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This "Tricks" section is to help you get more out of your Kalypso than anybody ever dreamed about.
A Cursor for Positioning Axis Locate
The general idea is to use a second Transform Engine as the cursor to find the values for a new Axis of Rotation. This exercise assumes Key 1 is your "real" image, and Key 2 is the "cursor" TE. There are two methods here, the first for when you have to find an Axis after you've moved it, and the second (easier) one for setting the Axis first.
Method 1.
- You need a "cross-hair" frame stored on a Still Store - use the "Center" indicator on an M/E preview over black and store that. (Or, you could just use the Preview output from a different M/E.)
- Move the Key 1 Transform Engine to where you'd like it. Then use the Copy/Swap menu to copy this Key 1 to Key 2. Both TEs are in the same place. With Source Memory off, put the "cross-hair" Still into Key 2, and change the key mode to "Video Key". You may need to change the priority so Key 2 is over Key 1. You should see the cross-hair keyed over the your Key 1 Transform Engine.
- Now, ensuring that the Transform Joystick is delegated to [Key2] in [Src Space] and [Loc 3D], move the cross-hair to the point around which you want the rotation to occur.
- Now find out where you've moved this "cursor" to. Press the [X] button and read the "sLocX" value in the Master E-Mem panel. (Write it down.) Press the [Y] button and read the "sLocY" value. (Write it down.)
- Now make this location the Rotation Axis. Delegate [Key1] [Keyer Tform] [Locate Axis] [X]. The Master E-Mem displays "sAxisX" - enter the sLocX value you wrote down, then [Enter]. Delegate [Y], and similarly enter the sLocY value.
You have now set the new axis location to be exactly where you want it.
If you want the axis to be in a different plane to the image (ie Z-axis), it's a more complicated process. You could turn on the Global channel for these two TEs, rotate the Global channel by 90 degrees, then adjust the Z-axis position of the Key2 Transform Engine until it is the right distance from the plane. Transfer this value to the sAxisZ, then turn off the Global channel (or return the value to where it was previously).
The values for Axis Locate correspond precisely to the Locate values (and Crop values). So in 16:9, moving an image 16 units left (negative) would place the centre at the left edge of frame. Similarly, changing the Axis Locate X-value to -16 would put the rotation axis on the left edge of the Transform Engine - the edge of frame. In a 4:3 world, a value of -4 would accomplish the same thing.
Method 2. All that sounds too complicated. (It was designed to find a new Axis of Rotation after you'd already done some Transforms.) If you're just starting an effect, and you know you'll need a different Axis, you can do this:
- Centre the TE full-frame. Turn on the "Center" cross-hairs on your Preview output.
- Move the TE in Locate-3D (Src Space) until the cross-hairs are over the point you want as the centre.
- From the Transform menu, you can read the values of "sLocX" and "sLocY". Enter these as negative values in "sAxisX" and "sAxisY". (If the Locate is negative, make the Axis positive.)
That's much simpler. But it might be possible to shame Thomson into giving us a 3-D cursor on preview outputs. Let them know it's needed - you have to do it while the product is still in development.
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