columns saved in the media files to your library. For more information about tagging media, see
Tagging media files on page 75
. For information about
adding custom columns to the Search Results pane, see
Adding custom columns on page 86
8.
Select the Use file and folder names to apply tags automatically check box if you want to automatically tag files based on the file path.
For example, when this check box is selected, a loop saved in the d:\loops\drums\hi-hats\ folder would have the tags Drums and Hi-Hats applied when it is added to the library. Some synonyms (and variant spellings) will be resolved using a tag thesaurus. If you need to modify the thesaurus, you can edit the TagThesaurus.xml file, which is created in your My
Documents\Sony Media Libraries folder the first time the application starts.
Note:
Changing the selection of the Add tags and custom properties from files and Use file and folder names to apply tags
automatically check boxes also changes the settings in the Media Manager Options dialog.
9.
Click the Search button to start adding files to the library.
74
| CHAPTER 3
10.
Click the Close button when you’re finished.
A tag is automatically added to the Tag tree when you search. The tag name will include the date and time of the search, and all files that were added or updated in the library are marked with this tag.
Removing media files from a library
You can remove a reference to a media file from a library without affecting the media file itself.
1.
Select files in the Search Results pane to choose the files you want to delete:
• To select a single file, click the file.
• To select multiple consecutive files, click the first file, hold the Shift key, and then click the last item.
• To select multiple files that are not consecutive, hold the Ctrl key and click each file.
2.
Right-click a selected file and choose Remove from Library from the shortcut menu (or press the Delete key on your keyboard). A confirmation dialog is displayed.
3.
Click OK to remove the selected files from the library.
Tagging media files
Tagging helps you classify your media files. For example, if you wanted to keep track of loops played by a specific instrument, you could create a tag with the name of the instrument and apply it to the appropriate loops. Similarly, you could create tags for genres, moods, seasons, client names, locations, scenes, performer names, and so on.
When you create a new library, a default tag tree is displayed in the Tags pane. You can create your own tags to customize the tags for your needs. Tags are the fastest way to search a media library, and they require very little disk space.
Tags are saved in your media library. If a media file exists in multiple libraries, tagging the media file in one library has no effect on the other libraries unless you save the tags to the files and use the Add Files to Media Library dialog to update tags and custom properties for all files.
Tip:
If you want to see which tags are associated with a file as you’re adding or removing tags, drag the Tags column in the Search
Results pane to the left so you can see the Name and Tags columns at the same time.
Creating a tag
Adding tags creates new tags in the current library only.
1.
Click the New Tag button ( ) to add a new tag to the tree.
If a tag is selected, the new tag will be added below the selected tag. If no tag is selected, the new tag will be added to the bottom of the tag tree.
2.
Type a name for the tag.
3.
Press Enter.
4.
If you want to change the icon used to display the tag, right-click it and choose Edit from the shortcut menu to display the Tag
Editor dialog.
5.
If you want to change the tag’s location, drag it to a new location in the tag tree.
USING THE MEDIA MANAGER |
75
Applying a tag to a media file
You tag media by dragging a tag from the tag tree to a media file in the Search Results pane (or by dragging a media file to a tag) when the Apply Tag Mode button ( ) is selected.
Notes:
• If you want to see which tags are associated with a file as you’re adding or removing tags, use the Properties pane in the Search
Results pane (or drag the Tags column in the Search Results pane to the left so you can see the Name and Tags columns at the same
time). For more information, see Using the Properties pane on page 87
• Tags are saved in your media library. If a media file exists in multiple libraries, tagging the media file in one library has no effect on the other libraries unless you save the tags to the files and use the Add Files to Media Library dialog to update tags and custom properties for all files.
1.
Select media files to tag in the Search Results pane:
• To select a single file, click the file.
• To select multiple consecutive files, click the first file, hold the Shift key, and then click the last item.
• To select multiple files that are not consecutive, hold the Ctrl key and click each file.
2.
Click the Apply Tag Mode button ( ) in the Search pane.
3.
Drag a tag from the tag tree to the selected file(s).
Tip:
You can also right-click a selection in the Search Results pane and choose Apply Tag from the shortcut menu to add a tag to all
selected media. The Tag Chooser dialog will be displayed. Select the tag you want to add, and then click the OK button.
When you add a subtag to a media file, the tag’s hierarchical position in the tag tree is applied implicitly.
In this example, adding the “Snare” tag to a media file would mean that a search for “Audio,” “Drum One-Shots,” or “Snare” would find your tagged media. If the user rearranged the tag tree so that the “Snare” tag did not appear below the “Audio” and “Drum
One-Shots” tags, searching for “Audio” or “Drum One-Shots” would not find your tagged media.
If you add all three tags to your media file, a search for “Audio,” “Drum One-Shots,” or “Snare” would find your tagged media even if the tag tree had been rearranged, though this behavior is not always desirable.
76
| CHAPTER 3
Removing a tag from a media file
You remove tags from media by dragging a tag from the tag list to a media file in the Search Results pane (or by dragging a media file to a tag) when the Remove Tag Mode button ( ) is selected.
Tip:
If you want to see which tags are associated with a file as you're adding or removing tags, use the Properties pane in the Search
Results pane (or drag the Tags column in the Search Results pane to the left so you can see the Name and Tags columns at the same time).
1.
Select media files in the Search Results pane:
• To select a single file, click the file.
• To select multiple consecutive files, click the first file, hold the Shift key, and then click the last item.
• To select multiple files that are not consecutive, hold the Ctrl key and click each file.
2.
Click the Remove Tag Mode button ( ) in the Search pane.
3.
Drag a tag from the tag tree to the selected file(s). The tag is removed from the file(s).
Deleting a tag from a library
Deleting the selected tag(s) affects the current library only.
1.
In the Search pane, select the tag(s) to be removed:
• To select a single tag, click the tag.
• To select multiple consecutive tags, click the first tag, hold the Shift key, and then click the last tag.
• To select multiple tags that are not consecutive, hold the Ctrl key and click each tag.
2.
Click the Delete Selected Tag button ( ) to delete the tag from the current library. A confirmation dialog is displayed.
3.
Click OK to remove the selected tags from the library.
The tag is removed from the library and from all media files in the library. However, if the tag had been saved to the media file, it will be added to the library again the next time the file is added to the library if the Add tags and custom properties from
files check box is selected in the Add Files to Media Library dialog.
Merging subtags
Merging tags combines a selected tag with its subtags and removes the subtags from your library permanently.
To merge a tag with its subtags, right-click the tag and choose Merge Subtags into Selected Tag from the shortcut menu.
All subtags are combined with the main tag, and the subtags are removed from the library. All media formerly associated with the subtags is associated with the main tag.
Arranging tags in the tag tree
Tags are displayed in a tree view in the Media Manager window. You can organize tags hierarchically: click the Expand button ( ) in the Search pane to expand a list, or click the Collapse button ( ) in the Search pane to hide an expanded list.
You can drag, copy, and paste tags within the list to arrange them and create parent and child tags.
You can also display tags in a palette view by clicking the Change Tags View button ( ).
Editing tag names or images
1.
Double-click a tag (or right-click a tag and choose Edit from the shortcut menu) to display the Tag Editor dialog.
2.
In the Tag name box, type the name you want to display for the tag.
3.
Select a thumbnail image to choose the icon that will be displayed for the tag in the Search pane and in the Search Results pane when the tag is added to a media file.
4.
Click the OK button to apply your changes and close the Tag Editor dialog.
USING THE MEDIA MANAGER |
77
Viewing or creating palettes
The palette view provides another way of working with tags that can be useful for more focused searching. You can use a palette to concentrate on a portion of the current tag tree.
In the palette view, tags are displayed as a grid of buttons instead of the standard hierarchical tag tree.
1.
Click the Change Tags View button ( ) to toggle the display of the tag tree and palette view.
2.
Click the down arrow next to the button to choose a saved palette or create a new palette.
Creating a palette
1.
Click the down arrow next to the Change Tags View button ( ) and choose New Palette from the menu. The New Palette dialog is displayed.
2.
In the Name box, type the name you want to use to identify the palette.
3.
In the Rows box, specify the number of rows of buttons you want to display in the palette.
4.
In the Columns box, specify the number of columns of buttons you want to display in the palette.
5.
Click OK to create the palette. The palette is displayed as a grid with empty buttons.
Assigning palette buttons
1.
Perform either of the following actions to display the Tag Chooser dialog:
• Click an empty palette button.
• Click an existing button and choose Choose Tag from the shortcut menu.
2.
Select the tag you want to assign to the button.
3.
Click the OK button.
Clearing a button
Right-click a palette button and choose Clear from the shortcut menu.
Deleting a saved palette
1.
Right-click a palette button and choose Delete Current Palette from the shortcut menu.
2.
Click the OK button when prompted to delete the palette from your library.
78
| CHAPTER 3
Saving tags and properties to media files
Saving tags and properties to files makes all your tagging work portable: if tags are saved to files, those tags will be preserved in the files and can be added to the library by selecting the Add tags and custom properties from files check box in the Add Files to
Media Library dialog.
Saving tags to files affects only the current media library and libraries that you create after saving the tags. If you have multiple libraries, you can add embedded tags and custom columns to existing libraries by opening the desired library and rescanning your media folders with the Add tags and custom properties from files check box selected in the Add Files to Media Library dialog.
Embedded file properties are also updated when you preview or add media to a project.
Follow these steps to save tag information in your media file(s):
1.
Perform a search to find the files you want to tag.
2.
In the Search Results pane, select media files for which you want to save tags and properties:
• To select a single file, click the file.
• To select multiple consecutive files, click the first file, hold the Shift key, and then click the last item.
• To select multiple files that are not consecutive, hold the Ctrl key and click each file.
3.
Click the Save Tags and Properties to File(s) button ( ) in the top right corner of the Search Results pane. Information about tags associated with the file or information that you edited in the Search Results pane is saved to the selected files.
Tagging for loop developers
If you develop collections of loops and samples, you want to make sure you tag your media so users can find your loops easily and so your tagging is consistent with other existing collections.
1.
Make a copy of the media library named Sony Tag Tree for Library Development.medialib. This file is saved in your My
Documents\Sony Media Libraries folder by default.
2.
Open the copy of the library.
3.
Add the loop collection you want to tag to the library.
4.
Apply the appropriate tags from the tag tree to your media files.
• Use existing tags whenever possible to ensure your collection is consistent with other collections in the Sound Series
Loops & Samples family.
• When adding new tags, try to add them within the existing tag tree. For example, if you wanted to create a tag for a bowed upright bass, consider adding it below the existing Basses tag:
• When adding tags, consider how the user will search for media. In the previous example, adding the tag Bowed to a media file means that the user will find that file whether searching for Basses or Bowed. If a user’s tag tree is rearranged so that Bowed is not a subtag of Basses, a search for the Basses tag will not find the file.
• If you add both tags, a search for Basses or Bowed will find the file regardless of whether Bowed is a subtag of Basses.
This could result in inaccurate search results.
• Each tag contains a globally unique identifier (GUID) that preserves information about the tag and its location within the tag tree. For example, if you saved the Bowed tag to a media file, the file Bowed tag would be added to a user’s media library when the file is added. If the Basses tag did not exist in the user’s library, it would also be created.
• Because tags have unique identifiers, tag information and location is preserved. In the previous example, the Bowed tag would be added to the correct location in the user’s media library even if the user had translated all the tag names to a different language or otherwise renamed the Basses tag. In this case, the new tag would be added, but higher-level tags that were renamed by the user would be unaffected.
USING THE MEDIA MANAGER |
79
5.
Save the tags to your media files:
a.
Delete the Scan [date / time] tags from the tag tree.
b.
If you’ve searched the collection, click Clear to remove all search criteria and ensure all media files are displayed in the
Search Results pane.
c.
Select all files in the Search Results pane.
d.
Click the Save Tags and Properties to Files button ( ).
Tip:
You can also right-click a selected file and choose Save Tags and Properties to Files from the shortcut menu.
6.
Distribute your media files. You can optionally include the .medialib file.
Backing up your media libraries
Media Manager software automatically saves your library as you make changes, so you don’t need to tell the application explicitly to save your library as you’re working.
However, you can create a backup of the current library as a restore point or as a template to create new libraries.
Note:
When you back up your library, the Media Manager automatically performs database management that can reclaim free space and improve performance.
1.
Click the Media Library Actions button ( ) and choose Back Up Media Library from the menu. The Back Up Media Library dialog is displayed.
2.
Choose a drive and folder from the Save in drop-down list, or use the browse window to locate the folder where you want to save your backup.
3.
In the File name box, type the name you want to use to identify the library.
4.
Click the Save button.
To restore the backup at a later time, open the backup file.
Opening a reference library
A reference library contains information about media from an outside source or vendor.
If you have the Sony Loops and Samples reference library loaded when you search your computer for media, media from existing
Sony Loops and Samples or Loops for ACID collections will inherit tags and custom properties from the reference library.
You can also use a reference library to search media files that you aren’t part of your collection. For example, if you’re unable to find the perfect loop for a Vegas Pro project in your own collection, you could use the Sound Series Loops & Samples reference library to search the entire Sound Series Loops & Samples catalog and purchase a new loop library.
You can use the Media Reference Library drop-down list in the Media Manager Options dialog to determine which library is opened when you click the Switch to Reference Library button ( ).
1.
Click the Switch to Reference Library button ( ). The reference library specified in the Media Manager Options dialog is opened. Media in a reference library is displayed in gray text to indicate that the files are not available on your computer.
Tip:
To view the Media Manager Options dialog, click the Media Library Actions button ( ) and choose Options from the
menu.
2.
Find the media you’re looking for with a standard or advanced search.
3.
Tag media from the reference library as needed. For more information on tagging, see
Tagging media files on page 75
4.
When you select a file in a reference library, the Product Information pane displays information about the selected file and a link you can use to purchase the media.
80
| CHAPTER 3
Using the Sound Series Loops & Samples reference library
If you have the Sound Series Loops & Samples reference library loaded when you search your computer for media, media from existing Sony Loops and Samples or Loops for ACID collections will inherit tags and custom properties from the reference library.
The Sound Series Loops & Samples reference library is not installed by default, but you can install it from the Vegas Pro application disc or download it from the Sony Creative Software Inc. Web site (
http://www.sonycreativesoftware.com/utilities
). After installing the library, go to the Media Manager Options dialog (click the Media Library Actions button ( ) and choose Options from the menu) and choose the reference library from the Reference library drop-down list.
Searching for media files
You can use the Media Manager tool to search the current media library for media files using keywords or tags.
Tips:
• You can use the Search results limit box in the Media Manager Options dialog to determine the maximum number of media files
you’d like to have returned in the results of your searches. Increasing the Search results limit setting increases the amount of time
required to search a library and can significantly decrease performance if set excessively high.
• When performing complex searches, consider creating temporary tags to classify the results. If you apply a tag to the files found by a complex search, you can return to those files easily by searching on the tag. The Media Manager tool can search for tags more quickly than it can perform keyword or advanced searches.
Searching using a keyword
1.
Select the Quick text search check box in the Search pane and type a keyword (or keywords) in the edit box.
Tip:
You can separate search terms using quotation marks and other operators. If quotes or wildcard characters are not applied, an asterisk (*) is automatically added before and after each search term.
2.
Press Enter.
The Media Manager tool searches your media files and displays the results in the Search Results pane on the right side of the window. Any file that contains your keywords in the file name or attributes is displayed (tags are not searched as keywords).
Your search terms are displayed in the yellow bar below the Search Results toolbar.
Search terms
Keyword
Search results
USING THE MEDIA MANAGER |
81
3.
You can refine the search results using any of the following methods:
• Select tag check boxes.
• Use the Advanced search controls. For more information, see
Using advanced search options on page 83
.
• Choose Match Any from the Match Any/Match All drop-down list to display all media that matches any of your keyword, tag, or advanced search criteria. Using this option in the search displayed in step 2, the Search Results pane would display all files that contain the keyword “EBow” OR the “Guitar” tag.
• Choose Match All from the Match Any/Match All drop-down list to display only media that matches all of your keyword, tag, and advanced search criteria. Using this option in the search displayed in step 2, the Search Results pane would display all files that contain the keyword “EBow” AND the “Guitar” tag.
• Click the View items not matching search criteria button ( ) to display only items that do not match your keyword, tag, and advanced search criteria.
Searching using tags
In the Search pane, select the check box for each tag you want to find. The Media Library searches your media files and displays the results in the Search Results pane on the right side of the window.
Choose Match Any from the Match Any/Match All drop-down list if you want to display all media that contains any keyword, tag, or advanced search criteria. In the example above, the Search Results pane would display all files that contain the tag “High Tom” OR the tag “Floor Tom.”
Choose Match All from the Match Any/Match All drop-down list if you want to display only media that includes all keyword, tag, and advanced search criteria. In the preceding example, the Search Results pane would display only files with tags “High Tom” AND
“Floor Tom.”
Note:
If you have check boxes selected for parent and child tags, those tags will be treated as an OR relationship regardless of
whether Match Any or Match All is selected.
Click the View items not matching search criteria button ( ) to display only items that do not match your keyword, tag, and advanced search criteria.
Sorting search results
Click a column heading to sort the results in ascending or descending order based on that column.
Viewing previous searches
Click the Previous Search button ( ) in the top left corner of the Search Results pane to navigate through your recent searches and update the contents of the Search Results pane.
After viewing previous searches, click the Next Search button ( ) in the top left corner of the Search Results pane to navigate back to your current search.
82
| CHAPTER 3
Using advanced search options
If your media library contains many files and you’re searching for a very specific media file, the Advanced section of the Search pane can help you zero in on exactly the file you want.
If you want to perform an advanced search to refine the results of a previous search, start by creating a quick search or tag-based search and then perform the following steps.
Tips:
• You can use the Search Results Limit box in the Media Manager Options dialog to determine the maximum number of media files
you’d like to have returned in the results of your searches. Increasing the Search Results Limit setting increases the amount of time
required to search a library and can significantly decrease performance if set excessively high.
• When performing complex searches, consider creating temporary tags to classify the results. If you apply a tag to the files found by a complex search, you can return to those files easily by searching on the tag. The Media Manager tool can search for tags more quickly than it can perform keyword or advanced searches.
1.
Add your search criteria:
a.
Click the Add New Search Criteria button ( ) in the Search pane. The Search Criteria Chooser is displayed.
b.
Double-click an item in the Search Criteria Chooser or drag it to the Advanced section of the Search pane.
Tips:
• If an item in the Search Results pane displays an arrow button ( ), you can click it to find related media. For example, clicking the button in the following example adds an item to the Advanced section to help you find other media with a beat count of 16.
• You can also drag a column heading from the Search Results pane to the Advanced section of the Search pane.
2.
Set parameters for each of your search criteria. If the item displays an edit box, type the parameter you want to search for. If the item is displayed as a hyperlink, click the value to display a control you can use to set the value.
3.
Choose whether you want to display files that match any or all of your search criteria:
• Choose Match Any from the Match Any/Match All drop-down list if you want to display all media that matches any of your keyword, tag, or advanced search criteria.
• Choose Match All from the Match Any/Match All drop-down list if you want to display only media that matches all of your search criteria.
4.
Select the check boxes for the advanced search criteria you want to include in your search, or clear a check box to exclude that item.
USING THE MEDIA MANAGER |
83
Previewing media
You can use the transport controls in the Media Manager window to preview media files.
1.
Select files in the Search Results pane to choose the files you want to preview:
• To select a single file, click the file.
• To select multiple consecutive files, click the first file, hold the Shift key, and then click the last item.
• To select multiple files that are not consecutive, hold the Ctrl key and click each file.
2.
Start playback:
• If the Auto Preview button ( ) is selected, playback will begin automatically.
• If the Auto Preview button is not selected, click the Start Preview button ( ) to begin playback.
If you have multiple files selected, they will be played back sequentially. Each file’s icon will change to a play icon ( ) during playback.
3.
Click the Stop Preview button ( ) to stop the preview, or turn off the preview feature by deselecting the Auto Preview button.
If the file is offline, you’ll be prompted to locate the file or choose a replacement.
Tip:
To preview a media file in its associated media player, right-click the file and choose Open with <Application Name> from the
shortcut menu.
Media relationships
When you’re searching or browsing the contents of your media library, you might be overwhelmed by the amount of media you’ve amassed. How can you possibly remember how and where you’ve used your media? No problem. The Media Manager tool takes care of the details.
Media relationships are maintained only when the Save media-usage relationships in active media library check box is selected on the General tab of the Vegas Pro Preferences dialog.
1.
Right-click a media file in the Search Results pane.
2.
Choose Find Related Items from the shortcut menu, and then choose a command from the submenu:
Command
Used with
Previewed with
Rendered to
Rendered from
Chopped to
Chopped from
Rendered track to
Rendered track from
Description
Displays all media files that use the selected media.
Displays all media that has been previewed in a project containing the selected media.
Displays all media files that were created from the selected media file using the
Render As command.
Displays the original media files that were used to create the selected media file if the file was created using the Render As command.
Displays all media files that were created from the selected file using the Chop to New
Track command in ACID software.
Displays the original media file that was used to create the selected media file if the file was created using the Chop to New Track command in ACID software.
Displays all media files that were created from the selected file using the Render to
New Track command.
Displays the original media files that were used to create the selected media file if the file was created using the Render to New Track command.
Media files matching the selected command are displayed in the Search Results pane.
3.
Click the Previous Search button ( ) to return to the previous contents of the Search Results pane.
84
| CHAPTER 3
Adding media to your project
After you’ve added media to your library, tagged it, and searched for specific files or related media, you’ve probably found just the right piece of media for your current project.
You can add media to your project from the Search Results pane by performing any of the following actions:
• Dragging a file from the Search Results pane to the project timeline. The file is added wherever you drop it.
Tip:
You can also drag files from the Search Results pane to the Windows desktop, a folder, or to another application that is an OLE
(object linking and embedding) drop target.
• Double-clicking a media file in the Search Results pane (if the Double-click in Search Results pane adds media to project check box is selected in the Media Manager Options dialog). The file is added to the track list.
• Right-clicking a media file in the Search Results pane and choose Add to Project from the shortcut menu. The file is added to the track list.
Resolving offline media files on page 85
Resolving offline media files
An offline media file is a file that is no longer available to the Media Manager. Media can be classified as offline if you eject removable storage after adding a file to your library or change a file’s name or location.
1.
Add media to your project or preview media files. If any of the files are not accessible, the Resolve Offline Media dialog appears with a listing of offline files and their status:
Icon Status Description
Offline The file listed in the Offline File column cannot be found. The status will be Offline if you did not search or browse for a replacement file.
Probable
Match
The file listed in the Offline File column will be replaced by the file listed in the Replacement
File column. A status of Probable Match indicates that the Media Manager tool found a likely replacement file when you clicked Smart Search.
Found The file listed in the Offline File column will be replaced by the file listed in the Replacement
File column. A status of Found indicates that you chose the file you want to use after clicking the Browse button.
2.
Select the files you want to resolve:
• To select a single file, click the file.
• To select multiple consecutive files, click the first file, hold the Shift key, and then click the last item.
• To select multiple files that are not consecutive, hold the Ctrl key and click each file.
3.
Specify how you want to resolve the selected files:
• Click the Smart Search button to search quickly and allow the Media Manager tool to suggest the replacement file.
• Click the Browse button to choose a specific replacement file.
• Click the Leave Offline button to leave the file offline. The file will not be added to your project.
• Click the Remove button to remove the file from the media library. The file will not be added to your project. The original media file is not deleted.
4.
Repeat step 3 for each file in the list.
5.
Click the OK button to preview the files or add the files to your project and update the media library with the replacement files.
USING THE MEDIA MANAGER |
85
Customizing the Media Manager window
Much of what you see in the Media Manager window can be customized to suit your preferences.
Resizing columns
You can resize the columns in the Search Results pane by dragging the splitter between columns to the desired size. To resize a column automatically, double-click a splitter.
Moving columns
To move a column in the Search Results pane to a different location, drag the column header to the desired location. A red indicator shows where the column will be dropped.
Showing or hiding columns
1.
Right-click the column headings and choose Column Chooser from the shortcut menu.
2.
Drag the columns you want to see from the Column Chooser dialog to the Search Results pane.
3.
To hide a column, right-click a column heading and choose Remove this Column from the shortcut menu.
Adding custom columns
You can add custom columns to the Search Results pane to store additional information about media files. When you add custom columns, they are added to the current library only.
For example, if you wanted to keep track of which removable hard drive contained a media file, you could create a custom Drive
Number column to assign any numeric rating to a media file. You could then use the Advanced section of the Search pane to search using the Drive Number value.
When adding media to a library, you can choose to add this information by selecting the Add tags and custom columns from files check box in the Add Files to Media Library dialog.
1.
Right-click the column headings and choose Custom Columns from the shortcut menu. The Custom Columns dialog appears.
2.
Click the Add New Column button ( ) to add a custom column. A new entry is added to the list.
3.
In the Name box, type the name you’d like to display as a column heading.
4.
Select the Type box and choose Text or Integer from the drop-down list to indicate whether you’ll store text or numeric data in the column.
5.
If you want to remove a custom column, select an entry in the list and click the Delete Selected Columns button ( ). The column and all data stored in the column is removed from the library.
6.
Click the OK button. The column is added to the media library, and the Search Results pane is scrolled to the right to display your new column.
Editing a column’s contents
Some columns in the Search Results pane can be edited. When an entry in the Search Results pane is selected, click a box to make it editable. You can then type new information in the box.
Changing a column’s contents affects only the entry in the current media library. Click the Save Tags and Properties to Files button
( ) to save the properties with the media file.
86
| CHAPTER 3
Showing thumbnails
If you’re working with videos or still-images, the thumbnail view helps you see the files that match your search criteria.
To switch to thumbnail view, click the down arrow next to the Change Search Results View button (
You can drag the slider at the bottom of the Search Results pane to adjust the size of the thumbnails.
) and choose Thumbnail.
When you select a file, the thumbnail is magnified. You can change the zooming behavior on the Thumbnail tab of the Media
Manager Options dialog.
You can choose which frame you want to use as a thumbnail for video files:
1.
Right-click a thumbnail in the Search Results pane and choose Choose Thumbnail from the shortcut menu. The Thumbnail
Chooser dialog is displayed.
2.
Drag the slider in the Thumbnail Chooser dialog to set the frame you want to use.
3.
Click the OK button.
Using the Properties pane
The Properties pane displays extended information about the selected file in the Search Results pane. You can view and edit file attributes and view a listing of all tags that have been applied to the file.
Note:
Properties that are editable are displayed in black.
Right-click a file in the Search Results pane and choose Show Properties Pane from the shortcut menu to toggle the display of the window.
USING THE MEDIA MANAGER |
87
Setting Media Manager options
Use the Media Manager Options dialog to set options for working with the Media Manager tool.
To display the Media Manager Options dialog, click the Media Library Actions button ( ) and choose Options from the menu.
General tab
Preference
Reference library
Search results limit
Description
Choose the library you want to load when you click the Switch to Reference Library button ( ) in the upper right corner of the Search Results pane. For more information
about using reference libraries, see Opening a reference library on page 80
.
Type the maximum number of media files you’d like to have returned in the results of your searches.
Note:
Increasing the Search results limit setting increases the amount of time
required to search a library and can significantly decrease performance if set excessively high.
Double-click in Search Results Select this check box if you want to add files to the current project by double-clicking
pane adds media to project
a file in the Search Results pane.
Shut down database service
Select this check box if you want to stop the database service when you close Vegas
on exit
Pro software.
Note:
Stopping the service can conserve system resources when you aren’t using any applications that use the Media Manager tool. However, the application will take longer to start when the check box is selected.
Add tags and custom properties from files
Use file and folder names to apply tags automatically
Select this check box if you want to add tags and custom columns saved in the media
files to your library. For more information about tagging media, see
Tagging media files on page 75
. For information about adding custom columns to the Search Results pane, see
Adding custom columns on page 86
.
Select this check box if you want to automatically tag files based on the file path.
For example, when this check box is selected, a loop saved in the d:\loops\drums\hi hats\ folder would have the tags Drums and Hi-Hats applied when it is added to the library. Some synonyms (and variant spellings) will be resolved automatically. If you need to modify the pattern-matching, you can edit the AutoTagPatterns.xml file, which is created in your My Documents\Sony Media Libraries folder the first time the application starts.
Media Library tab
Preference
Delete
Update
Description
Click this button to remove information about media relationships from your database.
Media relationships are maintained only when the Save media-usage relationships
in active media library check box is selected on the General tab of the Vegas Pro
Preferences dialog.
Click this button to scan the media files in your library and compare them to the files on disk to look for updated media properties.
If the values stored in the media library and the files on disk do not match, the Media
Manager will prompt you to choose the values you want to keep.
Select the Ignore file dates when checking for changes check box if you want to scan all files. When the check box is cleared, only files that have been modified since the last update will be scanned.
You can also use the Update button to check your media library for offline files.
88
| CHAPTER 3
Thumbnails tab
Thumbnail (*.sftb) files are used to represent image and video files in the Media Manager. Use the Thumbnails tab to edit settings for saving and using thumbnails.
Preference Description
Thumbnail Caching
Choose a setting from the drop-down list to indicate how you want to store thumbnails for image and video files.
• Store thumbnails in common folder Choose this setting if you want to store all thumbnails in a single folder. When you store thumbnails in a common location, you can view media thumbnails even if the media is not available (if you store media on a removable drive or network folder, for example).
• Store thumbnails with media files Choose this setting if you want to store thumbnails each media file’s thumbnails in the same folder as the media. When you store thumbnails with media files, adding media files from a removable drive or network folder can be much faster because the Media Manager does not need to generate thumbnail files for each media file.
• Store thumbnails in common folder and with media files Choose this setting if you want to duplicate thumbnail files in a common folder and with the media.
When you add media files, the Media Manager will not need to generate thumbnails for media files that already have thumbnails in the media folder; existing thumbnail files are copied to the common folder.
• Do not store thumbnails Choose this setting if your disk space is limited and you do not want to store thumbnails. Thumbnails will be generated as needed.
Common Thumbnail Folder
Displays the path to the common thumbnail folder. Click Browse to choose a different folder.
Limit Common Folder Size
Select this check box and type a value in the box if you want to limit the amount of storage used for thumbnail files.
Enable Thumbnail Zoom
Click the Empty button to clear all thumbnails from the common location.
Select this check box if you want to zoom thumbnails when you select them in the
Search Results pane.
Delay before zooming thumbnails
Type a value in the box to set the delay before a thumbnail image is zoomed when you select it.
Smooth thumbnail zooming
Select this check box if you want to animate thumbnail zooming.
About tab
Use the About tab to view information on the version of the Media Manager that is currently installed. This information can be useful when troubleshooting issues with the Media Manager.
Using the Media Manager with multiple computers
If you have multiple computers in your production environment, you can easily share media libraries.
The following guidelines will help you make the most of your media libraries in a multicomputer setup:
• Save your media in shared folders where all necessary users have access.
• Use common drive letters or UNC (universal naming convention) paths for the folders where your media files and libraries are stored on all computers.
For example, your media files could be in a shared folder called \\studio_a\media (“studio_a” is the computer name, and
“media” is the name of the shared folder), or you could map the shared folder “media” to drive letter M for all computers.
• After tagging your media or otherwise changing properties, save the metadata to the media files by clicking the Save Tags and
Properties to Files button ( ). Saving this information in the files makes the information more portable across computers.
USING THE MEDIA MANAGER |
89
90
| CHAPTER 3
Chapter 4 Basic Editing Techniques
Vegas® Pro projects are multitrack compilations of events that occur over time. The events in your project are references (pointers) to source media files. Vegas Pro software is a nondestructive editor, so editing events in your project does not alter the source media files in any way.
Getting around
When editing and playing back the project, the cursor identifies where you are along the project’s timeline.
Moving the cursor
Use the following keyboard commands to move the cursor in the timeline.
Description Keys
Go to beginning of project
Go to end of project
Ctrl+Home or W
Ctrl+End or E
Go to beginning of selection Home or view (if no selection)
Go to end of selection or view End
(if no selection)
Move right by grid marks
Move left by grid marks
Page Down
Page Up
Go to Ctrl+G
Description
Move left/right to marker(s)
Keys
Ctrl+Left/Right Arrow
Move to marker # 0-9 keys (not numeric keypad)
Ctrl+Alt+Left/Right Arrow Move left/right to event edit points including fade edges (see figure below)
Nudge cursor on timeline Left or Right Arrow
Move left/right one frame
Move left/right one frame
Center in view
Alt+Left/Right Arrow
Ctrl+Alt+Shift+Mouse wheel
\
Event edit points
Changing focus
Focus is used to describe which objects have the attention of a program. For example, when you click a file in the
Project Media window, that window has focus. To instantly switch the program’s focus to the timeline (track view), press Alt+0 or, from the View menu, choose Focus to Timeline.
In Vegas Pro software, it matters which track has focus when you perform a task. For example, when you double-click a media file in the Explorer, it is inserted into the track that has focus. You can click a track on its track number to make it the focus track. A blinking white line under the track number and shading in the track list indicates a track has focus.
Making selections
You have the flexibility to select one or more events, a time range, or events and a time range. All selection options can apply to a single track or to multiple tracks.
To select an event, click it.
BASIC EDITING TECHNIQUES |
91
Selecting multiple events
You can select multiple events in your project using several methods.
Tips:
• You can select multiple video events, multiple audio events, or a combination of both video and audio events. However, you can only use commands and operations that apply to both types of events for selections composed of both audio and video events.
Selecting nonadjacent events
1.
Hold the Ctrl key.
2.
Select the events by clicking them.
To deselect an event, simply click it again to toggle the event selection on or off.
Selected events
Selected events
Selecting a range of events
1.
Hold the Shift key.
2.
Click the first event that you want to select.
3.
Click the last event that you want to select.
All events between the first and last selected events are highlighted and selected.
Tip:
Click the right mouse button while holding the left mouse button switch from rectangular selection, time selection, and track selection.
92
| CHAPTER 4
Selecting a block of events
1.
Click the Selection Edit Tool button ( ).
2.
Position the cursor in a corner of the area that you want to select.
3.
Click and hold the left mouse button.
4.
Drag the cursor to the opposite corner of the area you want to select. A rectangle is drawn on the workspace. All events within this rectangle are selected.
Hold the left mouse button and right-click to toggle through the three types of selection boxes: free, vertical, or horizontal.
Tip:
You can include or exclude events from a selection area by pressing Ctrl and clicking an event. To deselect all events, click anywhere in the workspace outside of the selected events.
Selecting all events to the end of the track
1.
Right-click an event. A shortcut menu appears.
2.
From the shortcut menu, choose Select Events to End. All events on the track after the selected event are selected.
Tip:
To move large blocks of events, you can use Select Events to End with events selected on different tracks. Press Ctrl and click to
select events on different tracks, and then right-click to access the shortcut menu.
Selecting all events that refer to a specific media file
Right-click a file in the Project Media window and choose Select Timeline Events from the shortcut menu. All events that use the selected media file in the active take are selected.
Hold Ctrl or Shift while choosing Select Timeline Events from the shortcut menu to add the events to the current selection.
Selecting a time range
Time selections are indicated by a shaded box and a bar that appears on the top of the timeline. You can use the time selection bar for playing back a smaller portion of your project or to apply cross-track edits.
Time selection
Only the events within the time selection are affected by edits or played back.
Note:
Unless an event is locked, a selected time range affects all events, or portions of events, that occur within the range.
BASIC EDITING TECHNIQUES |
93
Dragging to select a time range
1.
Position the mouse pointer above the ruler (on the marker bar). The mouse pointer changes to a left/right arrow cursor (
2.
Drag to select a region. All events, or portions of events within the region are highlighted.
3.
Drag the yellow handles on either end of the time selection to increase or decrease your time range selection.
).
Tip:
You can move the entire selection range by dragging the time selection bar.
Selecting a time range during playback
1.
Click the Play ( ) or the Play From Start ( ) button to begin playback.
2.
Press I where you want the time selection to begin.
3.
Press O where you want the time selection to end.
4.
Click the Stop button ( ) to stop playback.
Using shortcuts for time selections
These shortcuts can speed up the process of making precise time selections.
Description Shortcut
Set time selection duration equal to an event’s duration
Double-click the event
Extend selection to the end of the currently Ctrl+Shift+Alt+Right Arrow selected event edge
Extend selection to the beginning of the currently selected event edge
Ctrl+Shift+Alt+Left Arrow
Drag a time selection on an event without Ctrl+Shift+drag on the event selecting/deselecting the event
Tip:
Press Backspace to recall the last five time selection areas.
Looping playback
If you want to play back the time range, click Play ( ) to play only the events within the time range. Click the Loop Playback button ( ) or press Q to toggle loop playback on and off. Vegas Pro software continually plays back the portion of the timeline within the time selection when loop playback is toggled on.
94
| CHAPTER 4
Selecting events and a time range
Selecting a time range does not automatically select events. Excluding locked events, all items within the time range play back and are affected by Edit menu commands. However, you can select specific events to edit, and then select a time range.
1.
Select the events you wish to edit. For more information, see
Selecting multiple events on page 92
2.
Place the mouse pointer above the ruler (on the marker bar). The mouse pointer changes to a left/right arrow cursor ( ).
3.
Drag to select the region. Notice that events that were not initially selected in step 1 remain unselected (not highlighted).
Time selection
Selected event
Unselected event
Selected event
Unselected event
Selected event
Unselected event
Selecting tracks
Click a track header to select it. Hold Ctrl or Shift to select multiple tracks.
Selecting groups of composited tracks
Click the vertical bar below a parent track to select a group of composited tracks. For example, clicking the area marked A in the following track list selects tracks 1 through 6. Clicking the area marked B selects tracks 4 through 6.
A
B
BASIC EDITING TECHNIQUES |
95
Editing events
Copying events
You can copy events, or portions of events, to the clipboard and paste them into your project. You can copy a single event or multiple events. Copying preserves the original event information, edits, and other modifications.
Tip:
When the Cut, copy, and delete grouped events check box on the Editing tab of the Preferences dialog is selected, cutting,
copying, or deleting an event will affect all events in the same group. If you need to delete a single event, you can choose Ignore
Event Grouping from the Options menu to temporarily ignore grouping.
1.
Select the events to be copied. For more information, see
Selecting multiple events on page 92
2.
Select a time range, if applicable.
3.
Click the Copy button ( ).
Copying selected events
When copied, selected events are reproduced and placed on the clipboard. Time information is also placed on the clipboard.
Events before copy Clipboard contents Events after copy
The original events are not affected and do not change.
Copying a time selection
Events within the time selection and across all tracks are reproduced and placed on the clipboard. Time information is also placed on the clipboard.
Events before copy Clipboard contents Events after copy
The original events are not affected and do not change.
Copying a time selection and events
Events and portions of selected events within the time selection are reproduced and placed on the clipboard. Time information is also placed on the clipboard.
Events before copy Clipboard contents Events after copy
The original events are not affected and do not change.
96
| CHAPTER 4
Cutting events
Cutting events removes them from their respective tracks, but places the cut information (events and time) on the clipboard. Once on the clipboard, you can paste the information into your project.
Tips:
• When the Cut, copy, and delete grouped events check box on the Editing tab of the Preferences dialog is selected, cutting,
copying, or deleting an event will affect all events in the same group. If you need to delete a single event, you can choose Ignore
Event Grouping from the Options menu to temporarily ignore grouping.
1.
Select events or a time range. For more information, see
2.
Click the Cut button ( ).
Cutting selected events
When cut, selected events are removed from the timeline and placed on the clipboard. Time information is also placed on the clipboard.
Events before cut Clipboard contents Events after cut Events after cut in postedit ripple mode
Cutting a time selection
Events within the time selection are reproduced and placed on the clipboard. Time information is also placed on the clipboard.
When cutting a time selection, auto ripple mode affects the position of material on all tracks or affected tracks after the cut.
Events before cut Clipboard contents Events after cut Events after cut in postedit ripple mode
BASIC EDITING TECHNIQUES |
97
Cutting a time selection and events
Events and portions of selected events within the time selection are reproduced and placed on the clipboard. Time information is also placed on the clipboard. When cutting a combination of time selection and event selection, post-edit ripple mode affects the position of material on all tracks or the tracks of selected events after the cut.
Events before cut Clipboard contents Events after cut Events after cut in postedit ripple mode
Pasting events
Once information is copied to the clipboard, you can choose a variety of ways to paste the clipboard items. Items are always pasted from the cursor’s position along the timeline.
Tip:
When the Cut, copy, and delete grouped events check box on the Editing tab of the Preferences dialog is selected, cutting,
copying, or deleting an event will affect all events in the same group. If you need to delete a single event, you can choose Ignore
Event Grouping from the Options menu to temporarily ignore grouping.
When post-edit ripple mode is enabled, material is pushed down the track to make room for pasted material. The exact behavior of the ripple depends on what is being pasted, and the type of ripple edit you chose to perform. If one or more events are pasted, only those tracks where pasted material appears are ripple edited.
Tip:
1.
Move the cursor to the desired location on the timeline.
2.
Click either the track number or within the track where you want to paste the event. This track is the focus track; there can be only one focus track at a time.
Note:
If you are pasting multiple events from different tracks, new tracks are automatically created as needed.
3.
Click the Paste button ( ).
Clipboard events are pasted at the cursor position on the track. Existing track events can be overlapped with newly pasted information.
98
| CHAPTER 4
Using paste repeat
Use paste repeat to specify how many times clipboard events are pasted at the cursor position on the selected track and to specify the space between pasted events.
1.
Copy a selection to the clipboard.
2.
From the Edit menu, choose Paste Repeat. The Paste Repeat dialog is displayed.
3.
Specify the number of times to paste the clipboard contents and the space between successive copies.
4.
Click OK.
Using paste insert
When using paste insert, clipboard events are placed at the cursor position on the selected track and existing events on all tracks are moved further down the timeline by the total length of pasted information. This action differs from post-edit ripple mode because pasting in post-edit ripple mode affects only the tracks in which material is pasted, while paste insert affects all tracks in the project.
1.
Copy a selection to the clipboard.
2.
From the Edit menu, choose Paste Insert.
Clipboard contents Events before paste insert Events after paste insert
Events on all tracks (not just tracks with pasted material) are pushed down the timeline.
BASIC EDITING TECHNIQUES |
99
Punching-in and crossfading events
You can insert events into the middle of (on top of ) existing events without altering the timing of the project. When the inserted event ends, the original event continues playing as if it had never stopped.
You can choose the duration of crossfades for punched-in audio events.
1.
From the Options menu, choose Preferences. The Preferences dialog is displayed.
2.
Click the Editing tab.
3.
Select Quick fade length of audio events. Specify a duration for each transition.
Events that have previously been inserted or punched-in are not affected by this change. The concept of punching in and out only applies when you are inserting an event that is shorter than the event that it is being inserted into. In the following illustration, every frame is numbered so that you can see how the original event continues after the inserted event ends, as if it continued to play underneath the original.
Punched-in event
Duplicating events
Duplicating is a combination of copying and pasting in one action. The process is like moving the event to a new position while leaving a copy behind.
1.
Press Ctrl.
2.
Drag the event you want to duplicate to the place where you want the new event to be positioned.
Inserting empty events and time
You can insert events into the timeline that do not have any contents and are not references to any media files. Empty events are useful as placeholders in the timeline that can be filled with media or recorded into at a later time. In either case, the new media is added to the empty event as a take. To add an empty event to a track, choose Empty Event from the Insert menu.
You can also make space in a project by inserting a length of time across all tracks. To insert a period of time into the timeline, choose Time from the Insert menu.
100
| CHAPTER 4
Trimming events
This section describes simple ways to trim events.
Tip:
Trimming an event
During the trimming process for a video event, both the last thumbnail image on the event and the Video Preview window show the last frame in the event, allowing you to edit events very accurately.
1.
Move the cursor over the edge of the event. The cursor changes when properly positioned (
2.
Drag the edge of the event to trim it.
).
Because a multimedia file often has both a video and an audio component, both events are trimmed (or extended) as a group unless you ungroup them or temporarily suspend grouping by clicking the Ignore Event Grouping button (
information, see Grouping events on page 208
Trimming grouped events at the same time
Trimming an event beyond its end
You can trim an event beyond its end, extending it as a result. Once extended, the event loops as a default. A notch indicates where the looped event repeats.
Alternately, you can turn looping off and make the last frame of an event’s media repeat for the duration of the event (a freeze
Trimming adjacent events
You can trim adjacent events simultaneously. Press Ctrl+Alt while dragging the common edge between two adjacent events. The trim adjacent cursor appears ( ).
Press Ctrl+Alt over the boundary between two events... ...and drag left... ...or right to trim both events at once.
BASIC EDITING TECHNIQUES |
101
Trimming a time selection
Trimming events removes all media outside the time selection. The removed information is not placed on the clipboard. Trimming is different from cutting in that the events within the time selection are preserved.
1.
Select a time range. For more information, see
Selecting a time range on page 93
2.
Press Ctrl+T or, from the Edit menu, choose Trim.
The material outside the time selection (across all tracks) is removed from the project. However, the time information (space) between events is not removed.
Events before trim Clipboard contents
Trimmed information is not placed on the clipboard.
Events after trim
Trimming a time and event selection
1.
Select the events to be trimmed.
2.
Select a time range. For more information, see
Selecting events and a time range on page 95
3.
Press Ctrl+T or, from the Edit menu, choose Trim.
Only the portion of selected events outside the time selection is trimmed. Unselected events remain. The time information (space) between events is not removed.
Events before trim Clipboard contents
Trimmed information is not placed on the clipboard.
Events after trim
Edge trimming events using the keyboard
With this method, you can quickly jump through your project and adjust cuts until they’re perfectly synchronized. If you have an external multimedia controller, it’s even easier.
1.
If you want downstream events to ripple as you trim, click the Auto Ripple button ( ) to turn on Auto Ripple mode.
2.
Select the event you want to trim.
3.
Press 7 or 9 on the numeric keypad to move the cursor to the event edge you want to trim. 7 selects the beginning of an event or moves to the previous event edge. 9 selects the end of the event or moves to the next event edge. A red bracket is displayed to indicate which event edge will be trimmed.
Note:
You can also perform this step using the bracket ([ or ]) keys.
102
| CHAPTER 4
4.
Use the 1, 3, 4, and 6 keys on the numeric keypad to trim the current event edge:
• Press 1 to trim one video frame left, or press 3 to trim one video frame right (or hold Ctrl+Shift+Alt while rolling the mouse wheel).
• Press 4 to trim one pixel left, or press 6 to trim one pixel right (or hold Ctrl+ Shift while rolling the mouse wheel).
Depending on the current zoom level, the trim duration will vary.
Note:
Pressing 5 on the numeric keypad exits edge-trimming mode. If you are not in edge-trimming mode, 1, 3, 4, and 6 on the numeric keypad to nudge events on the timeline by frame (1 and 3) or by pixel (4 and 6).
5.
Repeat steps 3 and 4 as necessary.
Splitting events
You can create multiple, independently functioning events from a single event by splitting it. Splitting creates a new ending point for the original event and creates a starting point for the newly created event.
Splitting an event does not alter the original media. The original media file’s information is there, but is omitted for playback based on where the event’s starting or ending point occurs on the timeline.
When split, the two new events are flush against one another. The two events can be moved independently.
One event
Split position
Two events after split
The two new events can be moved independently.
Splitting an event
1.
Select the events to be split. For more information, see
2.
Place the cursor at the timeline position where the split will occur.
3.
From the Edit menu, choose Split, or press S.
The selected events are split at the cursor position.
Splitting all events at the cursor
All events are split at the cursor’s position (unless an event is locked). The split occurs across all tracks (if no events are selected).
Events before splitting Events after splitting
BASIC EDITING TECHNIQUES |
103
Splitting selected events
Only the selected events are split at the cursor’s position.
Events before splitting Events after splitting
Splitting a time selection
Unless locked, all events within the time selection are split at the starting and ending points of the time range, meaning that two splits are made. The split occurs across all tracks.
Events before splitting Events after splitting
Splitting a time selection across selected events
Only selected events within the time selection are split at the starting and ending points of the time range.
Events before splitting Events after splitting
104
| CHAPTER 4
Splitting and trimming events
Hold Ctrl+Alt+Shift and click an event to split the event. Hold Ctrl+Alt+Shift and drag an event to split it at the point you click and trim the event in the direction you drag. The cursor changes to the split-trim cursor ( ).
Tip:
Holding the Shift key temporarily overrides snapping if it is enabled. Release the Shift key while dragging to snap the event to available snap points.
Slipping and sliding events
To help you picture what happens when you slip and slide events, think of an event as a window to a media file. The window can display the entire media file or a small section. When the window displays only a portion of the media file, you can move either the window or the underlying media to adjust the media that is played by an event:
• When you slip an event, your event maintains its place on the timeline, but the media file moves in the direction you drag.
• When you slide an event, the media file maintains its place on the timeline, but the event moves in the direction you drag.
Tip:
You can also slip or slide grouped events (at the same time) or slide a crossfade between two events. For more information, see
Grouping events on page 208 or
Sliding a crossfade on page 110
.
Shifting the contents of (slipping) an event
Press Alt while dragging an event. The slip cursor appears ( ).
As you drag the event, the contents of the event shift, but the event does not move. You can use this technique when you want to maintain an event’s length and position, but have the event play a different section of the source media file.
Slip-trimming an event
Press Alt while dragging the right or left edge of an event. The slip-trim cursor appears (
As you drag the event edge, the media moves with the event edge.
).
Tips:
• Press Alt+Shift while dragging any portion of an event to slip-trim the right edge. The left edge of the event remains fixed on the timeline, and the media is slipped past the left edge of the event. This slip mode is useful when you want to slip an event without changing its last frame.
• Press Ctrl+Alt+Shift and drag an event to split it at the point you click and trim the event in the direction you drag.
• To slip all of an event’s takes when slipping media, make sure Slip All Takes is selected in the Options menu.
Sliding an event
Press Ctrl+Alt while dragging an event. The slide cursor appears ( ).
As you drag, the relative position of the media remains fixed on the track, and the event position changes. You can use this technique when you want to maintain an event’s length, but have the event play a different section of the source media file at a different point in your project.
For more information, see Applying post-edit ripples on page 107
Tip:
You can apply a ripple edit after slip-trimming or sliding an event.
BASIC EDITING TECHNIQUES |
105
The original media file.
The event on the timeline with original frames.
Slipping the event two frames to the right.
Slip-trimming the event two frames to the right.
Sliding the event two frames to the right.
Detecting and repairing audio and video synchronization problems
When audio and video events are not aligned, Vegas Pro software will highlight the events in the timeline so you can see synchronization problems at a glance.
The software determines whether events are synchronized by comparing grouped and overlapping events:
• An event in a group is compared to other events in the same group (of the opposite media type) that were created from the same media, and the events with the most overlap are used to calculate synchronization. If no events overlap, the closest events are used to calculate synchronization.
• An event that is not in a group is compared to events (of the opposite media type) that were created from the same media, and the events with the most overlap are used to calculate synchronization. If no events overlap, no synchronization offset is displayed.
Note:
The amount of offset is displayed when the Active Take Information option is selected on the View menu. Very small offsets
that are below the resolution of the timeline might be displayed as 0.00. Set the project time format to samples to see the offset amount.
To restore synchronization, right-click the audio or video event you want to synchronize, choose Synchronize from the shortcut menu, and then choose a command from the submenu:
Command
By Moving
By Slipping
Description
Moves the event you clicked so it is synchronized to its corresponding audio or video event.
Slips the contents of the event you clicked so the audio and video are synchronized.
The events do not move, but the contents of the event you right-click are shifted forward or backward to restore synchronization.
106
| CHAPTER 4
Deleting events
Deleting an event removes it from its track. Multiple events can be deleted and time selections can be used to modify the process.
Ripple editing also applies to delete actions. Deleting operates exactly like a cutting operation, but the removed information is not
placed on the clipboard. For more information, see
1.
Select the events to be deleted.
2.
Press Delete.
Applying post-edit ripples
You can apply a post-edit ripple that affects either the edited track(s), the track(s) and certain project elements, or everything in the timeline. The power lies in the fact that you can apply this post-edit ripple to a wide variety of editing tasks, such as trimming, crossfading, cutting, pasting, and deleting events. You can also choose to apply your ripple edits manually or automatically.
You can ripple the contents of the timeline following an edit after performing these tasks:
• Trimming, slip-trimming, and sliding events
• Time compressing/stretching events
• Cutting events
• Pasting events
• Deleting events
Ripple editing also affects how material is added from the Trimmer window. For more information, see
Using the Trimmer window on page 128
The original four events
Trimming the second event
After applying a post-edit ripple, the third and fourth events close the gap
A quick and easy method is also provided for shuffling a sequence of events on a track. Decide that the third event in a series should really be the second instead? You can drag the event to a new position and instruct the software to shuffle the events into their new order.
Applying a post-edit ripple manually
1.
Perform one of edits discussed above. Above the timeline, an arrow indicates where the post-edit ripple will occur and the direction the affected events will move.
BASIC EDITING TECHNIQUES |
107
2.
From the Edit menu, choose Post-Edit Ripple, and choose a command from the submenu:
• Affected Tracks ripples only the tracks where you performed the edit.
• Affected Tracks, Bus Tracks, Markers, and Regions ripples the tracks where you performed the edit and ripples any keyframes or envelopes on those tracks. This command also ripples any markers, regions, CD layout markers, and command markers in the project.
• All Tracks, Markers, and Regions ripples all tracks and all keyframes and envelopes on those tracks. This command also ripples any markers, regions, CD layout markers, and command markers in the project.
The timeline is rippled after the edit according to the option you choose.
Tip:
You can press F after an edit to ripple the affected tracks, or you can press Ctrl+F to ripple markers, keyframes, and envelopes,
too. To ripple everything after an edit, press Ctrl+Shift+F.
Applying a post-edit ripple automatically
1.
Click the arrow button next to the Auto Ripple button ( ) and choose a ripple type:
• Affected Tracks ripples only the tracks where you performed the edit.
• Affected Tracks, Bus Tracks, Markers, and Regions ripples the tracks where you performed the edit and ripples any keyframes or envelopes on those tracks. This command also ripples any markers, regions, CD layout markers, and command markers in the project.
• All Tracks, Markers, and Regions ripples all tracks and all keyframes and envelopes on those tracks. This command also ripples any markers, regions, CD layout markers, and command markers in the project.
2.
Perform one of edits discussed above. Above the timeline, an arrow indicates where the post-edit ripple will occur, the direction the affected events will move, and the distance the events will move.
3.
The timeline is rippled after the edit according to the ripple type you choose.
Shuffling events
A quick way to change the order of a sequence of events in a track is provided. Right-click and drag an event to a new location in the track and choose Shuffle Events from the shortcut menu that appears. The events are shuffled into the new order.
The original four events
Right-click and drag event 3 between events 1 and 2
The four events after the shuffle
108
| CHAPTER 4
Crossfading events
You are allowed to crossfade between two events on the same track. For audio events, crossfading fades out one audio event’s volume while another event’s volume fades in. For video events, crossfading creates a transition between two events, one fading out while the other fades in. Lines appear indicating how and when the event’s volume or transparency is being affected.
Fade in volume line
Fade out volume line
Using automatic crossfades
The automatic crossfade feature turns the overlapping portions of two events into a smooth crossfade. This feature is turned on as a default. Click the Automatic Crossfades button ( ) or press Ctrl+Shift+X to turn automatic crossfades on and off.
Events before crossfade Events after crossfade
Drag one event to overlap the other
Automatically crossfading inserted events on page 53
Manually setting a crossfade
An automatic crossfade is not inserted if a shorter event is placed on top of and within the same time frame of a longer event. In this case, the longer event begins playing, then the shorter event plays, and then the longer event resumes playing at the timeline position. You can manually create a crossfade to fade in and out of the shorter event.
1.
Place the mouse pointer on one of the shorter event’s handles. The envelope cursor appears (
2.
Drag the handle to the desired position.
).
Events without crossfade Events with manual crossfade
This is a fast and effective method of inserting a voiceover on top of a background music track (although the music fades out
completely) or to replace a bad section of audio. For more information, see
Punching-in and crossfading events on page 100
BASIC EDITING TECHNIQUES |
109
Changing crossfade curves
You can change the crossfade curves that are used to fade in and out between two events.
Right-click a crossfade to choose a different crossfade curve.
1.
Right-click anywhere in the crossfade region to display a shortcut menu.
2.
From the shortcut menu, choose Fade Type, and choose the desired fade type from the submenu.
Tip:
If you use the same crossfade curve frequently, you can set it as a default for all new audio or video crossfades on the Editing tab
of the Preferences dialog. For more information, see Editing tab on page 448
Sliding a crossfade
You can slide a crossfade between two events without affecting the total length of the two overlapping events. This process is similar to sliding and slipping events.
For more information, see Slipping and sliding events on page 105
Press Ctrl+Alt while dragging the overlapping area between two events. The slide crossfade cursor appears ( ).
As you drag, the relative position of the media remains fixed on the track, and the crossfade position changes, effectively trimming the edge of the event in the direction you drag. You can use this technique when you want to maintain the length of two combined events but want the transition to occur earlier or later.
Two events with a crossfade.
Sliding the crossfade to the left...
...and to the right.
Using undo and redo
You are given unlimited undo and redo functionality while working on your project, even to the extent of being able to undo changes made before the last time a project was saved (but not closed). While you are working with a project, an undo history of the changes that you have performed is created. Each time you undo something, that change is placed in the redo history.
When you close the project or exit the software, both the undo and redo histories are cleared.
Using undo
Pressing Ctrl+Z or clicking the Undo button ( ) reverses the last edit performed. Repeatedly using the keyboard command or toolbar button continues undoing edits in reverse order, from most recent to oldest. In addition, you can undo the last edit by choosing it from the Edit menu.
110
| CHAPTER 4
Undoing a series of edits
You can undo a series of edits by using the drop-down list on the Undo button.
1.
Click the arrow to the right of the Undo button ( ).
2.
From the drop-down list, choose the edit that you want to undo. Items above it (subsequent edits) are selected automatically.
Your project is restored to the state prior to those edits.
Use the mouse to select a series of edits.
When you undo an edit or a series of edits, they are added to the redo history. This feature allows you to restore your project to a previous state.
Tip:
From the Edit menu, choose Undo All to undo all edits in the history. All edits are undone and added to the redo history.
Using redo
Pressing Ctrl+Shift+Z or clicking the Redo button ( ) redoes the last undo performed. Repeatedly using the keyboard command or toolbar button continues redoing undos in reverse order, from most recent to oldest. In addition, you can redo the last edit by choosing it from the Edit menu.
Redoing a series of edits
You can view the redo history by clicking the arrow on the right side of the Redo button ( ). The top item in the list that appears is the most recent undo edit. If you redo a specific edit that appears farther down the list, all subsequent edits above it are redone as well.
When you redo an edit or a series of edits, they are added to the undo history again. The redo history is cleared when a new edit is performed.
Clearing the edit history
You can clear both undo and redo histories without closing your project or exiting the software. Once the histories have been cleared, a new edit history is created as you continue working on the project. While clearing the edit history is not usually necessary, it can free up disk space. To clear the edit history, choose Clear Edit History from the Edit menu.
BASIC EDITING TECHNIQUES |
111
Adding project markers and regions
Several types of project markers are provided that identify parts of your project, serve as cues, and provide additional functionality:
• Markers are points that you mark along the project’s timeline. They are typically used to mark locations in the project for later reference or to mark timing cues.
• Regions are ranges of time that you mark along the timeline. Regions identify ranges of time for your reference and can function as permanent time selections.
• Command markers are markers that enable metadata in streaming media files. These markers can be used to display
Windows Media Video (WMV) files on page 316
In addition, these markers can be used to embed Scott Studios data information, which is used extensively in broadcasting.
• CD layout markers are markers that indicate tracks and indices for an audio CD layout. These marks are used to create tracks and index points when burning an audio CD.
For more information, see Understanding tracks and indices on page 405
Tip:
Applying post-edit ripples on page 107
Working with markers
Markers are useful for identifying and navigating to specific locations in longer projects. As you place markers in your project, they are automatically numbered (up to 99) in the order that they are placed. Markers appear as orange tags above the ruler. You can name them and reposition them along the project’s timeline.
If you choose to save markers in your rendered MPEG-2 file, DVD Architect® Pro will read those markers as chapter markers. Ensure the Render I-frames at markers check box is selected before rendering (in the Render As dialog, choose MainConcept MPEG-2 from the Template drop-down list, and then click the Custom button. In the Custom Template dialog, select the Video tab and select the Render I-frames at markers check box).
Markers Right-click the marker bar
Marker bar
Inserting a marker at the cursor
1.
Position the cursor where you want to place the marker.
2.
From the Insert menu, choose Marker, or press M.
3.
Type a name for the marker and press Enter. If you do not want to name the marker, simply press Enter.
Inserting a marker during playback
During playback, press M. The marker appears on the marker bar. You can name the marker after it has been set.
112
| CHAPTER 4
Naming (or renaming) a marker
1.
Place the mouse pointer on the marker you want to name or rename. The pointer changes to a hand icon ( ).
2.
Right-click to display a shortcut menu.
3.
From the shortcut menu, choose Rename. A text box opens next to the marker.
4.
Type the marker name.
5.
Press Enter to set the marker’s name.
You can also double-click an existing name or double-click the space just to the right of a marker to rename it.
Moving markers
You can reposition a marker by dragging it on the marker bar.
Navigating to markers
You can jump the cursor to any marker on the timeline by clicking the marker. You can also jump to a marker by pressing the number keys along the top of the keyboard (not the numeric keypad).
Tip:
Jump the cursor to the next or previous marker by pressing Ctrl+Right Arrow or Ctrl+Left Arrow.
Deleting markers
1.
Place the mouse pointer on the marker that you want to delete. The pointer changes to a hand icon ( ).
2.
Right-click to display a shortcut menu.
3.
From the shortcut menu, choose Delete. The marker is removed from your project.
The tags are not renumbered as you remove them. For example, if you have five markers in your project and delete markers 3 and 4, the remaining markers will be listed as 1, 2 and 5. However, as you add markers again, Vegas Pro software begins numbering the missing sequence first, in this case 3 and 4, then 6, 7, and 8.
Deleting all markers and regions
1.
Right-click the marker bar.
2.
From the shortcut menu, choose Markers/Regions, and choose Delete All from the submenu.
Working with regions
Regions identify ranges of time and provide a way to subdivide your project. A region is defined as the area between two region markers that share the same number. Regions can function as semi-permanent time selections. You can view region information in the Explorer by clicking the arrow next to the View button ( ) and selecting Region View.
BASIC EDITING TECHNIQUES |
113
Inserting regions
1.
Make a time selection. For more information, see
Selecting a time range on page 93
2.
From the Insert menu, choose Region, or press R.
3.
Type a name for the region and press Enter. If you do not want to name the region, simply press Enter.
Region tags are displayed at the beginning and end points of the time selection.
Region start
Region end
Right-click the marker bar
Marker bar
Moving regions
Drag a region tags to reposition it. To move both region tags (start and end tags) at once, hold Alt while dragging a region tag.
Naming regions
1.
Place the mouse pointer on the left region tag you want to name or rename. The pointer changes to a hand icon ( ).
2.
Right-click to display a shortcut menu.
3.
From the shortcut menu, choose Rename. A text box appears next to the region tag.
4.
Type the region’s name.
5.
Press Enter or click anywhere in the timeline to set the name.
Selecting regions
You can select the events, across all tracks, within the region for editing or playing back.
1.
Right-click one of the region tags to display a shortcut menu.
Selected region
2.
From the shortcut menu, choose Select Region.
Tip:
You can also select a region by pressing a number on your keyboard (not the numeric keypad) or by double-clicking a region marker.
114
| CHAPTER 4
Navigating to regions
You can move the cursor to the start or end of a region by clicking either region marker. You can press Ctrl+Right Arrow or Ctrl+Left
Arrow to move the cursor to the next or previous region markers.
Right-click a region marker to display a shortcut menu that allows you to navigate to the beginning (Go to Start) or the end (Go to
End) of a region.
Deleting regions
1.
Place the mouse pointer on the region marker’s starting or ending point. The pointer changes to a hand icon ( ).
2.
Right-click to display a shortcut menu.
3.
From the shortcut menu, choose Delete. The region is removed from your project.
The tags are not renumbered as you remove them. For example, if you have five regions in your project and delete region 3 and 4, the remaining regions are listed at 1, 2 and 5. However, as you add regions again, Vegas Pro software begins numbering the missing sequence first, in this case 3 and 4, and then 6, 7, and 8.
Deleting all regions and markers
1.
Right-click the marker bar.
2.
From the shortcut menu, choose Markers/Regions, and choose Delete All from the submenu.
Working with command markers
Command markers add interactivity to a multimedia presentation streamed over the Internet by inserting metadata into streaming media files. As your video plays, any number of other actions can be programmed to occur. These commands are a part of the
Microsoft® Windows Media® and RealMedia® streaming formats. Most frequently, these actions add text or open a related Web site where the viewer can find more information about the topic at hand. The specific commands available vary depending on the final format of your project.
Note:
Windows Media Player 9 will ignore metadata commands unless the Run script commands when present check box is
selected on the Security tab of the player's Preferences dialog. Be sure to instruct your audience to select this check box before
playing your file.
You can use command markers to add captions to your project. For more information, see
Adding captions to Windows Media Video
Command markers can also indicate when an instruction (function) will occur in a WAV file being used in a radio broadcast environment (Scott Studios data). The following two sections define the markers for both streaming media and Scott Studios files.
Note:
While streaming media files can be played on any hard drive or CD drive, they require a special streaming media server
(provided by your Internet service provider) to stream properly across the Internet.
BASIC EDITING TECHNIQUES |
115
Defining streaming media commands
In a streaming media file, command markers can be used to display headlines, show captions, link to Web sites, or any other function you define. Several command types are included that you can add to a streaming media file. Some command types are exclusive to either the Windows Media or the RealMedia player.
Command
URL
Text
Player type Description
Windows Media and RealMedia
Indicates when an instruction is sent to the user’s Internet browser to change the content being displayed. With this command, you enter the URL that displays at a specific time during the rendered project’s playback.
Windows Media Displays text in the captioning area of the Windows Media Player located below the video display area. You enter the text that will display during playback.
Note:
To view captions during playback in Windows Media Player 9, choose
Captions and Subtitles from the Windows Media Player Play menu, and then
choose On if Available from the submenu.
WMClosedCaption
WMTextBodyText
WMTextHeadline
Windows Media Displays the entered text in the captioning window that is defined by an HTML layout file.
Window Media Displays the entered text in the text window that is defined by an HTML layout file.
Title
Windows Media Displays the entered text in the headline window that is defined by an HTML layout file.
RealMedia Displays the entered text on the RealPlayer’s title bar.
Note:
When rendering Windows Media files, title information is based on the settings on the Summary tab of the Project Properties dialog or the Index/
Summary tab of the Custom Template dialog. The summary information from the
Project Properties dialog will be used if information has been specified in both places.
Author
Copyright
RealMedia
RealMedia
To view this information during playback, choose Now Playing Options from the
Windows Media Player View menu and select the items you want to display.
Displays the entered text (Author’s name) when a user selects About This
Presentation from the RealPlayer’s shortcut menu.
Note:
When rendering Windows Media files, author information is based on the settings on the Summary tab of the Project Properties dialog or the Index/
Summary tab of the Custom Template dialog. The summary information from the
Project Properties dialog will be used if information has been specified in both places.
To view this information during playback, choose Now Playing Options from the
Windows Media Player View menu and select the items you want to display.
Displays the entered copyright information when a user selects About This
Presentation from the RealPlayer’s shortcut menu.
Note:
When rendering Windows Media files, copyright information is based on the settings on the Summary tab of the Project Properties dialog or the Index/
Summary tab of the Custom Template dialog. The summary information from the
Project Properties dialog will be used if information has been specified in both places.
To view this information during playback, choose Now Playing Options from the
Windows Media Player View menu and select the items you want to display.
116
| CHAPTER 4
Defining Scott Studios data commands
For .wav files using Scott Studios data, command markers can be used to define information about the file.
Command
SCOTT EOM
SCOTT Cue In
Description
Calculates when the next queued clip starts playing in a Scott Studios system. For more information, refer to your Scott Studios documentation.
Set the beginning of a file in a Scott Studios System without performing destructive editing. For more information, refer to your Scott Studios documentation.
Defining closed captioning commands
Command
608CC1
608CC3
Description
Used for primary-language closed captions.
In the Comment box, type the closed caption control commands.
Tips:
• If you type captioning text in the Comment box and do not specify captioning
markup, a pop-on caption is created.
• You can use your keyboard to create standard text and punctuation. To insert special
characters and punctuation, use the Character Map (Start > All Programs >
Accessories > System Tools > Character Map).
For more information about closed captioning, see
Adding closed captioning to video files on page 307
Used for secondary-language closed captions.
In the Comment box, type the closed caption control commands.
Inserting command markers
Command markers appear as blue tags on the command bar, which is above the marker bar.
Command bar
Marker bar
Right-click to place a command marker on the command bar.
1.
Position the cursor where you want to place the command marker.
2.
From the Insert menu, choose Command, or press C.
3.
Complete the Command Properties dialog:
•
If desired, choose a custom template from the Template drop-down list. For more information, see
Saving command properties as a custom template on page 118
• Choose the type of command from the Command drop-down list.
• In the Parameter box, type parameters to define the behavior of the command.
• Type your own notes or comments in the Comments box.
BASIC EDITING TECHNIQUES |
117
• Specify the timing of the command in the Position box. Otherwise, command markers are automatically set to the current cursor position.
4.
Click OK. The new command marker appears on the command bar.
Editing command properties
Double-click any command marker to open the Command Properties dialog and edit its contents. You can also right-click a command marker and choose Edit from the shortcut menu.
Saving command properties as a custom template
If you plan to use a command more than once, you can save command properties as a template. You can then reuse the command properties by choosing the template from the Template drop-down list.
1.
Create a command and complete the Command Properties dialog.
2.
Type a name for the template in the Template box.
3.
Click the Save Template button ( ).
Note:
Your metadata command templates are saved in the cmdtemp.xml file. You can edit this file directly to modify your templates. This file is stored in the following folders:
• Windows XP: C:\Documents and Settings\<user name>\Application Data\Sony\Vegas Pro\10.0
• Windows Vista or Windows 7: C:\Users\<user name>\AppData\Roaming\Sony\Vegas Pro\10.0
The Application Data folder is not visible unless the Show hidden files and folders radio button is selected on the View tab of the
Windows Folder Options control panel.
Deleting command markers
1.
Place the mouse pointer on the command marker. The pointer changes to a hand icon ( ).
2.
Right-click to display a shortcut menu.
3.
From the shortcut menu, choose Delete. The command marker is removed from your project.
Working with CD layout markers
Markers on the CD layout bar indicate the locations of tracks and indices in an audio CD layout project. These markers are discussed in a later chapter.
For more information, see Understanding tracks and indices on page 405
Working with the marker tool
You can use the marker tool to navigate the marker bars and edit multiple selected markers.
1.
Click the Marker Tool button ( ) in the top-right corner of the timeline.
2.
Select the markers you want to edit:
• Press the Left Arrow/Right Arrow keys to move to the previous/next marker in the active bar (marker/region bar, CD layout bar, or command bar).
• Press Shift+Left Arrow/Right Arrow keys to extend the selection to the previous/next marker.
• Press Shift while clicking two marker tags to select all markers between the two tags.
• Press Ctrl while clicking marker tags to select or deselect individual markers.
3.
Edit your markers:
• Dragging any selected marker will move all selected markers in the active bar as a group.
• Pressing Delete will remove all selected markers in the active bar.
The marker tool is inactive when you change focus to another portion of the Vegas Pro window.
118
| CHAPTER 4
Using an external audio editing program
Vegas Pro software is a nondestructive editing environment, which means that the original source files remain unchanged by any editing done in the software. Destructive (constructive) edits that modify the actual source media file can be done in a separate application such as Sound Forge® software from Sony Creative Software Inc. By setting up a separate audio editor, you can quickly access the program from Vegas Pro software via the Tools menu or by pressing Ctrl+E.
Setting up an audio editing program
If you already have Sound Forge software loaded on your computer when you installed Vegas Pro software, the installation should have detected it and made it your default audio editing program. However, if you do not have Sound Forge software or want to specify a different audio editor, you can do so in the Preferences dialog.
1.
From the Options menu, choose Preferences. The Preferences dialog appears.
2.
In the Preferences dialog, click the Audio tab.
3.
Click the Browse button to the right of the Preferred audio editor box. The Preferred Audio Editor dialog appears.
4.
From this dialog, navigate to the application to use for editing audio files.
5.
Select the application’s executable icon (.exe) and click Open to set the application as your default audio editor.
The application’s path displays in the Preferred audio editor box.
Opening an audio editor from Vegas Pro software
All events in your project are references to media files on a storage device. When you edit an audio event in an audio editor, you can choose to open the original media file or a copy of the file.
Opening a file in an audio editor
You can directly edit the media file to which an audio event is referenced. Any changes you make and save in the audio editor are permanent and are reflected in the event in your project.
1.
Select the event to be edited.
2.
From the Tools menu, choose Audio, and choose Open in Audio Editor from the submenu.
Your selected audio editing application opens the event’s referenced media file. Make the necessary changes and save the file in the audio editor. If you keep the media file’s name and location the same, its event is updated immediately in your project. However, if you change the media file’s name or location (by using Save As), you must import the edited (new) file into Vegas Pro software.
Opening a copy of a file in an audio editor
You can also create a copy of an audio file and open it in an audio editor. Opening a copy of a file has the advantage of preserving the original file unchanged. The modified copy is inserted into the event as a take and is automatically added to the Project Media window.
1.
Select the event to be edited.
2.
From the Tools menu, choose Audio, and choose Open Copy in Audio Editor from the submenu.
When you are finished editing, save the file. “Take X” is added to the end of the file name to distinguish it from the original and adds
information, see Working with takes on page 125
BASIC EDITING TECHNIQUES |
119
120
| CHAPTER 4
Chapter 5 Advanced Editing Techniques
This chapter builds on the techniques that were introduced in the last chapter. Ripple editing, pitch shifting, and takes are just three of the more advanced editing topics that are covered in this chapter.
Snapping events
Vegas® Pro software is preset to snap events into place as you drag them.
Snap indicator
Events can snap to another event’s edges, to the cursor position, a marker or region, the grid, or to a time selection.
As you move an event along the timeline, its edge automatically aligns to designated snap points.
As you drag items along the timeline, an indicator is displayed to show snap points. When you snap to an event, the snap indicator is displayed in the appropriate track. If you snap to the cursor, a marker/region, time selection, or the grid, the snap indicator is displayed across the height of the timeline.
Tips:
• Hold the Shift key to temporarily override snapping.
Turning snapping on and off
You can quickly turn snapping on and off by clicking the Enable Snapping button ( ). You can also selectively turn snapping options on and off in the Options menu. When snapping is enabled, events will snap to the following points:
• Other events’ edges
• The cursor
• Time selection edges
• First and last event edges, when dragging multiple events
Snapping to the first event
You can also choose to snap events to grid lines or to markers.
Snapping to the last event
ADVANCED EDITING TECHNIQUES |
121
Snapping to the grid
When snapping is enabled, you can also choose to have elements in the timeline snap to the vertical grid lines in the timeline.
From the Options menu, choose Snap to Grid (or press Ctrl+F8) to toggle snapping to grid lines.
Tip:
To change the spacing of the grid, choose Grid Spacing from the Options menu and choose a setting from the submenu.
Snapping to markers
When snapping is enabled, you can also choose to have elements in the timeline snap to markers in the timeline.
From the Options menu, choose Snap to Markers (or press Shift+F8) to toggle snapping for all marker types:
• Markers
• Regions
• CD track regions
• CD index markers
• Command markers
If the Event Media Markers command is selected on the View menu, you can also use media markers as snap points when you click
in an event or edge-trim an event. For more information, see
Note:
If a media file’s frame rate does not match your project frame rate, you will not be able to snap to media markers (or other
snap points that do not occur on a frame boundary) when Quantize to Frames is selected on the Options menu.
Snapping to events on other tracks
When snapping is enabled, you can also choose to have elements in the timeline snap to the ends of events on other tracks.
From the Options menu, choose Snap to All Events (or press Ctrl+Shift+F8) to toggle snapping to event edges across tracks.
Quantizing to frames
The Quantize To Frames command in the Options menu takes snapping one step further. With this feature enabled, edits are forced to occur on project frame boundaries. This setting is independent of grid and marker snapping.
When Quantize to Frames is turned on, the following actions will always occur on frame boundaries:
• Moving events
Note:
If Quantize to Frames is on while dragging an audio event and the selection group contains video, the movement is
quantized so the first video event is quantized (instead of the audio event). If there is no video in the selection group, the audio event will become quantized.
• Positioning the cursor
• Making selections
• Placing markers and regions
Notes:
• If you drag to a snap point that does not occur on a frame boundary when Quantize to Frames is enabled, the snap indicator is
displayed as a dashed line to indicate that the snap point will be quantized to the nearest frame boundary.
• Edits that do not occur on frame boundaries can produce an undesirable visual result. For example, if you split two events and move them together to create a cut, splits that are not at frame boundaries can produce a short dissolve in your rendered video.
• Select the Do not quantize to frames for audio-only edits check box on the Editing tab of the Preferences dialog to prevent audio-only
edits from being quantized even when Quantize to Frames is enabled.
122
| CHAPTER 5
Using the event snap offset
Each event in your project has a snap offset flag that can be moved along the length of the event. The flag is the white triangle that is located in the lower-left corner of each event. This flag allows you to designate where snapping occurs. This is useful if you need to align the snap with a beat in the event instead of the edge.
Snap offset flag
1.
Place the mouse pointer on the snap offset triangle. The pointer changes to a hand icon ( ).
2.
Drag the snap offset flag to the new position in the event. As the flag moves, a time display appears. This time display indicates where the snap offset flag occurs in time in the event.
3.
Release the mouse to set the snap offset flag.
Pitch shifting audio events
A pitch shift is a way to raise or lower the pitch of an audio event. The semitone range is -24 to 24. Twelve semitones equal one octave, so you can increase or decrease the pitch of an event within a two-octave range. Within each semitone is a finer pitch adjustment called cents. There are one hundred cents in one semitone.
Original event
Event with pitch shift of 12 or one octave speeds up
Event with pitch shift of -12 or one octave slows down
Editing from the timeline
1.
Select an event.
2.
Use the = and - keys on your keyboard (not the numeric keypad) to adjust pitch:
Key Result
=
Ctrl+=
Shift+=
Raise pitch one semitone.
Raise pitch one cent.
Raise pitch one octave.
Ctr+Shift+= Reset pitch.
Lower pitch one semitone.
Ctrl+ -
Shift+ -
Lower pitch one cent.
Lower pitch one octave.
Ctr+Shift+ Reset pitch.
If the Active Take Information option is selected on the View menu, the event’s pitch shift is displayed in the bottom-left corner of the event. If the media has a known root note, the new root is displayed in parentheses:
ADVANCED EDITING TECHNIQUES |
123
Editing in the Event Properties dialog
1.
Right-click the event and choose Properties from the shortcut menu.
2.
On the Audio Event tab, choose a setting from the Method drop-down list to specify how you want to pitch-shift the event, or choose None if you want to preserve the event pitch.
3.
If you selected Classic from the Method drop-down list, indicate the new event length and amount of pitch shifting you want to apply:
a.
Type the desired event length in the New length box.
b.
Type the desired pitch shift (in semitones) in the Pitch change box.
If you want to change the event length without changing pitch, type 0 in the box.
If you want the pitch to be determined by the amount of time stretching, select the Lock to stretch box. For example, doubling an event’s length will raise its pitch by one octave.
c.
Choose a setting from the Stretch Attributes drop-down list to specify how you want to divide and crossfade the file to prevent artifacts. Depending on your source material, you might need to experiment with different crossfade types.
4.
If you selected ACID from the Method drop-down list, indicate the new event tempo and the amount of pitch shifting you want to apply:
a.
Type the desired event length in the New tempo box.
b.
Type the desired pitch shift (in semitones) in the Pitch change box.
If you want to change the event length without changing pitch, type 0 in the box.
If you want the pitch to be determined by the new event tempo, select the Lock to stretch box. For example, doubling an event’s tempo will raise its pitch by one octave.
5.
Click OK.
Time compressing/stretching events
Time stretching and compressing events is the process of using the same amount of source media to fill a shorter or longer event.
While this can be done to both video and audio events, the two cases are fundamentally different.
Press Ctrl and drag the edge of the event toward the center of the event to compress (shorten) it or drag the edge out away from the center to stretch (lengthen) it.
You can see the results of the time compression or stretching by viewing the properties of the event. Right-click the event and choose Properties from the shortcut menu. Time compressing/stretching an audio event affects the Time stretch/pitch shift
settings, while Time compressing/stretching a video event affects the Playback rate setting.
Tip:
You can time compress/stretch several events at once by grouping them first. You can also apply a ripple edit after time compressing or stretching events. For more information, see
or Applying post-edit ripples on page 107 .
124
| CHAPTER 5
Time compressing/stretching video
Time stretching video allows you to fill a given duration with a set amount of actual video, sometimes called fit-to-fill. For example, if you have a five-second video event and you want this event to fill an eight-second slot, press Ctrl and drag the edge of the event to eight seconds. The resulting video is in slow motion, but the contents (footage) remain the same. If you had used a velocity envelope to slow the video to the same rate, the event would also be in slow motion, but its duration would remain unchanged at five seconds. Stretched video has a zigzag line between thumbnails. Video can also be compressed (sped up and shortened in length) by using this method.
When stretching video events or slowing video down, a set number of frames are extended across a period of time. For example, if you take source footage at 30 frames in a second and slow it so that only 15 source frames run during that same second, an additional 15 frames must be created to maintain the project’s 30 fps frame rate. Simply duplicating frames is the easiest way to do this. A more sophisticated method is to resample the frames of an event, allowing Vegas Pro software to interpolate and redraw these intervening frames. For more information, see
Resample (video only) on page 201
and Resampling video on page 293
Working with takes
A take is a version of a scene or audio recording, as in “Scene 10, Take 7”, which means the seventh time that scene number ten has been shot. A number of takes can be included in the same location (event) of the project. You can then rapidly switch between these separate takes to see which one fits into the project the best. Although this is what takes are designed for, you can actually use any media files you want as a take, even completely different sounds or scenes. Since an event is just a container of a specific length and at a specific location, the actual content (media file) is easily changed.
Tip:
To slip all of an event’s takes when slipping media, make sure Slip All Takes is selected in the Options menu.
Adding takes
You can add multiple media files to the timeline at the same time to a single event as takes. You can also add regions within media
files as takes. For more information, see
Adding regions as takes on page 132
Adding media files to the timeline as takes
1.
Locate the media files that you want to insert as takes in the Explorer and select them. Select a range by pressing Shift and clicking the first and last file in the range, or select nonadjacent files by pressing Ctrl and clicking the various clips individually.
2.
Right-click and drag one of the selected clips in the group to the timeline.
3.
From the shortcut menu, choose Add as Takes.
Tip:
To add either just the audio or just the video portions of files as takes, choose Video Only: Add Video as Takes or Audio Only:
Add Audio as Takes from the shortcut menu.
Adding takes to existing events
You can add media files to existing events as takes.
1.
Right-click a media file in the Explorer and drag it to an existing event.
2.
From the shortcut menu, choose Add as Takes.
ADVANCED EDITING TECHNIQUES |
125
Selecting takes
When you add an event with multiple takes, a single event is inserted into a track. The length of the event is set according to the last clip that was selected. This last clip is set as the active take.
1.
Right-click an event with multiple takes.
2.
From the shortcut menu, choose Take, and choose Next Take or Previous Take from the submenu. Alternately, choose the name of the take from the list at the bottom of the submenu.
Tip:
Click an event and press T to select the next take or Shift+T to select the previous take.
Previewing and selecting takes
You can preview the takes for a given event.
1.
Select an event containing multiple takes.
2.
Right-click to display a shortcut menu or, from the Edit menu, choose Take to display a submenu.
3.
Choose Choose Active... from the submenu. The Take Chooser dialog appears.
4.
Select the take that you want to preview and use the Play ( ) and Stop ( ) buttons within the dialog.
5.
To use a take, select it and click OK. The selected take is now the active take.
Deleting takes
You can delete individual takes from an event at any time.
1.
Right-click an event with multiple takes.
2.
From the shortcut menu, choose Take, and choose Delete Active from the submenu to immediately remove the active take.
Alternately, choose Delete to open a dialog with a list of all of the takes contained in this event.
Displaying take information in events
From the View menu, choose Active Take Information to display the current take information on events in the timeline.
Pitch shifted audio events will display the amount of pitch shift in the bottom-left corner of the event. If the media has a known root note, the new root is displayed in parentheses:
Stretched audio events will display a percentage in the lower-right corner of the event to indicate the stretched playback rate. If the media has a known tempo, the effective playback tempo (after stretching) is listed in parentheses after the stretch amount.
Audio and video events that are not synchronized will be highlighted in the timeline, and the amount of offset will be displayed.
Very small offsets that are below the resolution of the timeline might be displayed as 0.00. Set the project time format to samples to see the offset amount.
126
| CHAPTER 5
Working with take names
Displaying take names on events
Take names can be displayed on the events in the timeline. From the View menu, choose the Active Take Information option.
Without take name With take name
Changing take names
Changing the name of a take does not affect the source media file in any way. Typically, you might want to change an event’s name
after recording multiple takes into a track or event. For more information, see
Working with multiple recorded takes on page 266
1.
Select the take to be renamed. For more information, see
2.
Right-click the event to display a shortcut menu.
3.
From the shortcut menu, choose Properties. The Properties dialog opens.
4.
Type the new name in the Active take name box.
5.
Click OK to set the new take name.
ADVANCED EDITING TECHNIQUES |
127
Using the Trimmer window
The Trimmer allows you to work with and edit one media file at a time. The entire file is opened into the Trimmer, in contrast to events on the timeline that might only contain a portion of the actual source file.
The main function of the Trimmer window is to allow you to trim a media file and place portions of it on a track. You can also add regions and markers to a file, preview the media file, or open it in an external audio editing program.
Trimmer history
Media file
Marker
Playhead
Splitter
Loop region or
Selection area
Zoom controls
Notes:
• The ruler, scrollbar, and zoom controls may not be visible if there is not enough space to display them. Drag the horizontal splitter between the video monitor and the Trimmer timeline to adjust the height of the timeline.
• When the scrollbar is hidden, you cannot zoom in or out on the waveform.
• When the Trimmer window is too narrow to display all buttons on the toolbar, the hidden buttons can be found in the More
Buttons drop-down list.
Sort Trimmer History
Clear Trimmer History
Remove Current Media from Trimmer
History
Trimmer on External Monitor
Loop Playback
Play from Start
Play
Pause
Stop
Go to Start
Go to End
Previous Frame
128
| CHAPTER 5
Next Frame
Enable Timeline Overwrite
Add Media from Cursor
Add Media up to Cursor
Fit to Fill
Create Subclip
Set In Point
Set Out Point
Insert Marker
Insert Region
Save Markers/Regions
Tip:
Click and hold the Previous Frame and Next Frame buttons to move the cursor multiple frames.
You can open any number of files in the Trimmer at the same time, selecting the one you currently want to work on from the
Trimmer history drop-down list.
Tips:
• If you open a multichannel audio file in the Trimmer, you can choose which channels you want to display in the Trimmer window.
Right-click the waveform display, choose Channels from the shortcut menu, and then choose a command from the submenu.
• If you open a multistream audio file in the Trimmer, you can choose which stream you want to display in the Trimmer window.
Right-click the waveform display, choose Stream from the shortcut menu, and then choose a stream from the submenu.
• If you want to edit in the Trimmer window without updating the Video Preview window, right-click the media file in the Trimmer
window and clear the Show Video in Preview Window command.
From the View menu, choose Trimmer or press Alt+2 to display the Trimmer window, if it is not already visible. You can dock the
Trimmer window in the window docking area or float it over the work area. For more information, see
Window docking area and floating window docks on page 25
Opening a file in the Trimmer
1.
Right-click an event. A shortcut menu appears.
2.
Choose Open in Trimmer.
You can also drag files to the Trimmer from the Explorer or the Project Media windows.
Tip:
If you want to open the original media file that was used to create a subclip in the Trimmer, right-click a subclip in the Project
Media window and choose Open Parent Media in Trimmer from the shortcut menu.
Double-clicking a file to open it in the Trimmer
You can set the software to open a file in the Trimmer when you double-click the file in the Project Media or Explorer windows.
1.
From the Options menu, choose Preferences.
2.
Click the General tab.
3.
Choose Double click on media file loads into Trimmer instead of tracks.
Choosing Trimmer preview options
When you’re editing in the Trimmer, you can choose to display video in the Video Preview window or in a video monitor within the
Trimmer.
• If you want to display the Trimmer cursor position in the Video Preview window, right-click the media file in the Trimmer window and verify Show Video Monitor is not selected. Right-click the media file again and select Show Video in Preview
Window.
When you click to position the cursor in the Trimmer window, the frame at the cursor position will be displayed in the Video
Preview window, and the transport controls in the Trimmer window will play the current file in the Video Preview window.
• If you want to display a dedicated video monitor in the Trimmer window, right-click the media file in the Trimmer window and select Show Video Monitor. When the video monitor is on, you can right-click the media file in the Trimmer window and select
Show Video Frames to toggle video frames in the Trimmer window.
• If you want to display the Trimmer cursor position on an external monitor, select the Trimmer on External Monitor button
( ).
Tip:
If an external monitor is enabled for the Trimmer and the Video Preview window, focus will determine which source is sent to the external monitor. Click in the Trimmer window to send its video to your external monitor. Click the timeline or track list to send its video to your external monitor.
ADVANCED EDITING TECHNIQUES |
129
Choosing multichannel/multistream options
When you’re working with multichannel or multistream audio in the Trimmer, you can choose whether you want to add multichannel/multistream audio to the timeline when creating events.
Right-click the audio waveform in the Trimmer and select Use All Streams and Channels to allow Vegas Pro to determine which audio streams and channels to use:
• Multichannel audio from MXF files will be added to the timeline if the Import MXF as multichannel check box on the General tab of the Preferences dialog is selected. When the check box is cleared, audio from MXF files will be imported as stereo, but you can access the other channels by right-clicking the event and choosing Channels from the shortcut menu.
• When using surround AC3 or Windows Media, the stereo downmix stream will be used when adding media to a stereo project.
When adding media to a 5.1 surround project, the stereo stream will be used.
• In other cases, all streams and all channels will be added to the timeline.
When Use All Streams and Channels is not selected, only the stream and channels displayed in the Trimmer will be added to the timeline.
Moving frame by frame in the Trimmer window
As you navigate through a video file in the Trimmer, the exact frame that the cursor is over in time is displayed as in a thumbnail image under the cursor. When using the left and right arrow keys, this allows you to edit with frame accuracy.
You can also click the Previous Frame ( ) and Next Frame ( ) buttons to navigate frames in the Trimmer window.
Tip:
Click and hold the Previous Frame and Next Frame buttons to move the cursor multiple frames.
Making selections in the Trimmer
After you have opened a media file in the Trimmer, you can select a segment of it and place it in your project. Make a time selection
Selecting a time range on page 93
You can make a selection during playback by using the keyboard. Press I or [ to mark the start of the selection, and press O or ] to mark the end.
If you know the exact timecode of the point where you want to begin and end a time selection, you can type it into the boxes at the lower right corner of the Trimmer window.
Double-click to type a value.
Selection Start Selection End Selection Length
Tip:
Press Backspace to recall the last five time selection areas in the Trimmer.
Adding selections to the timeline
You can use the Trimmer window to do traditional two-point, three-point and four-point editing. These editing techniques allow you to add smaller sections of files to the timeline.
Post-edit ripple mode affects how a selection is added to the timeline from the Trimmer. When the Auto Ripple button ( selected, adding a selection from the Trimmer selection affects the position of later events on the track. When not in post-edit
) is
130
| CHAPTER 5
Adding selections at the cursor (three-point editing)
1.
Open a media file in the Trimmer.
2.
Make a time selection in the Trimmer.
3.
Select the track in the timeline where the selection will be added.
Tip:
You can also select two points in the timeline and a single point in the Trimmer to perform three-point editing. In this mode,
ripple editing is not applied. For more information, see Applying post-edit ripples on page 107
4.
Position the cursor in the timeline at either the start or end point where you want to add the selection.
5.
Add the selection to the timeline in one of the following ways:
• Click the Add Media from Cursor button ( ) or press A to insert the event after the cursor.
• Click the Add Media up to Cursor button ( ) or press Shift+A to insert the event before the cursor.
Alternately, you can drag the selection from the Trimmer to the timeline.
Drag from the Trimmer to a project track.
Using a Trimmer selection to fill a timeline selection (four-point editing)
1.
Open a media file in the Trimmer.
2.
Select the portion of the file that you want to use.
3.
Select the portion of the timeline where you want to use the Trimmer selection.
4.
Click the Fit to Fill button ( ). The Trimmer selection is time-compressed or stretched to fill the timeline selection.
Overwriting timeline events with the Trimmer selection
The standard behavior of the Trimmer is to perform punch-in edits on the timeline: when you add media to the timeline, the events created by the Trimmer are laid over existing events on the timeline. You can delete or move the events you create with the Trimmer without changing the underlying events.
If you want to replace the contents of the timeline when creating events from the Trimmer, select the Enable Timeline Overwrite button (
Applying postedit ripples on page 107
Using the Trimmer History list
The drop-down list at the top of the Trimmer lists files and events that have been opened in the Trimmer.
To open a recently used file, choose its file name from the Trimmer History drop-down list.
To sort the list, click the Sort Trimmer History button ( ). The files in the drop-down list are sorted in alphabetical order. To sort in reverse alphabetical order, hold the Ctrl key while clicking on the Sort Trimmer History button.
Tip:
By default, the Trimmer History list displays file name followed by file path. You can choose to display file path first by clearing
information, see General tab on page 434
ADVANCED EDITING TECHNIQUES |
131
To clear the list, click the Clear Trimmer History button ( ). All files in the drop-down list are removed.
To remove a single file from the list, click the Remove Current Media from Trimmer History button ( ). The media file is removed from the drop-down list and the Trimmer window is blank.
Adding and saving regions and markers to a media file
The Trimmer allows you to add markers and regions to a media file in the same way that you add them to your project. You can also click the Insert Marker ( ) and Insert Region ( ) buttons in the Trimmer window to add markers and regions.
Media file markers and regions are different from project markers and regions. The difference between the two is that project markers and regions affect a project, while media file markers and regions are embedded in, and saved with, a media file.
Marker Region
The markers and regions you add in the Trimmer are only temporary. You must save them by clicking the Save Markers/Regions button ( ) in the Trimmer window if you want to use them again after you close the project. After the markers and regions are added and saved to the media file, they are available when you open the media file in an audio editor program or in the Trimmer.
Note:
You cannot save markers to read-only media files. Change a file’s properties to make the file writable before saving markers.
Automatically saving Trimmer markers and regions with media files
1.
From the Options menu, choose Preferences.
2.
On the General tab, select Automatically save trimmer markers and regions with media file.
Adding regions as takes
Once regions are saved with a media file, either in the Trimmer window or in another application, you can add the regions as takes to the timeline from the Explorer window. In the Explorer window, click the arrow next to the View button and select Region View from the drop-down list. A single media file can contain a number of separate regions. You can select these regions individually or as groups and insert them as takes into the timeline. This is especially useful when loop-recording numerous takes to a single file.
For more information, see Working with takes on page 125
Viewing media markers and regions in events
From the View menu, choose Event Media Markers to toggle the display markers (including XDCAM essence marks) and regions that are saved in a media file. These markers are displayed in the timeline in events that refer to the media file.
Media markers and regions cannot be edited within the event. However, when you edit the markers in markers and regions in the
Trimmer window or in an external audio editor, the event will reflect your changes.
132
| CHAPTER 5
Media markers in Trimmer Media markers in event
Tips:
• From the View menu, choose Event Media Markers, and then choose Show Marker Labels from the submenu to toggle the
display of marker labels in events.
• When media markers are displayed, you can use them as snap points for positioning the cursor and for edge-trimming if Snap to
Markers is selected on the Options menu. If a media file's frame rate does not match your project frame rate, frame quantization will
occur after the snap if Quantize to Frames is selected on the Options menu.
Opening a file in an external audio editor from the Trimmer
The Trimmer allows you to open your selected audio editing application (for example, Sound Forge) to perform permanent edits to the media file. After you make the necessary changes and save the file in the audio editor, the event is automatically updated. Make
sure that the media file’s name and location remain the same. For more information, see
Using an external audio editing program on page 119
To open the audio editor from the Trimmer, right-click the audio waveform and select Open in Audio Editor.
Creating a subclip
1.
Create a selection in the Trimmer window.
2.
Click the Create Subclip button ( ). The Create Subclip dialog appears.
Tip:
You can also right-click an event in the timeline and choose Create Subclip from the shortcut menu.
3.
In the Name box, type the name you want to use to identify the subclip in the Project Media window. By default, the file name is used with a subclip number appended.
4.
Select the Reverse check box if you want the subclip to be played backward when you add it to your project.
5.
Click OK to create the subclip. You can then create events from subclip via the Project Media window.
ADVANCED EDITING TECHNIQUES |
133
Selecting a subclip in its parent media
1.
Right-click a subclip in the Project Media window and choose Open in Trimmer from the shortcut menu.
2.
Right-click the media file in the Trimmer window and choose Select Parent Media from the shortcut menu. The subclip’s original media file is opened in the Trimmer, and the portion of the media that represents the subclip is selected.
Tip:
If you want to open the original media file that was used to create the subclip in the Trimmer, right-click an event on the
timeline (or a subclip in the Project Media window) and choose Open Parent Media in Trimmer from the shortcut menu.
Opening files in the Trimmer by default
You can automatically load files into the Trimmer window by selecting the Double-click on media file loads into Trimmer instead
of tracks check box on the General tab in the Preferences dialog. For more information, see
When this check box is selected, no events are created when you double-click a media file in the Explorer window or Project Media window. Instead, the Trimmer is displayed to allow you to choose a portion of the file you want to use.
Removing red eye from still images
1.
Right-click a still image on the timeline (or in the Project Media window) and choose Red Eye Reduction from the shortcut menu.
2.
Click the center of the red eye and drag to create a selection around the red portion of the eye.
3.
Click the Zoom In ( ) and Zoom Out ( ) buttons to change the magnification of the image, or roll the mouse wheel forward or backward to zoom around the cursor position.
Tip:
For keyboard shortcuts to help you navigate in the Red Eye Reduction window, see
Red eye reduction commands on page 507 .
4.
Drag to position the selection box over the portion of the eye you want to correct.
5.
Drag the borders of the selection box to adjust its size. Vegas Pro automatically adjusts the portion of the image in the selection box to remove red eye.
Tip:
Right-click a selection box and choose Delete from the shortcut menu to remove it.
6.
Readjust the selection box as needed, and repeat this procedure for each red eye in the image.
Note:
If an image is used multiple times in your project, removing the red eyes once will affect all instances of the image.
Using the Edit Details window
The Edit Details window displays a database for all of the media in your project. It shows information about how the files are being used and allows you to modify many of those properties. You can sort, add or change information, rearrange columns, and edit items in the project.
This window provides an alternate method for working with events, audio CD track list items, command markers, markers, and regions after they are placed in your project.
Window docking area and floating window docks on page 25
134
| CHAPTER 5
Viewing the Edit Details window
To view the Edit Details window, choose Edit Details from the View menu or press Alt+4. The Show drop-down list allows you to view categorized project information. You can edit most entries by double-clicking them or by right-clicking them to display a shortcut menu.
Right-click an entry to display a shortcut menu, or double-click an entry to edit it.
Use the scroll bar to view other columns in the window.
Audio CD track list
The Audio CD track list category displays information about the track and index markers placed on the CD layout bar. This
information is used to burn audio CDs. For more information, see
Understanding tracks and indices on page 405
Commands
The Commands category displays information about commands that are placed along the project’s timeline. This category displays four columns: the command’s position along the timeline, the command type, its parameters, and any comments that were entered
information, see Working with command markers on page 115
Events
The Events category displays information about all of the events in your project. You can sort any of the information by clicking a column’s header. The number of columns in the Events category requires that you use the scroll bar to view them all.
The following table explains each column in the Events category and describes its function.
Column Description Edit function
Track
Start
Displays the track number where the event is located.
Move the event to a different location by entering a different track
number. For more information, see
Displays when on the timeline the event starts playback.
Enter a different value to cause the event to begin playback sooner or
later in the project. For more information, see
Moving events along the timeline on page 62
End Displays when on the timeline the event ends playback.
Enter a different value to cause the event to end playback sooner or
later in the project. For more information, see
Moving events along the timeline on page 62
Length Displays the total length of the event. Enter a different value to increase or decrease the event’s playback time.
Number of Takes Displays the amount of recorded takes contained in the event.
Display only (cannot be edited).
Active Take
Name
Take Start
Changing take names on page 127
Displays the offset into the source media file when the placed event begins playback.
Enter a different value to cause the take to playback sooner or later from the source media file.
Timecode In Displays the media file timecode at the start of the event.
Timecode Out Displays the media file timecode at the end of the event.
Display only (cannot be edited).
Display only (cannot be edited).
ADVANCED EDITING TECHNIQUES |
135
Column
File Path
Tape Name
Select
Mute
Loop
Lock
Normalize
Snap Offset
Description Edit function
Displays the path of the event’s media Enter a new media file reference path for the event to use. file.
Displays the name of the source media Change the tape name here or in the properties dialog for the media tape name.
file. For more information, see
Modifying media file properties on page
Displays whether the event is selected Toggle the event’s selection by clicking the check box. A check mark in the project.
in the box indicates that the event is selected. For more information,
see Making selections on page 91
Displays whether the event is muted. Toggle the event’s mute switch by clicking the check box. A check
mark in the box indicates that the event is muted. For more
information, see Mute on page 199
Displays whether the event is looped for Toggle the event’s loop switch by clicking the check box. A check playback.
mark in the box indicates that the event is looped for playback. For
more information, see Loop on page 199
Displays whether the event is locked. Toggle the event’s lock switch by clicking the check box. A check
mark in the box indicates that the event is locked. For more
information, see Lock on page 199
Displays whether the event is normalized.
Toggle the event’s normalize switch by clicking the check box. A
information, see Normalize (audio only) on page 200
. check mark in the box indicates that the event is normalized. For more
Displays when in the event the snap offset is positioned.
Enter a different value to change the snap offset position in the event.
For more information, see Using the event snap offset on page 123
Markers
The Markers category displays information about markers on the project’s timeline. This category displays two columns: the marker’s position on the timeline and the marker’s name.
Regions
The Regions category displays information about regions on the project’s timeline. This category displays four columns: the region’s start position, end position, length, and name.
Selected Events
The Selected Events category is visually identical to the Events category except that the Edit Details window only displays information about events that are selected in your project.
Customizing the Edit Details window
You can arrange and delete columns from each category and save the changes to a personal template. One template is available from which you can create your own display options.
1.
From the Show drop-down list, choose the category that you want to customize.
2.
Drag a column’s header to the new position. The cursor changes to a column icon ( ) as you move the column. If you want to remove the column from the display, drag the icon off the Edit Details window. Release the mouse to drop the column in its new position.
3.
The Template drop-down name changes to “Untitled.” Type a new name in the Template drop-down.
4.
Click the Save button ( ) on the Edit Details window to save the custom display.
Tip:
You can delete a custom display by selecting it from the template drop-down list and clicking the Delete button (
).
136
| CHAPTER 5
Chapter 6 Working with Multicamera Video
Vegas® Pro makes it easy to work with video from multiple cameras right from the timeline. You can capture and edit video for a single scene from multiple cameras or for a single scene shot multiple times from one camera.
Multicamera work is generally completed in the following steps:
1.
Shooting video
2.
Capturing video from cameras
3.
Synchronizing video
4.
Creating multicamera events
5.
Editing multicamera video
The following sections cover information and tips for each step in the process.
Shooting multicamera video
When shooting multicamera video, there are a few key components to consider before getting started:
• If possible, use the same make and model of camera and the same settings. Otherwise, you might need to do significant color correction in order to match the appearance between cameras.
• If possible, provide a single timecode source to all cameras.
With synchronized timecode, Vegas Pro can lay out multicamera media in perfect synchronization. Otherwise, you’ll need to manually adjust the alignment between clips.
Unsynchronized timecode between two cameras—even of the same type—drifts as much as a second per hour.
Likewise, date/time stamps also drift and can only be used for approximate layout. If you only need two cameras on your shoot, be aware that some Sony cameras (for example, HVR-V1) can synchronize timecode (using a feature called “TC Link”) over i.LINK®.
• Set the date and time in each camera. The closer these are, the better the approximate layout will be. Even if you’re using a master timecode source, you should set the date/time as a backup.
Before or after each scene, record a synchronization point. It is preferable to use a video slate board for this purpose, but you can also employ a loud and visible hand clap. You can also use a flash from a still camera, but you must disable any red-eye reduction, as this can cause multiple flashes. A fast camera flash combined with a fast shutter speed can be problematic as well.
Regardless of the synchronization method you choose, it must be visible by all cameras.
If you forget to record a synchronization point, you’ll have to align the clips in Vegas Pro using another reference point, such as something consistent in the audio or video. Be aware that in distant shots, the audio captured by the camera’s microphone will be delayed from the video (1 frame for every 11.5 meters).
• At least one of the cameras should be recording the audio you’ll use for the final edit. Alternatively, if you’re using dual-system sound, you can record audio on another device altogether. If you are shooting a musical performance, you might even be using the studio-recorded audio track. If you record audio on multiple cameras, you’ll be able to switch between it along with the video if you choose.
Capturing multicamera video
You can use the Video Capture application included with Vegas Pro to capture recordings from each camera in your
multicamera shoot just as you would normally. For more information, see
However, when you capture multicamera video, it is especially important to give each tape (or disc) a unique name;
Vegas Pro uses this information to create a track for each camera. Before you begin the capture process, enable scene detection in the capture application so each segment becomes a separate clip. For more information on enabling scene detection in the Video Capture application, see the Vegas Pro online help.
WORKING WITH MULTICAMERA VIDEO |
137
Synchronizing multicamera video clips
In order to effectively edit multicamera footage within Vegas Pro, you must have your video clips synchronized. The best place to do this is the timeline, using the same Vegas Pro editing tools as you would for any video project.
1.
Starting a new project on page 37
2.
Quantizing to frames on page 122
3.
From the Options menu, choose Ignore Event Grouping to turn it off. For more information, see
Suspending grouping temporarily on page 209
4.
Select your clips in the Project Media window. For more information, see
Using the Project Media window on page 42
5.
Add your clips to the timeline:
• For clips with synchronized timecode, choose Multicamera from the Tools menu, and then choose Lay Out Tracks Using
Media Timecode from the submenu.
• For clips without synchronized timecode, choose Multicamera from the Tools menu, and then choose Lay Out Tracks
Using Media Date/Time Stamp from the submenu.
The result is a pair of tracks for each camera, with events aligned based on the timecode or date/time stamp of each clip. If your scenes were captured with synchronized timecode, your clips should be in perfect alignment. Otherwise, you’ll need to adjust the alignment to synchronize the clips. The goal is to align the clips in time so the synchronization points you recorded occur at the same timeline position for all clips.
Adjusting alignment using audio waveforms
If you used a slate or a loud clap for your synchronization point, you can align the events to within a frame of each other using the audio waveforms.
1.
Use the zoom controls ( ) at the bottom right corner of the timeline to zoom in on the waveform.
2.
Drag a track’s border to make the tracks taller and view large waveforms.
3.
Use Shift+Up Arrow to magnify the waveforms if necessary.
4.
Click the event and press 1 or 3 on the numeric keypad to nudge the event by frames to the left or right, respectively.
Adjusting alignment using video
You can also align your events using the video.
Note:
These steps require snapping to be enabled, so if you have not already done so, turn snapping on by clicking the Enable
Snapping button (
). For more information, see Snapping events on page 121
1.
Solo the video track.
2.
information, see Using the event snap offset on page 123
3.
Repeat these steps for each clip.
4.
Drag the cursor to a snap point, and then snap the other clips to the cursor.
138
| CHAPTER 6
Creating multicamera events
Vegas Pro uses takes for multicamera editing. While the multicamera editing feature can be used with any multitake video event,
Vegas Pro makes it easy to build multitake events for multicamera editing.
For more information on the takes feature in Vegas Pro, see
Working with takes on page 125
1.
When Vegas Pro creates multitake events from your camera tracks, the take order will match the track order. As a result, it’s a good idea to first reorder your tracks if you have a particular order you prefer (wide shot, medium shots, handheld).
2.
Once all of your cameras are laid out across tracks, synchronized, and ordered to your satisfaction, select the tracks from which you want to create a multicamera track (or press Ctrl+A to select all tracks).
3.
From the Tools menu, choose Multicamera, and choose Create Multicamera Track from the submenu. Vegas Pro builds a set of tracks containing a series of events, with takes representing each of the cameras. Vegas Pro creates a new event for each time a camera was started and stopped, as well as empty “(no camera)” takes for video events where cameras were missing.
Important:
If you have envelopes, effects, or motion applied to the original camera tracks, these will be lost during this operation.
Editing multicamera video
Once you have synchronized multitake events, you can use multicamera editing mode to choose takes and switch cameras. This can be done while Vegas Pro is paused for cuts at precise points (such as certain timecodes or beat markers), or it can be done live during playback. Playback continues even when a take is chosen.
Tip:
When multicamera editing mode is active, video envelopes, effects, and motion are bypassed in the Video Preview window to preserve your playback frame rate.
Enabling multicamera editing mode
To edit multicamera video in Vegas Pro, you must enable the multicamera editing mode. From the Tools menu, choose
Multicamera, and choose Enable Multicamera Editing from the submenu.
Previewing multiple takes
In multicamera editing mode, the Video Preview window switches into multicamera mode, with a multicamera tiled view showing the contents of all takes simultaneously. The active take is highlighted with a colored border.
The active take is indicated by a colored border.
Camera or take name and number is displayed by default.
WORKING WITH MULTICAMERA VIDEO |
139
Notes:
• Vegas Pro software can preview many takes at once in multicamera mode, but your computer performance will limit the playback frame rate.
• If you have multiple video tracks and/or overlapping video events, the topmost multitake event is displayed in the Video Preview window. Single-take events, such as title overlays, are ignored. When there are multiple video tracks, the topmost event is the one on the topmost track. When there are overlapping events on the same track, the topmost event is the one to the right.
Toggling the display of camera/take name and number information in the Video Preview window
The camera and take name and number information display in the Video Preview window by default. You can toggle the display of this information from the Video tab of the Preferences window.
Tip:
You can also toggle the display of take names on events in the timeline. From the View menu, choose Active Take
Information.
1.
From the Options menu, choose Preferences, and click the Video tab.
2.
To turn off display of take name information, clear the Display take names check box. To turn off display of take number information, clear the Display take numbers check box.
Setting the active take indicator color
You can select the color that borders the active take in the Video Preview window.
1.
From the Options menu, choose Preferences, and click the Video tab.
2.
Click the Active take indicator color swatch to display a color picker, where you can choose any color using the RGBA or HSLA controls. Click the Change Color Space button ( ) to switch between RGB and HSL color modes, or click the Pick Color from
Screen button ( ) to sample a color from your screen. Click OK to return to the Video tab, and then click OK to save your preference changes.
Previewing the full frame on an external monitor
You can choose to preview the full frame on an external monitor while in multicamera mode. This allows you to see the final output without leaving multicamera mode.
From the Tools menu, choose Multicamera, and then choose Show Full Frame in External Monitor to toggle this option on or off.
For more information about previewing video on an external monitor, see
Using an external monitor on page 378
Choosing takes
There are several methods you can use for choosing takes, such as pressing number or numeric keypad keys or by clicking the takes in the Video Preview window. When you choose a take, Vegas Pro switches the active take for the multicamera event.
Note:
Holding the Ctrl key while calling a take will create a crossfade instead of a cut, with the alignment and duration determined
information, see Editing tab on page 448
In the Video Preview window, camera changes are displayed as the active take indicator moving across takes. When multicamera mode is off, you’ll see camera changes in the video output.
To change takes, Vegas Pro splits the event at the call point and switches the active take.
Note:
Empty takes (those marked with “(no camera)”) cannot be chosen.
140
| CHAPTER 6
Recutting sections
You can change the take used for an entire time selection. When possible, events using the same take are merged. If a take is not available for part of the time selection, those events are unchanged.
Expanding a multicamera track to multiple tracks
Vegas Pro software can expand a multicamera track to multiple component tracks.
1.
Select a multicamera track in the track list.
2.
From the Tools menu, choose Multicamera, and choose Expand to Multiple Tracks from the submenu.
3.
You are prompted to either keep unused takes as muted events or delete them. If you keep unused takes as muted events, you can recreate your multicamera track later. Click Yes to keep unused takes or No to delete them.
Expanded multicamera track with unused takes kept as muted events.
Expanded multicamera track with deleted unused takes.
Turning off multicamera editing mode
From the Tools menu, choose Multicamera, and choose Enable Multicamera Editing from the submenu to turn off multicamera editing mode once you have completed your multicamera editing. In normal editing mode, the output displays only the active take for each event. If necessary, use traditional Vegas Pro editing tools to refine the edit. You can re-enable the multicamera editing mode and do further take selection at any time.
WORKING WITH MULTICAMERA VIDEO |
141
142
| CHAPTER 6
Chapter 7 Stereoscopic 3D Editing
You can use Vegas® Pro to edit stereoscopic 3D (S3D) projects without any add-ons or additional tools.
Editing a stereoscopic 3D project is just like editing a standard Vegas Pro project and requires minimal adjustment to your workflow:
1.
Start a new project and set your project properties to choose a stereoscopic 3D mode. For more information, see
and
Setting up your stereoscopic 3D project on page 143
2.
Set up your Video Preview window and external monitor (optional). For more information, see
Setting up stereoscopic 3D previews on page 146
3.
Add media to the timeline. For more information, see
Adding media to the timeline on page 51
4.
Synchronize and pair events on the timeline (when working with separate left and right video streams) or set
stereoscopic 3D media properties if necessary.. For more information, see
Synchronizing stereoscopic 3D events on the timeline on page 148
5.
Align the left- and right-eye views and adjust video depth. For more information, see
Aligning left- and right-eye views and adjusting depth on page 150
6.
Render your project. For more information, see
Rendering a stereoscopic 3D project on page 151
Setting up your stereoscopic 3D project
The Video tab in the Project Properties dialog allows you to configure options for working in 3D.
By default, the project’s Stereoscopic 3D mode, Swap Left/Right, and crosstalk cancellation settings will also be used when previewing and rendering your project, but you can override the project settings if necessary.
1.
From the File menu, choose Properties. The Project Properties dialog is displayed.
2.
Choose a setting from the Stereoscopic 3D mode drop-down list.
Setting
Off
Side by side (half)
Description
Choose this setting when creating a 2D project.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed as half of the available horizontal resolution.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
Side by side (full)
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed using the full horizontal resolution.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
STEREOSCOPIC 3D EDITING |
143
Setting
Top/bottom (half)
Description
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed as half of the available vertical resolution.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
Top/bottom (full)
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed using the full vertical resolution.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
Anaglyphic (red/cyan)
Anaglyphic (amber/blue)
Anaglyphic (green/magenta)
Choose an anaglyphic setting when your project will contain left- and right-eye views in a single frame.
Line alternate
Choose this setting when your project will be displayed on a line-alternate 3D monitor.
Left- and right-eye views are interlaced using half of the available vertical resolution.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
Checkerboard
Choose this setting when your project will be displayed on a DLP-based 3D monitor.
Left- and right-eye views are tiled using half of the available horizontal and vertical resolution.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
144
| CHAPTER 7
Setting
Left only
Right only
Description
Choose the Left only or Right only setting if you’re creating separate projects for the left- and right-eye outputs.
In this example, the left-eye image is tinted blue, and the right-eye image is tinted red:
Blend
Choose this setting to blend the left- and right-eye images. This setting is useful when adjusting events.
Difference
Choose this setting when performing vertical adjustments to minimize vertical disparity.
3.
Select the Swap Left/Right check box if you need to switch the left- and right-eye pictures. This setting is useful if you’re using a line-alternate display that displays the right eye on top, if you’re using magenta/green anaglyphic glasses, or to create cross-eye free-view 3D.
4.
Drag the Crosstalk cancellation slider if you experience image bleed-through. For example, if you see right-eye images in your left eye, you can adjust the Crosstalk cancellation slider to compensate.
When your project’s Stereoscopic 3D mode is set to Side by side, Top/bottom, Line alternate, or Checkerboard mode, crosstalk cancellation is active only when the Full-resolution rendering quality drop-down list is set to Good or Best. When using anaglyphic modes, crosstalk cancellation is active for any quality level.
5.
Select the Include cancellation in renders and print to tape check box if you want to use the Crosstalk cancellation setting in your final rendered output. Clear the check box if you want to use crosstalk cancellation for previewing only.
STEREOSCOPIC 3D EDITING |
145
Setting up stereoscopic 3D previews
The Video tab in the Preferences dialog allows you to configure a 3D display for previewing your project.
Setting up the Video Preview window
The Video tab in the Preferences dialog allows you to override the project settings for previewing your stereoscopic 3D project in the Video Preview window.
1.
From the Options menu, choose Preferences and then click the Video tab (or right-click the Video Preview window and choose Video Preview Preferences from the shortcut menu).
2.
From the Stereoscopic 3D mode drop-down list, choose the setting that you want to use for previewing your project in the
Video Preview window.
Setting
Use project settings
Side by side (half)
Side by side (full)
Top/bottom (half)
Top/bottom (full)
Description
Uses the setting from the Video tab in the Project Properties dialog.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed as half of the available horizontal resolution.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed using the full horizontal resolution.
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed as half of the available vertical resolution.
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed using the full vertical resolution.
Choose an anaglyphic setting when your project will contain left- and right-eye views in a single frame.
Anaglyphic (red/cyan)
Anaglyphic (amber/blue)
Anaglyphic (green/magenta)
Line alternate
Checkerboard
Left only
Right only
Blend
Choose this setting when your project will be displayed on a line-alternate 3D monitor.
Left- and right-eye views are interlaced using half of the available vertical resolution.
Choose this setting when your project will be displayed on a DLP-based 3D monitor.
Left- and right-eye views are tiled using half of the available horizontal and vertical resolution.
Choose the Left only or Right only setting if you’re creating separate projects for the left- and right-eye outputs.
Difference
Choose this setting to blend the left- and right-eye images. This setting is useful when adjusting events.
Choose this setting when performing vertical adjustments to minimize vertical disparity.
3.
Select the Swap Left/Right check box if you need to switch the left- and right-eye pictures. This setting is useful if you’re using a line-alternate display that displays the right eye on top, if you’re using magenta/green anaglyphic glasses, or to create cross-eye free-view 3D.
4.
Drag the Crosstalk cancellation slider if you experience image bleed-through. For example, if you see right-eye images in your left eye, you can adjust the Crosstalk cancellation slider to compensate.
When your project’s Stereoscopic 3D mode is set to Side by side, Top/bottom, Line alternate, or Checkerboard mode, crosstalk cancellation is active only when the Full-resolution rendering quality drop-down list is set to Good or Best. When using anaglyphic modes, crosstalk cancellation is active for any quality level.
5.
Click OK to close the Preferences dialog.
146
| CHAPTER 7
Setting up an external monitor
The Preview Device tab in the Preferences dialog allows you to override the project settings for previewing your stereoscopic 3D project on an external monitor.
1.
From the Options menu, choose Preferences and then click the Preview Device tab.
2.
From the Device drop-down list, choose the device where your monitor is connected. The Details box displays information about the device.
• The AJA Video Device, Blackmagic Design DeckLink, OHCI-Compliant IEEE 1394/DV, and Windows Secondary Display settings can be used for stereoscopic 3D output (for example, side by side) to a television that accepts that form of 3D input or line-alternate displays provided your project resolution matches the output resolution.
• The Stereoscopic 3D Graphics Card setting will work with most graphics cards that support OpenGL. In particular, if you are using Line Alternate or Checkerboard mode, this driver will provide correct output regardless of project resolution.
To support 120 Hz displays with active shutter glasses, use the Left and Right mode with a graphics card that supports
NVIDIA 3D Vision for Quadro. For more information and for hardware requirements, please see
http://www.nvidia.com/ object/quadro_pro_graphics_boards.html
.
3.
From the Display drop-down list, choose your 3D display.
You can click the Identify Displays button to determine which display corresponds to each setting in the drop-down list. A number will be displayed on each monitor.
Note:
If the monitor number is displayed in red, the graphics card does not support 3D acceleration or acceleration has been turned off. You can go to Start > Settings > Control Panel > Display > Settings > Advanced > Troubleshoot to turn on acceleration if your adapter supports it.
4.
Select the Scale output to fit display check box if you want the video preview to fill the display.
5.
Select the Apply deinterlace filter check box if you’re previewing interlaced video on a noninterlaced display. This filter can reduce the artifacts you often see on the edges of moving areas.
Important:
The Apply deinterlace filter check box will be unavailable if your video adapter does not support pixel shading.
6.
Select the Wait for vertical sync check box if you want to wait for the monitor’s vertical refresh timing before displaying frames.
This setting is available only when using the Stereoscopic 3D Graphics Card device and can be used to correct image tearing.
7.
Select the Recompress edited frames check box.
8.
Select the Display frames in Video Preview window during playback check box if you want to preview on the secondary monitor and in the Vegas Pro Video Preview window simultaneously.
When the check box is cleared, video is sent only to the secondary monitor.
9.
Select the Use project output rotation setting check box if you’re rendering a rotated project and want to use the Output
rotation setting from the Project Properties dialog for previewing your project.
When the check box is cleared, the media is rotated according to its Media Properties setting, but the Video Preview output is unrotated. You can use this setting to proof your project on an unrotated display.
10.
From the Stereoscopic 3D mode drop-down list, choose the setting that you want to use for previewing your project on a 3D monitor.
Setting
Use project settings
Side by side (half)
Side by side (full)
Description
Uses the setting from the Video tab in the Project Properties dialog.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed as half of the available horizontal resolution.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed using the full horizontal resolution.
STEREOSCOPIC 3D EDITING |
147
Setting
Top/bottom (half)
Top/bottom (full)
Description
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed as half of the available vertical resolution.
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed using the full vertical resolution.
Choose an anaglyphic setting when your project will contain left- and right-eye views in a single frame.
Anaglyphic (red/cyan)
Anaglyphic (amber/blue)
Anaglyphic (green/magenta)
Line alternate
Checkerboard
Choose this setting when your project will be displayed on a line-alternate 3D monitor.
Left- and right-eye views are interlaced using half of the available vertical resolution.
Choose this setting when your project will be displayed on a DLP-based 3D monitor.
Left- and right-eye views are tiled using half of the available horizontal and vertical resolution.
Choose the Left only or Right only setting if you’re creating separate projects for the left- and right-eye outputs.
Left only
Right only
Blend
Difference
Choose this setting to blend the left- and right-eye images. This setting is useful when adjusting events.
Choose this setting when performing vertical adjustments to minimize vertical disparity.
Left and Right
Choose this setting when you’re using the Stereoscopic 3D Graphics Card setting with a supported 3D display.
11.
Select the Swap Left/Right check box if you need to switch the left- and right-eye pictures. This setting is useful if you’re using a line-alternate display that displays the right eye on top, if you’re using magenta/green anaglyphic glasses, or to create cross-eye free-view 3D.
12.
Drag the Crosstalk cancellation slider if you experience image bleed-through. For example, if you see right-eye images in your left eye, you can adjust the Crosstalk cancellation slider to compensate.
When your project’s Stereoscopic 3D mode is set to Side by side, Top/bottom, Line alternate, or Checkerboard mode, crosstalk cancellation is active only when the Full-resolution rendering quality drop-down list is set to Good or Best. When using anaglyphic modes, crosstalk cancellation is active for any quality level.
13.
Click OK to close the Preferences dialog.
Synchronizing stereoscopic 3D events on the timeline
When shooting stereoscopic 3D using a pair of cameras, it is important to record a synchronizing event. Some users clap or snap their fingers in front of the cameras; others use a flash from a still camera, a pet-training clicker, or a professional slate.
Tips:
• If you’re working with multistream 3D files or files that contain both images in each frame, you don’t need to align events. When you add multistream media to a stereoscopic 3D project, the first stream will be used and paired with the next stream.
If you need to change the mode for a media file or swap the left/right images, you can use the Media tab of the Media Properties
dialog. For more information, see Modifying media file properties on page 303 .
• If you have two files that have synchronized timecode — such as video shot on a 3D camera that creates separate left- and right-eye
clips — you don’t need to align the audio and video. Just select the clips in the Project Media window and choose Pair as
Stereoscopic 3D Subclip from the shortcut menu.The first stream will be used and paired with the next stream.
If you need to change the mode for a media file or swap the left/right images, you can use the Media tab of the Media Properties
dialog. For more information, see Modifying media file properties on page 303 .
• If you want to add stereoscopic 3D depth to tracks using 3D compositing, you can use the Stereoscopic 3D Camera controls on the
Track Motion dialog. For more information, see 3D compositing on page 331 .
148
| CHAPTER 7
Supported multistream formats:
• Dual-stream AVI or QuickTime files
• CineForm Neo3D 5.1 or later (a CineForm product or the free Neo Player is required to read Cineform Neo3D files)
• Two separate files paired as described in this topic
1.
Add your media to the timeline using Add Across Tracks mode so the video for the left and right eyes is on separate tracks. In the following example, the left-eye track is above the right-eye track.
2.
Use one of the following methods to align the audio and video so the video output is synchronized.
• If you used a slate or a loud clap for your synchronization point, you can align the events to within a frame of each other using the audio waveforms:
a.
Roughly align the audio waveforms by dragging events in the timeline.
b.
Use the Zoom controls at the bottom-right corner of the timeline to zoom in on the waveform.
c.
Verify Quantize to Frames is enabled because you want video frames to be aligned even if the audio is slightly out of alignment.
d.
Drag a track’s border to make the tracks taller and view large waveforms.
e.
Use Shift+Up Arrow to magnify the waveforms if necessary.
f.
Click the event you want to move and press 1 or 3 on the numeric keypad to nudge the event by frames to the left or right.
• Synchronizing a video event:
Note:
These steps require snapping to be enabled, so if you have not already done so, turn snapping on by clicking the
Enable Snapping button (
). For more information, see Snapping events on page 121 .
a.
Solo the video track.
b.
information, see Using the event snap offset on page 123
c.
Repeat steps a and b for each clip.
d.
Drag the cursor to a snap point, and then snap the other clips to the cursor.
If the cameras were not genlocked together (shooting at the same cadence) you may find one to be up to half a frame ahead of the other. Unless your scene has lots of fast motion, this is acceptable; just be sure to get them as close as possible on the timeline.
STEREOSCOPIC 3D EDITING |
149
3.
Select both video events, right-click one of the events, and choose Pair as Stereoscopic 3D Subclip.
One video event is deleted from the timeline, the active take for the event is set to the new multistream subclip, and a new multistream clip is added to the Project Media window. If you view the clip properties for the new subclip, you’ll see that the
Stereoscopic 3D Mode is set to Pair with next stream.
4.
Delete the audio track that is not grouped with the remaining video event to prevent phasing effects.
Aligning left- and right-eye views and adjusting depth
It is very important that stereoscopic 3D video have differences between the views only in horizontal displacement. Any vertical or rotational misalignment will detract from the viewing experience and may even cause viewer discomfort. Also, it is important to limit the amount and direction of horizontal offset to create comfortable depth.
For example, when shooting with parallel-axis cameras, all of the action is usually in front of the screen, and you need to use horizontal image translation to push most of it behind the screen.
Use the 3D glasses in combination with viewing the output without the glasses to create good alignment and depth settings. You usually want all of the action behind the screen plane, only crossing the screen plane for dramatic or special effect. However, make sure never to create divergence, where the left-eye picture would appear more than 2.5 inches to the left of the right-eye picture on the largest screen where your movie will be shown.
For example, if the largest screen to be used is 16:9 with a 106-inch diagonal, the width is 87 percent of the diagonal, or about 92 inches. With 1920x1080 content, 2.5 inches is only 52 pixels, so make sure your distant objects are never more than 52 pixels apart.
You can use the Stereoscopic 3D Adjust plug-in to adjust horizontal offset, vertical offset, keystoning, and rotation. This plug-in can be applied at the event level, track level, or video output level. For more information about applying video effects, see
Using video effects on page 319
.
You can use the plug-in’s controls as follows:
Item
Horizontal Offset
Vertical Offset
Zoom
Keystone
Rotation
Auto Correct
Flip Horizontal
Flip Vertical
Automatic Crop
Crop
Description
Drag the slider to adjust the horizontal alignment of the left- and right-eye views to set the perceived position of the video relative to screen depth.
If left- and right-eye views are not aligned vertically, drag the slider to correct the offset.
If left- and right-eye views are not zoomed identically, drag the slider to correct the offset.
Drag the slider to correct for image keystoning. Image keystoning occurs when the left- and right-eye cameras are not parallel.
Drag the slider to correct for camera tilt in the left- and right-eye views.
Click to analyze video and automatically calculate values for Vertical Offset, Zoom,
Keystone, and Rotation.
Choose a setting from the drop-down list to flip the image for horizontally inverted cameras.
Choose a setting from the drop-down list to flip the image for vertically inverted cameras.
Select this check box if you want to automatically crop the left- and right-eye views during adjustment to prevent black borders created by the plug-in’s adjustments.
When the Automatic Crop check box is cleared, you can drag this slider to adjust image cropping.
Tips:
• 3D depth adjustment is a complex process and is out of the scope of this document. For more information, please review a reference such as 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen by Bernard Mendiburu.
• When you’re working with a stereoscopic 3D project, a separate check box is displayed in the Video FX window for the left- and right eye video: . By limiting an effect to the left or right eye only, you can use multiple instances of a plug-in with different settings for each eye.
150
| CHAPTER 7
Rendering a stereoscopic 3D project
When you render your project, the Stereoscopic 3D mode setting from the Video tab in the Project Properties dialog is used by default.
If you want to use a different rendering format (to deliver separate left- and right-eye masters, for example, or to create multiple versions of your project), you can change the rendering mode.
Supported 3D rendering formats:
• CineForm Neo3D (requires CineForm NeoHD, Heo4k, or Neo3D 5.1 or later). You can create a custom QuickTime or AVI render template that uses CineForm as your video format. Rendering with this template will create a Neo3D file that can be used by any application that supports the CineForm stereoscopic 3D format.
• Two separate files. You can create two custom templates and use the Project tab in the Custom Settings dialog to set the
Stereoscopic 3D mode for one template to Left Only and the other to Right Only. You can then render the files separately or use Tools > Scripting > Batch Render to render the left- and right-eye files.
1.
From the File menu, choose Render As to display the Render As dialog.
2.
Choose a drive and folder from the Save in drop-down list, or use the browse window to locate the folder where you want to save your file.
3.
Type a name in the File name box, or select a file in the browse window to replace an existing file.
4.
Choose a file type from the Save as Type drop-down list.
5.
Click the Custom button to create a new template.
6.
In the Custom Settings dialog, click the Project tab.
7.
From the Stereoscopic 3D mode drop-down list, choose the setting that you want to use for rendering your project.
Choose Use project settings if you want to use the setting from the Video tab in the Project Properties dialog, or choose another mode if you want to override the project setting when rendering.
Setting
Use project settings
Side by side (half)
Side by side (full)
Top/bottom (half)
Top/bottom (full)
Description
Uses the setting from the Video tab in the Project Properties dialog.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed as half of the available horizontal resolution.
Choose this setting when your project will contain left- and right-eye views in a single frame.
Left- and right-eye views are displayed using the full horizontal resolution.
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed as half of the available vertical resolution.
Choose this setting when your project will contain left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed using the full vertical resolution.
Choose an anaglyphic setting when your project will contain left- and right-eye views in a single frame.
Anaglyphic (red/cyan)
Anaglyphic (amber/blue)
Anaglyphic (green/magenta)
Line alternate
Checkerboard
Left only
Right only
Blend
Choose this setting when your project will be displayed on a line-alternate 3D monitor.
Left- and right-eye views are interlaced using half of the available vertical resolution.
Choose this setting when your project will be displayed on a DLP-based 3D monitor.
Left- and right-eye views are tiled using half of the available horizontal and vertical resolution.
Choose the Left only or Right only setting if you’re creating separate projects for the left- and right-eye outputs.
Difference
Choose this setting to blend the left- and right-eye images. This setting is useful when adjusting events.
Choose this setting when performing vertical adjustments to minimize vertical disparity.
STEREOSCOPIC 3D EDITING |
151
8.
Select the Swap Left/Right check box if you need to switch the left- and right-eye pictures. This setting is useful if you’re using a line-alternate display that displays the right eye on top, if you’re using magenta/green anaglyphic glasses, or to create cross-eye free-view 3D.
9.
Drag the Crosstalk cancellation slider if you experience image bleed-through. For example, if you see right-eye images in your left eye, you can adjust the Crosstalk cancellation slider to compensate.
When your project’s Stereoscopic 3D mode is set to Side by side, Top/bottom, Line alternate, or Checkerboard mode, crosstalk cancellation is active only when the Full-resolution rendering quality drop-down list is set to Good or Best. When using anaglyphic modes, crosstalk cancellation is active for any quality level.
10.
Save your template for future use:
a.
Type a name in the Template box to identify your rendering template.
b.
Click the Save Template button ( ).
c.
Click OK to return to the Render As dialog.
11.
Click Save to render your project using your new template.
152
| CHAPTER 7
Chapter 8 Working with XDCAM Video
Vegas® Pro software provides all the tools you need to edit proxy and full-resolution HD and SD XDCAM MSF files natively, with no transcoding required. Vegas Pro supports all HD and SD XDCAM compression types, all frame rates, all aspect ratios, multichannel audio, and essence marks. All proxy and full-resolution XDCAM source file types can be mixed in a single timeline, edited, and transferred back to XDCAM via i.LINK, network FTP, or SDI.
The following sections provide workflows for efficient editing of video from an XDCAM EX camera or an XDCAM/
XDCAM HD camera or deck.
XDCAM EX workflow
The following topic provides a workflow for efficient editing of video from an XDCAM EX camera.
XDCAM EX differs from XDCAM/XDCAM HD in several key areas.
• XDCAM EX cameras record to SxS flash memory rather than optical disc.
• XDCAM EX cameras record full-HD video to MPEG-2 (MP4) format.
• XDCAM EX video is not visible in the XDCAM Explorer window. Use the Device Explorer window to import clips
from an XDCAM EX device. For more information, see
Using the Device Explorer on page 60
• When editing XDCAM EX video, you’ll edit full-resolution MXF files. Proxies are not available.
1.
Shoot your video with your XDCAM EX camera.
2.
Transfer your clips from your camera to your computer.
a.
Install the SxS device driver.
b.
Connect your camera (or card reader) to your computer with a USB cable.
c.
Your camera will prompt you to Connect USB Now? Choose Execute.
d.
Use the Device Explorer window to import clips from your XDCAM EX device to the Project Media window.
For more information, see Using the Device Explorer on page 60
Note:
Previous versions of Vegas Pro required you to convert XDCAM EX clips to MXF format before editing.
This conversion is no longer required, but the workflow is still supported. If you want to wrap your XDCAM EX clips in
MXF format, use XDCAM EX Clip Browsing Software.
3.
Drag your captured clips from the Project Media window to the timeline to create events.
4.
Edit your project as needed.
WORKING WITH XDCAM VIDEO |
153
5.
Render your project for your destination format. You can also render to XDCAM EX format by choosing XDCAM EX (*.MP4) from the Save as type drop-down list in the Render As dialog.
Note:
The following notes apply when rendering XDCAM EX format files:
• Only embedded XML metadata is included with rendered files. Embedded XML metadata supports markers and regions; title, author, and description summary information; recording date/time; and timecode in/out.
• When you intend to transfer files back to SxS media, select the Write segmented files if output exceeds 4 GB check box on the
Video tab of the Custom XDCAM EX Settings dialog (click the Custom button in the Render As dialog and then click the Video tab).
When this check box is selected, large files will be segmented at 4 GB for compatibility with the SxS file format.
• XDCAM EX supports smart rendering across the following formats when the source and destination MPEG-2 video match in frame size, bit rate, profile, and level:
• SP 18.3 Mbps CBR 1280x720p to/from XDCAM EX and HDV HD-1
• SP 25 Mbps CBR 1440x1080i to/from XDCAM EX, XDCAM HD, and HDV HD-2
• HQ 35 Mbps VBR 1440x1080 to/from XDCAM EX and XDCAM HD
• HQ 35 Mbps VBR 1280x720p to/from XDCAM EX
• HQ 35 Mbps VBR 1920x1080 to/from XDCAM EX
The Enable no-recompress long-GOP rendering check box on the General tab of the Preferences dialog must be selected to
enable smart rendering.
154
| CHAPTER 8
XDCAM and XDCAM HD workflow
You can use MXF files just like any other supported media type. The following sections provide a workflow for efficient editing.
Note:
The XDCAM deck is not available for external monitor or print to tape via iLink® while in file-access mode. Click the Safely
Remove Hardware icon ( ) in the Windows system tray and choose your XDCAM device from the menu to disconnect the device.
You can then switch to AV/C mode and reconnect to enable external monitor and print to tape functionality.
The basic workflow for working with XDCAM is as follows:
1.
Set up your XDCAM device.
The first step in working with XDCAM is to set up your computer to communicate with your XDCAM camera or deck. You can use FTP (file transfer protocol) or FAM (file-access mode or i.LINK) to transfer between your computer and device. For specific information on setting up your device and installing any necessary drivers, see its documentation. Your device must be properly installed and recognized on your computer before it can be used with Vegas Pro.
For information on setting up your device to work with Vegas Pro, see
Setting up an XDCAM device on page 156
.
2.
Import video from the XDCAM disc.
Next, you need to transfer video from your XDCAM disc to your computer for editing. Depending on your project and
Importing XDCAM discs on page 159
3.
Edit the video on the timeline.
Editing XDCAM video is identical to editing DV on the timeline. You can choose whether you want to edit full- or proxy-
resolution files on the timeline. For more information, see
Editing XDCAM clips on the timeline on page 161
4.
Replace proxy files with full-resolution versions (optional).
If you’re using proxy files for timeline editing, replace the clips with full-resolution versions before rendering or exporting back
to XDCAM disc. For more information, see
Replacing proxy-resolution clips with full-resolution media (conforming media) on page
5.
Export video back to an XDCAM disc.
If you’re planning to render your movie to a different format, render just as you would any other project.
more information, see Exporting video to an XDCAM disc on page 164
Note:
The XDCAM deck is not available for external monitor or print to tape via iLink® while in file-access mode. Click the Safely
Remove Hardware icon in the Windows system tray and choose your XDCAM device from the menu to disconnect the device. You
can then switch to AV/C mode and reconnect to enable external monitor and print to tape functionality.
WORKING WITH XDCAM VIDEO |
155
Setting up an XDCAM device
Use the following procedure if you need to set up an XDCAM deck or camera for transferring clips, replacing proxy files with fullresolution clips, or exporting video to an XDCAM device.
XDCAM deck
XDCAM camera iLink® ports for transfer
Note:
The XDCAM deck is not available for external monitor or print to tape via iLink® while in file-access mode. Click the Safely
Remove Hardware icon ( ) in the Windows system tray and choose your XDCAM device from the menu to disconnect the device.
You can then switch to AV/C mode and reconnect to enable external monitor and print to tape functionality.
1.
Click the Device button in the Export Video to XDCAM Disc or Import XDCAM Disc dialog. The XDCAM Device Settings dialog is displayed.
• To display the Export Video to XDCAM Disc dialog, click the Export Video to Sony XDCAM Disc button ( ) in the XDCAM
Explorer window.
• To display the Import XDCAM Disc dialog, click the Import XDCAM Disc button ( ) in the XDCAM Explorer window.
2.
Choose the XDCAM device where you want to import/export clips.
• Select the File Access Mode (i.LINK) radio button if your XDCAM camera or deck is connected directly to your computer via an IEEE-1394 cable. In this mode, your camera or deck is accessible much like an external drive.
Click the Browse button and choose the drive letter of the camera or deck.
Note:
Choose the drive letter of the camera or deck only; do not navigate into the folders on the disc.
• Select the FTP (Ethernet) radio button if your camera or deck is connected to your network.
Type the camera or deck’s IP address in the IP Address box.
In the Username box, type admin.
In the Password box, type the device/model number of your camera or deck. For example, if you’re exporting clips to a
PDW-1500 deck, type PDW-1500.
156
| CHAPTER 8
Tip:
The XDCAM deck is not available for external monitor or print to tape via iLink® while in file-access mode. Using FTP transfers allows you to export to a remote device and or use the device’s i.LINK connection in AV/C mode for external monitor previewing.
3.
Click OK.
Note:
For information about using your camera or deck, refer to its documentation.
Using the XDCAM Explorer window
From the View menu, choose XDCAM Explorer (or press Ctrl+Alt+F5) to display the XDCAM Explorer window, which you can use to locate, import, and export XDCAM clips.
Item Name Description
Disc List
Contents Pane
Displays a list of all XDCAM discs from which you’ve imported clips. Select a disc name to display its clips in the right side of the window.
The imported disc is not associated with the current project. Imported discs are available in the
XDCAM Explorer window until you delete them from your computer.
Right-click a disc and choose Rename from the shortcut menu to change a disc's name.
For example, if you’ve written “Joe’s Tire Spot” on your XDCAM disc, you can type that name so you don't have to try to identify the disc in the XDCAM Explorer window using its 32-digit identifier.
Displays the clips from the selected disc.
Full-resolution clips are labeled Full, and proxy files are labeled Proxy.
If you’ve transferred proxy files only, you can right-click a proxy file and choose Import Full
Resolution Files from the shortcut menu to transfer the full-resolution version of the proxy clip to your computer. Files are imported to the same folder where you transferred the proxy files.
If you’ve transferred metadata only without transferring clips, no thumbnail is displayed. Rightclick a metadata entry and choose Import Full Resolution Files or Import Proxy Files from the shortcut menu.
If the disc contains edit lists that you created on your deck or camera, they are displayed at the bottom of the contents pane. Click the down arrow next to the Views button (
Edit Lists from the menu to show or hide edit lists.
) and choose
Import XDCAM
Disc
Click to import clips from an XDCAM disc. You can choose to import proxy-resolution clips, fullresolution clips, or both. For more information, see
Importing XDCAM discs on page 159
Delete Selected
Select a disc in the left pane and click this button to delete the disc’s clips from your computer.
XDCAM Disc from
Capture Folder
Play Clip
Click to play the selected clip.
Stop
Click to stop playback.
WORKING WITH XDCAM VIDEO |
157
Item Name
Auto Preview
Description
Automatically preview media files when you click them in the XDCAM Explorer window.
Views
Click the down arrow and choose a command from the menu to change the way clips are displayed in the XDCAM Explorer.
All Essence Marks Displays a separate thumbnail for each essence marker in a clip.
Shot Marks 1 & 2
Displays a separate thumbnail for each shot marker in a clip.
Clips
Custom
Displays a single thumbnail for each clip.
Displays the Custom Essence Mark Filter dialog. Select the check box for each essence mark you want to display as thumbnails, and then click OK to close the dialog.
Edit Lists
Record Start
Created when recording begins and stops.
Record End
Shot Mark 1
Shot Mark 2
Created manually during recording.
Flash
Created when a sudden change in brightness occurs.
Filter Change
Created when the filter is changed on the camera.
Gain Change
Created when the gain value is changed on the camera.
Shutter Speed Created when the shutter speed is changed on the camera.
Change
White Balance Created when the white balance is changed on the camera.
Change
Over Audio
Limiter
Created when the audio level exceeds 0 dB.
If you’ve created an edit list on your camera or deck, you can display those edit lists in the XDCAM Explorer. Edit lists are displayed in the lower half of the
XDCAM Explorer.
Right-click an edit list and choose Add to Current Project Using Proxy Files or
Add to Current Project Using Full Resolution Files from the shortcut menu to add the edit list to the timeline at the cursor position.
Conform XDCAM
Media in Current
Project
Click to replace proxy-resolution files with full-resolution files before rendering your project or exporting your video to an XDCAM disc.
If the full-resolution clips are not available on your computer, the Conform XDCAM Media in
Current Project dialog is displayed. Insert the specified disc and click Continue to import the full- resolution clips to your computer.
Export Video to
XDCAM Disc
If you need to choose a different XDCAM device or import method, click the Device button. For more information, see
Setting up an XDCAM device on page 156
Clips are imported if necessary, and the events on the timeline are updated to use the full- resolution files.
Click to transfer video to an XDCAM disc in a camera or deck.
You can choose to render the current project to MXF or export an already-rendered MXF file. For more information, see
Exporting video to an XDCAM disc on page 164
.
Refresh XDCAM
Click to examine capture folders for files that have been added since the application was started.
Discs by
You can use this button to view files that you copy manually from an XDCAM disc to your
Examining
Capture Folders
computer.
158
| CHAPTER 8
Importing XDCAM discs
You can use the XDCAM Explorer window to import full- or proxy-resolution clips from XDCAM discs to your computer for editing.
Tips:
• If you delete XDCAM clips from your computer, those clips will appear offline in your projects. You can reimport the clips by right-
clicking the clips in the Project Media window and choosing Recapture from the shortcut menu.
• The XDCAM deck is not available for external monitor or print to tape via iLink® while in file-access mode. Click the Safely Remove
Hardware icon ( ) in the Windows system tray and choose your XDCAM device from the menu to disconnect the device. You can
then switch to AV/C mode and reconnect to enable external monitor and print to tape functionality.
1.
From the View menu, choose XDCAM Explorer to display the XDCAM Explorer window if it isn’t already visible.
2.
Click the Import XDCAM Disc button ( ) in the XDCAM Explorer window. The Import XDCAM Disc dialog is displayed.
3.
The XDCAM Device box displays the current XDCAM camera or deck.
Setting up an XDCAM device on page 156
Note:
For information about using your camera or deck, refer to its documentation.
WORKING WITH XDCAM VIDEO |
159
4.
In the Clip Resolutions box, select check boxes to indicate which clips you want to import:
Tip:
Proxy files are much smaller than the full-resolution versions. If you're working on a system with limited disk space or processing power, you can edit the smaller proxy files on the timeline and replace the proxies with full-resolution files before rendering.
Proxy editing is ideal for storyboarding or rough-cut editing.
• Clear both check boxes if you want to import clip information (metadata) only without importing clips.
You can import clips later by right-clicking a clip in the XDCAM Explorer and choosing Import Full Resolution Files or
Import Proxy Files from the shortcut menu.
• Select the All full resolution files check box to import full-resolution clips.
• Select the All proxy resolution files check box to import low-resolution clips for quick timeline editing and preview.
If you’re working on a system with limited disk space or processing power, you can edit the smaller proxy files on the timeline and replace the proxies with full-resolution files before rendering.
5.
The Capture Folder box displays the path to the folder where clips will be imported. Click the Browse button to choose a folder.
Tip:
You can also copy XDCAM discs to the capture folder manually. Simply copy the files and folders to the specified capture folder
(preserving the XDCAM disc folder folder/file structure). The next time you start Vegas Pro, the disc will be available in the XDCAM
Explorer window.
6.
Type a name in the Optional Disc Name box if you want to assign a friendly name to the disc.
For example, if you’ve written “Joe’s Tire Spot” on your XDCAM disc, you can type that name so you don’t have to try to identify the disc in the XDCAM Explorer window using its 32-digit identifier.
7.
Click the OK button to start importing clips. The disc label is added to the left pane in the XDCAM Explorer window, and the
clips are displayed in the right pane. For more information, see
Using the XDCAM Explorer window on page 157
8.
You’re ready to start editing your XDCAM clips on the timeline.
Notes:
• Select the Import MXF as multichannel check box on the General tab of the Preferences dialog if you want to import MXF files from
XDCAM cameras and decks with multichannel audio. When the check box is cleared, audio from MXF files will be imported as stereo,
but you can access the other channels by right-clicking the event and choosing Channels from the shortcut menu.
• The imported disc is not associated with the current project. Imported discs are available in the XDCAM Explorer window until you delete them from your computer.
• Imported clips are not added to the Project Media window. Drag a clip to the timeline to add it to your project or right-click a clip and
choose Add to Project Media List from the shortcut menu.
160
| CHAPTER 8
Editing XDCAM clips on the timeline
Creating and editing a project
You can use MXF files just like any other supported media type on the timeline. Depending on your workflow, you might want to use proxy or full-resolution files on the timeline.
Tip:
Proxy files are much smaller than the full-resolution versions. If you're working on a system with limited disk space or processing power, you can edit the smaller proxy files on the timeline and replace the proxies with full-resolution files before rendering.
Proxy editing is ideal for storyboarding or rough-cut editing.
1.
Import the clips from your XDCAM camera or deck to your local hard drive. For more information, see
Importing XDCAM discs on page 159
2.
Select an imported XDCAM disc on the left side of the XDCAM Explorer window. The imported clips are displayed in the right pane.
If the disc contains edit lists that you created on your deck or camera, they are displayed at the bottom of the contents pane.
Click the down arrow next to the Views button ( ) and choose Edit Lists from the menu to show or hide edit lists.
3.
Drag clips from the XDCAM Explorer window to the timeline if you want to create events, or drag them to the Project Media window to add to your project without creating events.
Right-click an edit list and choose Add to Current Project Using Proxy Files or Add to Current Project Using Full Resolution
Files from the shortcut menu to add the edit list to the timeline at the cursor position.
Note:
Essence marks from the MXF files are displayed as named media markers (media markers are visible in the timeline events
and in the Trimmer window). Choose View > Event Media Markers > Show Markers to toggle their display.
4.
Edit your project as needed.
WORKING WITH XDCAM VIDEO |
161
5.
If you’re working with proxy-resolution clips, replace them with full-resolution clips before rendering your project or exporting it to an XDCAM disc:
a.
Click the Conform XDCAM Media in Current Project button ( ) in the XDCAM Explorer window.
b.
If the full-resolution clips are not available on your computer, the Conform XDCAM Media in Current Project dialog is displayed.
c.
Insert the specified disc.
If the events on the timeline have been trimmed, you can select the Trim clips to used regions when possible check box
(available only in file-access mode) to import only the portions of the media files required for the events.
Setting up an XDCAM device on page 156
d.
Select the Trim clips to used regions when possible check box (available only in file-access mode) if you want to trim fullresolution clips to import only the portions used in your project.
Note:
Some XDCAM decks might require updated firmware to support trimming clips when connecting via Ethernet (FTP).
e.
Click Continue to import the full-resolution clips.
f.
Repeat steps 5c and 5d as needed.
Clips are imported to your computer if necessary, and the events on the timeline are updated to use the full-resolution files.
6.
You can now render your project or export it to an XDCAM deck or camera.
Setting up your project for multichannel audio
If you imported your XDCAM clips with the Import MXF as multichannel check box selected on the General tab of the Preferences dialog, your MXF files will be imported with multichannel audio. When you add the clip to the timeline, the audio channels will be added across tracks.
The example below shows an MXF clip with six-channel audio. To take advantage of multichannel mapping in Vegas Pro, set up your project to map each audio channel to a separate bus.
1.
From the Insert menu, choose Audio Bus (or click the Insert Bus button ( ) in the Mixer window) to create a bus in the Mixer window. Because we’re working with six-channel audio, we’ll add three stereo busses.
162
| CHAPTER 8
2.
Now click the bus button ( ) on each track to assign the channels to busses.
We’ll assign channels one and two to Bus A, channels three and four to Bus B, and channels five and six to Bus C.
Alternatively, you could create one bus per channel.
We’ll use this channel mapping when you render your video or export it to an XDCAM camera or deck.
For more information, see Exporting video to an XDCAM disc on page 164
Replacing proxy-resolution clips with full-resolution media (conforming media)
If you’re working with proxy-resolution clips, replace them with full-resolution clips before rendering your project or exporting it to an XDCAM disc:
1.
Click the Conform XDCAM Media in Current Project button ( ) in the XDCAM Explorer window.
2.
If the full-resolution clips are not available on your computer, the Conform XDCAM Media in Current Project dialog is displayed.
WORKING WITH XDCAM VIDEO |
163
3.
Insert the specified disc.
If the events on the timeline have been trimmed, you can select the Trim clips to used regions when possible check box to import only the portions of the media files required for the events. This option is not available when connecting to an XDCAM deck or camera via file access mode (i.Link).
Setting up an XDCAM device on page 156
4.
Click Continue to import the full-resolution clips.
5.
Repeat steps 3 and 4 as needed.
6.
Clips are imported to your computer if necessary, and the events on the timeline are updated to use the full-resolution files.
Exporting video to an XDCAM disc
From the Tools menu, choose Export Video to XDCAM Disc (or click the Export Video to XDCAM Disc button ( ) in the XDCAM
Explorer window) to save your project to a disc in an XDCAM camera or deck.
Exporting video from the timeline
Use this procedure to export the current project to an XDCAM disc.
Important:
If you are exporting a rendered file to an XDCAM disc, the file must precisely conform to the target disc format, or the export will fail.
1.
If you want to export only a portion of your project, create a time selection that includes the section of your project.
2.
From the Tools menu, choose Export Video to XDCAM Disc (or click the Export Video to XDCAM Disc button ( ) in the
XDCAM Explorer window). The Export Video to XDCAM Disc dialog is displayed.
3.
The XDCAM Device box displays the current XDCAM camera or deck.
Setting up an XDCAM device on page 156
Note:
For information about using your camera or deck, refer to its documentation.
164
| CHAPTER 8
4.
Choose render settings:
a.
Select the Render format radio button.
b.
In the File path box, type the path to the file you want to render, or click the Browse button to browse to the folder you want to use and then type a file name.
This path is used to render an MXF file to your hard drive before transferring to your XDCAM device. You can delete the file after the transfer is complete.
c.
Select the Enable multichannel mapping check box if you want to map render multiple channels of audio.
You can click the Channels button if you want to map the busses in your project to channels in the rendered file. If you don't specify a channel mapping, Vegas Pro will not render a multichannel file.
In the Channel Mapping dialog, select the check box for each bus you want to include in the rendered file. Each stereo bus will be saved to two channels in the rendered file. If you want to save a bus to a single channel, select the (Mono
downmix) check box for that bus.
If you want to change order of the busses in the channel mapping, select the bus and click the Move Up or Move Down button.
see Setting up your project for multichannel audio on page 162
d.
From the Template drop-down list, choose the setting that matches your destination disc.
Information about the selected rendering template is displayed in the Description box.
If you choose Default Template, the number of channels will match the number of channels specified in the Channel
Mapping dialog.
e.
Select the Render loop region only check box if you want to export only the portion of your project that you selected in step 1.
f.
Select the Delete file after print check box if you want to delete the rendered file from your hard drive after exporting it to disc. If the export fails, the rendered file remains on disk so you can adjust your XDCAM device settings and export again without having to render again.
g.
Select the Use project output rotation setting check box if you’re rendering a rotated project and want to use the Output
rotation setting from the Project Properties dialog for your rendered file.
When the check box is cleared, the media is rotated according to its Media Properties setting, but the project itself is unrotated—you can use this setting to proof your project on an unrotated display.
5.
Click OK. Your project is rendered and transferred to your camera or deck.
WORKING WITH XDCAM VIDEO |
165
Exporting a rendered file
Use this procedure when you have a rendered MXF file that you want to save to an XDCAM disc.
Important:
If you are exporting a rendered file to an XDCAM disc, the file must precisely conform to the target disc format, or the export will fail.
1.
From the Tools menu, choose Export Video to XDCAM Disc (or click the Export Video to XDCAM Disc button ( ) in the
XDCAM Explorer window). The Export Video to XDCAM Disc dialog is displayed.
2.
The XDCAM Device box displays the current XDCAM camera or deck.
Setting up an XDCAM device on page 156
Note:
For information about using your camera or deck, refer to its documentation.
3.
Choose the file you want to export:
a.
Select the Use an existing file radio button.
b.
In the File path box, type the path to the file you want to print, or click the Browse button to choose the file you want to print.
4.
Click OK. The selected file is transferred to your camera or deck.
166
| CHAPTER 8
Chapter 9 Working with Tracks
Tracks contain the media events on the timeline of a project. There are two types of tracks in a Vegas® Pro project: video and audio. Each type of track has its own features and controls. While tracks can be organized and mixed in any order, track hierarchy can be important in determining the final output for video. Because tracks are containers for events, effects that are applied to a track apply to every event in that track.
Managing tracks
Once you have added a track to your project, you can perform basic editing tasks on it such as duplicating, deleting, and renaming.
Inserting an empty track
Tracks are created for you when you drag events to empty spaces in the timeline. You can also add empty (eventless) tracks to a project. You can record into these tracks or use them as placeholders for specific media that you will add later. For example, you might want to create an empty track and then record a voiceover directly into a project.
1.
Right-click in the timeline or the track list to display a shortcut menu.
2.
Choose Insert Audio Track or Insert Video Track.
You can also add an empty track from the Insert menu by choosing Audio Track or Video Track. An empty track is added at the bottom of the track list.
Duplicating a track
You can duplicate a track in your project including all of the events contained on it. When you duplicate a track, the duplicate is placed directly below the original track. You can duplicate one track or select multiple tracks to duplicate.
1.
Click the track that you want to duplicate. To select multiple tracks, click each one while pressing Shift to select adjacent tracks or Ctrl to select nonadjacent tracks.
2.
Right-click and choose Duplicate Track from the shortcut menu.
Deleting a track
You can delete a track from your project and all of the events contained on it. You can delete one track or select multiple tracks to delete.
1.
Select the track that you want to delete. To select multiple tracks, click each one while pressing Shift to select a range of adjacent tracks or Ctrl to select discontinuous tracks.
2.
From the Edit menu, choose Delete.
Tip:
You can also delete a track by selecting it and pressing Delete.
Naming or renaming a track
Every track in your project has a scribble strip where you can type a name for the track. If the scribble strip is not
information, see Changing track height on page 170
1.
Double-click the scribble strip. Any existing name is highlighted on the strip.
2.
Type the new track name.
3.
Press Enter to save the track’s name.
WORKING WITH TRACKS |
167
Organizing tracks
Vegas Pro software is flexible in how tracks can be organized. You can arrange, group, and resize tracks to fit your particular needs.
Reordering tracks
When you create tracks, they are arranged in the order that they were added. It is a simple process to reorder tracks to fit your needs. You can reorder one or more tracks at a time.
Note:
1.
In the track list, place the mouse pointer on the track that you want to move.
2.
Drag the track to the new position in the track list.
Tip:
When moving a track, you might want to place the mouse pointer on the track number when dragging. This helps avoid accidental modifications to other track list controls.
Grouping tracks
You can use track groups to organize similar tracks and hide them from view when you’re not working on them. This can make the track list and timeline less cluttered and easier to work with, especially in large projects.
You can reorder track groups in the track list the same way you reorder tracks. Simply drag a track group header to a new position in the track list.
Creating track groups
1.
Select two or more tracks to group together. Press Shift to select multiple adjacent tracks. Nonadjacent tracks cannot be grouped together.
2.
Right-click one of the tracks, choose Track Group, and then choose Group Selected Tracks.
The tracks are grouped together. Click the Collapse/Expand Track Group button in the track group header to close and expand the tracks in the group.
Collapse/Expand Track Group button
Track group header
Grouping lane
When a track group is collapsed, dark gray bars indicate the length and location of events in the collapsed tracks.
Note:
If you select a parent or child video track to be added to a track group, all associated parent/child tracks will also be added to the group to preserve the compositing relationship.
Important:
When you collapse a track group, tracks and events in the group are not locked. Edits made elsewhere in the project may affect tracks and events in the collapsed track group.
168
| CHAPTER 9
Adding tracks to existing track groups
Click and drag one or more tracks into a track group to add the selected tracks to the group.
Removing tracks from groups
Click and drag one or more tracks out of a track group to remove the selected tracks from the group. You can also right-click one or more selected tracks in a group, choose Track Group, and then choose Ungroup Selected Tracks to remove tracks from a group.
Clearing track groups
1.
Click the track group header to select all tracks in the group.
2.
Right-click the track group header and choose Ungroup Selected Tracks to ungroup all tracks in the group.
Tip:
You can also right-click the grouping lane and choose Ungroup Selected Tracks from the shortcut menu to clear the track
group.
Selecting all tracks in a group
Click a track group header or grouping lane to select all tracks in the group.
Renaming track groups
Every track group in your project has a scribble strip where you can type a name for the track group.
1.
Double-click the scribble strip. Any existing name is highlighted on the strip.
2.
Type the new track group name.
3.
Press Enter to save the track group’s name.
Changing track color
When you add a track, it is automatically assigned a color. This color is easily changed. This feature is useful if you want to use color to organize similar tracks.
1.
In the track list, right-click a track to display a shortcut menu.
2.
From the shortcut menu, choose Track Display Color, and choose a color from the submenu.
Tip:
To change the available colors, use the Display tab in the Preferences dialog.
WORKING WITH TRACKS |
169
Changing track height
You can control track height by dragging the bottom edge of a track in the track list. You can also change track height by clicking the buttons on the track list.
Button Resulting Track Height Action
Minimize Track Height
Restore Track Height
Maximize Track Height
You can also use several different keyboard shortcuts to change all track heights at once:
• Press Ctrl+Shift+Down Arrow or Ctrl+Shift+Up Arrow to change the height of all tracks in your project at once.
• Press the grave accent key (`) to minimize all tracks. Press the key again to restore the tracks to their previous height. When you restore tracks to their previous height, tracks that were previously minimized are not restored. You can restore these tracks by clicking the Restore Track Height button ( ) on the track header.
• Press Ctrl+grave accent key (`) to make all tracks the default height.
Resizing a track
You can resize a track by dragging its bottom or right border. Place the mouse pointer at the bottom of the track. The cursor turns into an up/down arrow ( ). Drag up or down and release the mouse to set the desired track size. You can resize the width of the track list in a similar way.
Drag to change track height... ...or to change track list width.
170
| CHAPTER 9
Using the track list
Each track in your project has its own controls, faders, and sliders that are contained in the track list on the left side of the track. You can work with these controls to affect the events on the track.
The controls in the track list can function as trim controls or automation controls for track volume, panning, assignable effects send, and bus send levels. Adjusting the trim control affects the level of the entire track.
When a track does not use envelopes (or when the track automation mode is set to Off ), the trim level is added to the track fader.
For example, setting the track volume fader to +3 dB and the trim control to -3 dB produces a gain of 0 dB.
When a track uses envelopes, the trim level is added to the envelope so your envelope is preserved, but with a boost or cut applied.
For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
To adjust trim levels, deselect the Automation Settings button ( ) in the track header. When the Automation Settings button is selected, the volume fader, pan slider, and multipurpose slider adjust automation settings.
Using the volume fader (audio only)
The fader in the track header can function as a trim control that adjusts the overall volume of the track, or it can adjust track volume
automation settings. For more information, see
Volume or pan automation (audio only) on page 184
The trim level is added to the volume automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
1.
Deselect the Automation Settings button ( ) in the track header.
2.
Drag the Vol fader to control how loud a track is in the mix. If multiple tracks are selected, all selected tracks are adjusted.
As you drag the fader, the volume level displays to the left of the fader. Double-click the fader to set it to 0.0 dB, or double-click the current volume value to enter a specific number.
Drag to change volume. Double-click the fader to set to 0.0 dB. Double-click the current level to enter a value.
Tip:
Press Ctrl while dragging or use the mouse wheel for finer control of the fader. You can also move the fader by using the right or left arrow keys.
Volume envelopes allow you to automate track volume changes. For more information, see
Volume or pan automation (audio only) on page 184
Using the pan slider (audio only)
The Pan slider in the track header can function as a trim control that adjusts the overall panning of the track, or it can adjust track
panning automation settings. For more information, see
Volume or pan automation (audio only) on page 184
The trim level is added to the pan automation settings so your panning envelope is preserved, but with an offset applied. For example, setting the trim control to -9% left has the same effect as moving every envelope point 9% to the left.
Note:
.
Tip:
WORKING WITH TRACKS |
171
Adjusting track panning trim levels
1.
Deselect the Automation Settings button ( ).
2.
Drag the Pan slider to control the position of the track in the stereo field. Dragging to the left will place the track in the left speaker more than the right, and dragging to the right will place the track in the right speaker.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
If multiple tracks are selected, all selected tracks are adjusted.
Adjusting the track panning automation level
When you select the Automation Settings button ( ), the Pan slider handle is displayed with an automation icon ( ), and you
can use the control to edit pan automation. For more information, see
Volume or pan automation (audio only) on page 184
Changing the pan mode
Right-click the slider handle and choose a pan type to change the behavior of the Pan slider.
Note:
Item
Add Channels
Description
This mode is most useful for panning stereo files. As you pan across the stereo field, the stereo image appears to move across the speakers. As you pan toward either side, the signal from the opposite channel is added to the channel you are panning toward until at the extreme both channels are sent to a single channel at full volume.
This mode uses a linear panning curve.
Important:
You can introduce clipping when channels are added. Monitor the meters in the Mixer and adjust the track volume accordingly.
172
| CHAPTER 9
Item
Balance (0 dB Center)
Balance (-3 dB Center)
Balance (-6 dB Center)
Description
In a stereo project, this mode can help you adjust the relative signal levels of the channels in stereo source material. As you pan from the center to either side, the opposite channel begins at the specified center value (0 dB -3 dB, or -6 dB), and decays to -infinity. The signal in the side you are panning toward progresses from the specified center value (0 dB, -3 dB, or -6 dB) to 0 dB.
This panning mode uses a linear panning curve.
For example, when you pan fully right, the right channel is played at 0 dB and the left channel is not audible. As you pan to the center, each channel is attenuated to the specified center value (0 dB -3 dB, or -6 dB). As you pan to the left, the left channel is played at 0 dB, and the right channel is not audible.
With the Balance (0 dB center) setting, no gain or cut is applied when you're panned to the center, which can make the center seem louder.
With the Balance (-3 dB center) setting, a -3 dB cut is applied when you're panned to the center.
With the Balance (-6 dB center) setting, a -6 dB cut is applied when you're panned to the center.
Constant Power
Panning in a 5.1 surround project follows the same rules: as you pan from the center to any channel in a 5.1 surround project, the signal in the channel you are panning toward progresses from the specified center value to 0 dB. The signal in the channel you are panning away from begins at the specified center value and decays to infinity.
This mode is most useful for panning monaural source material. In this mode, sound will maintain its volume when you pan across channels.
If you pan a stereo file 100% R, only the right channel of your media file is played, and this channel is sent to both output channels. If you continue to pan to the left, the left channel is gradually added to the output, and the right channel is gradually faded out until only the left channel will be heard through both output channels when the slider is at 100% L.
If you pan a file fully right midway between the front and rear channels in a 5.1 surround project, only the right channel of your media file is played, and this channel is sent to the right-front and -rear output channels. If you pan to the left, the left channel is gradually added to the output, and the right channel is gradually faded out until only the left channel is sent to the left-front and -rear output channels.
WORKING WITH TRACKS |
173
Item
Film
Description
This mode allows you to pan between pairs of adjacent speakers in 5.1 surround projects using a constant power model. This mode is optimized for theater-style speaker placement. In stereo projects, Film mode functions identically to Constant
Power.
As you drag the pan point to the center speaker, the sound becomes diffused through the front and rear speakers. When the track is panned fully to the center speaker, there is no output from the front and rear speakers.
Dragging the pan point to the center of the surround panner sends the signal to all speakers.
Note:
If you’re panning fully to a single speaker, you might notice that some signal is mixed to the opposite speaker. This is because the ideal placement for surround speakers does not match the representation in the surround panner. For example, panning to the front-left speaker produces a low-level signal in the rear-left speaker.
This is because your front-left speaker should be positioned 30° left of center and the speaker in the surround panner is located 45° left of center. To produce a true 45° left of-center pan, the signal is panned between the front- and rear-left speaker.
Using the multipurpose slider (audio only)
This slider controls bus send levels and assignable effects send levels. The options for the multipurpose slider depend on what your project contains (for example, busses and assignable effects). You can select what the slider controls by clicking the slider label.
Each item’s slider position is independent from the others.
Click the slider label to select a control
Tips:
• You can move the slider by pressing Shift+the right or left arrow keys.
Assigning audio tracks to assignable effects chains
Assignable effects chains are made up of one or more plug-ins that are used to add audio effects to a track’s signal. You can adjust the level of a track that is sent to an assignable effects chain using the multipurpose slider in the track list. The multipurpose slider can function as a trim control that adjusts the overall assignable effects send level for the track, or it can adjust assignable effects
automation settings. For more information, see
Adjusting assignable effects automation levels on page 185
1.
Deselect the Automation Settings button ( ).
2.
Click the label on the multipurpose slider to display a drop-down list.
3.
Choose the assignable effects chain that the track will use.
174
| CHAPTER 9
4.
Drag the slider to adjust the level of the track sent to the assignable effects chain.
Note:
Assignable effect sends are post-volume by default. To change to pre-volume, click the Pre/Post Volume Send button
( ).
Assigning audio tracks to busses
If your project contains multiple busses, you can assign a track to a specific bus.
1.
Click the Bus button ( ) in the track list to display a drop-down list of available busses. This button appears only if the project
contains multiple busses. For more information, see
Adding busses to a project on page 214
2.
From the drop-down list, choose the bus for the track’s output.
Select a bus for playback
Adjusting bus send levels
When a track is routed to a bus, you can control the level of tracks sent to the bus using the multipurpose slider. The multipurpose slider in the track header can function as a trim control that adjusts the overall send level of the track, or it can adjust bus send
automation settings. For more information, see
Adjusting bus automation levels on page 186
1.
Deselect the Automation Settings button ( ).
2.
Click the label on the multipurpose slider and choose a bus from the menu.
3.
Drag the fader to control the level of the track sent to each of the additional busses that you have created. Dragging the fader to the left cuts the volume; dragging to the right boosts the volume.
You can hold Ctrl while dragging a fader to adjust the setting in finer increments, or double-click the fader to return it to 0 dB.
If multiple tracks are selected, the trim level of all selected tracks is adjusted.
Note:
Bus sends are pre-volume by default. To change to post-volume, click the Pre/Post Volume Send button (
).
For more information, see Adjusting a bus send level on page 216
or
Assigning audio tracks to assignable effects chains on page 218
.
WORKING WITH TRACKS |
175
Adjusting the composite level (video only)
The Level slider in the track header determines the opacity of the video track. The slider can function as a trim control that adjusts
Adjusting the composite level automation settings on page 188
The trim level is added to the composite level automation settings so your envelope is preserved, but with a boost or cut applied.
For example, setting the trim control to -3 percent has the same effect as decreasing every envelope point by 3 percent.
1.
Deselect the Automation Settings button ( ).
2.
Drag the slider to control the transparency or blending of each track. Left is 100 percent transparent and right is 100 percent opaque. You can also double-click the percent to enter a specific value.
Selecting the compositing mode
Click the Parent Overlay Mode or Compositing Mode button and choose a mode from the menu to determine how the transparency in a video track is generated. Since lower tracks show through higher tracks, it is the compositing mode of the higher track that determines how much of the lower track shows though. The compositing mode of the lowest video track adjusts its transparency against the background.
Parent Overlay Mode Compositing Mode
For more information, see Compositing on page 327
Bypassing motion blur envelopes (video only)
If you applied a motion blur envelope to your video bus track, this envelope affects all tracks. You can select specific tracks to bypass
Adding a motion blur envelope on page 189
Using track motion (video only)
Use the Track Motion button ( ) to move a video track over another track (that is, picture-in-picture). For more information on
adding track motion, see
Adding track motion on page 361
.
Phase inverting a track (audio only)
The Invert Track Phase button ( ) inverts the audio track at its baseline, in effect reversing its polarity. Inverting a track, while creating little audible difference, is occasionally useful for matching transitions when mixing audio on separate tracks or fine-tuning a crossfade.
You can also phase invert an audio event. If an event on a track is inverted and you invert the track, the event is doubly-inverted
(restored to its original state). For more information, see
Invert phase (audio only) on page 200
176
| CHAPTER 9
Muting a track
The Mute button ( ) in the track list temporarily suspends playback of the track so that you can focus on another track. When a track is muted, it appears grayed out on the timeline. You can mute more than one track at a time. The Mute button can mute a
track or change its mute automation state. For more information, see
Mute automation (audio and video) on page 183
Note:
Muting a track mutes its main output and post-fader sends only unless the Track prefader sends listen to mute check box
on the Audio tab of the Preferences dialog is selected.
To mute a track, deselect the Automation Settings button ( ). Next, click the Mute button.
To mute several tracks, select the tracks and click the Mute button on any of the selected tracks. Click the Mute button again to restore the tracks.
Tip:
Press Ctrl and click the Mute button to mute only the selected track (and restore any other muted tracks). If the selected track is
already muted, press Ctrl and click the Mute button to restore all tracks.
When you have multiple levels of parent and child tracks, clicking the Mute button on a parent track mutes the parent track and its compositing children.
In the sample track list, muting track 1 will mute tracks 1 through 6. Muting track 4 will mute tracks 4 through 6.
Muting all audio or video tracks
You can mute either all audio or all video tracks in a project. From the Options menu, choose Mute All Audio or Mute All Video.
WORKING WITH TRACKS |
177
Soloing a track
The Solo button ( ) in the track list isolates a track’s events for playback. This allows you to focus on a track’s contents without the distraction of other tracks. You can solo more than one track at a time.
To solo a track, click the Solo button on that track. To solo several tracks, select the tracks and click the Solo button on any of the selected tracks. Click the Solo button again to restore the track(s) for playback.
Tip:
Press Ctrl and click the Solo button ( ) to solo only the selected track (and restore any other soloed tracks). If the selected track
is already soloed, press Ctrl and click the Solo button to restore all tracks.
When you have multiple levels of parent and child tracks, clicking the Solo button on a parent track solos the parent track and its compositing children. Other nonsoloed tracks at the same compositing level are bypassed.
In the sample track list, soloing track 1 will solo tracks 1 through 6. Soloing track 4 will solo tracks 4 through 6. Tracks 2 and 3 are bypassed, and tracks 1 and 7 play normally.
178
| CHAPTER 9
Setting default track properties
You can use the settings of a selected track to determine the default settings for all new tracks in your project. Properties that can be set appear in the Set Default Track Properties dialog.
1.
Set up a track in your project with the properties to use as default settings for new tracks.
2.
Right-click the track number and choose Set Default Track Properties. The Set Default Track Properties dialog appears.
3.
Select the check boxes that you want to set as defaults.
4.
Click OK.
Any new tracks created in the project will have these defaults. To return to the original settings for new tracks, select the Restore
original defaults check box in the Set Default Track Properties dialog.
Track automation envelopes
Track automation envelopes allow you to control volume, audio panning, opacity, and fade to color effects of a particular track over
time. For more information, see
Working with track envelopes on page 190
Using audio bus tracks
From the View menu, choose Audio Bus Tracks to toggle the display of audio bus tracks at the bottom of the timeline. An audio bus track exists for each bus or assignable effects chain in your project and serves as a timeline representation of each bus or assignable effects chain.
Bus automation (audio only) on page 186
Adding envelopes to an audio bus track
more information, see Composite level automation (video only) on page 188
Adding effects to audio bus tracks
Click the Bus FX button ( ) in the bus track header to add or edit bus effects. If there are no effects on the bus, clicking this button displays the Plug-In Chooser. If an audio bus already has effects assigned, clicking this button displays the Audio Plug-In window.
Clicking this button has the same effect as clicking the button on a bus control in the Mixer window or the Video Preview window.
If the bus effects chain includes plug-ins with automatable parameters, the Bus FX button is displayed with a drop-down arrow button ( ).
Muting or soloing an audio bus track
Click the Mute ( ) or Solo ( ) button in the bus track header to mute or solo a bus.
Clicking these buttons on a bus track has the same effect as clicking the buttons on a bus control in the Mixer window.
WORKING WITH TRACKS |
179
Resizing audio bus tracks
You can drag the horizontal splitter between the track list and bus tracks to increase or decrease the space allocated to bus tracks.
Perform any of the following actions to resize individual bus tracks:
• Drag a bus track’s bottom border to set its height.
• Click the Minimize button ( ) to minimize a track vertically.
• Click the Maximize button ( ) to zoom in vertically so a bus track fills the lower portion of the timeline.
• After minimizing or maximizing a bus track, click either button again to return a bus track to its previous height.
• Press Ctrl+Shift+Up Arrow/Down Arrow when the bus track area has focus to resize all bus tracks at once.
Using video bus tracks
From the View menu, choose Video Bus Track to toggle the display of the video bus track at the bottom of the timeline. A single bus track exists as a timeline representation of the main video output.
You can use bus tracks to animate video output effects using keyframes, add motion blur envelopes, or video supersampling envelopes.
Adding keyframes to the video bus track
Adding keyframes to the video bus track is just like working with any other video track. Use video bus track keyframes to animate video output effects. For information on adding keyframes, see
Using keyframe animation on page 352
.
Adding envelopes to the video bus track
You can add fade-to-color, motion blur amount, and video supersampling envelopes to the video bus track to affect your video
output. For more information, see
Working with track envelopes on page 190
Adding effects to video bus tracks
Click the Video Output FX button ( ) in the bus track header to add or edit video output effects. If there are no video output effects, clicking this button displays the Plug-In Chooser. If you’ve already set up video output effects, clicking the button displays the Video Output FX window.
Muting the video output
Click the Mute button ( ) in the bus track header to mute all video output.
Bypassing video effects and envelopes
Click the Bypass FX and Envelopes button ( ) in the bus track header to bypass all video output effects and bus track envelopes.
Resizing video bus tracks
You can drag the horizontal splitter between the track list and bus tracks to increase or decrease the space allocated to bus tracks.
Perform any of the following actions to resize individual bus tracks:
• Drag a bus track’s bottom border to set its height.
• Click the Minimize button ( ) to minimize a track vertically.
• Click the Maximize button ( ) to zoom in vertically so a bus track fills the lower portion of the timeline.
• After minimizing or maximizing a bus track, click either the Minimize or Maximize button again to restore a bus track to its previous height.
• Press Ctrl+Shift+Up Arrow/Down Arrow when the bus track area has focus to resize all bus tracks at once.
180
| CHAPTER 9
Rendering to a new track
Rendering or mixing multiple tracks to a single track can be a good method of decreasing the complexity of a project and speeding up future renders. The original tracks and their events are unaffected when you render (mix) to a single track.
Typically, you would use this feature when you are finished refining a few tracks and want to combine them. When you render multiple tracks, any envelope or track effects that you have applied are rendered into the new track. The original source files remain unaffected and the new track(s) are saved to a new file.
Note:
Every video render that uses compression results in a loss of quality from the original source material. To minimize loss of quality, minimize the number of video renders that use compression.
1.
Click the Solo button ( ) for the tracks that you want to mix down. If no tracks are soloed, the rendered track will match the
Master Bus output. Create a time selection if you want to mix down a portion of your project.
Video tracks will be rendered into a single video track, and audio tracks will be rendered into a single stereo audio track.
2.
From the Tools menu, choose Render to New Track or press Ctrl+M. The Render to New Track dialog appears.
3.
Complete the dialog as follows:
• From the Save in drop-down list, select the drive or folder to save the new media file.
• Type a file name in the File name box.
• From the Save as type drop-down list, choose the file format (for example, .wav for audio or .avi for video).
• From the Template drop-down list, choose a format from the template list. Alternately, click Custom to set custom
rendering settings. For more information, see
Customizing the rendering process on page 393
• Select Render loop region only if you only want to render the time selection area.
• Select Stretch video to fill output frame size (do not letterbox) to adjust the aspect ratio so the output frame is filled on all edges. When the check box is cleared, the current aspect ratio is maintained and black borders are added to fill the extra frame area (letterboxing).
4.
Click Save to render to a new track.
As the tracks are being rendered (mixed down), a small dialog appears displaying the progress of the render. A status bar also appears in the lower-left portion.
Tip:
You can cancel the rendering process by clicking the Cancel button on the status bar.
After the new track is rendered, it appears at the top of the timeline. If you render the entire project, you can delete (or mute) the other tracks from the project, since they are all contained on the new track.
WORKING WITH TRACKS |
181
182
| CHAPTER 9
Chapter 10 Using Automation
Automation allows you to control audio and video levels, panning, and effect parameter automation over time. You can create fades, apply stereo panning, and vary effect parameters throughout your project. Automation is represented on the Vegas® Pro timeline as an envelope or set of keyframes. You can create automation by adding envelopes or keyframes to your tracks (including bus tracks), or you can record automation parameters by adjusting controls in the Vegas Pro interface (or on a control surface) during playback.
Important:
Gain, level, and panning controls can adjust automation (dynamic) settings, or they can function as trim (nonautomated) controls.
The trim setting is added to the automation settings so your envelope or keyframe values are preserved, but with an offset applied. For example, setting an audio track’s trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
If your automation is not behaving as expected, you might have applied a trim value that is offsetting your automation settings.
When a control is set to adjust trim levels, its handle is displayed as a ( ). When a control is set to adjust automation levels, it is displayed with an automation icon ( ).
Showing or hiding automation controls
The controls in the track list can function as trim controls or automation controls for track volume, panning, assignable effects send, and bus send levels. Adjusting the trim control affects the level of the entire track.
To display trim controls in the track header, select the the Automation Settings button ( ).
Track automation
Track automation will always affect all events on the track. This means that any event envelopes will be calculated after the track automation.
Tip:
Choose a fade type from the Audio default drop-down list on the Editing tab of the Preferences dialog to set
the default fade type that will be used when you add volume and panning envelopes. This setting is used only when you create new envelopes—when you add a point to an existing envelope, the new point always uses the same fade type as the preceding envelope point. Also, this setting is not used for event envelopes.
Mute automation (audio and video)
Mute automation changes a track’s mute state throughout your project. Mute automation is either on or off with no fade between. If you want to use fades, apply volume automation.
When you apply mute automation to a track, it’s possible to have a track that is muted and soloed simultaneously.
The mute state overrides the solo state:
• If a track’s Solo button is selected, the track is included in the solo group, but it will be muted whenever the mute automation is set to mute the track.
• If the track’s Mute button is selected, the track is muted regardless of the mute automation settings.
USING AUTOMATION |
183
Adding or removing mute automation
1.
Select a track.
2.
From the Insert menu, choose Audio Envelopes or Video Envelopes, or right-click in the track list and choose Insert/Remove
Envelope from the shortcut menu.
3.
From the submenu, choose Mute. A check mark is displayed next to the command, and an envelope is added to the timeline.
4.
You can adjust the automation by editing the envelope in the timeline or by using the Mute button ( ) in the track header when the Automation Settings button ( ) is selected.
Adjusting mute automation settings
1.
Select the Automation Settings button ( ). The Mute button is displayed with an automation icon ( ).
2.
Click the Mute button to change the track’s mute automation state.
The button behaves differently depending on the track automation recording mode:
• When the track automation mode is set to Off, the button mutes the entire track.
• When the track has a mute envelope and the track automation mode is set to Read, the button changes state to reflect the envelope setting during playback but cannot be adjusted.
• When the track has a mute envelope and the track automation mode is set to Touch or Latch, the button edits the envelope setting at the cursor position.
If you click the Mute button ( ) during playback, the behavior varies depending on the selected automation recording mode.
For more information, see Automation recording modes on page 195
Volume or pan automation (audio only)
You can change a track’s volume or position in the stereo field throughout a project using automation envelopes.
Adding or removing volume or pan automation
1.
Select an audio track.
2.
From the Insert menu, choose Audio Envelopes, or right-click in the track list and choose Insert/Remove Envelope from the shortcut menu.
3.
From the submenu, choose Volume or Pan. A check mark is displayed for the automation types that are used on the selected track.
Note:
Panning envelopes will use the current panning mode for the Pan slider in the track list.
4.
If you want to change the track’s volume or pan setting throughout the track, edit the envelope in the timeline.
184
| CHAPTER 10
Adjusting volume or pan automation settings
1.
If you want to change volume or pan settings by recording automation, select the Automation Settings button ( ). The fader/slider handle is displayed with an automation icon ( ) in automation mode.
2.
Drag the Vol fader to control how loud a track is in the mix or drag the Pan slider to control the position of the track in the stereo field.
The fader and the slider behave differently depending on the track automation recording mode:
• When the track automation mode is set to Off, the fader adjusts the volume of the entire track and the slider pans the entire track. In this mode, the automation control acts as a second trim control.
• When the track has a volume envelope and the track automation mode is set to Read, the fader/slider will follow the envelope during playback but cannot be adjusted.
• When the track automation mode is set to Touch or Latch, the fader/slider edits the envelope setting at the cursor position. If the track does not have a volume/pan envelope, an envelope will be added when you adjust the fader/slider.
If multiple tracks are selected, all selected tracks are adjusted.
information, see Automation recording modes on page 195
Assignable effects automation (audio only)
You can use assignable effects automation to vary the level of a track sent to an assignable effects chain.
Adding or removing assignable effects automation
information, see Creating an assignable effects plug-in chain on page 252
1.
Select an audio track.
2.
From the Insert menu, choose Audio Envelopes, or right-click in the track list and choose Insert/Remove Envelope from the shortcut menu.
3.
From the submenu, choose the effects chain where you want to send the selected track. A check mark is displayed for each assignable effects chain that is automated for the selected track.
Adjusting assignable effects automation levels
1.
Select the Automation Settings button ( ). The fader handle is displayed with an automation icon ( ) in automation mode.
2.
Click the label on the multipurpose slider and choose an assignable effects chain from the menu.
3.
Drag the FX fader to control the level of the track sent to each of the assignable FX chains that you have created.
The fader behaves differently depending on the track automation recording mode:
• When the track has an assignable effects envelope and the track automation mode is set to Off, the fader adjusts the send level of the entire track. In this mode, the automation control acts as a second trim control.
• When the track has an assignable effects envelope and the track automation mode is set to Read, the fader will follow the envelope during playback but cannot be adjusted.
• When the track has an assignable effects envelope and the track automation mode is set to Touch or Latch, the fader edits the envelope setting at the cursor position. If the track does not have an envelope, one will be created when you adjust the fader.
If multiple tracks are selected, all selected tracks are adjusted.
USING AUTOMATION |
185
information, see Automation recording modes on page 195
Tips:
• FX sends are post-volume by default. To change to pre-volume, right-click the FX fader and choose Pre Volume from the shortcut
menu.
• If you want to apply track panning (including pan position and panning mode) to FX sends, right-click the FX fader and choose Link
to Main Track Pan from the shortcut menu. When Link to Main Track Pan is not selected, the track sends a center-panned stereo
signal using the track’s current panning mode.
• Select the Use legacy track send gain check box on the Audio page of the Preferences dialog if you want to configure audio track
sends to behave as they did in Vegas Pro 7.0 and earlier. When the check box is selected, you can open projects created with earlier versions of Vegas Pro and be assured they will sound the same as they did in earlier versions of Vegas Pro.
Bus automation (audio only)
You can use bus automation envelopes to vary the level of a track sent to a bus.
Adding or removing a bus automation envelope
Before you can add a bus envelope, you’ll need to specify the number of busses for your project.
1.
Select an audio track.
2.
From the Insert menu, choose Audio Envelopes, or right-click in the track list and choose Insert/Remove Envelope from the shortcut menu.
3.
From the submenu, choose the bus where you want to send the selected track. A check mark is displayed for each bus send level that is automated for the selected track.
Adjusting bus automation levels
1.
Select the Automation Settings button ( ). The fader handle is displayed with an automation icon ( ) in automation mode.
2.
Click the label on the multipurpose slider and choose a bus from the menu.
3.
Drag the fader to control the level of the track sent to each of the assignable FX chains that you have created. Dragging the fader to the left cuts the volume; dragging to the right boosts the volume.
The fader behaves differently depending on the track automation recording mode:
• When the track automation mode is set to Off, the fader adjusts the send level of the entire track. In this mode, the automation control acts as a second trim control.
• When the track has a bus envelope and the track automation mode is set to Read, the fader will follow the envelope during playback but cannot be adjusted.
• When the track has a bus envelope and the track automation mode is set to Touch or Latch, the fader edits the envelope setting at the cursor position. If the track does not have an envelope, one will be created when you adjust the fader.
If multiple tracks are selected, all selected tracks are adjusted.
186
| CHAPTER 10
information, see Automation recording modes on page 195
Tips:
• Bus sends are pre-volume by default. To change to post-volume, right-click the bus fader and choose Post Volume from the shortcut
menu.
• If you want to apply track panning (including pan position and panning mode) to bus sends, right-click the bus fader and choose
Link to Main Track Pan from the shortcut menu. When Link to Main Track Pan is not selected, the track sends a center-panned
stereo signal using the track’s current panning mode.
Adding or removing track effect automation
If a plug-in supports automation, you can dynamically adjust effect parameters over time.
Adding or removing effect automation envelopes
If a plug-in supports automation, you can use envelopes to adjust effect parameters over time. The appearance of the plug-in in the
Plug-In Chooser window indicates whether the plug-in supports automation. Plug-ins with a red icon ( ) support automation, while plug-ins with a blue icon ( ) do not. In addition, you can quickly locate plug-ins that support automation in the
Automatable subfolder.
1.
Click the Track FX button ( ) on a track to open the Audio Plug-In window.
If no track effects exist, clicking the Track FX button displays the Plug-In Chooser. Use the Plug-In Chooser to create an effect chain including an automatable plug-in.
2.
Click the Configure FX Automation button ( ) to display the FX Automation Chooser.
3.
Click a plug-in at the top of the FX Automation Chooser. A list of the effect’s automatable parameters appears.
4.
Select the check box for each parameter that you want to control with an envelope. You can use the Select All and Select None buttons to quickly change your selections to all or none of the parameters.
Note:
If you’re working with a 5.1 surround project, you can select the Enable check boxes to determine which channels will be
affected by the plug-in. An automation envelope is added to the timeline for each selected channel so you can enable or bypass the plug-in during the project. If you want to use distinct plug-in settings for each channel (separate EQ settings for the front and
surround speakers, for example), you can add multiple instances of the plug-in to the track effects chain and select the Enable
check boxes for the channels you want each instance of the plug-in to affect.
5.
Click OK to close the FX Automation Chooser.
Envelopes are displayed on the track for parameters that you selected in the FX Automation Chooser. To control which effect parameter envelopes are displayed on the track, click the arrow adjacent to the Track FX button ( ) and choose an envelope from the menu.
Tip:
Press E to toggle through the display of all effect parameter automation envelopes.
USING AUTOMATION |
187
Adjusting effect automation settings
You can adjust automated effect parameters by editing the envelopes in the timeline or by recording automation with the controls in the Audio Plug-In Window.
If you’ve enabled the Bypass parameter for a plug-in, you can click the Bypass button in the plug-in’s banner to toggle the Bypass envelope at the cursor position.
Note:
When you automate an effect’s frequency parameter, such as the frequency parameters in the track EQ effect, you might notice that the frequency changes are more apparent when moving through the lower frequencies. This is because frequency scales in track EQ and other plug-ins use a logarithmic scale, but effect automation uses linear interpolation. To make the automated frequency changes sound more natural, change the fade curve types to change the interpolation rates between envelope points. For
Changing envelope fade curves on page 192
Composite level automation (video only)
You can use the composite level automation envelopes to adjust the opacity of a track over time.
Adding or removing composite level automation
1.
Select a video track.
2.
From the Insert menu, choose Video Envelopes, or right-click in the track list and choose Insert/Remove Envelope from the shortcut menu.
3.
Choose Track Composite Level from the submenu or shortcut menu.
4.
You can adjust the envelope by editing the envelope in the timeline or by adjusting the slider in the track header when the
Automation Settings button ( ) is selected.
Adjusting the composite level automation settings
1.
Select the Automation Settings button ( ). The slider handle is displayed with an automation icon ( ) in automation mode.
2.
Drag the slider to control the transparency or blending of each track. Left is 100 percent transparent and right is 100 percent opaque. You can also double-click the percent to enter a specific value.
• When the track automation mode is set to Off, the slider adjusts the send level of the entire track. In this mode, the automation control acts as a second trim control.
• When the track has a composite level envelope and the track automation mode is set to Read, the slider will follow the envelope during playback but cannot be adjusted.
• When the track has a composite level envelope and the track automation mode is set to Touch or Latch, the slider edits the envelope setting at the cursor position. If the track does not have an envelope, one will be created when you adjust the slider.
If multiple tracks are selected, all selected tracks are adjusted. If you adjust the slider during playback, the behavior varies
depending on the selected automation recording mode. For more information, see
Automation recording modes on page 195
Fade-to-color automation (video only)
Fade-to-color automation is used to fade a track between two colors. It can be used to fade a track to or from black, and if applied to the top video track, you can fade the entire project.
188
| CHAPTER 10
Adding fade-to-color envelopes
The fade color is chosen by moving the envelope towards the top or bottom of the track. You can add points to automate the fade.
1.
Select a video track.
2.
From the Insert menu, choose Video Envelopes, or right-click in the track list and choose Insert/Remove Envelope from the shortcut menu.
3.
Choose Track Fade to Color from the submenu or shortcut menu.
If the track already contains a fade-to-color envelope, it will be removed. If the track does not contain a fade-to-color envelope, it will be added with a setting of No Color (0%) for the duration of the track.
4.
If you want to change the fade-to-color setting throughout the track, edit the envelope in the timeline.
5.
If you want to change the fade-to-color envelope by recording automation, select the Automation Settings button ( ) in the track header to display automation controls. The Fade slider is available only in automation mode.
6.
Drag the Fade slider.
The slider behaves differently when you change the track automation recording mode:
• When the track automation mode is set to Off, the slider adjusts the fade level of the entire track.
• When the track automation mode is set to Read, the slider will follow the envelope during playback but cannot be adjusted.
• When the track automation mode is set to Touch or Latch, the slider edits the envelope setting at the cursor position.
For more information about track automation recording modes, see
Automation recording modes on page 195
.
Setting fade colors
The default fade colors are determined by the Track fade top and Track fade bottom controls on the Video tab of the Preferences
dialog. For more information, see
1.
To change the top or bottom color for a track, right-click the track header and choose Fade Colors from the shortcut menu.
2.
Choose Top or Bottom from the submenu. A color picker is displayed.
3.
Use the color picker to specify the new color.
4.
Click OK.
Adding a motion blur envelope
Motion blur can help you make computer-generated animation look more realistic. For example, if you use track motion or event pan/crop to move a clip across the frame, each frame is displayed clearly when no motion blur is applied. Turning on motion blur adds a motion-dependent blur to each frame to create the appearance of smooth motion in the same way a fast-moving subject is blurred when you take a photograph with a slow shutter speed.
Note:
Motion blur significantly increases your rendering time. Adjust the envelope to apply motion blur only where necessary.
1.
Right-click the video bus track, choose Insert/Remove Envelope from the shortcut menu, and then choose Motion Blur
Amount from the submenu.
2.
Add and adjust envelope points as necessary to set the time interval that will be used for blurring. Increasing the value emphasizes the blur effect. For example, setting the envelope to 0 means no blurring will occur; setting the envelope to 1 second means that each frame will be blurred for one-half second before and after the frame.
3.
The motion blur envelope affects all tracks. To bypass motion blur for a track, select the Bypass Motion Blur button ( ) in the track header.
4.
To change blur type, choose a setting from the Motion blur type drop-down list on the Video tab in the Project Properties dialog. This setting determines the shape of the blur and the opacity of the frames.
USING AUTOMATION |
189
Adding a video supersampling envelope
Video supersampling can improve the appearance of computer-generated animation by calculating intermediate frames between the project’s frame rate, allowing you to create smoother motion blurring or motion from sources such as track motion, event pan/ crop, transitions, or keyframable effects.
Note:
The effect of video supersampling is less apparent with video that contains fast motion, and supersampling cannot improve the appearance of existing video.
1.
Right-click the video bus track, choose Insert/Remove Envelope from the shortcut menu, and then choose Motion Blur
Subsampling from the submenu.
2.
Add and adjust envelope points as necessary to indicate how many frames will be calculated between frames (using the project’s frame rate) to create the blur.
Note:
Video supersampling significantly increases your rendering time. For example, when you set the video supersampling envelope to 2, Vegas Pro software renders twice as many frames as it would without supersampling. Adjust the envelope to apply supersampling only where necessary.
Working with track envelopes
Envelopes represent volume, audio panning, opacity, and fade to color automation settings in the timeline.
Track Type Envelope type
Audio
Audio
Audio
Audio
Video
Video
Volume
Bus send volume
Assignable effects send volume
Pan
Composite level
Fade to color
Video bus Motion blur
Video bus Video supersampling
Description Color
Controls track volume.
Controls track level sent to bus.
Blue
Lilac
Controls track level sent to assignable effects control. Green
Controls the position of a track in the stereo field (pan). Red
Controls track opacity/transparency. Blue
Controls fading of a track to color. Designate a top and bottom color by right-clicking the track, choosing Fade
Colors from the shortcut menu, and choosing Top or
Bottom from the submenu.
Red
Adds a motion-dependent blur to each frame to smooth computer-generated animation.
Calculates intermediate frames between the project frame rate to create smooth motion blurring.
Lilac
Rust
190
| CHAPTER 10
Adding envelope points
Once you add an envelope to a track, you can add points to it. These points are used to edit the envelope line in order to automate the control.
1.
Place the mouse pointer on the envelope’s line. The pointer changes to a hand icon ( ).
2.
Right-click and choose Add Point from the shortcut menu or double-click to add an envelope point. A square point appears on the envelope line.
Tip:
Applying post-edit ripples on page 107
Drawing envelope points
To create an envelope quickly, you can draw freehand envelope curves in the timeline.
1.
With the Normal Edit ( ) or Envelope ( ) tool active, hover over an envelope.
2.
Hold Shift, and then click and drag over the envelope. As you drag, a trail of envelope points is created.
3.
Release the mouse button when you’re finished drawing.
If the Smooth and thin automation data after recording or drawing check box is selected on the External Control &
Automation tab of the Preferences dialog, the number envelope points will be reduced when you release the mouse.
Unthinned envelope
Thinned envelope
Thinning envelope points
Thinning envelope points decreases the number of points on an envelope while retaining the envelope’s overall settings. Rightclick an envelope and choose Thin All Points from the shortcut menu to thin the entire envelope.
To apply thinning to a section of the envelope, create a time selection, right-click the envelope, and then choose Thin Selected
Points from the shortcut menu.
Note:
Thinning is intended to reduce the number of envelope points created through automation recording and will have little or no effect if you create envelopes by adding and editing points manually.
Deleting envelope points
You can delete a point by right-clicking it and choosing Delete from the shortcut menu. If you want to delete all envelope points, right-click a point and choose Reset All from the shortcut menu.
USING AUTOMATION |
191
Moving envelope points
Once you have added envelope points, you can raise and lower them to different levels along the timeline, or you can adjust the envelope’s location along the timeline by dragging it right or left. You can move one point at a time, even during playback and check the results in real time. If snapping is enabled, the envelope point snaps to time divisions as you drag. Hold Shift while dragging to override snapping.
Tip:
1.
Place the mouse pointer on an envelope point. The pointer changes to a hand icon ( ).
2.
Drag the point to the desired position. As you move an envelope point, a ToolTip displays both the point’s location on the timeline and its decibel level/percent pan.
3.
Click the Play ( ) or Play From Start ( ) button to play the project and check the timing of the envelope.
Tip:
You can also set the value of the point by right-clicking an envelope point and choosing a setting from the shortcut menu.
Changing envelope fade curves
You can set the type of fade curve used after each envelope point: linear, fast, slow, smooth, or sharp. You can select either a point or a portion of the envelope to set the fade curve. If you select a portion of the envelope, the fade curve is applied to that envelope segment. If you select a point, the fade curve is applied to the segment of the envelope after the selected point.
1.
Right-click a point or a portion of the envelope to display a shortcut menu.
2.
From the shortcut menu, choose the curve type.
Tip:
Applying envelope fades within a time selection
When you drag an envelope within a time selection, all envelope points within the selection are adjusted, and a fade can be applied to the beginning and end of the selection to smooth the transition.
1.
Create a time selection.
2.
Drag an envelope point or segment within the selection. All envelope points within the selection are adjusted as you drag, and fades are applied to the beginning and end of the selection. Additional envelope points are created as necessary.
Selected envelopes Fades are applied to the beginning and end of the selection. Additional envelope points are created as necessary.
By default, fades are centered on the beginning and end of the time selection. You can modify or turn off this setting on the Editing tab in the Preferences window.
Clear the Time selection envelope fades (ms) check box if you want to edit envelope points individually.
Type a value in the edit box (or use the spin control) to specify the length of the fades that will be created.
192
| CHAPTER 10
Choose a setting from the Alignment drop-down list to indicate where the fade should be applied:
Setting
Outside
Centered
Inside
Description
Fades are applied before and after the time selection.
Fades are centered on the beginning and end of the time selection.
Fades are applied to the beginning and end of the time selection.
Hiding track envelopes
After you have set your envelopes on the tracks, you can hide them from the timeline. Hiding track envelopes does not affect playback. The points that you set still automate the controls, even though the envelopes are not visible.
1.
From the View menu, choose either Audio Envelopes or Video Envelopes. A submenu appears. Envelopes that are currently displayed are selected in the submenu.
2.
From the submenu, choose an envelope name. All envelopes in your project of that type no longer appear in the timeline.
Tip:
From the View menu, choose Show Envelopes (or press Ctrl+Shift+E) to toggle the display of all envelopes in the timeline.
If you’ve added effect automation envelopes to a track, the track can get cluttered. Click the down arrow next to the Track FX button ( ) and choose an envelope from the drop-down list to select which envelope you want to display.
Removing track envelopes
When an envelope is removed, the events on the track no longer have automated control and the envelope line no longer displays.
1.
Select the track(s) from which you want to remove envelopes.
2.
From the Insert menu, choose either Audio Envelopes or Video Envelopes. A submenu appears. Envelopes that are currently displayed are selected.
3.
From the submenu, click an envelope name. The envelope of that type is removed from the selected track.
Alternatively, right-click an empty area of a track, choose Insert/Remove Envelope from the shortcut menu, and choose an envelope type from the submenu to remove that envelope.
Note:
When you remove a track envelope from a track and then add it again, all points are reset.
Using the Envelope Edit tool
You can also edit envelope points using the Envelope Edit tool. To use this tool, click the Envelope Edit Tool button ( ). The advantage of switching to this tool to edit envelopes is that events cannot be moved when this tool is selected, thereby protecting them from changes. This effectively locks all of the events and effects in a project while you modify envelopes.
Selecting and adjusting envelope points
1.
Select the Envelope Edit Tool button ( ).
2.
Click within a track to select it.
3.
Drag along the timeline to select envelope points.
4.
Drag the selected envelope points to a new position.
To deselect envelope points, click anywhere in the event that is not part of the envelope.
USING AUTOMATION |
193
Cutting, copying, and pasting envelope points
1.
Select the Envelope Edit Tool button ( ).
2.
Select the envelope points you want to cut or copy:
a.
Create a time selection that contains the envelope points you want to cut or copy.
b.
Click the envelope you want to cut or copy.
Tip:
If the envelope isn’t displayed, you can right-click the track, choose Show Envelopes from the shortcut menu, and then
choose an envelope from the submenu.
3.
From the Edit menu, choose Cut or Copy.
4.
Select the envelope where you want to paste the envelope points:
a.
Click within a track to select it.
b.
Insert an audio or video envelope if needed.
c.
Click to select the envelope where you want to paste the selected points.
d.
Click to position the cursor where you want the envelope to start.
5.
From the Edit menu, choose Paste. The envelope points are pasted on the track.
Copying an envelope to another track
1.
Select the Envelope Edit Tool button ( ).
2.
Select the envelope you want to copy:
a.
Double-click above the time ruler to create a selection that matches the length of your project.
b.
Click the envelope you want to copy.
Tip:
If the envelope isn’t displayed, you can right-click the track, choose Show Envelopes from the shortcut menu, and then
choose an envelope from the submenu.
3.
From the Edit menu, choose Copy.
4.
Select the envelope where you want to paste the envelope points:
a.
Click within a track to select it.
b.
Insert an audio or video envelope if needed.
c.
Click to select the envelope where you want to paste the selected points.
d.
Click the Go to Start button ( ) if you want the envelope to appear exactly as it was in the original track, or click to position the cursor where you want the envelope to start.
5.
From the Edit menu, choose Paste. The envelope is pasted on the track.
The original envelope...
...and the newly pasted copy.
194
| CHAPTER 10
Locking envelopes to events
Track envelopes extend for the length of a track and are independent of the events on the track. This means that the envelope remains in place when you move the events in the track. However, track envelopes can be set to move with the underlying events, thus preserving the timing of envelope points in relation to events.
To lock all of the envelopes in a project to the events in which they occur, click the Lock Envelopes to Events button ( ) or, from the Options menu, choose Lock Envelopes to Events. You can turn this feature off by clicking the button again.
The original event
Moving the event with
Lock Envelopes to Events
turned on
Moving the event with
Lock Envelopes to Events
turned off
Automating 5.1 surround projects
In a 5.1 surround project, you can automate the center channel’s volume and surround panning using keyframes.
For more information, see Working with 5.1 Surround on page 269
Automation recording modes
Automation recording allows you to edit envelope and keyframe settings by using the controls in the Vegas Pro interface. When combined with a control surface, you can create fades and adjust control parameters with a level of control that only a tangible control can provide.
Automation recording is available for the following settings:
• Audio track envelopes (using the controls in the track header).
• Audio track effect parameters for automatable effects (using the controls in Audio Plug-In window).
• Surround panning keyframes.
• Video track envelopes (using the controls in the track header).
• Video track effect parameters (using the controls in Video Track FX window).
• Parent track overlay mode plug-in settings (using the controls in Parent Track Overlay window).
• Track-level mask generator plug-in settings (using the controls in Video Mask FX window).
Note:
If you want to thin envelope points after recording automation, you can select the Smooth and thin automation data after
recording check box on the External Control & Automation tab of the Preferences dialog or right-click the envelope and choose
Thin Points from the shortcut menu.
Recording automation settings
1.
Add an envelope or automatable/keyframeable effect to a track.
For automatable audio track effects, you must add and effect automation envelope for each parameter you want to automate.
2.
Select the Automation Settings button ( ) in the track header.
USING AUTOMATION |
195
3.
Click the down arrow next to the Automation Settings button and choose Automation Write (Touch) or Automation Write
(Latch) from the menu.
Automation Recording Mode Track Icon Description
Automation Write (Touch)
Automation Write (Latch)
Envelope points or keyframes are created only while a control is being adjusted. When you stop adjusting the control, automation recording stops and the existing envelope points/keyframes are unaffected.
Envelope points or keyframes are created when you change a control setting, and recording continues until you stop playback. When you stop adjusting the control, the control’s current setting overwrites the existing envelope points/ keyframes.
4.
Click to position the cursor in the timeline, and click the Play button ( ) to start playback.
5.
Adjust the control that corresponds to the envelope point or keyframe you want to adjust.
During playback, adjusting a control will create envelope points or keyframes at the cursor position. As long as you’re adjusting the control, new envelope points/keyframes will be created for each change of the play cursor's position.
6.
Click the Stop button ( ) to end playback and stop recording automation.
Editing sections of your recorded settings in Touch mode
In Touch recording mode, envelope points or keyframes are created only while a control is being adjusted. When you stop adjusting the control, automation recording stops and the existing envelope points/keyframes are unaffected.
Use Touch mode for touching up sections of your recorded automation settings.
1.
Select the Automation Settings button ( ) in the track header.
2.
Click the down arrow next to the Automation Settings buttonand choose Automation Write (Touch) from the menu. The icon in the track header is displayed with an automation icon ( ).
3.
Click to position the cursor in the timeline, and click the Play button ( ) to start playback.
4.
When you’re ready to start editing, adjust the control that corresponds to the envelope point or keyframe you want to adjust.
Envelope points/keyframes are updated at the cursor position, and when you stop adjusting the control, the original settings are preserved.
5.
Click the Stop button ( ) to end playback and stop recording automation.
Overwriting recorded settings in Latch mode
In Latch mode, envelope points or keyframes are created when you change a control setting, and recording continues until you stop playback. When you stop adjusting the control, the control’s current setting overwrites the existing envelope points/ keyframes.
Use Latch mode to overwrite automation settings with new values.
1.
Select the Automation Settings button ( ) in the track header.
2.
Click the down arrow next to the Automation Settings button and choose Automation Write (Latch) from the menu. The icon in the track header is displayed with an automation icon ( ).
3.
Click to position the cursor in the timeline, and click the Play button ( ) to start playback.
4.
When you’re ready to start editing, adjust the control that corresponds to the envelope point or keyframe you want to adjust.
Envelope points/keyframes are updated at the cursor position until you stop playback.
5.
Click the Stop button ( ) to end playback and stop recording automation.
Editing individual envelope points or keyframes
Editing individual envelope points or keyframes gives you fine control over your recorded settings.
1.
Select the Automation Settings button ( ) on the track you want to edit.
2.
Click the down arrow next to the Automation Settings button and choose Automation Write (Touch) or Automation Write
(Latch) from the menu.
196
| CHAPTER 10
3.
Select the parameter you want to edit:
• For a track envelope, select the Envelope Edit tool ( ) and click the envelope point you want to edit. You can right-click a point and choose Properties from the shortcut menu to display an effect’s property page.
• For a keyframe, click the Expand/Collapse Track Keyframes button ( ) to expand track keyframe rows, and then double-
click a keyframe to open its property page. For more information, see
Using video effects on page 319
4.
Adjust the control that corresponds to the envelope point or keyframe you want to adjust. The selected envelope point/ keyframe is edited, and all others are unaffected.
For track envelopes, you can also edit the envelope directly in the timeline.
Setting the automation recording mode for a track
1.
Select the Automation Settings button ( ) in the track header.
2.
Click the down arrow next to the Automation Settings button and choose a command from the menu to choose the automation mode.
Mode
Off
Read
Automation Write (Touch)
Automation Write (Latch)
Track Icon Description
Automated parameters are ignored during playback.
When you switch to Off mode, the control setting from the cursor position is used as a static setting, and the envelope/keyframe is dimmed to indicate that it is unavailable.
The envelope/keyframe value is applied during playback, and the control reflects the envelope/keyframe settings at the cursor position.
Adjustments to the control are not recorded.
The envelope/keyframe value is applied during playback, and the control follows the envelope/keyframe settings during playback and when you position the cursor.
Envelope points or keyframes are created only while a control is being adjusted. When you stop adjusting the control, automation recording stops and the existing envelope points/keyframes are unaffected.
The envelope/keyframe value is applied during playback, and the control follows the envelope/keyframe settings during playback and when you position the cursor.
Envelope points or keyframes are created when you change a control setting, and recording continues until you stop playback. When you stop adjusting the control, the control’s last setting overwrites the existing envelope points/ keyframes.
USING AUTOMATION |
197
198
| CHAPTER 10
Chapter 11 Working with Events
Events are windows into media files in a project and are the most basic unit of editing in Vegas® Pro software. Media files that are inserted into the timeline are automatically contained within an event. Trimming and editing an event does not affect the source media file in any way.
Setting event switches
Event switches are important functions that are used to determine the basic behavior of events. You can set switches for a single event or multiple events at the same time.
1.
Right-click an event.
2.
From the shortcut menu, choose Switches, and choose the desired switch from the submenu.
Active switches have a check mark next to them. Choose an active switch on the menu to turn it off.
Tip:
You can also set switches in the Edit menu, in the Edit Details window, or by right-clicking an event and
choosing Properties.
Mute
Use the Mute switch to mute an event. This prevents the event from playing back.
Muted events on muted tracks are darkened on the timeline to indicate their muted state. In the following example, the middle events are muted:
Lock
The Lock switch locks an event to prevent it from being moved or edited.
Loop
You can loop an event so that you can extend it along the timeline by dragging the right edge of the event. Notches appear in the top of the event to mark where the media in the event ends and then repeats.
Looping notches
Drag the right edge to extend the event
Selected event before loop
Selected event after loop is applied
WORKING WITH EVENTS |
199
For video events, turning off the Loop switch makes the last frame repeat for the duration of the event beyond its original length, creating a freeze frame effect (as in the middle example below). The Loop switch is enabled for the event in the last example below.
The original three frame clip.
Looping is off. The elongated event repeats (freezes) the final frame.
Looping is on. The entire event repeats.
Invert phase (audio only)
This switch inverts the audio event at its baseline, in effect reversing its polarity. Inverting an event, while creating no audible difference, is occasionally useful for matching transitions when mixing audio on separate tracks or fine-tuning a crossfade.
You can also phase invert a track. If a track is inverted and you invert an event on the track, the event is doubly-inverted (restored to
its original state). For more information, see
Phase inverting a track (audio only) on page 176
Normalize (audio only)
You can normalize an event to maximize its volume, based on the waveform’s highest peak, without clipping the event during playback.
Selected event before normalize
Selected event after normalize is applied
Recalculating the normalization
When you normalize an event, the event is analyzed and the volume is raised based on the waveform’s highest peak and then adjusts the rest of the event accordingly. If you have adjusted the edge of an event to exclude the (formerly) highest waveform peak, you might want to recalculate the event’s normalization.
Highest peak used for normalization before editing
Highest peak used for recalculating the normalization
Event edited after normalization
1.
Right-click the event to display a shortcut menu.
2.
From the shortcut menu, choose Properties. The Properties dialog opens.
200
| CHAPTER 11
3.
Click Re-calculate to normalize the event again.
Tip:
Maintain aspect ratio (video only)
Video and image files of various sizes and formats can be included in a single project. The project itself can have a different frame size aspect ratio from the source media files. This is not a problem, but you must specify how these differences are handled. If the length-to-width ratio of the source media and the project’s frame size are the same (for example, source media at 320x240 and project frame size of 640x480), no aspect ratio distortion occurs. If the ratios are not the same, the source material might become distorted (stretched or compressed). By maintaining the aspect ratio of the original, the video is kept from becoming distorted by letterboxing or pillarboxing around the edges. This is the default setting.
Reduce interlace flicker (video only)
This switch can be useful in cases where the source material didn’t originate as video and contains extremely high spatial or temporal frequencies. When you watch the rendered (interlaced) output on video of this sort of media, you might see flickering or crawling edges if this switch is not applied.
Resample (video only)
Resampling allows Vegas Pro software to interpolate frames in an event when the frame rate of a media file is significantly different
information, see Resampling video on page 293
Three options are provided for event-level resampling:
• Smart resample: Only resamples the event when the event frame rate does not match the project output frame rate. This can occur either because the event has a velocity envelope or because the frame rate of the original media is different than the project frame rate. Smart resample is the standard setting.
• Force resample: Always resamples the event, regardless of its frame rate or the project’s frame rate.
• Disable resample: Does not resample the event.
Accessing event properties
The properties of an event are automatically determined based on the properties of the source media file. In addition to the event switches (mute, loop, etc.) described in the previous section, event properties include playback and undersample rates for video and pitch shifting for audio.
1.
Right-click an event to display a shortcut menu.
2.
From the shortcut menu, choose Properties. The Properties dialog appears.
The first tab in the dialog, either Audio Event or Video Event, contains the properties that are exclusively related to your Vegas Pro project. The second tab, the Media tab, contains many properties that are an inherent part of the media file itself.
In addition to the event switches discussed in this chapter, event properties on the Audio Event/Video Event tab include the following:
• For video events, the Playback rate box sets the rate of playback. For example, a playback rate of 1 plays at normal speed, while
a playback rate of 0.5 plays at half speed. For more information, see
Time compressing/stretching events on page 124
• For video events, the Undersample rate box allows you to simulate a lower frame rate. For example, an undersample rate of 0.5 plays the event at half its original frame rate. Each frame plays twice as long as in the original media file, creating a strobe effect.
• For audio events, the Time stretch/pitch shift section of the dialog allows you to change the pitch, duration, or both pitch and
duration of an audio event. For more information, see
Pitch shifting audio events on page 123
WORKING WITH EVENTS |
201
Adjusting audio channels
Vegas Pro software allows you to perform audio channel conversion nondestructively. You can mix channels, convert to mono, swap channels in a stereo file, or choose the channel that you want to use in a multichannel file.
1.
Select an event and choose Channels from the Edit menu (or right-click an event and choose Channels from the shortcut menu). A submenu is displayed.
2.
Choose a command from the submenu to specify how to treat the channels in your file.
Item Description
For events that use multichannel audio
Channel x Treats the event as a mono file using the audio from the channel you choose.
Channels x/y Treats the event as a stereo file using the audio from the channels you choose.
For events that use stereo audio
Both
Left Only
Right Only
Combine
Swap
Treats the event as a normal stereo file.
Creates a mono event using only the left channel of your media file.
Creates a mono event using only the right channel of your media file.
Creates a mono event by mixing the channels of your media file. After mixing the channels, the amplitude is divided by two to prevent clipping.
Exchanges the right and left channels in a stereo file.
Using the pan slider (audio only) on page 171
Setting audio streams
When you add a multistream audio file to your project, you can choose which stream you want to use in the event.
1.
Select an audio event and choose Stream from the Edit menu (or right-click an event and choose Stream from the shortcut menu). A submenu is displayed.
2.
Choose a command from the submenu to choose the stream you want to use.
Copying and pasting event attributes
You’ve set up one event exactly the way you want it, and now you want to apply the same attributes to another event. A quick way to copy the attributes of one event and paste them onto another is provided.
You can copy and paste multiple event attributes, including:
• Properties, including audio pitch shift and video playback rate
• Switches
• Video event plug-ins
• Cropping
1.
Click the event with the attributes you wish to copy and click the Copy button ( ).
2.
To paste the event attributes to multiple events, select the events.
3.
Right-click an event and choose Paste Event Attributes from the shortcut menu. The attributes are pasted onto the selected event(s).
202
| CHAPTER 11
Stabilizing video clips
From the Tools menu, choose Video, and then choose Stabilize Media to analyze and remove camera shake from the selected video events.
1.
Select the event you want to stabilize. You can also select clips in the Project Media window.
2.
From the Tools menu, choose Video, and then choose Stabilize Media (or right-click an event and choose Stabilize Media from the shortcut menu). The Stabilize Media dialog is displayed.
3.
Choose a setting from the Profile drop-down list that describes the video you want to stabilize, and adjust the controls in the dialog as needed:
Item
Accuracy
Detect fast camera motion
Motion to stabilize
Pan/tilt stabilization
Roll stabilization
or
Roll/zoom stabiliaztion
Rolling shutter correction
Use Profile Defaults
Description
Drag this slider to adjust the accuracy of motion detection.
In most cases, the profile’s default setting will provide a good balance of accuracy and processing power. Increasing the setting can produce more accurate stabilization if needed.
Select this check box to indicate that the clip contains fast camera movement.
This setting is useful in situations when the camera is moving quickly, such as when you’re filming from a fast-moving vehicle. This type of clip requires more analysis than typical handheld camera shake.
Choose a setting from the drop-down list to indicate the type of motion you want to stabilize.
• Pan/Tilt Removes camera shake.
• Pan/Tilt and Roll Removes camera shake and smooths rotation.
• Pan/Tilt, Roll, and Zoom Removes camera shake and smooths rotation and unwanted zoom effects.
Drag this slider to adjust the amount of pan/tilt (X/Y) stabilization you want to apply. A setting of 0 means that no pan/tilt stabilization is applied; a setting of 100 means that the plug-in will attempt to remove all pan/tilt motion.
When Pan/Tilt and Roll is selected in the Motion to stabilize drop-down list, you can drag this slider to smooth camera rotation. A setting of 0 means that no rotation smoothing is applied; a setting of 100 means that the plug-in will attempt to smooth all rotation.
When Pan/Tilt, Roll, and Zoom is selected in the Motion to stabilize drop-down list, you can drag this slider to smooth camera rotation and zooming.
Select this check box if you want to correct skewing (during horizontal motion) or stretching/compression (during vertical motion) due to rolling shutter.
Click to reset all controls to the default settings for the selected profile.
WORKING WITH EVENTS |
203
4.
Click Apply. The video is analyzed, and a subclip is added to the Project Media window for the stabilized media.
If the event has been trimmed, you can choose to stabilize the full-length clip or the trimmed portion of the clip.
Tip:
To remove stabilization, right-click an event (or a clip in the Project Media window) and choose Stabilize Media from the
shortcut menu. In the Stabilize Media dialog, click the Remove button.
Using audio event envelopes (ASR)
You can apply envelopes to individual events. Envelopes, also known as ASRs (attack, sustain, and release), give you the ability to control an audio event’s fade-in, fade-out, and overall volume level.
Notes:
• If you want to display fade lengths in selected events, select the Event Fade Lengths option on the View menu.
When you add an event to your project, handles are added that are used to set the envelope. As you use these handles on audio events, a volume envelope appears indicating how the event is being affected.
Envelope handles
Audio event envelope
Setting an audio event’s volume
When you place the mouse pointer at the top of the event, the pointer changes to a hand cursor ( ) that you can use to lower the event’s overall volume.
1.
Place the mouse pointer at the top of the event.
2.
When you see the envelope cursor ( ), drag the volume envelope to the desired level. As you drag, the event’s decibel level is displayed.
You can make fine adjustments by holding Ctrl or clicking the right mouse button while dragging the envelope.
Volume line
Decibel level
Note:
When you have multiple events selected, the gain of all selected events is adjusted simultaneously.
204
| CHAPTER 11
Setting an event’s fade in and out
The event handles allow you to change an audio event’s fade in and out volume. You can also change the type of curve that the event uses to control the volume’s fade in or out.
1.
Place the mouse pointer on a handle (upper corners of the event). The pointer changes to the envelope cursor ( ).
2.
Click the corner of the event and drag to create a fade.
To remove a fade, drag the end of the fade curve back to the edge of the event.
Changing an event’s fade curve
You can set the shape of the fade curve (fast, linear, slow, smooth, or sharp) that an event uses to raise or lower the volume over time. To access the different fade curves, right-click anywhere in the event’s fade-in or fade-out region and choose Fade Type from the shortcut menu.
Right-click to select the fade curve type
Fast
Linear
Slow
Smooth
Sharp
Tip:
WORKING WITH EVENTS |
205
Using video event envelopes
Video envelopes allow you to control an event’s opacity or velocity over time. Envelopes appear as lines on an event. With a velocity envelope, you have the added control of being able to create and edit envelope points.
Note:
Using opacity envelopes
Opacity envelopes set the overall opacity and allow you to fade video events in and out. This affects the transparency of the event in relation to background events on lower tracks. These background events can be other video events or background colors.
Setting a video event’s opacity
When you place the mouse pointer at the top of the event, the pointer changes to a hand cursor ( ) that you can use to lower the event’s overall opacity.
1.
Place the mouse pointer at the top of the event.
2.
When you see the envelope cursor ( ), drag the opacity envelope to the desired level. As you drag, the event’s opacity level is displayed.
You can make fine adjustments by holding Ctrl or clicking the right mouse button while dragging the envelope.
Note:
When you have multiple events selected, the opacity of all selected events is adjusted simultaneously.
Setting an event’s fade in and out
The event handles allow you to change a video event’s fade in and out. You can also change the type of curve that the event uses to control the fade in or out.
1.
Place the mouse pointer on a handle (upper corners of the event). The pointer changes to the fade offset cursor (
2.
Click the corner of the event and drag to create a fade.
).
You can make fine adjustments by holding Ctrl or clicking the right mouse button while dragging the fade curve.
206
| CHAPTER 11
Changing an event’s fade curve
You can set the shape of the fade curve (fast, linear, slow, sharp, or smooth) that an event uses to increase or decrease the opacity over time. To access the different fade curves, right-click anywhere in the event’s fade-in or -out region and choose Fade Type from the shortcut menu.
Tip:
Using velocity envelopes
You can use velocity envelopes to change the speed of a video event over time. To view a velocity envelope, right-click the event, choose Insert/Remove Envelope, and then choose Velocity from the submenu.
1.
Right-click an event, choose Insert/Remove Envelope, and then choose Velocity from the submenu. The velocity envelope appears on the event as a blue line.
2.
To increase the speed, drag the envelope up. To slow the video down, drag the envelope down.
You can make fine adjustments by holding Ctrl or clicking the right mouse button while dragging the envelope.
Adding velocity envelope points
When combined with points, envelopes can be used to animate velocity changes.
1.
Double-click the envelope where you want to add a point.
2.
Drag the point to adjust it. The time and velocity level of the point are displayed as you drag.
3.
Right-click the envelope between two points to choose a fade type (linear, fast, slow, smooth, or sharp) to set the shape of the curve.
Envelope points
Tip:
To delete a point, right-click the point and choose Delete.
Making a video play at twice its normal speed makes the duration of the video half as long. Likewise, slowing a video down makes it longer (with 0% being an infinite freeze frame). For example, if you decrease the speed of a ten-second video event by 50%, only five seconds of video play (played over the course of the ten-second event), meaning that only half as much actual footage from the original event plays. On the other hand, if the speed is increased 200%, the ten seconds of content play in only five seconds. The remaining five seconds of the event are filled either with a freeze of the last frame or with ten additional seconds of video content from the longer file.
You might want to resample the frame rate of an event that has been significantly slowed. To resample an event, right-click the
Using the Envelope Edit Tool
While you can edit envelopes using the Normal Edit tool ( ), you can limit your editing to envelopes only by clicking the Envelope
Edit Tool button ( ). You cannot move, trim, or otherwise modify events with this tool, which allows you to edit envelope points
without making any other unwanted changes. For more information, see
Using the Envelope Edit tool on page 193
WORKING WITH EVENTS |
207
Removing a velocity envelope
To remove a velocity envelope and all of its settings, right-click the event, choose Insert/Remove Velocity Envelope, and then choose Velocity from the submenu.
Grouping events
You are allowed to group events together within tracks or across separate tracks.
Once you create a group, you can move all the events in the group within their tracks as a unit and apply event-specific edits at the same time. You can still edit properties of individual events within a group without affecting the other events in a group.
Dragging one event in a group moves all events in the group.
Note:
When the Cut, copy, and delete grouped events check box on the Editing tab of the Preferences dialog is selected, cutting,
copying, or deleting an event will affect all events in the same group.
Creating a new group
Grouping is useful when you want to preserve timing of events and move events together along the timeline.
1.
Select the events you want to group.
2.
From the Edit menu, choose Group, and choose Create New from the submenu.
Adding an event to an existing group
1.
Right-click an event in the existing group, choose Group from the shortcut menu, and choose Select All from the submenu to select all of the members of the group.
2.
Press Ctrl and click the event to be added to the group.
3.
Right-click the event, choose Group from the shortcut menu, and choose Create New from the submenu.
Note:
Events can only be in one group at a time. Adding an event to an existing group essentially clears the old group and creates a new one that includes all of the selected events.
Removing events from a group
You can remove individual events from a group without affecting the other members of the group. An event you remove from the group is not deleted from the project and remains on the timeline.
Note:
When the Cut, copy, and delete grouped events check box on the Editing tab of the Preferences dialog is selected, cutting,
copying, or deleting an event will affect all events in the same group.
1.
Right-click the event you want to remove from the group.
2.
From the shortcut menu, choose Group, and choose Remove From from the submenu. The event is removed from the group.
The rest of the grouped events remain intact.
208
| CHAPTER 11
Clearing a group
You can ungroup all events by clearing the entire group. Clearing a group does not remove events from your project.
1.
Right-click one of the members of the group.
2.
From the shortcut menu, choose Group, and choose Clear from the submenu.
Selecting all members of a group
While grouped events move together within their tracks, selecting one member of a group does not automatically select every member of that group.
1.
Right-click one of the members of the group.
2.
From the shortcut menu, choose Group, and choose Select All from the submenu.
With all events in a group selected, you can move the group to other tracks, or cut and paste the group to a new location.
Suspending grouping temporarily
You can temporarily suspend the grouping behavior of all groups (including video media files with included audio streams) by clicking the Ignore Event Grouping ( ) button.
Cutting, copying, or deleting grouped events
Note:
When the Cut, copy, and delete grouped events check box on the Editing tab of the Preferences dialog is selected, cutting,
copying, or deleting an event will affect all events in the same group.
1.
Select the events you want to cut or delete.
2.
From the Edit menu, choose Group, and choose Cut All, Copy All, or Delete All from the submenu. The selected events and any events that are grouped with the selected events are deleted or copied/cut to the clipboard.
WORKING WITH EVENTS |
209
210
| CHAPTER 11
Chapter 12 Using the Mixer
The Mixer window is where you control the project’s busses and assignable effects chains.
Using the Mixer window
The Mixer is a dockable window where you can control audio busses and assignable effects chains within your project and adjust the outgoing signal’s volume and routing.
Viewing the Mixer window
The Mixer window appears in the window docking area by default when you first start Vegas® Pro software. However, you can drag the Mixer within the workspace at any time to float it.
To hide/view the Mixer window, choose Mixer from the View menu or press Alt+3.
Preview
(display optional)
Busses
Assignable effects
Float handle
Using the Mixer toolbar
The Mixer’s toolbar allows you to access project properties, add busses, and add assignable effects chains to the
Mixer.
Button Description
The Project Audio Properties button accesses the Audio tab of the Project
Properties dialog. For more information, see
The Downmix Output button downmixes your audio from 5.1 surround to stereo or from stereo to mono so you can ensure your mix will sound the way you intended it, even when your audience’s hardware has fewer channels than the original mix. The button represents the current playback mode:
• 5.1 surround output ( )
• Stereo output ( )
• Mono output ( )
The Dim Output button attenuates the volume of all busses that are routed to hardware outputs by 20 dB. Click again to restore original volume.
The Insert Assignable FX button adds an assignable effects chain to your project.
You can route tracks to the assignable effects chain. For more information, see
Assigning audio tracks to assignable effects chains on page 218
The Insert Bus button adds a bus to your project. You can route tracks or assignable
effects chains to the bus. For more information, see
Assigning audio tracks to busses on page 216
USING THE MIXER |
211
Using the Mixer Preview fader
The Preview fader allows you to adjust the volume and monitor output levels of media files when you preview them from the
Explorer or Project Media windows, or play them back from the Trimmer window. The Preview fader also controls the metronome volume.
Viewing/hiding the Preview fader
The Preview fader is hidden as a default to make more room for other busses and assignable effects chains. To view or hide the
Preview fader, simply right-click anywhere within the Mixer and choose Show Preview fader from the shortcut menu.
Adjusting the Preview fader
You can adjust the Preview fader while you are previewing a media file from the Explorer window. Drag the fader up or down, or press Ctrl while dragging to move in smaller increments. Double-click the fader to reset it.
see Changing bus meter resolution on page 215
. You can also adjust the Preview fader to correct clipping in the same way you adjust
a bus. For more information, see
Adjusting a bus for clipping on page 216
212
| CHAPTER 12
Using busses
A bus is a master control for the audio-signal mix of one or more tracks. You can assign tracks to play back on a specific bus.
However, to assign a track to a bus, you must have more than one bus in your project. Each project has a Master bus as a default, but you can add up to 25 additional busses to the Mixer window. A bus is the last stage in the signal’s flow through Vegas Pro
software. For more information, see
You can configure each bus to use a specific hardware output.
Name
Mute
Automation
Settings
Playback device
Bus FX
Pan slider
Solo
Fader
Meter
Item
Automation settings
Mute
Solo
Fader
Name
Pan
Bus control
Playback device
Bus FX
Meter
Bus control showing automation controls
Description
The controls in the bus control list can function as trim controls or automation controls for bus volume, panning, and muting.
Click the button and verify Show Automation Controls is not selected if you want the bus control to function as a trim control. Adjusting a trim control affects the entire track.
Click the button and choose Show Automation Controls to adjust automation
settings. For more information, see
Prevents playback of the bus.
When Show Automation Controls is selected, the Mute button is displayed with an automation icon ( ),and you can use the button to edit mute automation on the
bus’s bus track. For more information, see
Plays only the output of that bus. For more information, see
Adjusts the bus’s volume on two stereo channels.
When Show Automation Controls is selected, the thumb is displayed with an automation icon ( ), and you can use the fader to edit volume automation on the
bus’s bus track. For more information, see
Adjusting bus volume on page 215
Tip:
Right-click the thumb and choose Pre FX or Post FX from the shortcut menu to specify whether the bus level is applied before or after the bus effects chain.
Name of the bus. Double-click the name to edit it. For more information, see
Drag to ajust the overall panning of the track.
When Show Automation Controls is selected, the thumb is displayed with an automation icon ( ), and you can use the slider to edit pan automation on the bus’s bus track.
Allows you to select the device that the bus uses for playback.
Displays the Bus FX window and allows you to adjust the audio effects plug-ins.
Displays the playback level of the bus. For more information, see
Changing bus meter resolution on page 215
USING THE MIXER |
213
Adding busses to a project
You can add up to 25 busses at any time during the development of your project.
Adding a bus
Click the Insert Bus button ( ) on the Mixer window.
Adding multiple busses
1.
Click the Project Audio Properties button ( ) on the Mixer window. The Project Properties window is displayed with the
Audio tab selected.
2.
In the Number of stereo busses box, enter the desired number of busses (up to 25) to appear in the Mixer window.
Enter the number of busses.
3.
Click OK to add the specified number of busses and close the Project Properties window.
The new busses appear in the Mixer window.
Deleting busses from a project
You can remove busses from your project at any time. When you remove a bus from a project, any tracks assigned to it are reassigned to the Master bus.
Deleting a bus
Right-click the bus to be deleted in the Mixer window and choose Delete from the shortcut menu.
Deleting multiple busses
1.
Click the Project Audio Properties button ( ) on the Mixer window. The Project Properties window is displayed with the
Audio tab selected.
2.
In the Number of stereo busses box, enter the desired number of busses to appear in the Mixer window.
3.
Click OK. All tracks assigned to a deleted bus are reassigned to the Master bus in the Mixer window.
Routing a bus to another bus
If you have multiple busses, you can use bus-to-bus routing to create subgroups.
1.
Add busses to your project.
2.
In the Mixer window, click the Playback Device Selector button on the bus you want to route and choose a bus from the menu.
• The button is displayed as a when a bus is routed to the master bus.
• The bus letter is displayed ( , , and so on) when a bus is routed to another bus.
• The button is displayed as a when a bus is routed to a hardware output.
214
| CHAPTER 12
Routing busses to hardware
You can assign busses to use specific hardware for output. When you installed the software, it automatically detected the hardware
available for output on your computer. For more information, see
1.
From the Options menu, choose Preferences and click the Audio Device tab.
2.
From the Audio device type drop-down list, choose Windows Classic Wave Driver or an ASIO™ driver.
Note:
If you select Microsoft Sound Mapper in the Audio device type drop-down list on the Audio Device tab, you will not be
able to assign the bus to a different device.
3.
Click OK to close the Preferences window.
4.
In the Mixer window, click the Playback Device Selector button on the bus you want to route.
5.
Choose a hardware device from the menu.
• The button is displayed as a when a bus is routed to the master bus.
• The bus letter is displayed ( , , and so on) when a bus is routed to another bus.
• The button is displayed as a when a bus is routed to a hardware output.
Note:
You can map multiple busses to a single sound card.
Working with busses
Busses in the Mixer window are fully independent and can be adjusted separately. You can adjust the bus volume, change the bus meter resolution, and adjust the bus fader to eliminate clipping.
Adjusting bus volume
You can adjust a bus’s volume during project playback by dragging the fader. The fader on a stereo bus is split so that you can adjust the levels of the two stereo channels independently.
The fader can function as a trim control that adjusts the overall level of the bus, or it can adjust volume automation settings on the bus track. Click the Automation Settings button ( ) and verify Show Automation Controls is not selected if you want the fader to function as a trim control.
The faders are locked (ganged) so that the left and right channels of stereo files move together. Click the Lock/Unlock Fader
Channels button ( ) to unlock or lock the faders. You can also press Shift while dragging a fader to temporarily override a fader’s locked or unlocked state.
Tip:
Double-click a fader to reset it to 0.0 dB. If you have set each channel independently, double-click either the left or right fader to have the other fader match the other’s volume setting.
If you want to adjust volume automation settings on the bus’s bus track, click the Automation Settings button ( ) and select
see Adjusting volume or pan automation settings on page 185
You can adjust the volume of several busses simultaneously by selecting the busses and adjusting any of their faders. If you select an assignable effect along with the busses, the output fader of the assignable effect moves along with the bus volume faders.
Changing bus meter resolution
You can select a meter resolution at which a bus displays the signal levels that are being mixed. When you change the meter resolution on this control, the other meters (assignable effects and preview) automatically change to match.
To change bus meter resolution, right-click a meter and choose a meter resolution from the shortcut menu.
USING THE MIXER |
215
Adjusting a bus for clipping
If the volume level is set too high, it can cause clipping. The clipping displays in red at the top of the meter with the clipping value displayed in decibels (dB). Adjust the fader and click the red clipping value to reset the meter. Continue to adjust the fader and reset the meter until you eliminate the clipping.
You can set the meter to remember and display the highest and lowest levels by right-clicking and selecting Hold Peaks and Hold
Valleys.
Muting a bus
Muting allows you to temporarily suspend playback of the bus. When a bus is muted, the word Muted appears at the bottom of the meter. You can mute more than one bus at a time.
The Mute button can mute the bus, or it can adjust mute automation on the bus’s bus track. To mute the bus, click the Automation
Settings button ( ) and verify Show Automation Controls is not selected. Click the Mute button ( ) to mute the bus, and click it again to restore playback.
To adjust mute automation, click the Automation Settings button ( ) and select Show Automation Controls. The Mute button is displayed with an automation icon ( ) in automation mode. Click to turn mute automation on, or click it again to turn mute
automation off. For more information, see
Adding or removing mute automation on page 184
Soloing a bus
Soloing isolates a bus’s playback so that you can focus on a specific output. You can solo more than one bus at a time. To solo the bus, click the Solo button ( ). Click the button again to turn off soloing.
Renaming a bus
Every bus in the Mixer window has an editable name.
1.
Double-click the bus name.
2.
Type a new name.
3.
Press Enter to save the name.
Panning a bus
Like volume, the pan slider in the track header can function as a trim control that adjusts the overall panning of the track, or it can
adjust track panning automation settings. For more information, see
Adding or removing volume or pan automation on page 184
Assigning audio tracks to busses
Assigning audio tracks to busses on page 175
Adjusting a bus send level
Adjusting bus send levels on page 175
216
| CHAPTER 12
Using assignable effects chains
Assignable effects allow you to send various levels of multiple tracks to a single audio effect chain. Like busses, these controls reside in the Mixer window and support plug-in chains. In addition, you can route assignable effects outputs to project busses.
information, see Adding Audio Effects on page 251
Number/Name
Mute
Solo
Automation settings
Pan slider
Bus assignment
Assignable FX
Input
Fader and
Meter
Output
Fader and
Meter
Assignable effects
Lock/Unlock
Fader Channels
Assignable effects showing automation controls
Item Description
Number/Name
Automation Settings
Mute
Number and name of assignable effects. Double-click the name to edit it.
The controls in the assignable effects control list can function as trim controls or automation controls for output level, panning, and muting.
Click the button and verify Show Automation Controls is not selected if you want the bus control to function as a trim control. Adjusting a trim control affects the entire track.
Click the button and choose Show Automation Controls to adjust automation
settings. For more information, see
Prevents the assignable effects chain from processing the track’s signal.
When Show Automation Controls is selected, the button is displayed with an automation icon ( ), and you can use the button to edit mute automation on the chain’s bus track.
Plays only the output of that assignable effects chain. Solo
Assignable FX
Bus Pan
Bus assignment
Input Fader
Output Fader
Displays the Assignable FX window and allows you to adjust the plug-in settings.
Drag to adjust the overall panning of the assignable effects chain.
When Show Automation Controls is selected, the thumb is displayed with an automation icon ( ), and you can use the slider to edit pan automation on the chain’s bus track.
Allows to you assign the assignable effects chain to a bus.
Adjusts the input volume.
Adjusts the output volume.
When Show Automation Controls is selected, the thumb is displayed with an automation icon ( ), and you can use the fader to edit volume automation on the chain’s bus track.
Displays the incoming and outgoing signal level to the assignable effects chain. Meter
Lock/Unlock Fader Channels Locks the faders so the left and right channels of stereo files always move together.
Click again to unlock the faders.
USING THE MIXER |
217
Tip:
To use the output fader to control the wet/dry mix of the assignable effects chain, set each plug-in to 100% wet. Use the output
(effects return) fader to balance the dry track signal with the wet plug-in signal.
You can work with assignable effects controls in much the same way you work with busses. Use the same methods described earlier
Working with busses on page 215
Assigning audio tracks to assignable effects chains
information, see Assigning audio tracks to assignable effects chains on page 174
Routing assignable effects chains to busses
When you add assignable effects to your project, you can assign them to a specific bus for output. The bus mixes the assignable
This option is only available if the project contains multiple busses.
1.
Click the Bus button ( ) on the assignable effect control. A menu displays all the busses in your project.
2.
Choose the bus to which you want to route the assignable effects chain.
The assignable effects chain displays the letter of the bus to which it is routed.
Automating busses and assignable effects
You can automate busses and assignable effect chains in the timeline. You can view each of these controls on bus tracks at the bottom of the timeline and to add envelopes to automate functions such as volume, pan, and assignable effect chain input/output levels.
You can also add envelopes to automate effect parameters for plug-ins that support automation.
Viewing bus tracks
From the View menu, choose Show Bus Tracks or press U. The bus tracks appear at the bottom of the timeline. A bus track appears for each bus or assignable effect chain in your project.
Adding track envelopes
Right-click the track header in the track list, choose Insert/Remove Envelope from the shortcut menu, and choose the appropriate
envelope type from the submenu. For more information, see
Adding or removing track effect automation on page 187
Modifying track envelopes
Working with track envelopes on page 190
218
| CHAPTER 12
Chapter 13 Using the Mixing Console
The Mixing Console provides an integrated view of all tracks and busses in your Vegas® Pro project using the appearance of a traditional hardware-based mixer. You can use the Mixing Console to mix your project in much the same way you work with a hardware-based mixer.
Understanding the Mixing Console window
From the View menu, choose Mixing Console to toggle the display of the Mixing Console window.
Channel List Toolbar
View pane
Channel strips
The Mixing Console window is explained in the following sections.
USING THE MIXING CONSOLE |
219
The Mixing Console toolbar
The Mixing Console toolbar is displayed at the top of the Mixing Console window and allows you to quickly configure the window’s display; downmix audio; dim the output; or add tracks, assignable effects, or busses.
Item Description
Properties and
Layout
Click the Properties and Layout button (
) to open the Audio tab in the Project Properties dialog, or click the down arrow and choose a command from the menu:
Audio Properties Displays the Audio tab in the Project Properties dialog.
Show Channel
Displays or hides the Channel List on the left side of the Mixing Console window.
List
Select a channel strip’s check box to display it in the Mixing Console, or clear a check box to hide a channel strip without removing it from your project.
Channel Width
Choose a setting to indicate whether you want to view narrow, medium (default), or wide channel strips in the Mixing Console window.
Show Channels Choose a command to configure which channel strips are displayed in the Mixing
Console window.
• Show All Channels: Displays all channel strips in the Mixing Console.
Show Control
Regions
• Audio Tracks: Shows or hides audio track channel strips.
• Audio Busses: Shows or hides auxiliary bus channel strips.
• Assignable FX Busses: Shows or hides assignable FX channel strips.
• Master Bus: Shows or hides the Master bus channel strip.
• Preview Bus: Shows or hides the Preview bus channel strip.
Choose a command to configure which portions of the channel strips are displayed in the Mixing Console window.
• Show All Control Regions: Displays all control regions.
• Insert FX Control Region: Shows or hides the Insert FX control region.
• Send Control Region: Shows or hides the Sends control region.
• I/O Control Region: Shows or hides the I/O control region.
• VU Meters Control Region: Shows or hides the VU/PPM control region.
• Peak Meters Control Region: Shows or hides Peak Meters.
• Faders Control Region: Shows or hides volume faders.
• Show Region Labels: Shows or hides labels in each portion of the channel strips.
Show Region
Labels
Choose this command to show or hide control region labels in channel strips.
Meter Layout
Choose Meter Layout, and then choose a command from the submenu to reset clip indicators; set the display range; or display labels, peaks, or valleys in the channel meters.
Downmix Output
Downmixes your audio from 5.1 surround to stereo or from stereo to mono so you can ensure your mix will sound the way you intended it—even when your audience’s hardware has fewer channels than the original mix.
The button represents the current playback mode:
5.1 surround output
Stereo output
Mono output
Dim Output
Attenuates the volume of all busses that are routed to hardware outputs by 20 dB so you can check your mix at a lower level (or answer the phone). Click again to restore volume.
Insert Audio Track
Adds an audio track to your project.
Insert Assignable FX
Creates an assignable FX chain that you can route to one or more tracks in your project.
To delete an assignable FX chain, right-click the assignable FX channel strip and choose Delete from the shortcut menu.
Insert Bus
Adds a bus to your project. The Audio tab in the Project Properties dialog is updated to reflect the new number of busses.
To delete a bus, right-click the channel strip for the bus and choose Delete from the shortcut menu.
220
| CHAPTER 13
Item
Insert Input Bus
Description
Adds an input bus to your project.
To delete a bus, right-click the channel strip for the bus and choose Delete from the shortcut menu.
The Channel List pane
The Channel List pane is displayed on the left side of the Mixing Console window.
To show or hide the window, click the down arrow next to the Properties and Layout button ( ) and choose Show Channel List from the menu (or right-click the Mixing Console window and choose Show Channel List from the shortcut menu).
The top of the Channel and Group List pane displays a listing of all tracks, busses, and assignable effects chains in your project.
Select a channel’s check box to include it in the Mixing Console display, or clear a check box to hide the channel without removing it from your project.
Clicking a track, bus, or assignable effects chain in the Channel List pane selects that channel. You can hold Ctrl or Shift to select multiple channels to perform ganged edits.
The View pane
The View pane is displayed on the left side of the Mixing Console window. If the Channel List pane is visible, the View pane is displayed between the Channel List pane and the Channels pane.
You can use the buttons in this pane to show or hide components in the Mixing Console.
Item
Show All
Audio Tracks
Audio Busses
Input Busses
Assignable FX
Master Bus
Preview Bus
Insert FX
Sends
Description
Click to show channel strips for all tracks, busses, and assignable effects chains.
Click to show or hide channel strips for audio tracks.
Click to show or hide channel strips for audio busses.
Click to show or hide channel strips for input busses.
Click to show or hide channel strips for assignable effects chains.
Click to show or hide the channel strip for the Master bus.
Click to show or hide the channel strip for the Preview bus.
Click to show or hide the insert effects control region in channel strips.
Click to show or hide the sends control region in channel strips.
USING THE MIXING CONSOLE |
221
Item
I/O
VU Meters
Meters
Faders
Channel Width
Description
Click to show or hide the I/O control region in channel strips.
Click to show or hide the VU/PPM control region in channel strips.
Click to show or hide the peak meters control region in channel strips.
Click to show or hide the Faders control region in channel strips.
Drag the slider toward the Zoom Out Track and Bus Width button ( ) to decrease the width of channel strips, or drag toward the Zoom In Track and Bus Width button
( ) to increase channel strip widths.
Channel strips
Tracks, busses, and assignable effects chains are displayed as channel strips in the Mixing Console.
Tips:
• If you want to change the order in which tracks are displayed, you can click the channel label and drag a channel strip to a new location. Busses and assignable effects chains cannot be reordered.
• Hover over a fader and roll your mouse wheel to change its setting.
• To edit a fader value quickly, you can double-click the displayed value to type a new value.
• Hold Ctrl while dragging a fader to move it in fine increments.
Insert FX Control Region
Sends Control Region
I/O Control Region
VU/PPM Control Region
Peak Meters Control Region
Faders Control Region
Channel Label
Item
Insert FX Control Region
Sends Control Region
Description
The Insert FX control region displays the insert effects chain for a track or bus.
The Sends control region displays controls for routing tracks to busses or assignable effects chains. For assignable effects chains, the Sends control region also displays an input fader and meter.
222
| CHAPTER 13
Item
I/O Control Region
VU/PPM Control Region
Description
The I/O control region allows you to choose the recording input for a track or route a channel to a bus or hardware output.
The VU/PPM control region displays volume unit (VU) and peak program (PPM) meters to help you determine the perceived loudness of your signal. Peak program meters provide faster response times to volume increases than VU meters.
Tip:
To change the range of all VU meters in the Mixing Console, right-click a meter and choose a range from the shortcut menu.
Peak Meters Control Region
The Peak Meters control region displays peak meters you can use to monitor instantaneous levels during playback and determine the loudest level in your audio signal.
Faders Control Region
Channel Label
Tip:
To change the range of all meters in the Mixing Console, drag the Meter Range
slider in the View pane (or right-click a meter and choose a range from the shortcut menu).
The Faders control region allows you to control a channel’s gain.
• Audio track channels display controls for the track automation mode, arm for record, input monitor mode, mute, solo, pan, track gain, and phase.
• Bus channels display controls for the bus automation mode, mute, solo, pan, bus gain, and pre/post fader effects processing.
• Assignable effects channels display controls for the bus automation mode, mute, solo, pan, bus gain, and pre/post fader effects processing.
If the Peak Meters control region is not visible, the Faders control region also displays a peak meter.
The Channel Label displays the name of the track or bus. Double-click to edit the name.
USING THE MIXING CONSOLE |
223
Adding track, assignable FX, and bus channels
In its default configuration, the Mixing Console displays a channel for each track, bus, and assignable effects chain in your project.
You can use the buttons on the Mixing Console Toolbar to add tracks, assignable effects chains, or busses to your project:
Item Description
Insert Audio Track
Adds an audio track to your project.
Insert Assignable FX Creates an assignable FX chain that you can route to one or more tracks in your project.
Insert Bus
To delete an assignable FX chain, right-click the assignable FX channel strip and choose Delete from the shortcut menu.
Adds a bus to your project. The Audio tab in the Project Properties dialog is updated to reflect the new number of busses.
Insert Input Bus
To delete a bus, right-click the channel strip for the bus and choose Delete from the shortcut menu.
Adds an input bus to your project.
To delete an input bus, right-click the channel strip for the bus and choose Delete from the shortcut menu.
Using audio track channel strips
A separate channel strip is displayed for each audio track in your project. Each channel strip mirrors controls that are displayed in the track header.
To show or hide audio track channel strips, click the Audio Tracks button in the View pane.
Renaming audio tracks
To rename a track, double-click the track label at the bottom of the channel strip and type a new name in the box (or press F2 to rename the selected track). The channel strip in the Mixing Console and the track header are updated when you press Enter.
Adding or editing track (insert) effects
When the Insert FX control region is visible, each track displays its effects chain at the top of the channel strip.
To show or hide the Insert FX control region, click the Insert FX button in the View pane.
Each effect is displayed as a button. You can hover over the button to see a ToolTip that displays the full plug-in and preset name.
Tip:
When the Insert FX control region isn’t visible, you can click the Track FX button ( ) in the Faders control region to display the
Audio Plug-In window for the track’s effects chain.
224
| CHAPTER 13
Adding a plug-in
Click the Add New Insert FX button ( chain.
) and then choose a new plug-in from the menu to add a new plug-in to the effects
Editing effects settings
Click an effect’s button to display the Audio Plug-In window, where you can adjust the plug-in’s settings.
When you right-click an effect’s button, a shortcut a menu is displayed:
• Choose Show <Plug-In Name> to open the Audio Plug-In window, where you can adjust the plug-in’s controls.
• Choose Bypass <Plug-In Name> to temporarily bypass a plug-in.
When an effect is bypassed, its button is displayed in red text.
• Choose Remove <Plug-In Name> to remove a plug-in from the track effects chain.
• Choose Presets, and then choose a setting from the submenu to load a new preset.
• To replace the current plug-in, right-click the effect’s button, and then choose a new plug-in from the menu. Plug-ins are organized in submenus by type (EQ, Dynamics, Reverbs, etc.).
Adjusting bus or assignable effects send levels
When the Sends control region is visible, each track displays controls you can use to route the track to busses and assignable effects chains.
To show or hide the Sends control region, click the Sends button in the View pane.
When the Automation Settings button ( ) in the Faders control region is not selected, click the Active Send button and choose a bus or assignable effects chain from the menu, and then drag the fader to adjust the send level.
When the Automation Settings button ( ) in the Faders control region is selected, the fader handle is displayed as with an automation icon ( ), and you can use it to edit send volume automation on the track.
Note:
The trim level is added to the automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
Tip:
To adjust the size of the Sends control region, you can drag the bottom divider to make more or fewer sends visible.
Bus sends are pre-volume (and pre-mute) by default. To change to post-volume (and post-mute), click the Pre/Post button to switch to Post Volume Send mode.
USING THE MIXING CONSOLE |
225
Change a track’s input or output device
When the I/O control region is visible, each track displays controls you can use to set the track’s input device (for recording) and output device.
To show or hide the I/O control region, click the I/O button in the View pane.
To choose the recording input for the track, click the Input button and choose a port from the menu.
To route a track to a bus, click the Output button and choose a bus from the menu.
Monitoring track levels with VU/PPM meters
When the VU/PPM Meters control region is visible, you can display volume unit (VU) and peak program (PPM) meters to help you determine the perceived loudness of your audio signal (peak program meters provide faster response times to volume increases than VU meters).
To show or hide the VU/PPM Meters control region, click the VU Meters button in the View pane.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Item
Show VU/PPM
Reset Clip
Traditional VU
Extended VU
Logarithmic VU
UK PPM
EBU PPM
DIN PPM
Nordic PPM
Show Labels
Show Peaks
Description
Use this command to show or hide meters for individual channels.
Clears clipping indicators.
The traditional VU meter is displayed with a scale of -10 dB to +2 dB. 0 dB on the VU meter equals 4 dBu.
The extended VU meter is displayed with a scale of -30 dB to +8 dB. 0 dB on the VU meter equals 4 dBu.
Displays the meters in a logarithmic scale (like the Sound Forge peak meters) instead of the linear scales traditionally associated with VU meters.
The UK peak program meter (also known as a BBC meter) is a Type II meter and is displayed with a scale of 1 to 7, which corresponds to a range of -12 to 12 dBu:
6
5
UK Marks
7
8
4
dBu
12
2
1
4
3
0
4
8
-12
The EBU peak program meter is a Type II meter and is displayed with a scale of -12 to
+12, which corresponds to -12 dBu to 12 dBu. 0 on the EBU PPM equals 0 dBu.
The EBU PPM and UK PPM respond identically to increases in volume, but the EBU
PPM decays more slowly.
The DIN peak program meter is a Type I meter and is displayed with a scale of -50 dB to +5 dB, which corresponds to -44 dBu to 11 dBu. 0 dB on the DIN PPM equals 6 dBu.
The Nordic peak program meter is a Type I meter and is displayed with a scale of -42 dB to +12 dB, which corresponds to -42 dBu to 12 dBu. 0 dB on the Nordic PPM equals
0 dBu.
Toggles the meter level labels on and off.
Toggles peak level indicators on the top of the meter.
226
| CHAPTER 13
Item
Hold Peaks
Hold Valleys
Vintage Mode
Description
When selected, the highest peak levels are represented by a thin line on the meter.
When selected, the lowest peak levels are represented by a thin line on the meter.
When Vintage Mode is selected, the VU meters use a different calculation method to simulate the response of analog VU meters.
Monitoring track levels with peak meters
When the Meters control region is visible, each track displays meters you can use to monitor track levels.
To show or hide the Meters control region, click the Meters button in the View pane.
Note:
If the Meters control region is not visible, peak meters are displayed in the Faders control region.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Tip:
Right-click the peak meters and choose Show Peak Meter to show or hide meters for individual channels.
Changing a track’s automation mode
When the Faders control region is visible, each track displays controls you can use to adjust track panning, volume and muting. The controls can adjust static (trim) or automation levels. Use the Automation Settings button ( ) at the top of the Faders control region to choose the automation mode and turn automation on or off.
To show or hide the Faders control region, click the Faders button in the View pane.
To change a track’s automation recording mode, click the down arrow next to the Automation Settings button ( ) and choose a setting from the menu.
The track controls behave differently depending on the track’s automation recording mode:
• When the track automation mode is set to Off ( ), the control adjusts the level of the entire track. In this mode, the automation control acts as a second trim control.
• When the track has a volume or pan envelope and the track automation mode is set to Read ( ), the control will follow the envelope during playback but cannot be adjusted.
• When the track automation mode is set to Touch ( ) or Latch ( ), the control edits the envelope setting at the cursor position. If the track does not have an envelope, an envelope will be added when you adjust the control.
Click the button (so the Automation Settings button is not selected) if you want the Fader control region controls to function as trim controls. Adjusting a trim control affects the entire track. When the Automation Settings button is selected, you can use the buttons to edit pan, volume, and mute automation for the track.
USING THE MIXING CONSOLE |
227
Muting or soloing a track
When the Faders control region is visible, each track displays Mute ( ) and Solo ( ) buttons.
To show or hide the Faders control region, click the Faders button in the View pane.
Muting a track
When the Automation Settings button ( ) is not selected, you can click the Mute button ( ) to prevent a track from being played in the mix. Click the Mute button on additional tracks to add them to the mute group. To unmute a track, click the Mute button again.
When the Automation Settings button ( ) is selected, the Mute button is displayed with an automation icon ( ), and you can use the button to edit mute automation.
Soloing a track
Click the Solo button ( ) to mute all unselected tracks. Click the Solo button on additional tracks to add them to the solo group. To remove a track from the solo group, click its Solo button again.
Inverting a track’s phase
When the Faders control region is visible, each track displays an Invert Track Phase button (
To show or hide the Faders control region, click the Faders button in the View pane.
).
Click the Invert Track Phase button ( ) to reverse the phase of all events on an audio track.
Although inverting data does not make an audible difference in a single file, it can prevent phase cancellation when mixing or crossfading audio signals.
Select multiple tracks to invert several tracks simultaneously.
Note:
If the Invert event switch is selected, inverting the phase of the track will return the event to its original phase.
228
| CHAPTER 13
Arming a track for recording or toggle input monitoring
When the Faders control region is visible, each track displays an Arm for Record button ( ) and an Input Monitor Mode button
( ) you can use to turn record input monitoring on or off.
To show or hide the Faders control region, click the Faders button in the View pane.
Arming tracks for recording
Select the Arm for Record buttons ( ) on the tracks where you want to record. Arming a track enables it for recording.
When a track is armed, the track meter displays the track’s level. If input monitoring is not on, the meter displays the level of your input source. If input monitoring is turned on, the meter shows the level of the input source plus the track effects chain.
Toggling record input monitoring
Click the Input Monitor Mode button ( ) and choose a command from the menu.
Note:
This button is available only when you’re using a low-latency audio device that supports input monitoring.
To turn on input monitoring, click the Input Monitor Mode button ( ) and choose and then choose Input Monitor Mode: On ( ) or Input Monitor Mode: Auto ( ) from the menu. During recording, your signal will be played back with the current track effects chain, but a dry (unprocessed) signal is recorded.
When On ( ) is selected, the behavior is similar to Auto mode, but you will always hear the input monitor during recording— monitoring is not toggled on and off when recording in to a selected event.
When Auto ( ) is selected, you will hear the input monitor signal when playback is stopped and during recording. If you’re recording into selected events, you’ll hear the input monitor signal only when the cursor passes over the selected events.
Important:
Your ability to monitor effects in real time is dependent on your computer’s performance. Effect automation envelopes are bypassed during record monitoring.
Adjusting track panning or volume
When the Faders control region is visible, each track displays a Pan slider and a Volume fader.
To show or hide the Faders control region, click the Faders button in the View pane.
USING THE MIXING CONSOLE |
229
Adjusting panning
When the Automation Settings button ( ) is not selected, you can drag the Pan slider to control the position of the track in the stereo field: dragging to the left will place the track in the left speaker more than the right, and dragging to the right will place the track in the right speaker.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Pan slider handle is displayed with an automation icon ( ), and you can use it to edit pan automation.
Note:
The trim level is added to the pan automation settings so your panning envelope is preserved, but with an offset applied. For example, setting the trim control to 9% left has the same effect as moving every envelope point 9% to the left.
Adjusting volume
When the Automation Settings button ( ) is not selected, you can drag the Volume fader to control the overall (trim) volume of the track.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Volume fader handle is displayed with an automation icon ( ), and you can use it to edit volume automation.
Note:
The trim level is added to the volume automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
230
| CHAPTER 13
Using bus channel strips
A separate channel strip is displayed for each bus in your project.
To show or hide channel strips for busses, click the Busses button in the View pane.
Renaming a bus
To rename a bus, double-click the label at the bottom of the channel strip and type a new name in the box (or press F2 to rename the selected bus). The channel strip in the Mixing Console is updated when you press Enter.
Adding or editing bus (insert) effects
When the Insert FX control region is visible, each bus displays its effects chain at the top of the channel strip.
To show or hide the Insert FX control region, click the Insert FX button in the View pane.
Each effect is displayed as a button. You can hover over the button to see a ToolTip that displays the full plug-in and preset name.
Tip:
When the Insert FX control region isn’t visible, you can click the Bus FX button ( ) in the Faders control region to display the
Audio Plug-In window for the bus effects chain.
Adding a plug-in
Click the Add New Insert FX button ( chain.
) and then choose a new plug-in from the menu to add a new plug-in to the effects
Editing effects settings
Click an effect’s button to display the Audio Plug-In window, where you can adjust the plug-in’s settings.
When you right-click an effect’s button, a shortcut a menu is displayed:
• Choose Show <Plug-In Name> to open the Audio Plug-In window, where you can adjust the plug-in’s controls.
• Choose Bypass <Plug-In Name> to temporarily bypass a plug-in.
When an effect is bypassed, its button is displayed in red text.
• Choose Remove <Plug-In Name> to remove a plug-in from the effects chain.
• Choose Presets, and then choose a setting from the submenu to load a new preset.
USING THE MIXING CONSOLE |
231
• To replace the current plug-in, right-click the effect’s button, and then choose a new plug-in from the menu. Plug-ins are organized in submenus by type (EQ, Dynamics, Reverbs, etc.).
Adjusting bus send levels
When the Sends control region is visible, each bus displays controls you can use to route the bus to assignable effects chains or to busses that are routed to hardware outputs.
To show or hide the Sends control region, click the Sends button in the View pane.
When the Automation Settings button ( ) in the Faders control region is not selected, click the Channel Send button and choose a bus or assignable effects chain from the menu, and then drag the fader to adjust the send level.
When the Automation Settings button ( ) in the Faders control region is selected, the fader handle is displayed with an automation icon ( ), and you can use it to edit send volume automation on the bus track.
Note:
The trim level is added to the automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
Tip:
To adjust the size of the Sends control region, you can drag the bottom divider to make more or fewer sends visible.
Bus sends are post-volume (and post-mute) by default. To change to pre-volume (and pre-mute), click the Pre/Post button to switch to Pre-Volume Send mode.
Changing a bus’s output device
When the I/O control region is visible, each bus displays controls you can use to set the bus’s output device.
To show or hide the I/O control region, click the I/O button in the View pane.
To choose an output device, click the Output button and choose a bus or hardware output from the menu.
Important:
When you route busses to hardware outputs, the outputs from those busses will not be included in the mix when you render your project.
232
| CHAPTER 13
Monitoring bus levels with VU/PPM meters
When the VU/PPM Meters control region is visible, you can display volume unit (VU) and peak program (PPM) meters to help you determine the perceived loudness of your audio signal (peak program meters provide faster response times to volume increases than VU meters).
To show or hide the VU/PPM Meters control region, click the VU Meters button in the View pane.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Item
Show VU/PPM
Reset Clip
Traditional VU
Extended VU
Logarithmic VU
UK PPM
EBU PPM
DIN PPM
Nordic PPM
Show Labels
Show Peaks
Hold Peaks
Hold Valleys
Vintage Mode
Description
Use this command to show or hide meters for individual channels.
Clears clipping indicators.
The traditional VU meter is displayed with a scale of -10 dB to +2 dB. 0 dB on the VU meter equals 4 dBu.
The extended VU meter is displayed with a scale of -30 dB to +8 dB. 0 dB on the VU meter equals 4 dBu.
Displays the meters in a logarithmic scale (like the Sound Forge peak meters) instead of the linear scales traditionally associated with VU meters.
The UK peak program meter (also known as a BBC meter) is a Type II meter and is displayed with a scale of 1 to 7, which corresponds to a range of -12 to 12 dBu:
6
5
UK Marks
7
8
4 dBu
12
2
1
4
3
0
4
8
-12
The EBU peak program meter is a Type II meter and is displayed with a scale of -12 to
+12, which corresponds to -12 dBu to 12 dBu. 0 on the EBU PPM equals 0 dBu.
The EBU PPM and UK PPM respond identically to increases in volume, but the EBU
PPM decays more slowly.
The DIN peak program meter is a Type I meter and is displayed with a scale of -50 dB to +5 dB, which corresponds to -44 dBu to 11 dBu. 0 dB on the DIN PPM equals 6 dBu.
The Nordic peak program meter is a Type I meter and is displayed with a scale of -42 dB to +12 dB, which corresponds to -42 dBu to 12 dBu. 0 dB on the Nordic PPM equals
0 dBu.
Toggles the meter level labels on and off.
Toggles peak level indicators on the top of the meter.
When selected, the highest peak levels are represented by a thin line on the meter.
When selected, the lowest peak levels are represented by a thin line on the meter.
When Vintage Mode is selected, the VU meters use a different calculation method to simulate the response of analog VU meters.
USING THE MIXING CONSOLE |
233
Monitoring bus levels with peak meters
When the Meters control region is visible, each bus displays meters you can use to monitor output levels.
To show or hide the Meters control region, click the Meters button in the View pane.
Note:
If the Meters control region is not visible, peak meters are displayed in the Faders control region.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Tip:
Right-click the peak meters and choose Show Peak Meter to show or hide meters for individual channels.
Muting or soloing a bus
When the Faders control region is visible, each bus displays Mute ( ) and Solo ( ) buttons.
To show or hide the Faders control region, click the Faders button in the View pane.
Muting a bus
When the Automation Settings button ( ) is not selected, you can click the Mute button ( ) to prevent a bus from being played in the mix. Click the Mute button on additional busses to add them to the mute group. To unmute a bus, click the Mute button again.
When the Automation Settings button ( ) is selected, the Mute button is displayed with an automation icon ( ), and you can use the button to edit mute automation on the bus track.
Soloing a bus
Click the Solo button ( ) to mute all unselected busses. Click the Solo button on additional busses to add them to the solo group.
To remove a bus from the solo group, click its Solo button again.
234
| CHAPTER 13
Adjusting bus panning or volume
When the Faders control region is visible, each bus displays a Pan slider and a Volume fader.
Tip:
The Pan slider is displayed only when a bus is routed to the master bus or an auxiliary bus. It is not available when the bus is
routed directly to a hardware output.
To show or hide the Faders control region, click the Faders button in the View pane.
Adjusting panning
When the Automation Settings button ( ) is not selected, you can drag the Pan slider to control the position of the bus in the stereo field: dragging to the left will place the bus in the left speaker more than the right, and dragging to the right will place the bus in the right speaker.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Pan slider handle is displayed with an automation icon ( ), and you can use it to edit pan automation on the bus track.
Note:
The trim level is added to the pan automation settings so your panning envelope is preserved, but with an offset applied. For example, setting the trim control to 9 percent left has the same effect as moving every envelope point 9 percent to the left.
Adjusting volume
When the Automation Settings button ( ) is not selected, you can drag the Volume fader to control the overall (trim) volume of the bus.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Volume fader handle is displayed with an automation icon ( ), and you can use it to edit volume automation on the bus track.
Note:
The trim level is added to the volume automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
USING THE MIXING CONSOLE |
235
Changing pre/post routing
The Pre/Post-Fader Send button in the Sends control region and the Pre/Post Fader Insert FX button ( ) in the Faders control region work together to determine the signal flow for your busses.
The Pre/Post Fader Insert FX button allows you to indicate whether the insert FX chain is affected by the channel’s gain fader. When set to Post Fader Insert FX ( ), the FX chain is affected by the channel’s gain. When set to Pre Fader Insert FX ( ), the FX chain is not affected by the channel’s gain fader, which is essential on the master bus when using plug-ins that dither the audio for final rendering.
The Pre/Post Fader Send button allows you to create cue mixes that are not affected by the gain (or mute/pan) stages of the bus or track.
• When Pre Fader Insert FX ( ) and Pre Fader Send are selected, your audio signal flows as follows: bus effects — bus send — bus pan — bus volume.
• When Pre Fader Insert FX ( ) and Post Fader Send are selected, your audio signal flows as follows: bus effects — bus pan — bus volume — bus send.
• When Post Fader Insert FX ( ) and Pre Fader Send are selected, your audio signal flows as follows: bus send — bus pan — bus volume — bus effects.
• When Post Fader Insert FX ( ) and Post Fader Send are selected, your audio signal flows as follows: bus pan — bus volume
— bus effects — bus send.
236
| CHAPTER 13
Using input bus channel strips
You can use input busses to input, process, record, and mix external audio sources with your Vegas Pro project. Following are some examples of how you can use input busses in your projects:
• Use an input bus as a recording input, allowing you to apply effects and record a wet signal.
• Use an input bus as a mixer input for an external device, such as a synthesizer.
• Use an input bus as a return for hardware-based effects.
• Use an input bus to monitor a source such as a talkback microphone.
Adding or deleting input busses
From the Insert menu, choose Input Bus (or click the Insert Input Bus button ( ) in the Mixing Console window) to add an input bus to your project.
Note:
You can add up to 26 input busses, and you can change the number of busses at any time.
Adding an input bus
From the Insert menu, choose Input Bus to add an input bus to your project.
Tip:
If the Mixing Console Window is visible, click the Insert Input Bus button (
).
Renaming an input bus
To rename a bus, double-click the label at the bottom of the channel strip and type a new name in the box (or press F2 to rename the selected bus). The channel strip in the Mixing Console is updated when you press Enter.
Tip:
Delete all characters in a custom bus name to reset a custom bus name to its default.
Deleting an input bus
Right-click an input bus channel strip and choose Delete from the shortcut menu, or select an input bus channel strip in the Mixing
Console window and press the Delete key.
USING THE MIXING CONSOLE |
237
Configuring input bus channel strips
Renaming an input bus
To rename an input bus, double-click the label at the bottom of the channel strip and type a new name in the box (or press F2 to rename the selected bus). The channel strip in the Mixing Console is updated when you press Enter.
Adding or editing input bus (insert) effects
When the Insert FX control region is visible, each input bus displays its effects chain at the top of the channel strip.
To show or hide the Insert FX control region, click the Insert FX button in the View pane.
Each effect is displayed as a button. You can hover over the button to see a ToolTip that displays the full plug-in and preset name.
Tips:
• When the Insert FX control region isn’t visible, you can click the Edit Insert FX Chain button ( ) in the Faders control region to
display the Audio Plug-In window for the bus effects chain.
• Input bus insert effects are always applied pre-fader.
Adding a plug-in
Click the Add New Insert FX button ( chain.
) and then choose a new plug-in from the menu to add a new plug-in to the effects
Editing effects settings
Click an effect’s button to display the Audio Plug-In window, where you can adjust the plug-in’s settings.
When you right-click an effect’s button, a shortcut a menu is displayed:
• Choose Show <Plug-In Name> to open the Audio Plug-In window, where you can adjust the plug-in’s controls.
• Choose Bypass <Plug-In Name> to temporarily bypass a plug-in.
When an effect is bypassed, its button is displayed in red text.
238
| CHAPTER 13
• Choose Remove <Plug-In Name> to remove a plug-in from the effects chain.
• Choose Presets, and then choose a setting from the submenu to load a new preset. The current preset is indicated by a check mark.
• To replace the current plug-in, right-click the effect’s button, and then choose a new plug-in from the menu. Plug-ins are organized in submenus by type (EQ, Dynamics, Reverbs, etc.).
Adjusting input bus send levels
When the Sends control region is visible, each bus displays controls you can use to route the input bus to assignable effects chains or to busses that are routed to hardware outputs. A bus cannot send to a bus that is directly or indirectly routed to the Master bus.
To show or hide the Sends control region, click the Sends button in the View pane.
When the Automation Settings button ( ) in the Faders control region is not selected, click the Channel Send button and choose a bus or assignable effects chain from the menu, and then drag the fader to adjust the send level.
When the Automation Settings button ( ) in the Faders control region is selected, the fader handle is displayed with an automation icon ( ), and you can use it to edit send volume automation on the bus track.
Note:
The trim level is added to the automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
Tip:
To adjust the size of the Sends control region, you can drag the bottom divider to make more or fewer sends visible.
Bus sends are post-volume (and post-mute) by default. To change to pre-volume (and pre-mute), click the Pre/Post button to switch to Pre-Volume Send mode.
Changing an input bus’s input or output port
When the I/O control region is visible, each bus displays controls you can use to set the bus’s input and output device.
To show or hide the I/O control region, click the I/O button in the View pane.
Choosing an input device
To choose an output device, click the Input button and choose a port from the menu.
Choosing an output device
To choose an output device, click the Output button and choose a bus or hardware output from the menu, or choose Output Off.
Setting the output to Output Off is useful when you’re using an input bus as a recording input and want to monitor the bus through the track or when using an input bus as a talkback mic.
Important:
When you route busses to hardware outputs, the outputs from those busses will not be included in the mix when you render your project.
If you want to use an input bus as a track input, click the Record Input button on the track header, choose Input Busses from the menu, and choose an input bus from the submenu.
USING THE MIXING CONSOLE |
239
Monitoring input bus levels with VU/PPM meters
When the VU/PPM Meters control region is visible, you can display volume unit (VU) and peak program (PPM) meters to help you determine the perceived loudness of your audio signal (peak program meters provide faster response times to volume increases than VU meters).
To show or hide the VU/PPM Meters control region, click the VU Meters button in the View pane.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Item
Show VU/PPM
Reset Clip
Traditional VU
Extended VU
Logarithmic VU
UK PPM
EBU PPM
DIN PPM
Nordic PPM
Show Labels
Show Peaks
Hold Peaks
Hold Valleys
Vintage Mode
Description
Use this command to show or hide meters for individual channels.
Clears clipping indicators.
The traditional VU meter is displayed with a scale of -10 dB to +2 dB. 0 dB on the VU meter equals 4 dBu.
The extended VU meter is displayed with a scale of -30 dB to +8 dB. 0 dB on the VU meter equals 4 dBu.
Displays the meters in a logarithmic scale (like the Sound Forge peak meters) instead of the linear scales traditionally associated with VU meters.
5
4
7
6
The UK peak program meter (also known as a BBC meter) is a Type II meter and is displayed with a scale of 1 to 7, which corresponds to a range of -12 to 12 dBu:
UK Marks dBu
4
0
12
8
3
2
4
8
1 -12
The EBU peak program meter is a Type II meter and is displayed with a scale of -12 to
+12, which corresponds to -12 dBu to 12 dBu. 0 on the EBU PPM equals 0 dBu.
The EBU PPM and UK PPM respond identically to increases in volume, but the EBU
PPM decays more slowly.
The DIN peak program meter is a Type I meter and is displayed with a scale of -50 dB to +5 dB, which corresponds to -44 dBu to 11 dBu. 0 dB on the DIN PPM equals 6 dBu.
The Nordic peak program meter is a Type I meter and is displayed with a scale of -42 dB to +12 dB, which corresponds to -42 dBu to 12 dBu. 0 dB on the Nordic PPM equals
0 dBu.
Toggles the meter level labels on and off.
Toggles peak level indicators on the top of the meter.
When selected, the highest peak levels are represented by a thin line on the meter.
When selected, the lowest peak levels are represented by a thin line on the meter.
When Vintage Mode is selected, the VU meters use a different calculation method to simulate the response of analog VU meters.
240
| CHAPTER 13
Monitoring input bus levels with peak meters
When the Meters control region is visible, each input bus displays meters you can use to monitor output levels.
To show or hide the Meters control region, click the Meters button in the View pane.
Note:
If the Meters control region is not visible, peak meters are displayed in the Faders control region.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Tip:
Right-click the peak meters and choose Show Peak Meter to show or hide meters for individual channels.
Muting or soloing an input bus
When the Faders control region is visible, each input bus displays Mute ( ) and Solo ( ) buttons.
To show or hide the Faders control region, click the Faders button in the View pane.
Muting an input bus
When the Automation Settings button ( ) is not selected, you can click the Mute button ( ) to prevent an input bus from being played in the mix. Click the Mute button on additional input busses to add them to the mute group. To unmute an input bus, click the Mute button again.
When the Automation Settings button ( ) is selected, the Mute button is displayed with an automation icon ( ), and you can use the button to edit mute automation on the bus track.
Soloing an input bus
Click the Solo button ( ) to mute all unselected input busses. Click the Solo button on additional input busses to add them to the solo group. To remove an input bus from the solo group, click its Solo button again.
USING THE MIXING CONSOLE |
241
Adjusting input bus volume or panning
When the Faders control region is visible, each input bus displays a Pan slider and a Volume fader.
Note:
The Pan slider is displayed only when an input bus is routed to the master bus or an auxiliary bus. It is not available when the
input bus is routed directly to a hardware output.
To show or hide the Faders control region, click the Faders button in the View pane.
Pan slider
Volume fader
Adjusting panning
When the Automation Settings button ( ) is not selected, you can drag the Pan slider to control the position of the bus in the stereo field. Dragging to the left will place the bus in the left speaker more than the right, and dragging to the right will place the bus in the right speaker.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Pan slider handle is displayed with an automation icon ( ), and you can use it to edit pan automation on the bus track.
Note:
The trim level is added to the pan automation settings so your panning envelope is preserved, but with an offset applied. For example, setting the trim control to 9 percent left has the same effect as moving every envelope point 9 percent to the left.
Adjusting volume
When the Automation Settings button ( ) is not selected, you can drag the Volume fader to control the overall (trim) volume of the bus.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Volume fader handle is displayed with an automation icon ( ), and you can use it to edit volume automation on the bus track.
Note:
The trim level is added to the volume automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
Changing input bus pre/post routing
Insert effects on input busses are always pre fader. The FX chain is not affected by the channel’s gain fader.
The Pre/Post Fader Send button allows you to create cue mixes that are not affected by the gain (or mute/pan) stages of the bus or track.
• When Pre Fader Send is selected, your audio signal flows as follows: bus effects — bus send — bus pan — bus volume.
• When Post Fader Send is selected, your audio signal flows as follows: bus effects — bus pan — bus volume — bus send.
242
| CHAPTER 13
Using input busses with hardware-based effects
Plug-ins are great, but there are times when you may want the sound of a specific piece of hardware for your tracks. This section will show you how to use auxiliary busses and input busses to send a track to an external processor.
1.
Connect your effects processor to your audio interface:
a.
Connect the input of your effects processor to an output from your sound card (for this example, we’ll use LineOut 1).
b.
Connect the output of your effects processor to an input on your sound card (for this example, we’ll use Inst 1).
2.
Add a bus to your project. This bus will be used as a destination to send a track to your effects processor.
3.
Configure your bus to send its output to your effects processor:
In the I/O control region of the bus’s channel strip, click the Output button and choose the output that is connected to your effects processor’s input (LineOut 1/LineOut 2 for this example).
This auxiliary bus provides a signal path to your effects processor’s input.
4.
Add an input bus to your project. This input bus will receive the signal from your effects processor.
5.
Configure your input bus to take its input from the effects processor and send its output to your main mix:
a.
In the I/O control region of the input bus’s channel strip, click the Input Source button and choose the sound card input that is connected to your effects processor’s output (Inst 1 for this example).
b.
Click the Output button and choose the output where you want to send your processed signal. We’ll send this signal to the master bus so it is included with your main mix and will be included when performing a real-time render.
This input bus provides a signal path from your effects processor’s output to your project.
6.
Send your track to the effects processor:
Click the bus button on the track header and choose the bus you created in step 2.
The bus button on the track header lets you send the track’s audio to your effects processor.
7.
Click Play ( ).
When you play your project, the track is sent to your auxiliary bus, into the effects processor, out of the effects processor into the input bus, and out to the master bus.
8.
When you’re ready to render your project, you can use real-time rendering to include the output from your effects processor
with your project. For more information, see
Rendering in real time on page 395
USING THE MIXING CONSOLE |
243
Monitoring an external source without mixing it with your project
You may not want every signal that goes through the Mixing Console to be mixed with your project. For example, you could set up a cue (talkback) microphone to communicate between the control room and recording booth.
This section will show you how to use an input bus to set up a cue microphone.
1.
Add an input bus to your project.
2.
Connect a microphone to an input on your sound card (for this example, we’ll use Mic/Inst 1).
3.
In the recording booth, connect a pair of powered speakers or a headphone amplifier to an output on your sound card (for this example, we’ll use LineOut 3L/LineOut 4R).
4.
Set up your input bus:
a.
In the I/O control region of the input bus channel strip, click the Input Source button and choose the sound card input where your cue microphone is connected.
b.
Click the Output button and choose the sound card output where your speaker or headphone amplifier is connected.
When you speak into the cue microphone, its output is sent to the recording booth without being mixed into your project output.
244
| CHAPTER 13
Using FX send (assignable effects) channel strips
A separate channel strip is displayed for each FX send (assignable effects chain) in your project.
To show or hide channel strips for assignable effects, click the FX Sends button in the View pane.
Renaming an assignable effect chain
To rename an assignable effects chain, double-click the label at the bottom of the channel strip and type a new name in the box (or press F2 to rename the selected assignable effects chain). The channel strip in the Mixing Console is updated when you press Enter.
Adding or editing effects
When the Insert FX control region is visible, each assignable effects chain displays its effects at the top of the channel strip.
To show or hide the Insert FX control region, click the Insert FX button in the View pane.
Each effect is displayed as a button. You can hover over the button to see a ToolTip that displays the full plug-in and preset name.
Adding a plug-in
Click the Add New Insert FX button ( chain.
) and then choose a new plug-in from the menu to add a new plug-in to the effects
Editing effects settings
Click an effect’s button to display the Audio Plug-In window, where you can adjust the plug-in’s settings.
When you right-click an effect’s button, a shortcut a menu is displayed:
• Choose Show <Plug-In Name> to open the Audio Plug-In window, where you can adjust the plug-in’s controls.
• Choose Bypass <Plug-In Name> to temporarily bypass a plug-in.
When an effect is bypassed, its button is displayed in red text.
• Choose Remove <Plug-In Name> to remove a plug-in from the effects chain.
• Choose Presets, and then choose a setting from the submenu to load a new preset.
• To replace the current plug-in, right-click the effect’s button, and then choose a new plug-in from the menu. Plug-ins are organized in submenus by type (EQ, Dynamics, Reverbs, etc.)
USING THE MIXING CONSOLE |
245
Adjusting assignable effects input levels
When the Sends control region is visible, each assignable effects chain displays controls you can use to adjust and monitor the input volume of the effects chain.
To show or hide the Sends control region, click the Sends button in the View pane.
Changing an effects chain’s output device
When the I/O control region is visible, each assignable effects chain displays controls you can use to set the chain’s output device.
To show or hide the I/O control region, click the I/O button in the View pane.
To choose an output device, click the Output button and choose a bus from the menu.
Monitoring assignable effects levels with VU/PPM meters
When the VU/PPM Meters control region is visible, you can display volume unit (VU) and peak program (PPM) meters to help you determine the perceived loudness of your audio signal (peak program meters provide faster response times to volume increases than VU meters).
To show or hide the VU/PPM Meters control region, click the VU Meters button in the View pane.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Item
Show VU/PPM
Reset Clip
Traditional VU
Extended VU
Logarithmic VU
Description
Use this command to show or hide meters for individual channels.
Clears clipping indicators.
The traditional VU meter is displayed with a scale of -10 dB to +2 dB. 0 dB on the VU meter equals 4 dBu.
The extended VU meter is displayed with a scale of -30 dB to +8 dB. 0 dB on the VU meter equals 4 dBu.
Displays the meters in a logarithmic scale (like the Sound Forge peak meters) instead of the linear scales traditionally associated with VU meters.
246
| CHAPTER 13
Item
UK PPM
EBU PPM
DIN PPM
Nordic PPM
Show Labels
Show Peaks
Hold Peaks
Hold Valleys
Vintage Mode
Description
The UK peak program meter (also known as a BBC meter) is a Type II meter and is displayed with a scale of 1 to 7, which corresponds to a range of -12 to 12 dBu:
UK Marks
7 dBu
12
4
3
6
5
8
4
0
4
2
1
8
-12
The EBU peak program meter is a Type II meter and is displayed with a scale of -12 to
+12, which corresponds to -12 dBu to 12 dBu. 0 on the EBU PPM equals 0 dBu.
The EBU PPM and UK PPM respond identically to increases in volume, but the EBU
PPM decays more slowly.
The DIN peak program meter is a Type I meter and is displayed with a scale of -50 dB to +5 dB, which corresponds to -44 dBu to 11 dBu. 0 dB on the DIN PPM equals 6 dBu.
The Nordic peak program meter is a Type I meter and is displayed with a scale of -42 dB to +12 dB, which corresponds to -42 dBu to 12 dBu. 0 dB on the Nordic PPM equals
0 dBu.
Toggles the meter level labels on and off.
Toggles peak level indicators on the top of the meter.
When selected, the highest peak levels are represented by a thin line on the meter.
When selected, the lowest peak levels are represented by a thin line on the meter.
When Vintage Mode is selected, the VU meters use a different calculation method to simulate the response of analog VU meters.
Monitoring output levels with peak meters
When the Meters control region is visible, each assignable effects chain displays meters you can use to monitor output levels.
To show or hide the Meters control region, click the Meters button in the View pane.
Note:
If the Meters control region is not visible, peak meters are displayed in the Faders control region.
Right-click the meter and choose a setting from the shortcut menu (or hover over the meter and roll your mouse wheel) to change the resolution and display options.
Tip:
Right-click the peak meters and choose Show Peak Meter to show or hide meters for individual channels.
USING THE MIXING CONSOLE |
247
Muting or soloing an assignable effects chain
When the Faders control region is visible, each assignable effects chain displays Mute ( ) and Solo ( ) buttons.
To show or hide the Faders control region, click the Faders button in the View pane.
Muting an assignable effects chain
When the Automation Settings button ( ) is not selected, you can click the Mute button ( ) to prevent an assignable effects chain bus from being played in the mix. Click the Mute button on additional chains to add them to the mute group. To unmute a chain, click the Mute button again.
When the Automation Settings button ( ) is selected, the Mute button is displayed with an automation icon ( ), and you can use the button to edit mute automation on the bus track.
Soloing an assignable effects chain
Click the Solo button ( ) to mute all unselected assignable effects chains and busses. Click the Solo button on additional assignable effects chains or busses to add them to the solo group. To remove a chain from the solo group, click its Solo button again.
Adjusting assignable effects panning or volume
When the Faders control region is visible, each bus displays a Pan slider and a Volume fader.
To show or hide the Faders control region, click the Faders button in the View pane.
Adjusting panning
When the Automation Settings button ( ) is not selected, you can drag the Pan slider to control the position of the bus in the stereo field: dragging to the left will place the bus in the left speaker more than the right, and dragging to the right will place the bus in the right speaker.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
248
| CHAPTER 13
When the Automation Settings button ( ) is selected, the Pan slider handle is displayed with an automation handle ( ), and you can use it to edit pan automation on the bus track.
Note:
The trim level is added to the pan automation settings so your panning envelope is preserved, but with an offset applied. For example, setting the trim control to 9% left has the same effect as moving every envelope point 9% to the left.
Adjusting volume
When the Automation Settings button ( ) is not selected, you can drag the Volume fader to control the overall (trim) volume of the bus.
You can hold Ctrl while dragging the slider to adjust the setting in finer increments, or double-click the slider to return it to 0.
When the Automation Settings button ( ) is selected, the Volume fader handle is displayed with an automation icon ( ), and you can use it to edit volume automation on the bus track.
Note:
The trim level is added to the volume automation settings so your envelope is preserved, but with a boost or cut applied. For example, setting the trim control to -3 dB has the same effect as decreasing every envelope point by 3 dB.
Creating a Cue (Headphone) Mix with the Mixing Console
When you’re recording, you’ll often need to create separate monitor mixes: the performer in the recording booth may need a slightly different mix than you’re listening to in the control room. The flexibility of the Mixing Console makes it easy to create custom cue mixes.
When you start a new project, all audio tracks are routed to the master bus. Let’s assume that you’re using the master bus for your main mix. If you have a sound card with multiple hardware outputs, you can create alternative mixes that you can send to hardware outputs without changing your main mix.
1.
First, go to the Audio Device tab in the Preferences dialog and ensure you have a multiple-output device selected in the Audio
device type drop-down list. For more information, see
2.
3.
If the Mixing Console isn’t already visible, choose Mixing Console from the View menu.
4.
First, let’s click the Insert Bus button ( ) in the Mixing Console window to create a new bus for our alternative mix.
5.
By default, the bus is named Bus A. Let’s double-click the bus label in the mixer window and type “Mark’s Headphones” in the box to give our bus a more descriptive name.
USING THE MIXING CONSOLE |
249
6.
Now we need to route our headphone bus to one of our sound card’s outputs.
a.
In the Mixing Console, click the Output button in the I/O control region on the cue mix bus. A menu is displayed that lists all of our sound card’s outputs.
Tip:
To show or hide the I/O control region, click the I/O button in the View pane.
b.
Choose the output where you want to send the headphone mix.
c.
Connect the performer’s headphones to the selected output.
7.
Now we need to create our headphone mix.
a.
If the Sends control region isn’t already visible, click the Sends button in the View pane. Notice that each track now has a send for Mark’s Headphones (Bus A).
If you have multiple busses in your project, you can adjust the height of the Sends control region until all sends are visible, or you can click the Channel Send button for each track and choose Mark’s Headphones (Bus A) from the menu.
b.
Click the Pre/Post in each track’s Sends control region to select Pre Volume Send mode. When bus sends are pre-volume, the cue mix is independent of the main mix.
c.
Drag the fader on each track’s channel strip to adjust the level of the track that is sent to the headphone mix bus. If multiple tracks are selected, you can adjust their bus-send levels at the same time.
Right-click the bus send fader in the track header in the main application window and choose Link to Main Track Pan from the shortcut menu. When this command is selected, track panning is applied to bus sends (including pan position and panning mode). When Link to Main Track Pan is not selected, the track sends a center-panned stereo signal using the track’s current panning mode.
If you want to exclude a track from the headphone mix, just set its send to -Inf.
You can use the channel strip for the headphone mix bus in the Mixing Console window to adjust the level of the
headphone mix, add effects to the mix, or mute and solo the mix. For more information, see
Using bus channel strips on page 231
If you need to create multiple mixes, you can add up to 26 busses to the Mixing Console window and repeat the procedure described in this section.
250
| CHAPTER 13
Chapter 14 Adding Audio Effects
You can use audio effects, or plug-ins, to improve the quality of the audio in a production or to create special artistic effects. Vegas® Pro software supports a variety of DirectX® and VST plug-in effects from both Sony Creative Software
Inc. and third-party vendors.
Using audio effects
There are three ways to use audio plug-ins: event effects, track effects, bus effects, and assignable effects. You can access these plug-ins by clicking the Event FX, Track FX, Bus FX, or Assignable FX buttons ( ). The combination of
Track FX
Bus FX Assignable FX
Event FX
• Event effects are applied to events on the timeline.
• Track effects are applied to all events in a single track.
• Bus effects are applied to a bus (including the Master bus). When you add plug-ins to a bus, the tracks that are assigned to the bus are processed by the plug-in(s). Since multiple tracks can be assigned to a single bus, using bus-level audio effects is an efficient method of applying carefully customized chains of audio effects to multiple tracks. If plug-ins are assigned at the track level, the track’s signal flows through the track’s plug-in(s) before the bus plug-ins.
• Assignable effects allow you to send various levels of multiple tracks to a single effect chain. Like busses, these controls reside in the Mixer window and support plug-in chains. In addition, assignable effects outputs can be routed to busses. Click the Insert Assignable FX button ( ) in the Mixer window to add an assignable effect
chain to your project. For more information, see
Using assignable effects chains on page 217
Using plug-in chains
A plug-in chain is a sequence of plug-ins to be applied to events, tracks, busses, or assignable effects. A plug-in chain can contain one or more plug-ins. The same plug-in can be added to a chain more than once.
ADDING AUDIO EFFECTS |
251
After the plug-in chain is created, the audio is processed by each plug-in in order. The plug-ins are cumulative so, in some cases, you may want to rearrange their order to achieve the desired effect.
Notes:
• To add effects quickly, you can drag plug-i ns and plug-in packages from the Plug-In Manager window to an audio or video track header.
• If you’re working with a 5.1 surround project, you can use distinct plug-in settings for each channel (separate EQ settings for the front and surround speakers, for example) using effect automation. Add multiple instances of the plug-in to the track effects chain and
select the Enable check boxes in the FX Automation Chooser for the channels you want each instance of the plug-in to affect.
Important:
Be aware that using non-in-place audio plug-ins (such as Time Stretch, Pitch-Shift without preserving duration, and some Vibrato settings) will cause audio to play out of synchronization with the waveform display in the timeline and with other tracks. If an effects chain includes non-in-place plug-ins, the effects chain icon will be yellow ( ).
When input monitoring is on during audio recording, plug-in chains that cannot be used for live monitoring are automatically bypassed and have red icons ( ).
Creating a plug-in chain
Audio tracks have a built-in plug-in chain with three default plug-ins applied as a default. For bus effects and assignable effects, however, you must first create a plug-in chain.
Creating a bus effects plug-in chain
1.
Click the Bus FX button ( ) on a bus in the Mixer window. The Plug-In Chooser dialog appears.
2.
Select a plug-in and click OK. The Audio Plug-In window appears with your selected plug-in as the first in the new plug-in chain.
3.
Adjust the settings for the plug-in to create the desired effect and click the Close button ( ) in the upper-right corner to close the window.
Creating an assignable effects plug-in chain
1.
Click the Insert Assignable FX button ( ) on the Mixer window. The Plug-In Chooser dialog appears.
2.
Select a plug-in and click OK. The Audio Plug-In window appears with your selected plug-in as the first in the new plug-in chain.
3.
Adjust the settings for the plug-in to create the desired effect and click the Close button ( ) in the upper-right corner to close the window. The new assignable effect control appears in the Mixer window.
Adding plug-ins to a plug-in chain
There are two ways to add plug-ins to a chain: via the Plug-In Chooser dialog and via the Audio Plug-In window.
Adding plug-ins via the Plug-In Chooser dialog
You can access the Plug-In Chooser dialog from the track, bus, or assignable effects chain to which you are adding the plug-in.
1.
Click the Event FX, Track FX, Bus FX, or Assignable FX button ( ). The Audio Plug-In window appears.
252
| CHAPTER 14
2.
Click the Plug-In Chain button ( ) on the window. The Plug-In Chooser dialog appears. Plug-ins already in the chain appear at the top of the dialog.
Plug-ins already contained in the chain
3.
Select a plug-in and click Add.
4.
Repeat step three to add as many plug-ins as you need to create the desired effect.
5.
Click OK to close the Plug-in Chooser dialog. The plug-in chain appears just below the title bar in the Audio Plug-In window.
Adding plug-ins via the Plug-In Manager
The Plug-In Manager is a dockable window that allows you to view and choose plug-ins to be added to an event, track, bus, or assignable effects chain.
1.
If the Plug-In Manager is not displayed, press Ctrl+Alt+1.
2.
In the Plug-In Manager, navigate to the Audio folder and select one of the FX folders.
3.
Drag a plug-in to an event, track, bus, or assignable effects chain.
Tip:
You can select multiple plug-ins and add them at the same time by dragging them to the desired location.
4.
Confirm that the plug-ins were added by clicking the Event FX, Track FX, Bus FX or Assignable FX button ( ) to view the
Audio Plug-In window. You can customize the settings for the effects at this time.
ADDING AUDIO EFFECTS |
253
Saving customized plug-in presets
Each plug-in has a number of presets that you can use to set the behavior of the plug-in. However, you can also adjust the controls for the plug-in manually to create custom settings. You can then save the effect settings as a new preset.
1.
Click the Event FX, Track FX, Bus FX or Assignable FX button ( ). The Audio Plug-In window appears.
2.
In the plug-in chain at the top of the window, click the plug-in you want to customize.
3.
Adjust the settings for the effect.
4.
Type a preset name in the Preset box.
5.
Click the Save button ( ) to save the preset.
Tip:
You can delete a saved preset by selecting it from the list and clicking the Delete button (
).
Arranging the order of plug-ins
Plug-ins are cumulative during playback. Because of this cumulative effect, you may need to arrange plug-ins in a certain order so that one plug-in’s processing does not adversely affect the next plug-in on the chain. There is no right or wrong way to order plugins, but some plug-ins work better when arranged in a particular order.
You can arrange the order of plug-ins in a chain in the Audio Plug-In window or the Plug-In Chooser dialog.
Arranging the plug-in order in the Audio Plug-In window
1.
Click the Event FX, Track FX, Bus FX, or Assignable FX button ( ). The Audio Plug-In window appears.
2.
On the plug-in that you want to move, right-click and choose Move Left or Move Right from the shortcut menu. Alternately, drag a plug-in to a new position.
3.
When the chain’s plug-ins are in the order that you want, click the Close button ( ) in the upper-right corner to close the window.
254
| CHAPTER 14
Arranging the plug-in order from the Plug-In Chooser dialog
1.
Click the Event FX, Track FX, Bus FX, or Assignable FX button ( ). The appropriate Audio Plug-In window appears.
2.
Click the Plug-In Chain button ( ). The Plug-In Chooser dialog appears with the plug-in chain displayed at the top.
3.
Drag a plug-in to a new location in the chain, or select a plug-in and click either the Move Plug-In Left ( ) or Move Plug-In
Right ( ) button.
4.
Click OK to close the Plug-In Chooser dialog.
Bypassing plug-ins on the chain
You can bypass plug-ins on the chain by clearing the check box on a specific plug-in or by right-clicking the plug-in and choosing
Bypass from the shortcut menu. The plug-in remains bypassed until you enable it again. Bypassing a plug-in prevents it from being processed on the mixer, track, or bus.
Effect enabled Effect bypassed
To enable the plug-in again, select its check box or choose Bypass from the shortcut menu.
You can bypass plug-ins from the Audio Plug-In window or from the Plug-In Chooser dialog.
Removing plug-ins from a chain
You can remove plug-ins from a chain in either the Audio Plug-In window or the Plug-In Chooser dialog.
Removing a plug-in from the chain in the Audio Plug-In window
1.
Click the Event FX, Track FX, Bus FX, or Assignable FX button ( ). The Audio Plug-In window appears.
2.
Select the plug-in that you want to remove.
3.
Click the Remove Selected Plug-In button ( ).
Removing a plug-in from the chain in the Plug-In Chooser dialog
1.
Click the Event FX, Track FX, Bus FX, or Assignable FX button ( ). The Audio Plug-In window appears.
2.
Click the Plug-In Chain button ( ). The Plug-In Chooser dialog appears with the plug-in chain displayed at the top.
3.
Select the plug-in that you want to remove and click Remove to remove it from the chain.
4.
Click OK to close the Plug-In Chooser dialog.
Saving plug-in chains
You can save and edit the plug-in chains that you add to tracks or busses or create as assignable effects chains. Saved chains retain the order of plug-ins and the settings that you have applied. These chains are stored as effect packages for use in future projects. If you use the same plug-in chains regularly, saving them as packages is faster and more consistent than recreating the chain manually.
Once you save a chain as a package, you can use it as either an event, track, bus or assignable effects plug-in chain. Saved plug-in chain packages appear in the Plug-In Chooser dialog.
ADDING AUDIO EFFECTS |
255
Plug-in chain packages that you have created and saved
1.
Click the Event FX, Track FX, Bus FX or Assignable FX button ( ). The Audio Plug-In window appears.
2.
Click the Plug-In Chain button ( ). The Plug-In Chooser dialog appears with the plug-in chain displayed at the top.
3.
Click Save As. The Save Plug-in Package dialog appears.
4.
Type a name for the package.
5.
Click OK or press Enter to save the package.
Editing saved plug-in chains
You can add, delete, or rearrange plug-ins in a saved package at any time. You can then save your changes to the package, or enter a new name to save the chain as a new package.
1.
Click the Event FX, Track FX, Bus FX or Assignable FX button ( ). The appropriate FX window (Audio Plug-In or Video Track
FX) appears.
2.
Click the Plug-In Chain button ( ). The Plug-In Chooser dialog appears with the package in the chain area.
3.
Add, delete, rearrange, or change the settings of plug-ins in the package chain.
4.
In the Plug-In Chooser dialog, click Save As to save the modified package.
5.
To save the package with a new name, type a name in the Name box. To save the changes to the existing package, choose the name of the package from the Name drop-down list.
6.
Click OK or press Enter to save the new settings.
256
| CHAPTER 14
Organizing your plug-ins
Within the Plug-In Chooser dialog, you can create folders to organize the plug-ins. This can help you organize large numbers of plug-ins on your system. You can create folders and then drag plug-ins to the folders.
Automating effects parameters
Automation allows you to control audio and video levels, panning, and effect parameter automation over time. You can create fades, apply stereo panning, and add effects that come and go as you please. Automation is represented on the Vegas Pro timeline as an envelope or set of keyframes. You can create automation by adding envelopes or keyframes to your tracks (including bus tracks), or you can record automation parameters by adjusting controls in the Vegas Pro interface (or on a control surface) during
playback. For more information, see
Applying non-real-time event effects
Non-real-time event effects are a different method of applying audio effects. In all other cases, event editing is nondestructive, meaning that edits and effects are applied to events in real time and not to the source media files, which remain unaltered. There may be times, however, when you want to create a permanent file using an effect or effects. This may be useful in a very complicated project or when a slower computer cannot process the effects quickly enough for a real-time preview.
By applying non-real-time event effects, you can make a new copy of a media file with the effects applied to it. This new media file is saved and added to the project as a take.
1.
Select an audio event.
2.
From the Tools menu, choose Audio, and choose Apply Non-Real-Time Event FX from the submenu.
3.
In the Plug-In Chooser dialog, add plug-ins to create a plug-in chain. For more information, see
Adding plug-ins via the Plug-In
4.
Click OK.
5.
In the Take window, adjust the settings for the plug-ins to create the desired effect.
6.
Preview the effect by clicking the Preview button ( ) in the Take window.
7.
Click OK.
8.
In the Apply Non-Real-Time Event FX dialog, click Save to save the newly processed media file.
The new media file is saved and added to the project as a take.
ADDING AUDIO EFFECTS |
257
Bypassing all audio effects
From the Options menu, choose Bypass All Audio FX to omit all audio effects (track, bus, and assignable effects) during playback.
Bypassing effects allows you to quickly compare your project with and without effects and conserve processing power to avoid playback problems.
When effects are bypassed, you can choose whether bypassed effects remain open. When the Keep bypassed FX running check box on the General tab of the Preferences dialog is selected, effects remain open so you can bypass/enable effects with no pause for A/B testing. When the check box is cleared, effects are fully bypassed, conserving processing power.
258
| CHAPTER 14
Chapter 15 Recording Audio
Vegas® Pro software can record audio into multiple mono or stereo audio tracks while simultaneously playing back existing audio and video tracks. You are limited only by the performance of your computer system and audio hardware. Audio is recorded to a media file on your computer and into an event on the timeline. You can record into an empty track, a time selection, an event, or a combination of time and event selection. Audio output from your computer during recording is not necessarily recorded with the new audio.
Recording does not alter any of the source media files in your project. Even when recording into an existing event, you are not overwriting the data in that event. Instead, the data is recorded into a new take for that event and saved to a media file on your hard drive.
Setting up your equipment
There are numerous ways to connect your equipment to your system. Refer to your equipment’s documentation for specific setup instructions. The following are some possible general configurations.
Basic setup
This setup includes a simple microphone and speaker that are connected to the computer’s sound card. With a more sophisticated microphone, you would typically want to use a preamplifier for input to the sound card.
Sound card out
Sound card in
Setup with mixer
This setup includes a mixer where the speaker and microphone connect. The mixer is then connected to the computer’s sound card. Mixers usually have pre-amps built into them. This diagram does not show you an instrument or a physical preamplifier, such as a rack-mounted component. The reason for this omission is because these types of setups vary widely based on your mixer, instrument, and pre-amp type. Refer to your components’ documentation for specific setup configurations.
Sound card out
Sound card in
Mixer out
Mixer in
Mixer
RECORDING AUDIO |
259
Setup with digital multitrack
This setup includes a digital multitrack recorder with an optional MIDI synchronization component. Usually you would have a mixer, a microphone, etc. connected to these components. Your particular setup will vary depending on your equipment. Refer to your components’ documentation for specific setup configurations.
Digital card
MIDI card
Digital out
Digital in
Sync. out
Sync. in
Digital multitrack
The dashed line indicates an option if you are synching
Vegas Pro software to tape via a MIDI timecode.
MTC converter
Synchronizing MIDI timecode
Vegas Pro software can generate (output) MIDI timecode to synchronize external devices with project playback or can be triggered by MIDI timecode generated by an external device. To output MIDI, from the Options menu, choose Timecode, and choose
Generate MIDI Timecode from the submenu. To allow Vegas Pro software to be triggered by an external MIDI device, choose
Trigger from MIDI Timecode from the same submenu. For more information, see
Triggering from MIDI timecode on page 263 and
Preparing to record
Before you record, you must arm the tracks into which you will record the new audio. You must also select the recording settings for the tracks. You have the additional options of using a metronome or turning off playback during recording.
You can record into an empty track, a time selection, an event, or a combination of time and event selection. You can also record multiple takes for an event so you can maintain multiple versions of an event that you can play back and edit.
Tips:
• Select a media bin before recording if you want to automatically add your recorded audio to a media bin. To save track effects with your recorded files, create an effects package of the track effect settings and apply the chain to the event as a non-real time event effect.
• To save track effects with your recorded files, create an effects package of the track effect settings and apply the chain to the event as a non-real time event effect.
• Press Alt+Down Arrow during playback to move the edit cursor to the playback cursor.
• When the Record Broadcast Wave check box is selected on the Audio tab of the Preferences dialog, Vegas Pro records Broadcast
Wave Format (.bwf ) metadata when recording .wav files. You can view this information on the General tab of the Properties dialog
for an event. For more information, see Audio tab on page 444 and
Modifying media file properties on page 303
.
Included in the .bwf metadata is a Time reference value. This item tracks where on the timeline the file was recorded. When you
import a recorded .bwf file, it is added to the timeline at the same location it was originally recorded.
The originator (Vegas) and originator reference (a unique ID number), are also recorded.
Important:
When input monitoring is on during audio recording, track effect chains that may delay the audio signal are displayed in yellow ( ). Chains that cannot be used for live monitoring are automatically bypassed and are displayed in red ( ).
260
| CHAPTER 15
Arming the track for recording
Whether recording into an existing track, an empty track, a selected event, or a time selection, you must prepare a track for recording. You can arm multiple tracks prior to recording.
Click the Arm for Record button ( ) in the track header.
After a track is armed, a record meter appears in the track header. Depending on your hardware, a record gain fader may also appear.
Arm the track first.
Track is ready for recording using the Sound Mapper.
Track is ready for recording from a specific device.
Using the metronome
A built-in metronome marks time to help with the timing and tempo when recording a performance. The metronome’s sound is not
information, see Using the Mixer Preview fader on page 212
To use the metronome, from the Options menu, choose Metronome.
Tip:
Recording
You can record into an empty track, a time selection, an event, or a combination of time and event selection. The recording is added to the timeline as new take and saves it to a media file on your hard drive.
Triggering recording from MIDI timecode is also supported.
Recording into an empty track
1.
Select a track. Alternately, to record to a new track, choose Audio Track from the Insert menu.
2.
Place the cursor on the timeline where you want to begin recording.
3.
Arm the track by clicking the Arm for Record button ( ) on the track.
If this is the first time you arm a track for recording in this project, you will be prompted to identify the location where the new
audio files will be saved. For more information, see
Arming the track for recording on page 261
4.
Start recording by clicking the Record button ( ) on the transport bar.
Depending on the recording selection, a waveform is created along the timeline as you record into the armed track(s).
Recorded waveform
Start/stop recording
Stop recording
5.
Stop recording by clicking the Record button ( ) again or the Stop button ( ) on the transport bar.
RECORDING AUDIO |
261
6.
A small dialog opens displaying the name and location of the file or files that were just created. Click Done to return to the main workspace.
Item Description
Delete button
Rename button
Delete All button
Done button
Removes the selected file.
Changes the name of the selected file.
Removes all files listed in the dialog.
Closes the dialog and returns you to the timeline.
Show after every recording session check box When this check box is selected, Vegas Pro software displays this dialog after each recording session.
Note:
The Recorded Files dialog does not appear if you are triggering from MIDI timecode, as this would interrupt the synchronizing. Instead, files are automatically named and saved according to your preferences.
Recording into a time selection
By making a time selection, you specify where along the timeline to record. The time selection also determines how long the software records. Any selected events that occur within the time selection are split and the recorded data is placed into the time selection.
Recorded waveform
The event’s waveform is displayed as it is recorded and automatically stops recording when the cursor reaches the end of the time selection.
Recording into an event
By recording into an event, you automatically create a new take containing the recorded material that is the same duration as the selected event. The edges of the selected event serve as the punch-in and -out points that are used for recording. Recording into an event allows you to establish a pre-roll before recording, which gives you time to prepare before recording starts.
Because the entire recording is saved to the media file (not just the material between the edges of the take), you are not limited to the recorded material contained in the length of the new take. You can adjust the edges of the event or slip the contents of the
event if necessary. For more information, see
Shifting the contents of (slipping) an event on page 105
The existing event that you record into is not affected or deleted. Instead, the event now contains two media files, each listed as a
separate take in the event. For more information, see
Working with multiple recorded takes on page 266
1.
Place the cursor before the event to allow for pre-roll.
2.
Press Ctrl and click the event to select it.
Tip:
You can record into multiple events by pressing Ctrl and making selections.
262
| CHAPTER 15
3.
Click the Arm for Record button ( ) on the event’s track. When recording into multiple selected events, arm their respective tracks at this time.
4.
Click the Record button ( ) on the transport bar to begin recording.
5.
Click the Record button ( ) again or the Stop button ( ) on the transport bar to stop recording.
Recording into an event with a time selection
Recording into a time selection allows for a pre- and post- roll during recording. The time selection is adjustable to increase or decrease the pre- and post-roll duration. During recording, the selected event’s edges serve as the punch-in and -out points. You can create multiple punch-in and -out points by selecting more events within the time selection.
information, see Splitting events on page 103
1.
Click the Arm for Record button ( ) on the desired track(s).
2.
Select the event to record into.
Tip:
You can record into multiple events by pressing Ctrl and making your selections.
3.
On the marker bar, drag a time selection. You can adjust the time selection by dragging the selection bar’s starting and ending points. Make the time selection start before the event for a pre-roll.
4.
Click the Record button ( ) on the transport bar to begin recording.
If input monitoring is turned on, the track’s original audio is played until the cursor reaches the selected event. When the cursor plays through the selected event, you’ll hear your recording input, and the track’s original audio is played again when the cursor moves past the selected event.
Using pre-roll
The previous technique allows you to define the playback region with a time selection and sets the punch-in and punch-out points in the recording to the event boundaries. When you click the Record button, playback begins at the beginning of the time selection. The event is then filled with the newly recorded material. The audio file that is recorded to your hard disk is the full duration of the time selection. The event only contains a portion of the full recorded performance and can therefore be trimmed (both shorter and longer) and repositioned within the event.
Time selection bar defines the recorded audio file’s duration.
Pre-roll
Punch-in
Post-roll
Punch-out
Triggering from MIDI timecode
Recording can be triggered and synchronized by an external MIDI device that outputs (generates) MIDI timecode (MTC). When triggering from MIDI timecode, you should have your audio devices connected together via a master digital word clock. The word clock keeps the audio hardware locked together, eliminating the need for the software to constantly vary its playback rate to stay
1.
From the Options menu, choose Preferences and go to the Sync tab.
2.
From the Trigger from MIDI Timecode settings drop-down list, select the device that you want to trigger Vegas Pro software.
3.
Click OK. The Preferences dialog closes.
4.
Click the Arm for Record button ( ) on the desired tracks.
5.
Right-click the time display and choose MIDI Timecode In. The time display now shows the timecode being generated from your
MIDI device. The top of the display reads MTC Input Waiting.
RECORDING AUDIO |
263
6.
Begin generating MTC from your MIDI device. The top of the time display now reads MTC Input Locked, the time updates from the MIDI device, and recording automatically begins. Typically, there is a short delay between when you begin generating MTC and synchronization.
Recording using an input bus
When you use an input bus to record audio, you can include input bus effects with the recorded signal.
For example, imagine that you need to record an electric guitar with an amplifier-modeling plug-in.
Scenario 1: Plug your guitar into your sound card’s instrument input and choose that input as your recording input.
In this scenario, you could then add your amplifier-modeling plug-in as a track effect and record with input monitoring on. Your guitar would be recorded directly (without the plug-in), and the plug-in would be processed each time you play or render your project. This method allows you to adjust the plug-in settings as you work on your project.
Scenario 2: Set up an input bus that uses your amplifier-modeling plug-in as an insert effect, and choose that input bus as your recording input.
In this scenario, your amplifier-modeling plug-in is cooked into the recorded signal. This method allows you to record your processed signal but doesn’t allow you to change your amplifier settings without rerecording the guitar part.
1.
Add an input bus to your project. For more information, see
Adding an input bus on page 237
2.
Set up your input bus:
a.
Click the Add New Insert FX button ( ins to your input bus.
) in the Insert FX control region of the input bus channel strip to add plug-
b.
In the I/O control region of the input bus channel strip, click the Input Source button and choose the sound card input you want to record.
c.
Click the Output button in the I/O control region of the input bus channel strip and choose Off. The bus output is left off so we can monitor the input through the track.
264
| CHAPTER 15
3.
Set your track to record from your input bus:
a.
Click the Record Input button, choose Input Busses from the menu, and choose your input bus.
b.
Click the Record Input button and choose Input Monitor Mode: On or Input Monitor Mode: Auto so you can hear your input signal during recording.
• When Auto ( ) is selected, you will hear the input monitor signal when playback is stopped and during recording. If you’re recording into selected events, you’ll hear the input monitor signal only when the cursor passes over the selected events.
• When On ( ) is selected, the behavior is similar to Auto mode, but you will always hear the input monitor during recording. Monitoring is not toggled on and off when recording into a selected event.
Important:
Your ability to monitor effects in real time is dependent on your computer’s performance. Effect automation envelopes are bypassed during record monitoring.
4.
Position the cursor where you want to start recording.
5.
Select the Arm for Record button ( ) on the track where you want to record. Arming a track enables it for recording.
When a track is armed, the track meter displays the track’s level. If input monitoring is not on, the meter displays the level of your input source. If input monitoring is turned on, the meter shows the level of the input source plus the track effects chain.
6.
Click the Record button ( ) on the Transport bar to start recording.
7.
To stop recording, click the Record button again or click the Stop button ( ) on the Transport bar. The Recorded Files dialog is displayed.
8.
Use the Recorded Files dialog to confirm the file name and location of your recorded audio. Click Delete or Delete All if you do not want to save the recorded files, or click Rename to change the file’s name.
9.
Click Done to close the Recorded Files dialog. Your recorded file is displayed as a new event in the timeline.
RECORDING AUDIO |
265
Working with multiple recorded takes
Clicking the Loop Playback button ( ) on the transport bar enables you to continually create takes during recording. Takes are different versions of a recorded event that you can quickly switch between to choose the best one. Each take within an event references a different source media file.
During recording with loop playback enabled, the time selection continually repeats and starts recording a new take until you stop
recording. You can preview, select, rename, and delete takes. For more information, see
Working with takes on page 125
Specifying where recordings are stored
When you record, the event appears on the timeline while its media source file is written to your hard drive. The first time you arm a track to record in a project, you are prompted to identify the location where the recordings will be stored.
Changing where recorded files are stored when arming a track
1.
Press Shift and click the Arm for Record button ( ) on a track. The Project Recorded Files Folder dialog appears.
2.
Browse for the location where you want to save recorded files.
3.
Click OK.
Changing where recorded files are stored when starting to record
1.
Press Shift and click the Record button ( ) on the transport bar. The Project Recorded Files Folder dialog appears.
Tip:
You can also press Ctrl+Shift+R to specify the location for recorded files when starting to record.
2.
Browse for the location where you want to save recorded files.
3.
Click OK.
Changing where recorded files are stored in the Project Properties dialog
1.
From the File menu, choose Properties. The Project Properties dialog appears.
2.
Click the Audio tab to display the project’s audio properties.
3.
Click Browse. The Recorded Files Folder dialog appears.
4.
Browse for the location where you want to save recorded files.
5.
Click OK.
Tip:
You can select Start all new projects with these settings in the Project Properties dialog to store recorded media source files
to the same location in every new project.
Monitoring audio levels
While you’re recording, a responsive meter is provided in the track header to monitor the incoming signal level of the selected recording device. It is important that you record with the highest signal possible without clipping.
A reading of 0 dB is the maximum for a digital signal. Clipping occurs when the incoming signal is too high to be represented as a digital value. The result is distortion in the recording. A clipped signal will be indicated by a red clip warning at the top of the meters.
Right-click the meters and choose a command from the shortcut menu to adjust the display of the meters.
266
| CHAPTER 15
Using record input monitoring
If you’re using an ASIO audio device and you want to hear your recording signal with real-time track effects, you can turn on input monitoring.
To turn on input monitoring, click the Record Device Selector button ( or ) and choose Input Monitor from the menu, and then choose Auto or On from the submenu. During recording, your signal will be played back with the current track effects chain, but a dry (unprocessed) signal is recorded.
When Auto is selected, you will hear the input monitor signal when playback is stopped and during recording. If you’re recording into selected events, you’ll hear the input monitor signal only when the cursor passes over the selected events.
When On is selected, the behavior is similar to Auto mode, but you will always hear the input monitor during recording— monitoring is not toggled on and off when recording in to a selected event.
Note:
Your ability to monitor effects in real time is dependent on your computer's performance. Effect automation envelopes are bypassed during record monitoring.
RECORDING AUDIO |
267
268
| CHAPTER 15
Chapter 16 Working with 5.1 Surround
Vegas® Pro software allows you to create 5.1-channel mixes to prepare audio for DVD-Video or 5.1-channel music projects.
What is 5.1 surround?
5.1 surround is a standard format consisting of three speakers across the front and two speakers in the rear. The “.1” is a sixth channel called low-frequency effects (LFE) that enhances the bass levels in the mix.
...and a sixth channel for low-frequency effects. 5.1 surround includes five main channels...
Left Center Right
LFE
Left
Surround
Right
Surround
The LFE channel is commonly used in motion pictures to enhance low audio frequencies for effects such as explosions or crashes. Audio in this channel is commonly limited to a range from about 25 Hz to 120 Hz. Unlike the five primary channels, the LFE channel adds no directional information. Depending on the speaker setup and audio levels, the sound assigned to the LFE channel may be routed among the five main speakers or to an additional subwoofer.
Setting up surround hardware
Before you create surround projects, you should set up your system to provide 5.1 surround playback. To play a 5.1 surround project, you must have an appropriate speaker setup such as:
• Six powered speakers
• Six passive speakers with a six-channel amplifier
Your system must also have an appropriate sound card setup such as:
• 5.1-compatible sound card
• Sound card with three stereo outputs
• Three stereo sound cards
WORKING WITH 5.1 SURROUND |
269
There are several ways to set up your system, depending on the sound card and speaker setup you are using.
Six powered speakers Six passive speakers with a six-channel amplifier
5.1-compatible Connect powered speakers to your sound card’s Connect your sound card’s front, rear, and center/ sound card outputs as indicated by your sound card’s subwoofer outputs to the appropriate inputs on a documentation. six-channel amplifier/home theater receiver. Connect front, rear, center, and LFE speakers to the amplifier.
Sound card with Connect powered speakers to your sound card’s Connect your sound card’s outputs to the appropriate three stereo outputs where you have routed each of the pairs inputs on a six-channel amplifier/home theater receiver. outputs of channels. The left channel of the Center/LFE Connect front, rear, center, and LFE speakers to the pair is the center channel; the right channel is the amplifier.
LFE channel.
Three stereo sound cards
Connect powered speakers to your sound cards’ Connect your sound card’s outputs to the appropriate outputs where you have routed each of the pairs inputs on a six-channel amplifier/home theater receiver. of channels. The left channel of the Center/LFE Connect front, rear, center, and LFE speakers to the pair is the center channel; the right channel is the amplifier.
LFE channel.
Setting up surround projects
You can configure a Vegas Pro project to use 5.1 surround in the Project Properties dialog. You can also choose to apply a low-pass filter for the LFE channel. Applying a low-pass filter approximates the bass-management system in a 5.1 decoder and ensures that you’re sending only low-frequency audio to the LFE channel.
1.
From the File menu, choose Properties.
2.
Click the Audio tab.
3.
From the Master bus mode drop-down list, choose 5.1 surround.
4.
To limit the audio sent to the LFE channel, do the following:
• Select the Enable low-pass filter on LFE check box and enter a value in the Cutoff frequency for low-pass filter box. The low-pass filter isolates the audio sent to the LFE channel by limiting it to frequencies lower than the value entered in the
Cutoff frequency for low-pass filter box.
• Choose a setting from the Low-pass filter quality drop-down list to determine the sharpness of the filter’s rolloff curve.
Best produces the sharpest curve.
Note:
Before rendering your surround project, check your surround authoring application’s documentation to determine its required audio format. Some encoders require a specific cutoff frequency and rolloff, while other encoders require that no filter be applied before encoding.
5.
Click OK.
The track list and Mixer window switch to 5.1 surround mode. The Master bus becomes the Surround Master bus, which contains faders for each of the six surround channels. Surround panners appear on tracks and mixer controls. Tracks routed to mixer controls (busses or assignable effects) do not have surround panners; panning for these tracks takes place on the mixer control.
270
| CHAPTER 16
Track list in 5.1 surround mode
Mixer in 5.1 surround mode
Surround panner
Track routed to LFE
Track routed to Bus
Front L/R Rear L/R Center LFE Surround panners
Routing to hardware in the mixer
You must route the surround audio to the correct output in the mixer.
1.
From the Options menu, choose Preferences.
2.
Click the Audio Device tab.
3.
From the Audio device type drop-down list, choose an audio device type other than Microsoft Sound Mapper (such as
Windows Classic Wave Driver).
4.
Choose the playback devices for the six surround channels:
• From the Default Stereo and Front playback device drop-down list, choose the appropriate device for the front left and right surround channels.
• From the Default Rear playback device drop-down list, choose the appropriate device for the rear left and right surround channels.
• From the Default Center and LFE playback device drop-down list, choose the appropriate device for the center and LFE surround channels.
5.
Click OK.
Overriding the default device routing
By setting up the device routing in the Audio tab of the Preferences dialog, you have set the defaults for surround routing. However, you can override the default device routing at any time using the Surround Master bus in the Mixer window.
1.
In the Mixer window, click the Audio Device Selector button ( ) on the Surround Master bus. A menu of surround channels
(Front L/R, Rear L/R, and Center/LFE) appears.
2.
In the submenu, match a surround pair with the appropriate output.
3.
Repeat steps one and two to match each surround pair to the appropriate output.
WORKING WITH 5.1 SURROUND |
271
Assigning audio to the LFE channel
Once the project is in 5.1 surround mode, you must decide whether a track will provide the “5” (surround panning) or the “1” (LFE channel) in 5.1 surround. Initially, all tracks in a surround project are set to provide surround panning, but you can assign a track to the LFE channel instead.
You can assign an individual track to the LFE channel or you can route the track to a mixer control (bus or assignable effect chain) and assign the mixer control to the LFE channel.
To assign audio to the LFE channel, right-click the surround panner on the track header or mixer control and choose LFE Only from the shortcut menu. The track or mixer control is assigned to the LFE channel.
Right-click the surround panner and choose LFE Only... ...to assign the track or mixer control to the LFE channel.
To change a track or mixer control back to surround panning, right-click the LFE indicator and choose Surround Pan from the shortcut menu.
Note:
Before rendering your surround project, check your surround authoring application’s documentation to determine its
Adjusting volume
Adjusting track volume for 5.1 surround projects behaves almost identically to stereo projects. The controls in the track headers and
Mixer window can function as trim controls that adjust the overall volume of the track, bus, or assignable effects chain, or they can
adjust volume automation settings. For more information, see
Adjusting track volume
You can adjust track volume using the Vol fader in the track header the same way you do in stereo projects.
Deselect the Automation Settings button ( ) on the track header if you want to adjust trim levels.
Track header in trim mode
Select the Automation Settings button if you want to adjust volume automation. The fader handle is displayed as with an automation icon ( ) in automation mode.
Track header in automation mode
272
| CHAPTER 16
Adjusting assignable effects send or bus send levels
You can adjust send levels for busses or assignable effects chains using the multipurpose fader in the track header. Click the fader label and choose an assignable effects chain or bus from the menu. The fader in the track header can function as a trim control that adjusts the overall send level of the track, or it can adjust send level automation settings.
Deselect the Automation Settings button ( ) on the track header if you want to adjust trim levels.
Select the Automation Settings button if you want to adjust volume automation. The fader handle is displayed with an automation icon ( ) in automation mode.
Adjusting channel levels
Use the Surround Master bus control in the Mixer window to adjust the individual levels of the 5.1 channels. The faders in the track bus control can function as trim controls that adjust the overall level of each channel, or you can automate the master volume of the Surround Master bus (individual channel levels cannot be automated).
Click the Automation Settings button ( ) in the bus control or bus track and verify Show Automation Controls is not selected if you want to adjust trim levels.
Mixer controls in trim mode
Select Show Automation Controls if you want to adjust volume automation. The fader handle is displayed with an automation icon
( ) in automation mode.
Mixer controls in automation mode
WORKING WITH 5.1 SURROUND |
273
Panning audio
You can pan audio in a 5.1 surround project in two ways:
• Pan tracks individually using the Surround Panner window.
• Route tracks to mixer controls (busses, assignable effect chains) and pan the mixer controls using the Surround Panner window.
Panning tracks
1.
Deselect the Automation Settings button ( ) on the track you want to pan.
2.
Double-click the surround panner on the track you wish to pan. The Surround Panner window appears.
Double-click to display the Surround Panner window
3.
Adjust the panning settings. For more information, see
Using the Surround Panner window on page 275
4.
Close the Surround Panner window.
Tip:
You can also use the surround panner in the track header to pan your track.
Panning mixer controls
You can choose to route tracks to busses or other mixer controls (such as assignable effect chains) and pan them as a group rather than panning each track individually.
Note:
When you route a track to a bus, stereo (two-channel) output is sent to the mixer control and the mixer control sends 5.1 (six channel) output to the Surround Master bus.
1.
Add a bus or assignable effect chain to the project. For more information, see
2.
Route tracks to the bus or assignable effect chain. For more information, see
3.
Click the Automation Settings button ( ) on the mixer control you want to pan and verify Show Automation Controls is not selected.
274
| CHAPTER 16
4.
Double-click the surround panner on the mixer control to display the Surround Panner window.
Double-click to display the Surround Panner window.
5.
Adjust the panning settings. For more information, see
Using the Surround Panner window on page 275
6.
Close the Surround Panner window.
Tip:
You can also use the surround panner on the mixer control to pan your track.
Using the Surround Panner window
Whether you’re adjusting track panning or mixer control panning, you use the same controls in the Surround Panner window.
View the Surround Panner window by double-clicking a surround panner on a track header or mixer control. Once the Surround
Panner window is open, you can dock it in the workspace. For more information, see
Window docking area and floating window docks on page 25
Tip:
You can also choose Surround Panner from the View menu to display the Surround Panner window. Once the Surround
Panner window is displayed, double-click the surround panner for a track or mixer control to view its pan settings.
Toggle options for constraining pan point movement
Assign track/bus to LFE channel
= Muted channel
= Active (included) channel
Pan point
Pan type indicator
1.
Click the speaker icons to mute or include channels.
Muting a channel ensures that no audio bleeds through a channel. For example, you might want to mute all but the center channel when you’re panning dialogue to the center channel.
Tip:
Ctrl+ click a speaker icon to solo the channel.
WORKING WITH 5.1 SURROUND |
275
2.
Drag the pan point to position the sound within the sound field. For more information, see
Moving the pan point on page 276
3.
Click the center speaker icon to include the center channel and drag the Center fader to apply a gain to the center channel.
Applying a gain to the center channel may make dialogue more present in the mix.
Note:
information, see Automating panning on page 278
Moving the pan point
A variety of methods are provided to help you position the pan point in the Surround Panner window.
Method
Double-click
Ctrl+drag
Shift+drag
Alt+drag
Shift+Alt+drag
Arrow keys
Ctrl+Arrow keys
Page Up/Page Down
Shift+Page Up/Page Down
Numeric keypad 1-9
Ctrl+Numeric keypad 1, 3, 7, 9
Mouse wheel
Shift+mouse wheel
Ctrl+mouse wheel
Ctrl+Shift+mouse wheel
Description
Click to toggle through three options for constraining pan point motion as you drag: Move
Freely ( ), Move Left/Right Only ( ), and Move Front/Back Only ( ).
Double-clicking the pan point resets it to the center front of the surround panner.
Double-clicking in the Surround Panner window moves the pan point to the double-click location.
Makes fine adjustments.
Constrains motion to a line through the center of the surround panner.
Constrains motion to a constant radius from the center of the surround panner.
Constrains motion to the maximally inscribed circle (a constant radius at the greatest possible distance from the center of the surround panner).
Moves front/back/left/right.
Makes fine adjustments.
Moves front/back.
Moves left/right.
Jumps to a corner, edge, or center of the surround panner.
Jumps to a location on the maximally inscribed circle (a constant radius at the greatest possible distance from the center of the surround panner).
Moves front/back.
Moves left/right.
Makes fine front/back adjustments.
Makes fine left/right adjustments.
Choosing pan types
When you pan a track or mixer control, you can choose among several pan types to determine how to pan the audio. The current pan type appears at the bottom of the Surround Panner window.
Right-click the Surround Panner window and choose a pan type from the shortcut menu:
Item
Add Channels
Description
This mode is most useful for panning stereo files. As you pan across the stereo field, the stereo image appears to move across the speakers. As you pan toward either side, the signal from the opposite channel is added to the channel you are panning toward until at the extreme both channels are sent to a single channel at full volume.
This mode uses a linear panning curve.
Important:
You can introduce clipping when channels are added. Monitor the meters in the Mixer and adjust the track volume accordingly.
276
| CHAPTER 16
Item
Balance (0 dB Center)
Balance (-3 dB Center)
Balance (-6 dB Center)
Description
In a stereo project, this mode can help you adjust the relative signal levels of the channels in stereo source material. As you pan from the center to either side, the opposite channel begins at the specified center value (0 dB -3 dB, or -6 dB), and decays to -infinity. The signal in the side you are panning toward progresses from the specified center value (0 dB, -3 dB, or -6 dB) to 0 dB.
This panning mode uses a linear panning curve.
For example, when you pan fully right, the right channel is played at 0 dB and the left channel is not audible. As you pan to the center, each channel is attenuated to the specified center value (0 dB -3 dB, or -6 dB). As you pan to the left, the left channel is played at 0 dB, and the right channel is not audible.
With the Balance (0 dB center) setting, no gain or cut is applied when you’re panned to the center, which can make the center seem louder.
With the Balance (-3 dB center) setting, a -3 dB cut is applied when you’re panned to the center.
With the Balance (-6 dB center) setting, a -6 dB cut is applied when you’re panned to the center.
Constant Power
Panning in a 5.1 surround project follows the same rules: as you pan from the center to any channel in a 5.1 surround project, the signal in the channel you are panning toward progresses from the specified center value to 0 dB. The signal in the channel you are panning away from begins at the specified center value and decays to infinity.
This mode is most useful for panning monaural source material. In this mode, sound will maintain its volume when you pan across channels.
If you pan a stereo file 100% R, only the right channel of your media file is played, and this channel is sent to both output channels. If you continue to pan to the left, the left channel is gradually added to the output, and the right channel is gradually faded out until only the left channel will be heard through both output channels when the slider is at 100% L.
If you pan a file fully right midway between the front and rear channels in a 5.1 surround project, only the right channel of your media file is played, and this channel is sent to the right-front and -rear output channels. If you pan to the left, the left channel is gradually added to the output, and the right channel is gradually faded out until only the left channel is sent to the left-front and -rear output channels.
WORKING WITH 5.1 SURROUND |
277
Item
Film
Description
This mode allows you to pan between pairs of adjacent speakers in 5.1 surround projects using a constant power model. This mode is optimized for theater-style speaker placement. In stereo projects, Film mode functions identically to Constant
Power.
As you drag the pan point to the center speaker, the sound becomes diffused through the front and rear speakers. When the track is panned fully to the center speaker, there is no output from the front and rear speakers.
Dragging the pan point to the center of the surround panner sends the signal to all speakers.
Note:
If you’re panning fully to a single speaker, you might notice that some signal is mixed to the opposite speaker. This is because the ideal placement for surround speakers does not match the representation in the surround panner. For example, panning to the front-left speaker produces a low-level signal in the rear-left speaker.
This is because your front-left speaker should be positioned 30° left of center and the speaker in the surround panner is located 45° left of center. To produce a true 45° left of-center pan, the signal is panned between the front- and rear-left speaker.
Using the grid to monitor panning
The grid in the Surround Panner window helps you to visualize how your panning will sound. The grid’s spacing changes to match the current pan type.
The vertical lines represent the points where the left-to-right signal ratio is 6 dB, 0 dB, and -6 dB respectively: at the far-left line, the left channel is 6.0 dB louder than the right channel.
The horizontal lines represent the points where the front-to-rear signal ratio is 6 dB, 0 dB, and -6 dB respectively. As you adjust the
Center fader, the lines move forward or backward to compensate for the center-channel gain.
Note:
The grid assumes that you’re using a correctly set-up surround system (matched speakers and ideal positioning). Variations in your monitoring system will cause inconsistencies between the graph and perceived output.
Automating panning
You can automate panning on a track or mixer control by adding keyframes. Keyframes are similar to envelope points in that they specify a settings state at a point in time. However, unlike envelope points, keyframes appear just below the track to which they apply.
To add panning keyframes to a mixer control, you must first view the mixer control in timeline. From the View menu, choose Show
Bus Tracks to view the bus track at the bottom of the timeline. For more information, see
Viewing bus tracks on page 218
Turning on panning keyframes
Before adding individual keyframes, you must first turn on the panning keyframes for the track or bus track.
1.
Select the track or bus track for which you want to automate panning.
2.
From the Insert menu, choose Audio Envelopes, and choose Surround Pan Keyframes from the submenu.
An additional row appears below the track with a single keyframe positioned at the beginning of the project. This single keyframe represents the current panning settings for the track.
Keyframe
278
| CHAPTER 16
Adding panning keyframes
With panning keyframes turned on, you can add keyframes at any location along the track or bus track.
1.
Position the cursor where you want to begin panning the track.
2.
Select the Automation Settings button ( ) on the track you want to pan.
3.
Double-click the surround panner to display the Surround Panner window.
4.
Adjust the panning settings. For more information, see
Using the Surround Panner window on page 275
Note:
You cannot automate muting/including channels.
5.
Close the Surround Panner window.
A keyframe with the pan settings you created appears below the track at the cursor position.
New keyframe
Tip:
You can also add keyframes by double-clicking the keyframe row or by right-clicking the row and choosing Add Point from the
shortcut menu. Once you’ve added the keyframe, double-click it to adjust panning settings in the Surround Panner window.
As you add keyframes to a track or bus track, the Surround Panner window shows the path of the panning keyframes. The
Adjusting the Smoothness slider on page 280
Note:
The Smoothness slider only displays at the bottom of the Surround Panner when you have inserted two or more keyframes
on the track.
The Surround Panner window shows the path of the panning keyframes.
WORKING WITH 5.1 SURROUND |
279
Working with keyframes
Composite level automation (video only) on page 188
Moving keyframes
Drag a keyframe to a new position below its track.
Duplicating keyframes
Hold Ctrl and drag a keyframe to a new position below its track.
Editing keyframes
1.
Double-click a keyframe to open the Surround Panner window.
2.
Adjust the panning settings as desired and close the window.
Changing keyframe interpolation curves
To control how the pan is interpolated between keyframes, right-click a keyframe and choose an interpolation curve type from the shortcut menu. Keyframe interpolation curves control how the pan occurs over time. The keyframe color changes according to the interpolation curve you have chosen.
Keyframe Interpolation curve Description
Hold
Linear
No interpolation takes place. The keyframe’s settings are maintained until the next keyframe.
Panning is interpolated in a linear path.
Fast
Slow
Smooth
Panning is interpolated in a fast logarithmic path.
Panning is interpolated in a slow logarithmic path.
Panning is interpolated along a smooth, natural curve.
Adjusting the Smoothness slider
If you have two or more keyframes, the Smoothness slider at the bottom of the Surround Panner controls the perceived motion of sound within the sound field among three or more keyframes. When you drag the Smoothness slider to 0, Vegas Pro software interpolates the changes between keyframes along a linear path. As you increase the smoothness value, the path between keyframes grows more curved and smooth.
1.
Double-click a keyframe. The Surround Panner window appears.
280
| CHAPTER 16
Smoothness slider
2.
Drag the Smoothness slider to adjust the smoothness of the spatial interpolation path leading up to this keyframe.
Three keyframes with smoothness=100...
...and the same three keyframes with smoothness=0.
Locking keyframes to events
If you want keyframes to move with an event when it is moved along the timeline, choose Lock Envelopes to Events from the
Options menu.
Hiding keyframes
1.
Select the track for which you want to hide keyframes.
2.
From the View menu, choose Show Audio Envelopes, and choose Surround Pan Keyframes from the submenu.
Deleting keyframes
Right-click a keyframe and choose Delete from the shortcut menu.
Rendering surround projects
Rendering a surround project creates six monaural files (AIFF, ATRAC, WAV/W64, or PCA) or a single 5.1-channel file (AC-3, WAV/W64,
WMA, and WMV) that your authoring application can use to create DVD-Video or 5.1-channel music projects.
Note:
Before rendering your surround project, check your surround authoring application’s documentation to determine its required audio format. Some encoders require a specific low-pass filter cutoff frequency and rolloff, and your encoder may require
information, see Setting up surround projects on page 270
1.
From the File menu, choose Render As. The Render As dialog appears.
2.
From the Save in drop-down list, choose the drive and folder where the file will be saved.
3.
Enter a new name for the project in the File name box.
4.
From the Save as type drop-down list, choose the desired file format.
WORKING WITH 5.1 SURROUND |
281
5.
From the Template drop-down list, choose the multiple mono template, or choose an appropriate 5.1-channel template if the selected file type supports it.
Tips:
• When you render a 5.1 surround project to AIFF (.aif), Perfect Clarity Audio (.pca), Wave64 (.w64), or Wave (.wav) formats, you can
save each of the surround master busses to a separate file by choosing the multiple mono setting from the Template drop-down list.
For example, if you’d typed My Film.wav in the File name box, the following files would be rendered: My Film Right.wav, My Film Right
Surround.wav, My Film LFE.wav, My Film Left.wav, My Film Left Surround.wav, and My Film Center.wav.
• When you render a 5.1 surround project to WAV or WAV64 format using the 48,000 Hz, 16 Bit, 5.1, PCM or 48,000 Hz, 32 Bit, 5.1,
PCM template, you can create a single 5.1 channel file. The rendered file contains channel-mapping information so that Vegas Pro
will preserve surround panning information when adding these files to 5.1 surround projects.
Legacy Sony applications (and third-party applications) may not be able to read these 5.1-channel files. In this case, you can render a
single six-channel file by selecting the Enable multichannel mapping check box and creating a channel mapping using the
Surround Master outputs.
6.
Select the Render loop region only check box if you want to save only the portion of the project that is contained within the loop region. Loop Playback does not need to be selected on the workspace for this option to work.
7.
If the selected file type supports it, you can select the Save project markers with media file check box to include markers, regions, and command markers in the rendered media file. If the information cannot save in your media file, it will create an .sfl file (using the same base name as your media file).
8.
Click Save. A dialog is displayed to show rendering progress.
9.
When rendering is complete, click the Open button to play the file with its associated player, or click Open Folder to open the folder where you saved the file.
Rendering the surround project SampleProject.wav... ...results in six .wav files.
282
| CHAPTER 16
Creating a DVD with DVD Architect Pro software
If you have DVD Architect™ Pro software from Sony Creative Software Inc., you can create menu-based DVDs, music compilations, picture compilations, or a single-movie DVD that will play back automatically in your DVD player.
DVD Architect Pro software includes support for many file types and can convert your media to the formats required for DVD as needed. However, for best performance (decreased disc preparation time and recompression), render your files in the appropriate format.
MPEG-2 video files rendered with the DVD NTSC or DVD PAL templates will not need to be recompressed. Audio will not need to be recompressed if rendered as stereo or surround AC-3 files with a bitrate of less than 448 kbps or as stereo, 48-kHz, 16-bit, WAV (PCM) files.
Note:
AC-3 audio may not play back on some PAL DVD players. To ensure compatibility with PAL DVD players, use 48-kHz, 16-bit,
WAV (PCM) files for audio.
WORKING WITH 5.1 SURROUND |
283
284
| CHAPTER 16
Chapter 17 Using Advanced Video Features
While simple to learn, Vegas® Pro software is a powerful application with many advanced features. This chapter covers some of the advanced video features of this powerful tool.
Cropping video
With the Event/Pan Crop window, you can resize media in a video event or selectively crop media without resizing.
The Stretch to fill frame drop-down list allows you to resize the media to fill the output frame (when Yes is selected), or to crop out a portion of the media without resizing (when No is selected).
When keyframes are added, you can use this window to create scrolling, panning, or zooming effects.
Tip:
If you apply plug-ins to an event with panning or cropping, you can choose whether to process the plug-ins
USING ADVANCED VIDEO FEATURES |
285
Open the Event Pan/Crop window by clicking the Event Pan/Crop button ( ) on the event.
Presets
Smoothness
Rotation area
Selection area
Keyframe controller
Show Properties
Normal Edit Tool
Zoom Edit Tool
Enable Snapping
Handles
Lock Aspect Ratio
Size About Center
Move Freely or Move in X or Y only
Note:
If any controls shown in the figure above are not visible, enlarge the Event Pan/Crop window by dragging the lower right corner until all controls are revealed.
The Smoothness control and the keyframe controller are used when adding keyframe animation to create panning, zooming, or
scrolling effects. For more information, see
Animating event panning and cropping on page 358
Tip:
Use the Default Pan/Crop smoothness control on the Editing tab of the Preferences dialog to set the default Smoothness
value for new keyframes.
286
| CHAPTER 17
Cropping
Cropping is the process of removing the outside edges from an image or video, thereby re-framing the subject. In the following example, the Event Pan/Crop window on the left has been used to create a selection area around the subject, removing extraneous information from the outside of the video. This creates a zoom effect that is similar to zooming in with a camcorder. The Video
Preview window on the right displays the event after cropping.
Crop area
Preview output
1.
Click the Event Pan/Crop button ( ) on the event.
2.
Drag the handles (small boxes) located around the perimeter of the selection area to change the size.
3.
Move the mouse to middle of the selection area until the cursor changes to a move icon ( ). Drag the selection area to reposition it.
Be aware of the following as you crop a video event:
• To keep the selection area centered as you resize, select the Size About Center button (
• To maintain the proportion of the selection area, select the Lock Aspect Ratio button (
).
).
• To prevent distortion of the source media file, ensure that Maintain aspect ratio is set to Yes.
• To restore the selection area to full frame, right-click the image and choose Restore from the shortcut menu.
• To set the selection area to a standard aspect ratio proportion, choose a preset from the Preset drop-down list.
• When using photographs or other media that is not the same frame aspect as your video, you’ll see black bars on the sides or above and below the image. To create a crop rectangle that matches the project frame aspect, right-click the image and choose Match Output Aspect from the shortcut menu.
4.
The cropping occurs instantly and the results are updated in the Video Preview window. Cropping applies to the entire event
and can be animated with keyframes. For more information, see
Using keyframe animation on page 352
5.
If you want to create an animated crop or zoom, use the keyframe controller at the bottom of the Event Pan/Crop window to establish distinct zoom settings throughout the duration of the event.
During playback, intermediate frames are interpolated to create smooth motion. Expand the Keyframe interpolation heading on the left side of the window and drag the Smoothness slider to adjust the interpolation.
Tip:
Use the Default Pan/Crop smoothness control on the Editing tab of the Preferences dialog to set the default Smoothness
value for new keyframes.
Bézier masks
You can use the Event Pan/Crop dialog to create masks using Bézier curves. For more information, see
USING ADVANCED VIDEO FEATURES |
287
Rotating
You can also rotate the selection area in the Event Pan/Crop window. If you rotate the entire frame, the background behind the
Using keyframe animation on page 352
1.
Click the Event Pan/Crop button ( ) on the event.
2.
Resize and move the selection area as desired.
3.
Move the mouse outside the selection area until it becomes a rotate icon ( ). Drag to rotate the selection area. Alternately, you can enter precise rotation values in the Angle (degrees) box.
Adding animation
Keyframe animation dramatically increases the variety of panning, zooming, and rotating effects you can create using the Event
information, see Animating event panning and cropping on page 358
288
| CHAPTER 17
Working with still images
You can use still images for a number of purposes including slide shows, overlay graphics, and titles. You can insert still images into projects just like any other media files. The default length for a still image event when it is first added to a track is five seconds (this is an adjustable preference), but this duration can be modified by dragging the edges to create a still image event of any length.
Images cannot be looped, but share many characteristics with video files, including transparency. In addition, you can use many of the same tools on image events that you can on video events, such as track motion, panning and cropping, and video effects plug-ins.
Creating still images for use in Vegas Pro software
Many image formats can be imported, including BMP, GIF, JPG, PNG, TIFF (requires QuickTime™), PSD (flattened), and TGA. If you have the option to create PNG files in your graphics software, this is the recommended file type. PNG files use lossless compression and can also include alpha channel information, which is one of the cleanest methods of creating transparency for overlays. an alpha channel can automatically be detected, if present, in PNG files.
Note:
The alpha channel may not be automatically detected in TGA images. Right-click a TGA image in the Project Media window
or an event on the timeline and choose Properties. Then, in the Media Properties dialog, select the type of alpha channel from the
list.
If you know your media file has an alpha channel and it is not detected properly, right-click the media file in the Project Media window or an event on the timeline and choose Properties from the shortcut menu. Then, in the Media tab, select the appropriate alpha channel type from the Alpha channel drop-down list. Premultiplied is the recommended setting. You can save this setting so
Setting custom stream properties on page 306
Correcting images for DV pixel aspect ratios
For best results when importing still images, create images that account for the pixel aspect ratio of your desired output format.
Vegas Pro software does a good job stretching images to fit the output format, but some distortion occurs if the pixel aspect ratio for the source format does not match the destination format.
To calculate pixel aspect ratio correction, use this formula:
Output frame pixel width X Output format pixel aspect ratio = Still image pixel width
For example, this is the formula for NTSC DV format:
720 (DV screen frame pixel width) X .9091 (DV pixel aspect ratio)= 655 (pixel width)
Use these figures as a guide when creating images:
• Full frame, pixel-aspect-corrected still images for use in NTSC DV projects are 655x480.
• Full frame, pixel-aspect-corrected still images for use in PAL DV projects are 787x576.
Automatically cropping still images added to the timeline
Vegas Pro software can automatically crop still images you add to the timeline to match the project frame size.
Automatic crop setting turned off
Portrait still image with pillarboxing
Automatic crop setting turned on
Portrait still image cropped to fill frame
USING ADVANCED VIDEO FEATURES |
289
To enable this feature, select the Automatically crop still images added to the timeline check box on the Editing tab in the
Preferences dialog. For more information, see
You can use the Event Pan/Crop window to adjust the cropping after you have added a still image to the timeline and the software
has automatically cropped the image. For more information, see
Capturing a timeline snapshot
You can create still images of a single frame of your project. Once saved, the snapshot can be used just like any other still image.
1.
Position the cursor on the frame of the project you wish to capture as a still image.
Tip:
You can change the size of the image by using the Preview Quality button. Choose Auto or Full to capture the frame at its full
resolution, or choose Half or Quarter to capture a smaller image.
2.
Click the Save Snapshot to File button ( ) on the Video Preview window. The Save Snapshot to File dialog appears.
3.
Select a file format and type a name for the new still image file.
4.
Click Save. The image is added to the Project Media window.
Creating a slide show
A slide show composed of still images and an accompanying soundtrack can be an excellent way to show off your pictures. You can insert multiple images to instantly create a slide show, complete with crossfades.
Importing high-resolution still images and using panning, cropping, and track motion tools can add interest to an otherwise static slide show. For more information, see
Cropping video on page 285 and
Adding track motion on page 361
.
1.
In the Options menu, verify that Automatic Crossfades is selected.
2.
From the Options menu, choose Preferences. Adjust the following settings on the Editing tab:
• Enter the length for the still images in the New still image length box.
• Select Automatically overlap multiple selected media when added.
• Enter the length of the automatic overlap in the Amount box in the Cut-to-overlap conversion section of the dialog.
3.
Click OK. The Preferences dialog closes.
4.
Select all of the images you want to use in the Explorer.
5.
Right-click and drag these files to the timeline.
6.
From the shortcut menu, choose Add Across Time.
more information, see Using transition effects on page 346
Note:
When using photographs or other media that is not the same frame aspect as your video, you’ll see black bars on the sides or above and below the image. To create a crop rectangle that matches the project frame aspect, right-click the image and choose
Match Output Aspect from the shortcut menu.
290
| CHAPTER 17
Creating text and titles
Most video projects include titles and credits. There are several ways to add text to your project: you can use the included plug-ins for static text and scrolling credits, or you can use an external image-editing program to create images with text on them.
Adding text and titles with the ProType Titler
With the ProType Titler, you can create static text, animated text effects with splined paths, per-character animation, and advanced curves. Add shadows, glows, blurs, and gradients for unique text treatments.
1.
From the View menu, choose Media Generators to display the Media Generators window.
2.
In the left pane, select the ProType Titler plug-in. The available presets are displayed in the right pane.
3.
Drag a preset to a position on the timeline to create a generated media event.
Tip:
If you want text to appear as an overlay, add it to a track above the video you want to overlay and use a transparent
background. For more information about compositing video tracks, see Compositing on page 327
.
4.
Use the ProType Titler plug-in controls to edit the appearance of your text.
You can use animation in the ProType Titler to create scrolling and crawling credits.
For more information about the ProType Titler, see the Vegas Pro Online Help.
Inserting text with the Text plug-in
1.
From the View menu, choose Media Generators to display the Media Generators window.
2.
In the left pane, select the Text plug-in. The available presets are displayed in the right pane.
3.
Drag a preset to a position on the timeline to create a generated media event.
Tip:
If you want text to appear as an overlay, add it to a track above the video you want to overlay and use a transparent
background. For more information about compositing video tracks, see Compositing on page 327
.
4.
Use the Text plug-in controls to edit the appearance of your text.
Creating titles from images
Title images can be created in almost any editing program. The following general procedure explains how to create titles with a transparent background.
Tip:
1.
Start your image-editing application.
2.
information, see Correcting images for DV pixel aspect ratios on page 289
3.
Make the default canvas (background) transparent.
4.
Select the Text tool and type the text for your title.
Note:
Size and position your titles carefully to fit within the Title Safe Area or the titles may extend beyond the edges of your
television. For more information, see Identifying safe areas on page 372
5.
Save the file as a PNG, PSD, or TGA file (PNG is recommended). Make sure that you save the alpha channel information, which is used for transparency.
6.
Add the image as an event to the track above the track containing the background.
USING ADVANCED VIDEO FEATURES |
291
7.
Click the Compositing Mode button ( ) to set the title track to Source Alpha (default).
Notes:
• If your title is saved as a TGA image, the alpha channel may not be detected automatically. Use the Media Properties dialog and
choose a new setting from the Alpha channel drop-down list. For more information, see
Modifying media file properties on page
Fading titles
Another common technique is to fade a still title in and out. You can create this effect by using an opacity envelope on a title event.
For more information, see Using opacity envelopes on page 206
Using transition effects on page 346
292
| CHAPTER 17
Resampling video
Resampling allows Vegas Pro software to interpolate frames in an event when the frame rate of a media file is lower than the project’s frame rate. With resampling, the intervening frames are interpolated from the source frames, much like a crossfade between the original frames.
You can instruct Vegas Pro software to resample the video of a single video event or to resample the entire project at the time of final rendering:
• To resample an event, right-click a video event and choose Properties from the shortcut menu. In the Video Event tab of the
Resample (video only) on page 201
• To resample the project, choose Render As from the File menu. In the Render As dialog, click the Custom button to access
Customizing the rendering process on page 393
The original media file looks something like this over three frames.
To convert these three frames into nine frames for a faster frame rate, Vegas Pro software must generate the intervening frames.
Without resampling, the intervening frames are simply the previous frame repeated.
With resampling, the intervening frames are interpolated from the source frames.
It is similar to a crossfade effect between the original frames.
USING ADVANCED VIDEO FEATURES |
293
Resampling at either the event or project level perform the same function. There are few cases where resampling may be particularly important:
• When the frame rate of the source media for an event is slower than the project’s frame rate. For example, when you are using a source media file that has a 10 fps rate in a 29.97 fps rate project, resampling is recommended.
• When changing the speed of a video event. For example, when slowing a clip to 30% using a velocity envelope, resampling is recommended.
• When creating vertically scrolling titles.
When any of the previous situations are true, there are only ten frames of source material for every second of project time. When the project is rendered, there must be roughly thirty frames in each second. The frames must be created between the source media frames, sometimes known as padding. The easiest way to do this is to simply duplicate the previous frame. This can result in less than smooth video playback. Resampling allows Vegas Pro software to interpolate the intervening frames more smoothly.
Using Edit Decision Lists (EDL)
Vegas Pro Edit Decision Lists (EDL) are text lists of all of the media files used, where they are placed, and how they are trimmed.
Vegas Pro EDLs are not the same as those used in traditional linear editing suites and are not intended as a project interchange for other editing applications.
Creating an EDL
1.
From the File menu, choose Save As. The Save As dialog appears.
2.
From the Save as type list choose EDL Text File (.txt).
3.
Enter a name for the file and browse for a destination.
4.
Click Save.
You can open EDLs created in another application in order to work with a rough copy of a project. For example, you could create an
EDL from a project in a third-party editing application and then import the project into Vegas Pro software via the EDL. For best results, save the EDL file and source media files in a single folder before opening the EDL.
Opening an EDL
1.
From the File menu, choose Open.
2.
Locate the EDL file, select it, and click the Open button. If you are working on another project, you are prompted to save your work before a new project is opened.
Note:
EDLs do not contain any information about the location of source media. Therefore, the EDL file should be saved in the same directory as the source media. If it is not, or if media is stored in a number of different locations, you are prompted to relink these files when the EDL is imported.
Because of the significant differences between editing applications, third-party EDL files may not bring all of the project data into
Vegas Pro software. Among other differences, events are inserted into the timeline on a single track, all transition effects are replaced with crossfades, and only four audio tracks can be imported.
294
| CHAPTER 17
Working in DV format
Vegas Pro software is optimized for DV editing. If your project is destined for tape or television, the DV format is an excellent choice.
The DV codec installed with Vegas Pro provides video with excellent image quality, even over multiple generations, and provides audio that is better than CD-quality. If you start with well-shot DV footage and stay within the DV format throughout the editing process, you can output broadcast-quality video programs. This section provides guidelines for working in the DV format.
Selecting source media
Wherever possible, use DV source video clips. You can capture video from DV cameras and decks using an IEEE-1394 card with no quality loss. You can also convert analog footage to DV using a media converter or by passing the video through a DV camcorder.
Setting project properties
Set your project to match the DV format of your final output. This provides a true WYSIWYG view of the project when you use an external monitor for previewing. This also prevents you from stretching output or changing field order unnecessarily. You can match the project settings to a video source file by using the Match Media Settings button ( ) in the Project Properties dialog. For
more information, see
Setting video properties based on a media file on page 38
and Modifying project video properties on page 301 .
Selecting templates
Always select a DV template when performing any of the following tasks in a DV project:
•
Prerendering video (For more information, see
Prerendering video on page 369
•
Rendering to a new track (For more information, see
Rendering to a new track on page 181
•
Printing video to tape from the timeline (For more information, see
Printing video to tape from the timeline on page 396
•
Rendering a project (For more information, see
Rendering a project on page 385
When prerendering video or rendering to a new track, a DV template not only optimizes playback performance, but also helps you avoid needless recompression of DV footage. DV material is recompressed only when necessary. Cuts-only DV sequences are not recompressed when you output the project to DV from the timeline or in Video Capture.
The DV templates are designed to provide high quality, pixel aspect-correct, DV-compliant renders when rendering a project or printing to tape from the timeline. Do not select an uncompressed setting when choosing rendering or print-to-tape options. An uncompressed setting produces a large file that will not print back to DV tape from Video Capture or from the timeline.
USING ADVANCED VIDEO FEATURES |
295
Eliminating out-of-range colors
The DV format allows color values to exceed broadcast NTSC and PAL color level standards. If you have a scene whose colors are too hot, or if you want to be sure that your video stays within legal broadcast levels, apply the Broadcast Colors effect to specific events or the entire project.
Be aware that applying the Broadcast Colors effect results in recompression of the video. As a result, render times can increase significantly when the effect is applied to the entire project.
296
| CHAPTER 17
Working in HDV format
HDV cameras record high-definition video to standard DV tapes using a highly compressed variation of the MPEG-2 format.
Because of this compression, you can capture HDV clips at data rates that are no higher than DV capture.
You can use HDV files just like any other supported media type on the timeline.
Capturing HDV clips
If you have an HDV camera, you can use Vegas Pro software to capture your clips as MPEG-2 transport streams.
Tip:
If you will be delivering your project in standard definition (SD) via DVD or DV tape, you can use the camera’s built-in downconversion (if available) to convert your HDV video to the DV format. Use the camera’s Options menu to set the camera to
1.
Enable the Video Capture application:
a.
From the Options menu, choose Preferences.
b.
Click the Video tab.
c.
Clear the Use external video capture application check box.
d.
Click the OK button.
2.
From the File menu, choose Capture Video (or click the Capture Video button ( ) in the Project Media window) to start the
Video Capture application.
3.
Configure your HDV device in Video Capture:
a.
Click the Prefs button ( ) in the Capture window to open the Capture Preferences dialog.
b.
Click the Device tab.
c.
From the Device type drop-down list, choose IEEE 1394/MPEG2-TS Device.
d.
From the Device drop-down list, choose your HDV camera.
4.
Capture your clip:
a.
Use the transport controls below the Video Preview window to cue your tape.
b.
Click the Start Capture button ( ) to start capturing.
c.
Press the Play button on your camcorder.
d.
Click the Stop button ( ) (or press Esc) to end the capture procedure.
Your clip is saved to the folder specified on the Disk Management tab of the Capture Preferences dialog. This path is displayed in the Capture folder box in the Video Capture window.
Note:
Select the Enable HDV scene detection check box on the General tab of the Capture Preferences dialog if you want to
create multiple files if scene changes are detected. When the check box is cleared, HDV clips will be captured to a single file.
5.
You’re ready to start editing on the timeline. For more information, see
Editing HDV video on the timeline on page 298
Creating Proxy Files for High-Definition Editing
If you’re working on a system with limited processing power, converting to a lower-resolution format will streamline the editing process and allow you to preview your project.
1.
Capture or import your high-definition clips. For more information, see
Capturing HDV clips on page 297
2.
Start a new project.
3.
Add your high-definition clips to the timeline.
4.
Render your clips to an appropriate proxy format.
You can verify a template’s codec by looking at the Video format drop-down list on the Video tab of the Custom Template dialog.
USING ADVANCED VIDEO FEATURES |
297
If you’re performing frame rate or frame size conversion, ensure the Video rendering quality is set to Best on the Project tab of the
Custom Template dialog.
Destination
HDCAM over HD-SDI
Digital Betacam or XDCAM over SD-SDI
24p DVD
Windows Media HD
Proxy Format
Render an .avi file that uses the Sony YUV codec. The frame rate and frame size should match your HDCAM master.
Render an .avi file that uses the Sony YUV codec. The frame rate and frame size should match your master.
Render an .avi file that uses one of the following codecs:
• Sony YUV (offers the highest quality, but requires a high-performance drive array).
• Sony NTSC DV Widescreen (use the NTSC DV Widescreen 24p (2-3-3-2) pulldown
.avi template).
Render an MPEG-2 file using one of the following templates. Choose the template that matches your HDV source:
• HDV 720-25p.
• HDV 720-30p.
• HDV 1080-50i.
• HDV 1080-60i.
5.
Editing HDV video on the timeline on page 298
Tips:
• If you don’t want to convert all clips in their entirety, create regions to indicate the portions of the captured HDV clips that you want to convert to a proxy format, and then render the regions to the desired format.
• Remember that Vegas Pro software supports multiple instances. You can use one instance of the application to render your proxy files while you continue editing in another instance.
• Using DVD Architect software, you can create a DVD that contains an SD version of your project and place an HD Windows Media version in the Extras folder on the disk. When you browse to the Extras folder via Windows Explorer, you can play the HD version and output it to your computer's display, a home theater, or a projector.
6.
If you’re working with proxy files and you plan to render to a format that supports high-definition video, replace the proxy clips with the original high-definition clips before rendering your project or printing to tape.
a.
Right-click the proxy file in the Project Media window.
b.
Choose Replace from the shortcut menu.
c.
Browse to the MPEG-2 transport stream that corresponds to the proxy file, and then click Open.
If your destination format is standard definition, you don’t need to replace the proxy clips before rendering.
Editing HDV video on the timeline
You can use native HDV footage (called transport streams) files just like any other supported media type on the timeline.
1.
Import the clips from your HDV camera to your local hard drive. For more information, see
Capturing HDV clips on page 297
2.
Drag your captured clips from the Explorer or Project Media window to the timeline to create events.
3.
Edit your project as needed. For more information, see
4.
Render your project or print to tape. For more information, see
Saving, Rendering, and Printing Projects on page 383
298
| CHAPTER 17
Working with RED ONE camera files
RED ONE™ cameras record 4K footage as REDCODE™ RAW (.r3d) files that you can add directly to the Vegas Pro timeline and edit like any other supported media type.
1.
Use the Device Explorer to browse and import clips from your RED ONE camera’s memory card or hard drive to your local hard
drive. For more information, see
Using the Device Explorer on page 60
2.
Set your project properties to match the format of your final output.
• To output a 2K still-image sequence, use the 2K 16:9 24p (2048x1152, 23.976 fps) template.
• To output a 4K still-image sequence, use the 4K 16:9 24p (4096x2304, 23.976 fps) template.
• To output to Blu-ray Disc™, use the HD 1080-24p (1920x1080, 23.976 fps) template.
For more information on rendering still-image sequences, see
Rendering still-image sequences on page 388
. For more information on
burning Blu-ray Discs, see
Creating a Blu-ray Disc on page 416
.
3.
Drag the clips from the Explorer or Project Media window to the timeline to create events.
Note:
The RED ONE camera creates new “rollover” files for a clip each time a file reaches 2 GB on disk. For example, a 10-minute clip recorded in 4K will be approximately 20 GB on disk, divided among 10 .r3d files. You can drag any one of these files to the timeline to place the entire clip on the timeline.
4.
Edit your project as needed. For more information, see
USING ADVANCED VIDEO FEATURES |
299
Modifying R3D decode properties
You can modify the decode properties of your RED ONE camera files in the R3D Decode Properties window. These settings are applied nondestructively to the raw .r3d file as metadata.
Note:
The decode properties are stored in a .SfDecProp file that is saved using the same base name as the clip. Do not edit the contents of this file.
To access this window for one or more .r3d files, select the files in the Project Media window, right-click them, and choose File
Format Properties from the shortcut menu.
Modifying properties for multiple files
• When multiple files are selected, check boxes appear for slider settings that do not match across all selected files. When you drag the slider or type a new value, the check box is automatically selected, and the new value is applied to all selected files when you click OK. Clear the check box to leave the setting unchanged for the selected files.
• If values already match for a slider setting, no check box is displayed, and any changes made to the setting are applied to all selected files.
• If values do not match for a drop-down setting, the setting is blank. If you choose a value for a blank drop-down setting, that value is applied to all selected files.
Restoring default values
• Double-click a slider ( ) to restore the setting to the clip default.
• Click the Clip Default button to restore all settings to the clip default.
• Click the Factory Default button to restore all settings to the default settings of the camera.
For more information about the settings in the R3D Decode Properties window, refer to your RED ONE camera documentation or http://www.red.com/support . These settings map directly to settings on the RED ONE camera.
300
| CHAPTER 17
Modifying project video properties
You can access project video properties by clicking the File menu and choosing Properties or by clicking the Project Video
Properties button ( ) on the Video Preview window. Many of these settings are identical to the settings found on the Project tab of the Custom Template dialog. Final render properties set up in the Custom Template dialog override the following Project
Properties settings. For more information, see
Working with project properties on page 428
These properties control all of the default settings for your project. Without making any changes, these are also the settings that are used to create a final rendered movie file.
Item
Template
Match Media Settings
Width/Height
Field order
Pixel aspect ratio
Output rotation
Frame rate
Stereoscopic 3D mode
Description
Select a preset template from this drop-down list to automatically configure the remaining video controls in this dialog. Many popular formats are included, but you should consult your hardware manuals if you have any questions. You can also save your own custom template.
Click the Match Media Settings button ( ) to set your project properties to match the properties of a media file of your choosing.
Use the values in these boxes to set the frame size of your final movie. The maximum frame size for AVI, MPEG, QuickTime, RealMedia, Windows Media, and still-image output is 2048x2048.
Note:
The maximum frame size is 4096x4096.
Choose an option from this drop-down list to set the field order:
• None (progressive scan) Select this option for video to be viewed on a computer monitor.
• Upper field first Select this option for video that will be viewed on a television.
• Lower field first Select this option for DV output or if Upper field first produces jittery or shaky output.
Choose the pixel aspect ratio for the final movie’s destination from this drop-down list.
For more information, see Pixel Aspect Ratio on page 496
Choose a setting from the drop-down list to rotate your project’s output. Use output rotation to edit projects for display in portrait (rather than landscape) or inverted orientation.
Tip:
If you want to rotate a media file’s orientation, you can use the Rotation drop-
For more information about working with rotated projects, see
Working with rotated projects on page 39
.
Choose a frame rate for the final movie’s destination from this drop-down list. For more
information, see Frame Rate (Video) on page 494
Choose a setting from the drop-down list to create a stereoscopic 3D project, or choose Off to create a 2D project.
By default, the project’s Stereoscopic 3D mode, Swap Left/Right, and crosstalk cancellation settings will also be used when previewing and rendering your project, but you can override the project settings if necessary.
For more information about setting up a stereoscopic 3D project, see
Setting up your stereoscopic 3D project on page 143
.
USING ADVANCED VIDEO FEATURES |
301
Item
Pixel format
Compositing gamma
Full-resolution rendering quality
Motion blur type
Deinterlace method
Description
Choose a setting from the drop-down list to indicate whether you want to perform video processing (compositing, scaling, previewing, rendering, and most video plugins) using 8-bit or 32-bit, floating-point arithmetic.
• 8-bit Performs video processing using 8-bit arithmetic and in the video (studio
RGB, or 16-235) color space.
• 32-bit floating point (video levels) Performs video processing using 32-bit arithmetic and in the video color space.
• 32-bit floating point (full range) Performs video processing using 32-bit arithmetic and in the full-range color space.
The 32-bit floating point settings allow greater precision for processing video, but require significantly more processing power than working with 8-bit video.
Tips:
• 32-bit floating point (video levels) is recommended when working with 10-bit
YUV input/output or when using xvYCC/x.v.Color media.
• When using 8-bit input/output, the 32-bit floating point (video levels) setting can
prevent banding from compositing that contains fades, feathered edges, or gradients.
• Video plug-ins and media generators that do not support floating-point processing are indicated by a blue icon ( ) in the Plug-In Manager and Plug-In Chooser with this icon in the Video FX and Media Generators windows.
• If you’re creating a 32-bit project, you can increase performance during editing and
playback by using the 8-bit setting and switching to 32-bit floating point (video
levels) before rendering.
When you choose 32-bit floating point (full range) from the Pixel format drop-down list, you can choose a compositing gamma value:
• 1.000 (Linear) The default setting when you choose 32-bit floating point (full
range) from the Pixel format drop-down list.
• 2.222 (Video) Processing in 8-bit video is always performed using a setting of
2.222. Choose this setting when you want to ensure maximum compatibility with projects created in previous version of Vegas Pro software.
Choose a rendering quality level from this drop-down list. For most projects, Good is the recommended setting. If you have critical material where nothing but the highest quality rendering will do, select Best. Note that rendering time may increase dramatically as large amounts of extra processing is required for the Best setting.
Some effects and transitions can involve motion or animation. This list allows you to select whether the frames are blurred slightly to create the illusion of motion on individual frames. This can make computer generated animation appear more smooth and natural. Gaussian is the best choice in most situations where blurring is required.
This drop-down list provides several options relating to interlacing. Source video from a television is interlaced. When Vegas Pro software renders effects, it needs to deinterlace the two fields that make up a frame. You can choose the exact method used in this list:
• None The fields are left interlaced.
• Blend Contents are used from both fields, which is a good choice for high-detail, low-motion material.
• Interpolate A single field is used at a time, which is good for low-detail, highmotion material.
302
| CHAPTER 17
Item Description
Adjust source media to better match project or render settings
Select this check box if you want Vegas Pro to scale images or adjust interlacing to allow media files to work better with your project.
This setting will correct for the following types of inconsistencies:
• DV media will be cropped for 320x240 Internet renders to prevent letterboxing.
• DV widescreen media will be cropped in HD projects.
• HD media will be cropped in DV widescreen projects.
• 486-line media will be cropped in 480-line projects.
• 480-line media will be padded in 486-line projects.
When the check box is cleared, source media files are processed with their native settings.
Prerendered files folder
Displays the path where prerendered files are stored. The Browse button allows you to
select a new location to store prerendered files. For more information, see
Prerendering video on page 369
Free storage space in selected Displays the available disk space where prerendered files are stored.
folder
Start all new projects with these settings
Select this check box to always use these settings for new projects.
Modifying media file properties
Vegas Pro software tries to automatically detect the properties of your media files. In most cases, these properties do not need to be modified, but there are times when you may need manual control over some of these attributes, depending on the type of file and your specific hardware configuration.
1.
Right-click a file in the Project Media window or an event on the timeline and, from the shortcut menu, choose Properties, or select a file in the Project Media window and click the Properties button ( ).
2.
Modify the parameters on the Media tab as needed. For more information, see
Editing properties for an audio file on page 304 and
Setting custom stream properties on page 306
3.
Click OK.
USING ADVANCED VIDEO FEATURES |
303
Editing properties for an audio file
The following settings are available for audio files.
Tip:
You can also view the properties for the media file associated with an event. Right-click the event, choose Properties from the
shortcut menu, and click the Media tab.
Item
File name
Tape name
Stream
Attributes
Format
Description
Displays the current media file name and location.
This can be used to display the name of the tape from which you recorded the audio.
The name can be edited here or in the corresponding field in the Edit Details window.
If a file contains multiple streams, you can use this control to select the stream for which you want view properties.
Displays the file’s sample rate, bit-depth, number of channels, and length.
Displays the compression format of the file.
Editing properties for a video file
The following settings are available for video files:
Tip:
You can also view the properties for the media file associated with an event. Right-click the event, choose Properties from the
shortcut menu, and click the Media tab.
Item
File name
Tape name
Use timecode in file
Use custom timecode
Stream
Attributes
Format
Field order
Pixel aspect ratio
Description
Displays the current media file name and location.
This can be used to display the name of the tape from which you captured the video.
The name can be edited here or in the corresponding field in the Edit Details window.
Select this radio button to accept the default timecode settings.
Select this radio button to specify a beginning value for the timecode.
If a file contains multiple streams, you can use this control to select the stream for which you want view properties.
Displays the frame size, in pixels (x,y). color depth, and length of the file.
Displays the compression format of the file.
Choose a setting from the drop-down list to change the field order of the file. Consult your capture/video output card’s manual for the proper field order.
• None (progressive scan): Select this option when viewing the video on a computer. This option ignores interlacing.
• Upper field first: Select this option (also called odd or field A) for video that will be viewed on a television.
• Lower field first: Select this option (also called even or field B) for DV output or if
Upper field first produces jittery or shaky output or if your hardware manual specifies lower field first.
Choose a setting from the drop-down list to change the pixel aspect of the file. This setting will depend on your capture/video output card. Consult your capture/video output card’s manual for the proper settings.
304
| CHAPTER 17
Item
Alpha channel
Rotation
Stereoscopic 3D mode
Swap Left/Right
Description
Choose a setting from the drop-down list to change the alpha channel information for the file.
If the alpha channel in an image is not detected, choose the correct type of alpha channel from this drop-down list. If you’re unsure, try the Premultiplied setting first.
• Undefined: Video provides no alpha channel information. This setting ignores any alpha channel information in the file.
• None: Video has no alpha channel or there is an alpha channel but it’s completely opaque (solid).
• Straight (unmatted): Transparency information is maintained in only the alpha channel. Alpha information must be applied to the RGB channels before compositing.
• Premultiplied: The standard method of handling alpha information. Transparency information is maintained in the alpha and RGB channels, and the image is ready for compositing. No RGB component exceeds the alpha value.
• Premultiplied (dirty): Similar to Premultiplied, but RGB components may exceed the alpha. This setting is used mainly for images created by 3D applications involving compositing of 3D images over a non-solid color image background.
Choose a setting from the drop-down list to rotate a media file’s orientation. For more
information, see Working with rotated projects on page 39
Choose a setting from the drop-down list to choose the stereoscopic 3D mode for the media file.
Off
Pair with next stream
Choose this setting for 2D media or to treat a multistream video as 2D.
Choose this setting for multistream 3D video, such as video from paired files CineForm Neo3D files, or files from a 3D camera.
Side by side (half)
Side by side (full)
Choose this setting when your video contains left- and right-eye views in a single frame.
Left- and right-eye views are displayed as half of the available horizontal resolution.
Choose this setting when your video contains left- and right-eye views in a single frame.
Left- and right-eye views are displayed using the full horizontal resolution.
Top/bottom (half)
Top/bottom (full)
Choose this setting when your video contains left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed as half of the available vertical resolution.
Choose this setting when your video contains left- and right-eye views stacked in a single frame.
Left- and right-eye views are displayed using the full vertical resolution.
Line alternate
Choose this setting when your video contains interlaced
3D video.
Left- and right-eye views are interlaced using half of the available vertical resolution.
Select this check box if you need to switch the left- and right-eye pictures. This setting is useful if you’re using a line-alternate display that displays the right eye on top, if you’re using magenta/green anaglyphic glasses, or to create cross-eye free-view 3D.
USING ADVANCED VIDEO FEATURES |
305
Setting timecode media properties
These properties appear in the Timecode section of the Media tab:
• The Use timecode in file radio button is the default setting, where the media file’s timecode is used.
• The Use custom timecode radio button allows you to set the media file’s timecode manually.
• If you have selected the Use Custom timecode radio button, a drop-down list contains the available timecode formats. SMPTE
Drop (29.97 fps, Video) for example, is the timecode format for NTSC DV. Changing the timecode format does not change the
Setting custom stream properties
Media files are opened with a set of default values based on the media file type. When you change any of the values for a media file, these changes are saved for that file in the current project only. If you want to change the default settings for a particular type of video file whenever that type of file is used, click the Save settings to video profiles for future auto-detection button ( ) to the right of the Stream list. This adds an entry to a file called vegas video profiles.ini that can be referenced for future use.
The following properties appear in the Stream properties section of the Media tab:
• If the file has more than one stream of the given type, you can choose the particular stream for which you want to view properties from the Stream drop-down list.
• The Attributes, Format, and Frame rate boxes display basic information about the file.
• Choose an option from the Field order drop-down list to control how the video field order is handled on a television monitor.
Choose None (Progressive) for video to be viewed on a computer monitor. For DV output, choose Lower Field First. If the output is jittery or shaky, or your hardware’s manual specifies it, choose Upper Field First.
• While you can choose a different value from the Pixel aspect ratio drop-down list, this value should always match the source video’s properties.
• The option selected in the Alpha channel drop-down list determines how transparency is handled in a file. The default alpha channel setting for most video files is None. PNG image files can have an alpha channel that is automatically detected. The options in this drop-down list are described below.
Alpha channel option
Undefined
None
Straight (unmatted)
Premultiplied
Premultiplied (dirty)
Description
Because the image format provides no alpha channel information, this setting ignores any alpha channel information in the file.
Either there is no alpha channel or there is an alpha channel but it’s completely opaque (solid).
Transparency information is maintained in only the alpha channel. Alpha information must be applied to the RGB channels before compositing.
The standard method of handling alpha information. Transparency information is maintained in the alpha and RGB channels, and the image is ready for compositing.
No RGB component exceeds the alpha value.
Similar to Premultiplied, but RGB components may exceed the alpha value. This option is used mainly for images created by 3D applications involving compositing of
3D images over a non-solid color image background.
306
| CHAPTER 17
Chapter 18 Closed Captioning
Vegas® Pro software supports adding closed captions to video files and rendering those files as XDCAM HD and
XDCAM HD422 MXF files. You can also add captions to video files and render as Windows Media Video for use in
Windows Media Player.
Adding closed captioning to video files
Closed captions help make your video productions accessible to a wider audience. Closed captions are widely used by viewers who are deaf or hard of hearing, those who are learning to read, or who are learning a second language.
Closed captions can be turned on or off by the viewer (unlike open captions, which are always displayed). Closed captions display spoken dialogue and sound effects as on-screen text.
Notes:
• Vegas Pro supports CEA608 captions and CEA708 containers containing CEA608 captions. CEA708 captioning is not supported.
• When rendering to XDCAM HD/HD422, CEA608 data is uplifted to CEA708 format so that CEA608 and CEA708 captions are available when playing via HD SDI. CEA608 CC1 is uplifted to CEA708 Service 1, and CEA608 CC3 is uplifted to CEA708 Service 2. Please note that caption positions can be slightly different after uplifting to CEA708.
• When you render to a format that does not support embedded captioning markers, an .scc file is created using the base name of the rendered media file.
Importing or rendering closed captions in an MXF file
Importing closed captions from an MXF file
Vegas Pro supports closed captioning embedded in XDCAM HD/XDCAM HD422 MXF or most MPEG-2 files.
When you add media to the timeline or Trimmer, embedded captioning markers are displayed as media markers.
Markers are aligned with the start of captioning for paint-on captions or with the display time for pop-up style captions.
When the captioning markers are read, Vegas Pro creates an .scc file in the media file’s folder using the same base name as the media file. The .scc file is used when you use the media in the future so the application doesn’t need to scan the media again.
When you’re finished editing your project, you can promote the embedded captioning markers to the timeline.
1.
Select events with captions.
2.
From the Tools menu, choose Scripting, and then choose Promote Media Closed Captioning.
The markers appear as command markers on the timeline, and you can move and edit the markers as needed:
CLOSED CAPTIONING |
307
Rendering captions in MXF files
You can export captions in rendered media and in standalone .scc files.
• When you render to XDCAM HD/XDCAM HD422 MXF formats, captioning markers are embedded in the media file. An .scc file is also created using the base name of the rendered media file.
• When you render to a format that does not support embedded captioning markers, an .scc file is created using the base name of the rendered media file.
Importing or rendering Line 21 closed captions
Importing Line 21 captions
Vegas Pro reads embedded Line 21 captions when you import a media file with a frame size of 720x486 pixels (or taller) and a frame rate of 29.97 fps.
When you add media to the timeline or Trimmer, embedded captioning markers are displayed as media markers.
Markers are aligned with the start of captioning for paint-on captions or with the display time for pop-up style captions.
When the captioning markers are read, Vegas Pro creates an .scc file in the media file’s folder using the same base name as the media file. The .scc file is used when you use the media in the future so the application doesn’t need to scan the media again.
When you’re finished editing your project, you can promote the embedded captioning markers to the timeline:
1.
Select events with captions.
2.
From the Tools menu, choose Scripting, and then choose Promote Media Closed Captioning.
The markers appear as command markers on the timeline, and you can move and edit the markers as needed:
Rendering Line 21 captions
Line 21 captions are supported during rendering for any media format when using a frame size of 720x486 pixels (or taller) and a frame rate of 29.97 fps.
Importing or printing captions when using HD SDI
Importing closed captions over HD SDI
Vegas Pro reads embedded VANC closed captioning when capturing video over HD SDI.
• During capture, Vegas Pro creates an .scc file in the media file’s folder using the same base name as the captured file.
• If capturing to XDCAM HD422 format, closed captions are also embedded in the captured file.
Printing closed captions to tape over HD SDI
When you print to tape over HD SDI, closed captions are included as VANC data.
308
| CHAPTER 18
Importing closed captions from a closed captioning file
If your media does not contain embedded captioning markers, you can import markers from an external file. The following file types are supported:
• Scenarist Closed Caption (.scc)
Tip:
If an .scc file matches the media file name, the captions will be read automatically when you load a file.
For example, if your video file is wildflowers.avi, naming your captioning file wildflowers.avi.scc will allow Vegas Pro to read the captions automatically.
• RealPlayer Captioning Files (.rt)
• SubRip Subtitles (.srt)
• Windows Media Player Captioning Files (.smi)
• Transcript or QuickTime Captioning Files (.txt)
• CPC MacCaption Files (.mcc)
Tip:
If an .mcc file does not contain CEA608 captions, its CEA708 captions will be converted to CEA608 pop-up captions. Service 1 captions will be imported as 608CC1 captions, and Service 2 captions will be imported as 608CC3 captions.
• DVD Architect Subtitles (.sub)
1.
From the File menu, choose Import, and then choose Closed Captioning from the submenu.
2.
In the Open dialog, browse to the file you want to use and click Open.
The markers appear as command markers on the timeline, and you can move and edit the markers as needed.
Tip:
Captioning markers will be placed according to the timecode in the captioning file. If needed, you can adjust marker positions by applying a timeline ruler offset before importing the closed captioning.
Synchronizing captions with video
After you import captions, you may need to adjust timing to synchronize the markers with your video.
1.
Use the procedure described earlier in this chapter to import captionings.
2.
Position your video events as desired in the timeline.
3.
From the View menu, choose Edit Details to display the Edit Details window.
4.
From the Show drop-down list, choose Commands. Your captioning commands are now displayed in the Edit Details window.
5.
In the timeline, position the cursor where you want to start inserting captions.
6.
Select a row in the Edit Details list to select the first caption you want to insert.
7.
Click the Play button ( ) to start playback.
8.
When you’re ready to insert your first caption, press Ctrl+K. The first caption is inserted at the cursor position, the Position setting is updated, and the next caption is selected.
9.
Press Ctrl+K to insert each subsequent caption.
CLOSED CAPTIONING |
309
Adding or editing closed caption markers on the timeline
You can edit closed caption markers on the timeline to adjust caption start times, delete caption markers, edit their contents, or add new markers.
• To add a new marker, click to position the cursor on the timeline and then choose Command from the Insert menu (or press C).
Tip:
To create a pop-on caption quickly, type your caption text in the Comment box in the Command Properties dialog. Caption
markup is added automatically. You can use [BR] to indicate a line break.
• To move a marker, drag the marker tag on the timeline.
• To delete a marker, right-click it and choose Delete from the shortcut menu.
• To edit a marker, double-click the marker tag.
Use the Command Properties dialog to edit the marker.
Item
Command
Parameter
Comment
Position
Description
Choose 608CC1 for primary-language captions.
Choose 608CC3 for secondary-language captions.
Notes:
• Vegas Pro also supports 608CC2 and 608CC4 commands for the CC2/CC4 channels.
• When rendering to XDCAM HD/HD422, CEA608 data is uplifted to CEA708 format so that CEA608 and CEA708 captions are available when playing via HD SDI. CEA608
CC1 is uplifted to CEA708 Service 1, and CEA608 CC3 is uplifted to CEA708 Service 2).
Displays the marker’s captioning text. [BR] indicates a line break.
Type closed caption control commands here.
Commands must conform to standard caption markup, and command strings are case and space sensitive. For more information about captioning markup, see
Captioning markup reference and examples on page 311
.
Tip:
You can use your keyboard to create standard text and punctuation. To insert
special characters and punctuation, use the Character Map (Start > All Programs >
Accessories > System Tools > Character Map).
For minor edits, you can ignore the markup and edit the displayed text. If you change the length of the text, be aware of the following:
• {R14In00Wh} means Row 14, Indent 00, White text.
• Row (two digits) ranges from 01 to 15.
• Indent (two digits) ranges from 00 to 28 but only in multiples of 4.
• {TabOff1} means Tab offset 1. Possible values (one digit) are 1, 2, or 3.
Important:
For each row, indent (In) plus tab offset (TabOff) plus the number of content characters cannot exceed 32.
Type the time you want the command to occur in your project.
310
| CHAPTER 18
Captioning markup reference and examples
Pop-On Caption
A pop-on caption is displayed on the screen as a single element and is cleared or replaced with a new caption. Pop-on captions are most often used for prerecorded captioning.
{RCL}{ENM}{R14In00Wh}{TabOff1}First Row{R15In00Wh}{TabOff1}Second Row{EDM}{EOC}
Tip:
If you type captioning text in the Comment box of the Command Properties dialog and do not specify captioning markup, a
pop-on caption is created.
Roll-Up Caption
A roll-up caption scrolls onto and off the screen two or three lines at a time and is most often used for live captioning.
{RU2}{CR}{R15In00Wh}{TabOff1}First Row
—or—
{RU3}{CR}{R14In00Wh}{TabOff1}First Row{R15In00Wh}{TabOff1}Second Row
—or—
{RU4}{CR}{R13In00Wh}{TabOff1}First Row{R14In00Wh}{TabOff1}Second Row{R15In00Wh}{TabOff1}Third Row
Paint-On Caption
A paint-on caption appears on screen one letter at a time and displayed like a pop-on caption. Paint-in captions are most often used at the beginning of a program.
{RDC}{R14In04Wh}{TabOff3}First Row{R15In04Wh}{TabOff3}Second Row
Captioning Markup
Caption Markup
{RCL}
{RDC}
{RU2}
{RU3}
{RU4}
{EDM}
{ENM}
{EOC}
{FlashOn}
{TabOff1}
{TabOff2}
{TabOff3}
{Backspace}
{DelEndRow}
{CR}
{RyyWh}
{RyyWhU}
{RyyGr}
{RyyGrU}
Description
Resume Caption Loading
Resume Direct Captioning
Roll-Up Captions-2 Rows
Roll-Up Captions-3 Rows
Roll-Up Captions-4 Rows
Erase Displayed Memory
Erase Nondisplayed Memory
End of Caption
Flash On
Tab Offset 1
Tab Offset 2
Tab Offset 3
Backspace
Delete to End of Row
Carriage Return
Row yy [00 to 15], White Text
Row yy [00 to 15], White Underlined
Row yy [00 to 15], Green Text
Row yy [00 to 15], Green Underlined
Usage Notes
Starts a pop-on caption.
Starts a paint-in caption.
Starts a two-line roll-up caption.
Starts a three-line roll-up caption.
Starts a four-line roll-up caption.
Cleans the display. Required to remove roll-up and paint-on captions from the screen.
Cleans buffered captions from memory.
In pop-up captions, EOC ends the current caption and displays the next caption.
Causes the caption to blink until new foreground attributes are set.
For each row, indent (In) plus tab offset (TabOff ) plus the number of content characters cannot exceed 32.
Used for live captioning.
Used for live captioning.
CLOSED CAPTIONING |
311
{BgWhSemi}
{BgGr}
{BgGrSemi}
{BgBl}
{BgBlSemi}
{BgCy}
{BgCySemi}
{BgRd}
{BgRdSemi}
{BgYl}
{BgYlSemi}
{BgMa}
{BgMaSemi}
{BgBlk}
{BgBlkSemi}
{BgTran}
{BlkTxt}
{BlkUTxt}
{WhUTxt}
{GrTxt}
{GrUTxt}
{BlTxt}
{BlUTxt}
{CyTxt}
{CyUTxt}
{RdTxt}
{RdUTxt}
{YlTxt}
{YlUTxt}
{MaTxt}
{MaUTxt}
{ITxt}
{IUTxt}
{BgWh}
312
| CHAPTER 18
Caption Markup
{RyyBl}
{RyyBlU}
{RyyCy}
{RyyCyU}
{RyyRd}
{RyyRdU}
{RyyYl}
{RyyYlU}
{RyyMa}
{RyyMaU}
{RyyWhI}
{RyyWhIU}
{RyyInxxWh}
{RyyInxxWhU}
Description
Row yy [00 to 15], Blue Text
Row yy [00 to 15], Blue Underlined
Row yy [00 to 15], Cyan Text
Row yy [00 to 15], Cyan Underlined
Row yy [00 to 15], Red Text
Row yy [00 to 15], Red Underlined
Row yy [00 to 15], Yellow Text
Row yy [00 to 15], Yellow Underlined
Row yy [00 to 15], Magenta Text
Row yy [00 to 15], Magenta Underlined
Row yy [00 to 15], White Italics
Row yy [00 to 15], White Italics Underlined
Row yy [00 to 15], Indent xx
[00|04|08|12|16|20|24|28], White Text
Row yy [00 to 15], Indent xx
[00|04|08|12|16|20|24|28], White Underlined
White Underlined
Green Text
Green Underlined
Blue Text
Blue Underlined
Cyan Text
Cyan Underlined
Red Text
Red Underlined
Yellow Text
Yellow Underlined
Magenta Text
Magenta Underlined
Italicized Text
Italicized Underlined
Background White
Background Semitransparent White
Background Green
Background Semitransparent Green
Background Blue
Background Semitransparent Blue
Background Cyan
Background Semitransparent Cyan
Background Red
Background Semitransparent Red
Background Yellow
Background Semitransparent Yellow
Background Magenta
Background Semitransparent Magenta
Background Black
Background Semitransparent Black
Background Transparent
Black Text
Black Underlined
Usage Notes
For each row, indent (In) plus tab offset (TabOff ) plus the number of content characters cannot exceed 32.
Caption Markup
{StdCharSet}
{DSzCharSet}
{1PCharSet}
{2PCharSet}
{CHNCharset}
{KORCharSet}
{1RgCharSet}
{TH}
Description
Standard Character Set
Double Size Character Set
First Private Character Set
Second Private Character Set
People’s Republic of China Character Set
Korean Character Set
First Registered Character Set
Time Holder
Usage Notes
You can use the character set commands to switch between character sets in your captions. For example, if you needed to display Korean characters in an English-captioned program, you could use
{KORCharSet} to display Korean characters and then use {StdCharSet} to switch back to English captions.
Not used when creating new captions.
When you’re working with existing captions, captioning data can be transferred ahead of the display time, and {TH} can be used to adjust the display time.
CLOSED CAPTIONING |
313
Displaying closed captions in the Video Preview or Trimmer window
You can preview your captions by using overlays in the Video Preview window.
Tip:
Overlay settings from the Video Preview window are also applied to the video monitor in the Trimmer window.
1.
Click the down arrow next to the Overlays button ( you want to preview.
2.
Play your project.
) and choose a setting from the menu to turn on the caption type that
Exporting closed captions
Some Webcasting formats require that captions be saved in an external file. After creating your captions, you can export them to several formats.
1.
Create and edit your captions as described in this chapter.
2.
From the Tools menu, choose Scripting, and then choose a command from the submenu.
Item
Export Closed Captioning for
DVD Architect
Export Closed Captioning for
QuickTime
Description
Creates a subtitle (.sub) file that can be used by DVD Architect software. The .sub file contains timecode values and text that will be used to create subtitle events in DVD
Architect.
Creates a text (.txt) and .smil file for each subtitle service. The text file contains the captions and formatting, and the .smil file contains information that defines how captions will display on the media file.
The .smil file links to a .mov file that uses the same base name as your exported captions file by default. You can edit the file to refer to the desired media file name.
Tip:
If you’re using QuickTime Pro, you can create a QuickTime text track to embed captions in your video file.
Export Closed Captioning for
RealPlayer
Export Closed Captioning for
Windows Media Player
Export Closed Captioning for
YouTube
Creates a RealText (.rt) and .smil file for each subtitle service. The RealText file contains the captions and formatting, and the .smil file contains information that defines how captions will display on the media file.
The .smil file links to a .rm file that uses the same base name as your exported captions file by default. You can edit the file to refer to the desired media file name.
Creates a .smi and .asx file for each subtitle service. The .smi file contains the captions and formatting, and the .asx file contains information that defines how captions will display on the media file.
The .asx file links to a .wmv file that uses the same base name as your exported captions file by default. You can edit the file to refer to the desired media file name.
Creates an .srt file that can be used for YouTube captions and by some DVD authoring software.
For information about adding subtitles to your YouTube videos, please see http://www.youtube.com/t/captions_about
.
3.
Use the Save dialog to specify a file name and folder for your captions file, and then click Save.
314
| CHAPTER 18
Editing multiple captions with the Edit Details window
The Edit Details window allows you to see all of your project’s captions at once for quick editing.
You can even edit multiple captions at once. For example, if you wanted to change your 608CC1 (primary language) captions to
608CC3 (secondary language), perform the following steps.
1.
From the View menu, choose Edit Details to display the Edit Details window if it isn’t already visible.
2.
In the Edit Details window, choose Commands from the Show drop-down list. Your closed caption markers are displayed.
3.
Select the captions you want to edit:
a.
Hold Shift and click in the Command column for the first caption you want to change.
b.
Hold Shift and click in the Command column for the last caption you want to change.
All captions between the first- and last-selected rows are selected.
4.
Right-click the Command column for any selected caption and choose Edit from the shortcut menu.
5.
Type a new value in the box — in this case, you’d type 608CC3 — and press Enter.
All selected captions are changed to 608CC3.
CLOSED CAPTIONING |
315
Adding captions to Windows Media Video (WMV) files
Captions makes your final video accessible to a wider audience. You can use text commands to add captions line-by-line to a
Windows Media® Video (WMV) file, or for longer projects, you can add captioning from a script.
Adding captions line-by-line
1.
Position the cursor where you want the caption text to appear.
2.
From the Insert menu, choose Command. The Command Properties dialog appears.
3.
From the Command drop-down list, choose Text.
4.
In the Parameter box, enter the closed captioning text you want to display.
5.
Click OK.
6.
Repeat steps 1-5 for each line of closed captioning text you want to add.
7.
Render your file in Windows Media Video format. For more information, see
Rendering a project on page 385
Tip:
Adding captions from a script
Using a script to generate captions involves several steps. First, you must copy and paste the lines from the script into a spreadsheet. You can create the spreadsheet from scratch (using the steps that follow) or use the sample shell (Vegas Captioning
Shell.txt) provided in the Sample Projects folder on the Vegas Pro application disc. You can open this tab-delimited shell with a spreadsheet application or, in the absence of a spreadsheet application, any text editor.
When the spreadsheet is complete, you can copy and paste the lines into the Edit Details window. You can set the position for each line of captioning during playback.
Creating a script spreadsheet
1.
Create a four-column, tab-delimited spreadsheet.
2.
In the first column, enter 00:00:00:00 in each of the cells as a placeholder. You will set the actual position of each line during playback.
3.
In the second column, enter TEXT in each of the cells to specify the command type.
4.
In the third column, enter the text that you want to display as a caption. Enter each line in its own cell.
Tip:
If you have a script, you can copy and paste individual lines into the cells.
316
| CHAPTER 18
5.
In the fourth column, enter a label to identify your captions. An entry such as Line 001 can help you sort the captions once you paste them into your Vegas Pro project.
Note:
The final caption is displayed in the Microsoft® Windows Media® Player until the end of the video. To clear the final caption sooner, add a final command with no text (as shown above).
Copying and pasting captions into Vegas Pro software
1.
Select the cells in the spreadsheet and copy them.
2.
Switch to Vegas Pro software and choose Edit Details from the View menu. The Edit Details window appears.
3.
From the Show drop-down list, choose Commands.
4.
Right-click the gray box in the upper-left corner and choose Paste from the shortcut menu. The spreadsheet data is pasted into the Edit Details window.
5.
Click the column header for the Comments column. This sorts the captions by line number.
Right-click to paste the spreadsheet contents into the Edit Details window.
Click the Comments column header to sort the captions by line number.
Setting caption timing
1.
Position the cursor shortly before where you want the first caption to occur.
2.
Select the row for the first caption in the Edit Details window.
3.
Click the Play button ( ) to start playback.
4.
When playback reaches the place where the first caption should occur, press Ctrl+K. The first caption is inserted at the cursor position, updates the Position setting in the Edit Details window, and selects the next caption.
5.
Press Ctrl+K to insert each subsequent caption.
CLOSED CAPTIONING |
317
6.
Render your file in Windows Media Video format. For more information, see
Rendering a project on page 385
Displaying captions
You can use one of two methods for displaying the captions when the video is played:
• Instruct your audience to turn on captions:
In Windows Media Player 8: from the View menu, choose Now Playing Tools, and then choose Captions from the submenu.
In Windows Media Player 9 and 10: from the Play menu, choose Captions and Subtitles, and then choose On if Available from the submenu.
In Windows Media Player 11 and 12: from the Play menu, choose Lyrics, captions, and subtitles, and then choose On if
available from the submenu.
• Create an HTML page with the Windows Media Player embedded in it. See the online help for a sample HTML page.
318
| CHAPTER 18
Chapter 19 Using Video Effects, Compositing, and Masks
Video plug-ins in Vegas® Pro software include effects and generators. Effects cover a broad range of electronic modifications that can be used to improve substandard video or artistically enhance a production. Generators can be used to create custom video events such as credit rolls or gradient overlays.
A variety of options are provided in compositing video and using masks. Compositing involves mixing visual elements together into a final output. Multiple compositing modes are provided from which to choose. Masks, which are used extensively in television and movies, are an important part of creating overlays. Together, these professional tools can help you polish your productions.
Note:
The compositing model in Vegas Pro 6.0 and later differs significantly from the Vegas Pro 4.0 model. To reproduce the Vegas Pro 4.0 parent/child masking behavior, set the compositing mode of the parent track to
Multiply, and then apply the Mask Generator plug-in as a track effect on the parent track.
Using video effects
A great variety of video effects plug-ins are provided that are ready for you to drag-and-drop onto your projects, media files, tracks, and events. Previews of the different effect presets appear in the Video FX window. In addition to the presets, each plug-in has individual controls that allow you to customize the effects in precise detail. You can also
animate video effects using keyframes. For more information, see
Using keyframe animation on page 352
The mix of video effects applied at different levels (to events, tracks, files, etc.) is important to the final mix of a
project. For more information, see
In general, effects are applied in the following order:
• To files in the Project Media window
• To events
• To tracks
• To the project (video output effects)
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
319
Adding a video effects plug-in
You can apply video effects to video events, tracks, source media files (via the Project Media window), or to an entire video project.
You can add a plug-in by selecting it in the Plug-In Chooser dialog, or you can drag-and-drop the plug-in from the Video FX or Plug-
Ins windows.
Notes:
• Not all video plug-ins are capable of multithreaded rendering. Plug-ins that do not support multithreaded rendering are displayed with a yellow icon (
) in the Plug-In Manager and Plug-In Chooser windows and with this icon in the Video FX window.
• Video plug-ins and media generators that do not support floating-point processing are indicated by a blue icon (
) in the Plug-In
Manager and Plug-In Chooser with this icon in the Video FX and Media Generators windows.
Adding a plug-in using the Plug-In Chooser
1.
Click the Video FX button ( ) in one of the following locations (see the illustration):
• Media FX are applied before a media file is inserted into an event on the timeline. Every occurrence of this media file in a project has the effect applied to it. Media effects can be applied only to video files.
• Event FX are applied to events on the timeline.
• Track FX are applied to the output of a particular track.
• Video Output FX are applied to the final output and affect every event in a project.
Track FX Event FX Media FX Video Output FX
2.
In the Plug-In Chooser dialog, select the effect that you would like to apply and click OK.
3.
Modify the effect in the Video FX window and close the window when you are finished. For help on the different controls in the
Video FX window, click the Plug-In Help button ( ) to access online help.
320
| CHAPTER 19
Adding a plug-in from the Video FX or Plug-In Manager window
1.
If the Video FX or Plug-In Manager window is not currently visible, choose either Video FX or Plug-In Manager from the View menu to view the appropriate window.
2.
Drag a plug-in from the window to one of the following locations:
• File in the Project Media window
• Event
• Track list or empty section of a track
• Video Preview window (video output effects)
3.
Modify the effect in the Video FX window and close the window when you are finished. For help on the different controls in the
Video FX window, click the Plug-In Help button ( ) to access online help.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
321
Working with video effects plug-in chains
You can apply plug-ins in chains of two or more for even greater flexibility. A plug-in chain is a sequence of all of the plug-ins to be applied to a media file, event, track, or project. The same plug-in can be added to a chain more than once. Use the same steps to
add additional plug-ins to a chain as you use to add a single plug-in. For more information, see
Adding a video effects plug-in on page
After you apply a plug-in chain, the video is processed by each plug-in in order. The plug-ins are cumulative so, in some cases, you may want to rearrange their order to achieve the desired effect.
To view and work with a plug-in chain, click the Video FX button ( ) for the event, track, Project Media window file, or Video
Preview window to open the Video FX window.
Plug-in chain
Click a plug-in to modify its settings in the lower part of the window.
Clear the check box on a plug-in to bypass it.
Drag a plug-in to move it within the chain.
Bypassing plug-ins
Video effects plug-ins can also be temporarily bypassed (turned off ) by deselecting them (clearing the check box on the plug-in).
Since the effects are rendered very quickly in the Video Preview window, turning a plug-in on and off allows you to see the results of the plug-in on your project.
Tip:
When you’re working with a stereoscopic 3D project, a separate check box is displayed in the Video FX window for the left- and righteye video: different settings for each eye.
. By limiting an effect to the left or right eye only, you can use multiple instances of a plug-in with
Changing the plug-in order
Video effects plug-ins are applied in the order that they appear in the chain. You can change this order by dragging a plug-in to a new location in the chain. Alternately, you can click the Plug-In Chain button ( ) in the Video FX window and reorder the plug-ins in the Plug-In Chooser dialog.
Plug-in chain Shift Plug-In Left/Right
322
| CHAPTER 19
In the following illustration, you can see how the order of plug-ins is important.
The goal of the above example is to use video effects plug-ins to create a very high-contrast mask out of a video clip of fire. In the image on the left, a Brightness and Contrast plug-in is applied first and then a Black and White plug-in. In the image on the right, the Black and White plug-in was applied first, removing the color, and then the Brightness and Contrast plug-in was applied. The mask created by the second example is much cleaner, even though all of the settings of the two plug-ins are identical.
Processing plug-ins on events with panning or cropping
When you add a plug-in to a video event that has panning or cropping applied to it, you have the choice of processing the plug-in before or after the pan/crop. For example, you might want to apply a Radial Blur plug-in before the video is cropped and then a
Noise plug-in is applied after the cropping is complete.
You can choose whether an effect is applied pre- or post-pan/crop by arranging the Pan/Crop button in the plug-in chain at the top of the Video FX window.
Here, the Deform plug-in is applied before the pan/crop.
The Glow and Color Curves plug-ins are applied after the pan/crop.
Removing a plug-in
1.
Click the Video FX button ( ) on the event, track, Project Media window file, or Video Preview window that has the plug-in applied to it. The Video FX window appears.
2.
Click the plug-in that you want to remove.
3.
Click the Remove Selected Plug-In button.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
323
Modifying a video effects plug-in
Video effects plug-ins are highly customizable. You can select from a variety of presets or adjust the settings for custom effects. You can also save custom settings to be used again as a new preset.
1.
Click the Video FX button ( ) on the event, track, Project Media window file, or Video Preview window that has the plug-in applied to it. The Video FX window appears.
2.
Select a preset from the Preset drop-down list or adjust the parameters as needed. For help on the different controls in the
Video FX window, click the Plug-In Help button ( ) to access online help.
Changes you make are automatically updated in the Video Preview window, using the current cursor position as the example.
To see the effect as applied to the video in motion, create a time selection (looped region) and preview in loop playback.
Saving custom plug-in settings as a preset
1.
Click the Preset text box. The name of the current preset is highlighted.
2.
Type a new name for the preset and click the Save button ( ).
Tip:
To use a saved custom preset, simply choose it from the drop-down list.
Using keyframe animation with plug-ins
You can use keyframe animation to control a plug-in over time. Keyframes are added to the keyframe controller at the bottom of the
Video FX window. Since a number of plug-ins can be added to a single event, track or project, click the plug-in’s button in the chain and modify the particular attributes and keyframe controller for that plug-in. For more information, see
Using keyframe animation on page 352
and Animating video effects plug-ins on page 359
.
324
| CHAPTER 19
Using generated media
Generated media plug-ins are a special class of plug-in that creates virtual media files contained in events on the timeline. These virtual files are stored in the Project Media window, where their properties can be viewed and modified.
Generated media provide an easy way to add text, backgrounds, or test patterns to your project. You can view the generators by choosing Media Generators from the View menu to display the Media Generators window.
Generated media events can be animated using keyframes. For more information, see
Using keyframe animation on page 352
and
Animating generated text on page 360 .
Generated media
Checkerboard
Color Gradient
Credit Roll
Noise Texture
ProType Titler
Solid Color
Test Pattern
Text
Description
Creates checked and striped patterns.
Creates gradient colored events to be used behind overlays, as masks, or for fades.
Creates events that format your text into credits. Text can be formatted within the Video Event FX dialog in Vegas Pro software, or pasted into this dialog from a word processing program.
Creates realistic-looking textures.
Create animated text effects with splined paths, per-character animation, and advanced curves.
Add shadows, glows, blurs, and gradients for unique text treatments. Supports Unicode and
TrueType fonts, as well as OpenType fonts with kerning pairs, alternate styles, bidirectional text, ligatures, custom kerning, and more.
For more information, see Adding text and titles with the ProType Titler on page 291
Creates solid colored events to be used behind overlays or for fades.
Creates standard test patterns that can be used to calibrate your video output stream. Many studios and broadcast facilities require a color bar pattern at the beginning of your video so that engineers can calibrate their equipment.
Creates events containing text for titles or simple credits. Text can be formatted with color, shadows, and other effects.
For more information, see Inserting text with the Text plug-in on page 291
For help on a specific plug-in, click the Plug-In Help button ( ) in the Video Media Generators window to access online help.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
325
Adding a generated media event
1.
Position the cursor where you want to create the event.
2.
Select the media generator you want to use:
• From the View menu, choose Media Generators to display the Media Generators window. Select a generator in the left pane. The thumbnail images in the right pane represent each of the existing presets for the selected generator. Hover your mouse pointer over a preset to see an animated example, and drag the preset you want to use to the timeline.
—or—
• From the Insert menu, choose Generated Media. The Plug-In Chooser is displayed. Select the plug-in you want to use and click OK.
The Video Media Generators dialog appears.
3.
In the Video Media Generators dialog, type values in the Frame size and Length boxes to specify the size and duration of the generated media.
4.
Use the controls in the Video Media Generators dialog to adjust the plug-in’s settings.
Tips:
• To create a generated media event quickly, drag a preset thumbnail from the Media Generators tab to the timeline. A new event is created where you drop the thumbnail using the preset’s parameters.
Editing a generated media event
1.
Click the Generated Media button on an event. The Video Media Generators dialog appears.
2.
Use the controls in the Video Media Generators dialog to adjust the plug-in’s settings.
• Click the Match Event Length button ( ) to set the length of the generated media to match the length of the event.
• Click the Media Properties button ( ) to edit information about the generated media, such as the frame size, frame rate, field order, pixel aspect, and rotation.
• Click the Replace Plug-In button ( ) to change the media generator for the current event.
• Use the lower portion of the Video Media Generators dialog to choose a new preset or adjust the plug-in’s settings.
Duplicating a generated media event
You can duplicate generated media events using copy and paste commands, by holding Ctrl while dragging an event to a new position on the timeline, or by dragging generated media from the Project Media window to the timeline.
When you duplicate a generated media event, a dialog is displayed with two options:
• Create a new copy of the source media The new event is created using the same settings as the original event. Each event can be edited independently.
• Create a reference to the original media The new event uses the same source media as the original generated media event.
Any change to either event affects both events.
326
| CHAPTER 19
Compositing
Compositing is the process of mixing visual elements together into a final output. In Vegas Pro software, this means mixing tracks together vertically. Masks, generated text, and chroma keying all involve compositing. Understanding how compositing works is important to understanding these and many other video track mixing techniques.
Understanding the parent/child track relationship
The key to understanding overlays, masks, transparency, and compositing is to understand the parent/child relationship between tracks. In general terms, the parent track is the highest track in a group of tracks (often only two) and the behavior of the child tracks
(that is, how they are composited together) is determined by the parent track.
You can also produce complex compositing by creating nested parent/child groups with compositing parents and children at various levels.
When you have multiple levels of parent and child tracks, clicking the Make Compositing Child button ( ) moves the track in one level and clicking the Make Compositing Parent button ( ) moves out one level.
Hold Ctrl while clicking the Make Compositing Child button to move a track and all its child tracks in one level.
The following three examples demonstrate different compositing relationships.
The first example shows two independent tracks. The top track contains a generated text event that has a transparent background.
The second track therefore shows through the transparent areas in the Video Preview window. Since the second track does not have any transparent areas, any tracks below it would be completely obscured.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
327
In the second example, track two is the child track of track one (the parent track), and the compositing mode of track one is set to
Mask. This parent/child relationship was set up by clicking the Make Compositing Child button ( ) in the track list for track two.
This makes the text in track one act as a mask over track two, allowing the fire to show through the mask (that is, the text). The region outside of the text is still transparent, but there is nothing below these tracks, so it appears black.
In the third example, a generated media event was added to the track below the first two tracks, which are already paired in a parent/child relationship. The color gradient event in track three shows through the transparent area of the top two paired tracks.
Selecting compositing modes
The Compositing Mode button ( ) determines how the transparency in a video track is generated. Because lower tracks show through higher tracks, it is the compositing mode of the higher track that determines how much of the lower track shows though.
Click to choose a compositing mode
Note:
The compositing mode of the lowest video track is a special case. Selecting a mode for the lowest track affects its transparency against a black background.
To select a compositing mode, click the Compositing Mode button and choose a mode from the menu that appears, or choose
Custom to customize compositing with a 2-to-1 transform plug-in.
328
| CHAPTER 19
Set compositing mode for overlay track
Overlay track
Background track
Subtract
Multiply (Mask)
Source Alpha
Cut
Screen
The following table shows how these two sample tracks are blended using each of the compositing modes.
Compositing mode Sample
Add
Description
Adds the overlay color values to the background.
Subtracts the overlay color values from the background.
Multiplies the overlay color values by the background color values. This makes overlay colors stronger and more present and results in a darker video image. The opposite of this mode is Screen.
Uses the alpha channel to determine transparency in the overlay.
This compositing mode is based on the alpha channel characteristics of an event or media file. If no alpha channel is present in the overlay, the
Source Alpha compositing mode has no effect.
Cuts out the overlay color values from the background.
Multiplies the inverse of the overlay color values with the background color values. This makes overlay colors weaker and less present and results in a lighter video image. The opposite of this mode is Multiply.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
329
Compositing mode Sample
Overlay
Hard Light
Dodge
Description
Heightens contrast by using Multiply mode on darker colors and Screen mode on lighter colors.
Adds overlay colors as if the overlay were lit by a bright, focused spotlight.
Brightens the background based on the overlay color values.
Burn
Darkens the background based on the overlay color values.
Darken
Lighten
Compares the overlay and background pixel by pixel and selects the darker color value for each pixel.
Compares the overlay and background pixel by pixel and selects the lighter color value for each pixel.
Difference
Compares the overlay and background pixel by pixel and subtracts the darker color value from the lighter color to generate a new color value
(difference).
Difference Squared
Remaps color values along a parabolic curve. The color values of the layers in the composite group are subtracted, and then the subtracted values are squared.
The resulting image will have less extreme changes in color values as the colors approach black (RGB 0,0,0) and more extreme changes in color values as colors approach white (RGB 255,255,255).
Adjusting opacity with the composite level slider
You can precisely control the transparency or blending of the overlay with the composite level slider. Left is transparent and right is
100 percent opaque. You can also double-click the current value to enter a specific numeric percentage.
Composite level slider
330
| CHAPTER 19
Using a 2-to-1 transform plug-in to customize compositing
Click the Parent Composite Mode ( ) or Composite Mode button and choose Custom from the menu to use plug-ins to control how the parent track modifies the tracks in its composite group.
The included Displacement Map, Height Map, and Bump Map plug-ins can create interesting lens, mirror, water, fire, and other lightbending effects. These plug-ins are explained below:
• Displacement Map: Uses the parent image as a guide to offset the pixels in the composited child tracks along the horizontal and vertical axes. The X and Y offsets are independently encoded in the image color channels.
• Height Map: Uses the parent image as a guide to offset the pixels in the composited child tracks. The gradient of the image in the parent track is used to determine the amount of offset for the image displayed at that location, much like how light bends through a lens.
• Bump Map: Uses the parent image as a guide to add texture and lighting to the composited child tracks. The texture of the bump map is applied to the composited child tracks: light sections of the map represent high areas, and dark sections represent low areas.
3D compositing
With 3D compositing, you can move video tracks anywhere in space to simulate realistic motion and lighting.
With 2D compositing (and in previous versions of Vegas Pro software), you can move video or images along the X or Y axes, and you can rotate video along the Z axis. With 3D compositing, you can move or rotate along the X, Y, or Z axes to create distance, depth, and perspective.
There are two basic rules to 3D compositing:
1.
When you have a 2D track in the track list, 3D tracks below that track are rendered in 3D and then composited as a 2D image.
2.
A 2D track at the root level (flush to the left of the track list) acts as a barrier to interaction between 3D tracks.
In the following examples, both text tracks have been rotated in 3D: the “hot” track is rotated toward the user, and the “cool” track is rotated away from the user.
In the first example, the two tracks intersect along their rotation axis. In the second example, adding a 2D track above the “cool” track causes it to be rotated in 3D and composited as a 2D image so the “hot” text is displayed above it without intersecting.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
331
Single-track 3D motion
1.
Click the Track Motion button ( ) on the track that contains the overlay that you want to animate. The Track Motion window is displayed.
2.
From the Compositing Mode drop-down list, choose 3D Source Alpha.
3.
Choose a setting from the Layout drop-down list to choose the workspace display that you want to use. The Layout setting allows you to see your track from various points of view.
4.
Adjust the selection area to change the viewable area of the track and its position in space. Guides are displayed in bold to indicate how the track will be moved or rotated:
Moving closer to or farther from viewer. Drag across corners to flip the track.
Dragging the track. Rotating left to right Rotating forward or around the Y axis. backward around the
X axis.
Rotating around the Z axis.
5.
Changing editing options on page 334
Tip:
Right-click the workspace to display a shortcut menu that displays commands to restore, center, or flip the selection box. You can also force the box to match the source media’s aspect ratio or your project’s output aspect ratio. Matching the output aspect ratio can prevent black bars from appearing when you use source media (such as photographs) that does not match your project’s aspect ratio.
6.
The 3D track motion occurs instantly, and the results are updated in the Video Preview window.
7.
Use the keyframe controller at the bottom of the Track Motion window to establish distinct track motion settings throughout the duration of the track.
During playback, immediate frames are interpolated to create smooth motion. Expand the Keyframe interpolation heading
Using keyframe animation on page 352
332
| CHAPTER 19
Composited group 3D motion
1.
information, see Understanding the parent/child track relationship on page 327
2.
Click the Parent Composite Mode button ( ) on the parent track and choose 3D Source Alpha.
3.
Click the Parent Motion button ( ) on the parent track. The Track Motion window is displayed.
Parent Motion
Parent track motion affects the parent track and all child tracks.
In the sample track list below, parent track motion on track 1 will affect tracks 1 through 6.
Parent track motion applied to track 4 will affect only tracks 4 through 6.
4.
Choose a setting from the Layout drop-down list to choose the workspace display you want to use. The Layout setting allows you to see your track from various points of view.
5.
Adjust the selection area to change the viewable area of the track and its position in space. Guides are displayed in bold to indicate how the track will be moved or rotated:
Moving closer to or farther from viewer. Drag across corners to flip the track.
Dragging the track. Rotating left to right Rotating forward or Rotating around the Z around the Y axis. backward around the axis.
X axis.
6.
Changing editing options on page 334
Tip:
Right-click the workspace to display a shortcut menu that displays commands to restore, center, or flip the selection box. You can also force the box to match the source media’s aspect ratio or your project’s output aspect ratio. Matching the output aspect ratio can prevent black bars from appearing when you use source media that does not match your project’s aspect ratio.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
333
7.
The 3D track motion occurs instantly, and the results are updated in the Video Preview window.
8.
Use the keyframe controller at the bottom of the Track Motion window to establish distinct track motion settings throughout the duration of the track.
During playback, immediate frames are interpolated to create smooth motion. Expand the Keyframe interpolation heading
Using keyframe animation on page 352
Applying a stereoscopic 3D camera
The Stereoscopic 3D Camera controls allow you to add stereoscopic depth to 3D track compositing elements.
1.
Set up your project as a stereoscopic 3D project. For more information, see
Setting up your stereoscopic 3D project on page 143
2.
Add 2D media to the timeline.
3.
Click the Track Motion button ( ). The Track Motion window is displayed.
4.
From Compositing Mode drop-down list, choose 3D Source Alpha.
5.
Click the Expand button ( ) next to the Stereoscopic 3D Camera heading on the left side of the Track Motion window. The
Lens Separation and Depth Adjust controls are displayed.
6.
Use the Lens Separation and Depth Adjust controls to set the depth of your media:
Item
Lens Separation
Depth Adjust
Description
Type a value in the box (or click the down arrow button ( ) to display a slider you can drag) to set the distance between the lenses in your virtual stereoscopic 3D camera.
The setting represents a percentage of the frame width. For presentation on a 40-inch
HDTV, the value typically would not exceed 7 percent. For theatrical projection, the value typically would not exceed 0.5 percent.
Type a value in the box (or click the down arrow button ( ) to display a slider you can drag) to displace the left-and right-eye images to set the depth of your 3D image. You usually want all of the action behind the screen plane, only crossing the screen plane for dramatic or special effect. However, make sure never to create divergence, where the left-eye picture would appear more than 2.5 inches to the left of the right-eye picture on the largest screen where your movie will be shown.
A value of 0 represents screen depth; positive values push action behind screen depth, and negative values push action in front of screen depth.
Changing editing options
Use the toolbar at the top of the Track Motion window to change your editing options.
Icon Command Description
Enable Rotation
Select this button if you want to be able to rotate, or spin, the video.
When the button is not selected, video is locked so you can move it along the X, Y, or Z axis, but the event will not rotate.
Enable Snapping to Grid Select this button if you want your editing to snap to the grid.
Edit in Object Space
Select this button if you want to edit in the object’s space rather than the camera’s space.
For example, if a video object is rotated, its X axis may not correspond to the X axis of the of the Video Preview window. Selecting the Edit in Object Space button in conjunction with the Prevent Movement buttons allows you to move the object along its own X, Y, and Z axes.
Prevent Movement (X)
Select this button if you want to prevent horizontal movement of the track.
Prevent Movement (Y)
Select this button if you want to prevent vertical movement of the track.
Prevent Movement (Z)
Lock Aspect Ratio
Select this button if you want to prevent movement of the track along the Z axis (closer to or farther from the viewer).
Select this button if you want the selection box to retain its aspect ratio during resizing.
When the button is not selected, the height and width can be resized independently.
334
| CHAPTER 19
Icon Command
Scale About Center
Prevent Scaling (X)
Prevent Scaling (Y)
Prevent Scaling (Z)
Description
Select this button if you want the selection box to retain its center point when you resize the box by dragging its edges.
When the button is not selected, the opposite side of the selection box will remain anchored when you drag the edges to resize it.
Select this button if you want to lock the horizontal dimension of the selection box.
Select this button if you want to lock the vertical dimension of the selection box.
Select this button if you want to lock the Z-axis dimension of the selection box.
Examples of various 3D compositing scenarios
In the following examples, track two (blue-and-yellow checkerboard) is rotated forward in 3D space, track 4 (green-and-gray checkerboard) is rotated backward in 3D space, and track 3 (red-and-white checkerboard) is a 2D track.
Track 1 is used to rotate tracks 2 through 4 so you can see the compositing interaction.
In the first example, the 2D track is a compositing child to track 2. The 2D child is inserted in the composited output at a depth of zero on the Z axis, and tracks 2 and 4 intersect in 3D space.
In the next example, clicking the Make Compositing Parent button ( ) on track 3 forces the track below (at the same compositing level) to be rendered in 3D and composited as a 2D image.
Track 4 (green-and-gray checkerboard) now has the appearance of depth—the checkerboard tapers to a vanishing point—but is inserted in the composited output as a 2D image at a depth of zero on the Z axis. Track 2 is still rotated in 3D space.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
335
In the next example, clicking the Make Compositing Parent button ( ) on track 3 again forces the track below (at the same compositing level) to be rendered in 3D and composited as a 2D image. However, in this case, the 3D rotation that was applied as parent motion on track 1 is not applied to tracks 3 and 4.
In the next example, all tracks are compositing parents. The 3D track on track 2 is on top, the 2D track in track 3 is composited below track 2, and the 3D track in track 4 is composited below tracks 3 and 4.
336
| CHAPTER 19
Creating masks
Masks are used to create overlays, limit the effects of a filter, and to create transparent titles. In their simplest form, masks work by making a particular color in an image or video transparent. More complex effects can be created with gradients (smoothly blending transparent areas together) and by altering the sensitivity of the mask.
Creating image masks
You can use media generated by Vegas Pro software to create simple masks. You can also create masks from just about any image file.
Masks created using color gradient generated media events
1.
Create an image of a solid white circle on a black background in any paint program. This will be the mask.
2.
Add the mask image file as an event into the top-most track on the timeline.
3.
Insert a video event just below the mask track. This is the background video behind the mask and is the event that is masked.
4.
Click the Make Compositing Child button ( ) located in the track list of the background video (lower) track. This makes the lower track the child of the mask track (the parent track).
5.
Click the Compositing Mode button ( ) on the mask track and choose Multiply (Mask) from the menu.
In the following example, the white circle is a .bmp image file. Black is 100% opaque and white is completely transparent.
Masks can also be partially transparent. By using gradients and grayscale images, you can achieve smooth blending. Black is still
100% transparent and white is opaque, but the grays in between are only partially opaque.
The effects of the masks are very clear in these examples, but this is not how they would actually be used in a real production. Masks are commonly used to isolate a portion of the video from an effect. Masks do not need to be black and white, or grayscale, nor do they need to be still images.
Tip:
It is best to use images that are the same size as your project’s frame size. You may also need to change the pixel aspect ratio of
and
Modifying media file properties on page 303
.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
337
Creating video masks
You can also use video files to create masks, although the process can be more complicated than using an image as a mask. The key to any mask is contrast. You can increase the difference between the light and dark areas of a video file using video effects plug-ins.
1.
Insert the video that you want to use as a mask into a video track.
2.
Adding a video effects plug-in on page 320
3.
Drag a Brightness and Contrast plug-in from the Video FX window to the event.
4.
Adjust the Brightness and Contrast to create the mask. Watch the Video Preview window for a real-time preview of the mask.
Adjust the effect so that parts of the video are completely black (opaque) and other parts are completely white (transparent).
This can often mean increasing the contrast while decreasing the brightness.
5.
If necessary, mask areas can be inverted (reversing the black and white areas) with an Invert plug-in or by selecting the Invert
check box in the Mask Generator window. For more information, see
Using the Mask Generator on page 342
Original color event Black and White plug-in
Brightness and Contrast Invert plug-in plug-in
After you have created the mask, place it in the highest track. Add another video event to another track below the mask and click the Make Compositing Child button ( ) on that track. Any video that appears in a lower track below the Parent mask track and its
Child shows through the areas outside of the mask. The entire setup is pictured in the following illustration.
Mask track
(Parent)
Masked track
(Child)
Background
338
| CHAPTER 19
Bézier masks
You can use the Event Pan/Crop dialog to create masks using Bézier curves.
Use the controls in the Path heading on the left side of the Event Pan/Crop dialog to create masks using Bézier curves. Each event can contain multiple Bézier masks.
When you use a single setting for the duration of an event, you are masking the contents of the event. You can add keyframes to change the shape, size, or position of the mask to create an animated effect.
Tracks
Mask Output
Creating a Bézier mask
1.
From the Tools menu, choose Video, and choose Video Event Pan/Crop (or click the Event Pan/Crop button ( ) on the event).
The Event Pan/Crop window is displayed.
2.
Select the Mask row in the keyframe controller. When the Mask row is selected, Bézier curve-drawing tools are displayed so you can create your mask.
3.
Select the Mask check box to apply the mask so you can see the results of your masking in the Video Preview window, or clear the check box to bypass the mask.
4.
Select the Anchor Creation tool ( ) on the left side of the Event Pan/Crop window and click in the workspace to create a mask.
See the following table for a description of the tool’s behavior.
Tip:
Right-click the curve, choose Initialize Tangents, and choose a command from the submenu to smooth the path (or portions
of the path) to help you get started with your editing.
Editing the path
Use the tools on the left edge of the Event Pan/Crop window to edit your mask.
Icon Tool
Normal
Edit
Description
Use to select and edit control points and tangents.
Click a point to select it, or drag to move the point.
Hold Ctrl while clicking to select/deselect multiple points.
Hold Alt and click a segment to select all points on the path. The pointer is displayed as a .
Hold Alt+Shift while clicking an anchor point to invert the selection state of each anchor on the path. The pointer is displayed as a .
Drag a segment between two anchor points to modify the tangents on each side of the segment. The pointer is displayed as a .
Hold Ctrl while clicking an existing point in a closed path to show or hide the tangents. The pointer is displayed as a .
Drag a tangent control to manipulate the curve. Both sides of the tangent control move about the anchor point. The pointer is displayed as a .
Hold Ctrl while dragging a tangent control to split the halves of the control and adjust them independently or join the two halves of the control if the tangent was previously split.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
339
Icon Tool
Anchor
Creation
Description
Use to create control points.
Click to create an anchor point. Drag before releasing the mouse button to modify the tangents of the new point.
Click the first or last point of an open path to close the path. The tool is displayed as a . Drag before releasing the mouse button to move the entire path.
Click between two anchor points to create a new point. The tool is displayed as a
If all paths are closed, click to create a new path.
Use to remove control points.
.
Anchor
Deletion
Split
Tangent
Use to adjust control point tangents.
Click a point to display tangent controls, or click the center of a tangent control to reset it.
Drag center of the tangent control to manipulate the curve. Both sides of the tangent control move about the anchor point. The pointer is displayed as a .
Drag the point at either end of the tangent control to manipulate that half of the curve. The pointer is displayed as a .
Hold Shift while dragging a tangent control to split the halves of the control and adjust them independently or join the two halves of the control if the tangent was previously split.
Setting path options
1.
Select a path with the Normal Edit tool ( ).
2.
Expand the Path heading on the left side of the window to set options for the selected path.
3.
Choose a setting from the Mode drop-down list to choose the selected path’s masking behavior.
• Positive The area inside the path is visible in your video output.
• Negative The area outside the path is visible in your video output. The area inside the path is transparent.
• Disabled The path is bypassed.
4.
Select the Anti alias box and choose Yes or No from the drop-down list to indicate whether you want to apply an anti alias filter to smooth the edges of the path.
5.
Select the Opacity box and type a value in the box (or click the down arrow to display a slider) to set the opacity of the area inside the path.
6.
Select the Feather type box and choose a setting from the drop-down list to fade the edges of the path.
• In Feathering is applied to the inside edge of the path.
• Out Feathering is applied to the outside edge of the path.
• Both Feathering is applied to both sides of the path.
• None No feathering is applied.
7.
Select the Feather % box and type a value in the box (or click the down arrow to display a slider) to set the amount of feathering that is applied to the path.
340
| CHAPTER 19
Fine-tuning masks
Depending on the source material, creating a clean mask can be a tricky exercise. There are a few tools and tricks you can use to fine tune a mask.
• Solo the track Click the Solo button ( ) in the track list to isolate the masked track. This allows you to concentrate exclusively on the mask.
• Toggle effects Turn individual plug-ins on and off to isolate effects in a plug-in chain. Keep in mind that the order of the plugins in the chain is important in determining the final composited output.
• Isolate channels Isolate individual color channels in the Video Preview window by clicking the Overlays button ( ). Click the arrow on the button to select the specific channel to be isolated and whether to display this channel in grayscale only.
Then click the main button to toggle the channel display on and off. The Alpha as Grayscale option isolates the alpha channel
mask and displays it in grayscale. For more information, see
Understanding the Video Preview window on page 367
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
341
Using the Mask Generator
The Mask Generator is a plug-in that controls the transparency of events to be used as masks when you use events that are not grayscale. Apply the plug-in to an event (or a track) in the same way as any other plug-in: just drag-and-drop. The Mask Generator plug-in can be found in the Video FX window (from the View menu, choose Video FX).
How the Mask Generator works
The following illustration demonstrates some of the effects of the Mask Generator. The background image is the original mask.
There are five ellipses on the mask: white, red, green, blue and an invisible alpha channel. Note especially the checkered ellipse in the lower left of the mask; this is the alpha channel. You can base the alpha channel on a color or define the alpha channel in a graphics program that supports alpha channel creation. Masks with alpha channels must be saved in a format that supports this method of transparency, such as PNG or TGA. As in this example, the alpha channel may be invisible in the actual mask.
Luminance
Mask track
(Parent)
Masked track
(Child)
Blue
The top-right example uses luminance to determine the transparency in the mask. The white area is completely transparent. Since white is made up of 100% values of red, green, and blue (255,255, and 255), those three colors are all 33% transparent as well. In the lower-right example, blue is the selected transparent index. The blue area is 100% transparent and so are all areas that have a value of 255 for blue (0,0,255), including white (255,255,255).
342
| CHAPTER 19
Chroma keying
Chroma keying or bluescreening is a special case of overlay transparency. A color key is a specific color or a range of similar colors in an image that are made transparent, allowing a background video to show through. The idea is to take a video subject and film it against a solid, uniform background color. It is critical that the color be smooth and uniformly lit with no shadows, and that the color chosen for the background not be used in the subject.
The most important factors in successful blue screening happen during shooting, well before the footage is imported into Vegas
Pro software. Compression of the source video is also an important consideration. While almost all video is compressed in some way, highly compressed video does not key well because colors can be smeared together and edges tend to not be very sharp.
Magnified area
Uncompressed video
Compressed video
If your source footage is good and the captured video file is also of high quality, color keying is an easy process.
1.
Insert a video with a blue (or any solid colored) background into a track. This is the overlay video.
2.
Insert the background video that will show through the blue areas into the next lower track.
Note:
You do not need to set the lower track as a child track when using the Chroma Keyer plug-in as you would with a mask.
3.
Click the overlay video (foreground, higher track) to select it.
4.
Drag a Chroma Keyer plug-in from the Video FX window onto the overlay video. The Video Event FX window displays.
5.
Click the down arrow to the left of the Split Screen View button ( ) on the Video Preview window and choose FX
Bypassed. This will bypass the effect of the Chroma Keyer plug-in until you are ready to view the effect.
6.
In the Video Event FX window, click the Pick Color from Screen button ( ). The cursor changes to an eyedropper icon.
7.
Draw (click and drag) a small rectangular selection area around the color(s) to key out. Although you can select the color range from just about anywhere, the Video Preview window is the best location.
Note:
Other effects that can change the color of the event should be bypassed when using the Pick Color from Screen tool.
USING VIDEO EFFECTS, COMPOSITING, AND MASKS |
343
8.
Click the Split Screen View button ( ) on the Video Preview window to restore the video effects. The Video Preview window shows the result of the Chroma Keyer plug-in.
When a subject is filmed against a solid colored background in a studio, you can key out the background color using the Mask
Generator or the Chroma Keyer plug-in. You can select a wider range of colors using the Chroma Keyer plug-in, making it the perfect tool for less-than-perfect blue screens.
This procedure selects a small range of colors to use as a key. In the example above, the blue sky around the dome is far from uniform and it would be difficult to key it out with a traditional blue screen key. The color is uniform enough, however, that a range of blues can be selected directly from the preview image. Use the controls at the bottom of the dialog box to determine the sensitivity of the colors selected. Since the filter selects a range of colors, it is a good idea to try to select a relatively small range of similar colors. Drawing a color selection area that spans both blue and red colors would make very large sections of an overlay transparent.
Tip:
It is possible to use multiple Chroma Keyer plug-ins on a single event, keying out the blues with one and the reds with the other, without keying out any colors between blue and red.
344
| CHAPTER 19
Chapter 20 Adding Video Transitions and Motion
Want something other than a cut or crossfade between video events? Vegas® Pro software provides a wide variety of transitions you can add to your project. This chapter also covers track motion and keyframe animation, which allows you to automate video effects, media generators, cropping, panning, and more.
Understanding basic transitions
Transitions occur between two video events. Most professional productions, on television or on the big screen, use only two types of transitions. The first is a simple cut, where one scene immediately cuts to the other without delay or effects. The other is a fade, otherwise known as a crossfade or a dissolve.
Cuts
A cut is actually not a transition. Instead, the last frame from an event is immediately followed by the first frame of the next event. This is what happens with two adjacent events on the timeline, either in the same track or in different tracks. This can also happen when an event is punched into another (with fade edge edits turned off ).
Adjacent events Events on different tracks Punch-in events
Crossfades
You can fade one event out and fade into the next event by simply overlapping the two. The duration of the
transition is determined by the amount of overlap. For more information, see
Crossfading events on page 109
ADDING VIDEO TRANSITIONS AND MOTION |
345
Using transition effects
Transition effects are more complex than a simple cut or crossfade. You can replace a crossfade with a transition and then customize the transition to meet your needs.
Tip:
Select the Event Fade Lengths option on the View menu to display fade lengths between selected and nonselected events in
the timeline. You can use this display as a quick indicator of a transition’s length.
Adding a transition
1.
Insert a video event onto the timeline.
2.
Insert another event so that it overlaps the first to create an automatic crossfade.
3.
In the Transitions window, browse for a transition effect. If the Transitions window is not visible, choose Transitions from the
View menu.
4.
Drag the effect onto the crossfade between the two events.
Note:
The duration of a transition is automatically determined by the amount of overlap between the two events. As with other events, you can control the precise duration of a transition by dragging the edges in and out. You can also slide a transition for more
precise control. For more information, see Sliding a crossfade on page 110
The original crossfade... ...and the new transition effect.
Tips:
• Some transitions also have their own shortcut keys. On the numeric keypad, press / to insert a crossfade, * to insert a dissolve, and - to insert a linear wipe. Hold Ctrl while pressing / to convert the transition to a cut at the cursor position.
• Select the Event Fade Lengths option on the View menu to display fade lengths between selected and nonselected events in the
timeline. You can use this display as a quick indicator of a transition's length.
Adding a transition to the end of an event
Typically, a transition occurs between two events on a track, but you can also use transitions to fade to and from the background, whether that is an underlying image, video, or background color. For example, you can drag a Clock Wipe transition to the end of a video event and have the wipe go from the video event to black.
346
| CHAPTER 20
Adding a transition to all selected events
If you tend to use the same transitions often, you can save yourself some time by adding a transition to all selected events at once.
1.
Select the events where you want to add the transition.
2.
From the View menu, choose Transitions to display the Transitions window.
3.
Select a transition from the list on the left side of the window. The thumbnail images on the right side of the window represent each of the existing presets for the selected transition. Hover your cursor over a preset to see an animated example.
4.
After you’ve found the setting that you want to use, drag it to the position where you want it to occur on the timeline.
5.
The Video Event FX dialog is displayed to allow you to edit the transitions settings, and a transition icon ( ) is displayed in the timeline to show you where the transition takes place. You can also click this icon to edit the transition’s settings.
Dropping on existing cuts, crossfades, or transitions
• If you drop the preset on an existing transition, only transitions within the selection will be changed. Cuts and crossfades are preserved.
• If you drop the preset on an existing crossfade, only crossfades and transitions within the selection will be changed. Cuts are preserved.
• If you drop the preset on an existing cut, all cuts, crossfades, and transitions within the selection will be changed.
Dropping on event edges
• If you drop the preset on a transition that is at the beginning or end of an event (but does not span two events), only singleevent transitions that occur on the same end of the event within the selection will be changed.
• If you drop the preset on an event fade-in or -out, event fade-ins/outs and single-event transitions that occur on the same end of the event within the selection will be changed.
• If you drop the preset on an event edge with no fade, all other event edges, event fade-ins/outs, and single-event transitions that occur on the same end of the event within the selection will be changed.
Note:
To change the length of the transition for cuts that are converted to transitions, use the Cut-to-overlap conversion settings on
the Editing tab of the Preferences dialog.
ADDING VIDEO TRANSITIONS AND MOTION |
347
Adding a transition progress envelope
Normally, a transition progresses from 0 to 100% in a linear fashion over the length of the transition. A transition progress envelope gives you complete control over a transition: you can hold, reverse, and repeat individual transitions.
1.
Right-click a transition.
2.
From the shortcut menu, choose Insert/Remove Envelope, and then choose Transition Progress from the submenu. An envelope is added to your transition.
3.
Add points and adjust the fade curves as desired. For more information, see
Using the Envelope Edit tool on page 193
In the following example, the transition starts, progresses to 50%, reverses direction, and then finishes.
Understanding track layers
If you want, you can view and modify transitions in an A/B roll mode. Right-click the track header and choose Expand Track Layers from the shortcut menu to expand the track to reveal three layers within the main track. These layers are called the A roll, the B roll, and the transition roll.
A roll
Transition roll
B roll
The concept of an A/B roll is fundamentally different from the multitrack philosophy. Every track is in some way mixed (composited) into the final output in a multitrack system, but events are not mixed on the A/B roll. Instead, either the A roll or the B roll is playing, with the two trading places during a transition. You could mix the two for as long as you want with a transition, but they do not blend without an intervening transition. Transitions move from one roll and into the other. This could be from A to B or from B to A.
The direction of the transition is automatically set. The small arrows on the side of the transition event indicate this direction.
Transition direction arrow
As the sequence below shows, the video output can shift from the A to the B and back to A many times during a production, but there is only one video output from any particular roll at a time. This means that the A and B rolls are not composited.
348
| CHAPTER 20
Converting a cut to a transition
The transition between two events that are adjacent to each other on the same track is instantaneous and is called a cut. However, if the first event is trimmed back from the end and the second event is trimmed back from the beginning (in other words, both have enough media to overlap), you can transform the cut into a transition effect using this extra media.
1.
Right-click the line between two adjacent events at the cut position.
2.
From the shortcut menu, choose Transition and then choose the transition that you want to insert (for example, Insert Sony
Iris).
You can also drag a transition to the cut from the Transitions window.
The duration of the newly inserted transition event is determined by the Cut-to-overlap conversion time set in the Editing tab of the Preferences dialog. To access this dialog, choose Preferences from the Options menu.
This event’s media is longer than the trim.
Cut
After the conversion, both events are longer and extend into the transition.
This event’s media extends before the beginning.
Notes:
• There must be enough media in the respective events to cover the transition (for example, the end of the first event must not be the end of the media file).
• You can also convert cuts between audio events to crossfades. Click the cut and press / on the numeric keypad to create a crossfade.
There must be enough media on either side of the cut to create the crossfade.
Converting a crossfade or transition to a cut
1.
Click to position the cursor within the transition.
2.
Hold Ctrl while pressing the / key on your numeric keypad.
The transition will convert to a cut, using the Cut-to-overlap conversion settings on the Editing tab of the Preferences dialog to d