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SteamID64 | 76561198042494131 |
SteamID3 | [U:1:82228403] |
SteamID32 | STEAM_0:1:41114201 |
Country | United States |
Signed Up | December 28, 2016 |
Last Posted | March 24, 2024 at 9:59 AM |
Posts | 438 (0.2 per day) |
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I see where you're coming from, but I disagree. With the new HUD I find it much easier to accurately gauge player and team health at a glance, which IMO is really useful and outweighs missing like 5% more action happening on the very edges of the screen.
Ok, I feel I should amend my statement somewhat after a few days and after rewatching some old movies from the Funky Visions crew. Dissolves CAN work, but you should keep them significantly shorter than you have them in this video. A lot of your dissolves in this video seem to last a whole second, which makes it look kinda ugly since you can visibly see the clips superimposed on each other. (1:45 is a pretty good example of that). I like hard cuts, but I know that they are jarring if you don't cut on beat or at a moment that's otherwise convenient for a transition. If you want a softer transition, a short dissolve (maybe 1/6th of a second? I think that's a good benchmark but I haven't edited in a while) will get rid of the jarring nature of a hard cut without looking ugly because it goes by too quickly for the viewer to really notice the superimposition.
https://www.youtube.com/watch?v=UkyzTu-Owd8&t=6s <-- there are a lot of good examples here of quick, unobtrusive dissolves
If you want more ideas for transitions I would honestly go and watch some of the well-known older editors in the scene - off the top of my head, NaF, Cla, Torn Productions, and ikpure come to mind. There's definitely more but those are the ones that pop into my head. Much better than reading my rather rambling thoughts.
P.S. Watching that video again, I saw that you have some dissolves that actually work quite nicely, but I didn't notice them the first few viewings because I didn't notice them (because they were short (and therefore not visually jarring(and therefore did not break my immersion in the video)))
/endnerdessay
Solid movie. Color seems fine to me. This seems more like just a nice fragshow than a frag movie to me because of the minimal editing, but well-executed minimal editing will always be better than badly executed complex editing.
Basic Feedback:
-Intro/outro text looks really nice
-Turn the killfeed off when you do smooths and other thirdperson shots (example: at 0:36 - 0:38)
-What's with the sniper clip at 2:37 having a really wide FOV when they're scoped in? Try to fix that
-Your use of slo-mo is effective and well-timed
Advanced Feedback:
-If you're going to transition between two entirely different plays, hard cuts>dissolves because dissolves imply continuity. Since you used dissolves so much, I had to second-guess if 1:10 - 1:17 was part of the same sequence or two completely different plays.
-On that note, have some more variety in your transitions in general. When you use a smooth or a third person shot to introduce or close out a play it's generally more interesting to watch than a straight dissolve. I guess what I'm trying to say is to, in general, avoid dissolving from a POV clip straight to another POV clip because it almost always looks ugly. If you had to only use one kind of transition for a whole video I would much prefer you to cut or wipe between POV clips than to be constantly dissolving.
-Dissolves between third-person/smooths and POV clips look nice though. IMO a dissolve at 1:06 would have been a better transition between that particular third person and POV shot since the hard cut is rather jarring.
-The best parts of this frag movie are when you're able to sync the frags/editing to the music. Keep doing that as much as possible -- I really enjoy it when there's a flow and rhythm to frag movies, and in a few parts of this you really nail that. This will come both from the way you arrange the clips in relation to each other within the movie as a whole, and from the editing choices you make within a specific clip (such as deciding to use slo-mo, etc.).
-The best way to practice all these things is just to keep making videos, so keep it up! :)
P.S. Using an editing software that's more advanced than iMovie will give you more options to use when editing. You may or may not want more options.
THEBILLDOZERhttps://www.youtube.com/watch?v=knHSpnQgCmI
DeerThanks a bunch for the positive reactions guys, I'm glad you enjoyed it!
ShearsIs it possible that you could make a post centralizing the things that you've learned/links to helpful resources? I know that I (and many others) would find that super useful.
Having a lot of that info in one place would be really helpful. I think I'd need help from other people though to make a big comprehensive thread about it since there are people in the community that know loads more than I do when it comes to useful console commands and stuff for making fragvids. I can start to think up a list of things that helped me a ton when I was working on this though.
Awesome. I'd be willing to help organize that and I have some ideas of my own -- I'm going to PM you and we can talk about that/getting more people involved :)
Awesome work! I've been thinking about getting back into TF2 editing myself, but I'm in the same boat that you were in - I haven't been keeping up with developments in console commands. Is it possible that you could make a post centralizing the things that you've learned/links to helpful resources? I know that I (and many others) would find that super useful.
An STV smooth? :o
edit: aren't STVs historically difficult to work with for smoothing? How did you do it?
Raymon 2k to help defend granary last 3v6 was phat
Holy shit that's like 12 hours of intense camerawork
What a production god :o
maxc232I agree but excessive offclassing should be restricted
That's a reasonable suggestion, but how would you rationally do that? As an experienced player, it's easy to know when good and bad times to offclass are, but it's still essentially a judgement call based on the fine details of the given situation. How would you turn that into practical rules for offclassing that FaceIt could implement?
The only possible way forward I see with that would be a simple timelimit on how much each player can offclass, but there are some problems inherent with that. What if your team's stuck defending last half the game and offclasses are the better choice for defense? Would the timelimit simply kill you if you reached it and you were still playing the offclass? Your engineer or heavy suddenly having a heart attack would be a pretty shitty way to lose a push IMO. Also, a timelimit doesn't really prevent people offclassing at stupid times (i.e. Pyro to mid).
I believe that it would be much simpler (and more effective!) to just teach new players when appropriate times to offclass are. For example, if you offclass in a game with new players, when you switch classes you can just take 5 seconds to explain why so that they understand (i.e. "I'm going Sniper to pick the med since we wiped on mid and they have full Uber ad."). If you do this well, new players will start to restrict themselves from offclassing at bad times because they know when and why it's acceptable.
Over time, more players queuing up at a time should make games even more balanced than they were before, once elo gets sorted out properly. More players to choose from should mean that the matchmaking system works better, so I think the increase in player count is for the best. Also, as others have said, if you want a level of play that's a little higher, come play mixchamp or pugchamp.
Also, I think that people should remember that all these new players are the future of comp TF2. Every time you're toxic to someone who simply doesn't know how to play 6s properly yet, you're actually hurting the chances of survival for the community as a whole by limiting the chances that that player will continue to play and actually get good at the game.
We were all absolutely garbage at 6s at one point. I believe that the more you help new players through constructive criticism, the more likely they are to improve and stick with the game, sustaining the community as a whole.
Here, lemme get down off my soapbox.
#3 would be useful as long as the image quality is retained. I've always found startmovie recording far too tedious, so I'm happy there's someone with some ideas to make it faster.
More options tend to be better so you can cover people's personal preferences, but if you include options that are slower (e.g. PNG output), you should note how they will impact rendering speed/quality.