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Anyone built a 3D revolving Cube on Kalypso??

1 reply [Last post]
kecysan
User offline. Last seen 14 years 25 weeks ago. Offline
Joined: 17 Dec 2006

Hi there,

Can anyone show me what are the steps to build a 3D cube on Kalypso??

Thanks!!!

Bob Ennis
User offline. Last seen 4 years 36 weeks ago. Offline
Joined: 24 Aug 2005
The formula for building any slab or cube on pretty much any DVE is this: The negative crop value of one channel = the (source Locate 3D) Z value of the other channel. To build a cube, start with 2 keyers, each effect-sent into a channel of TE (3 keyers for a 3-sided cube) Go to the 2nd channel & rotate it in X by -.25. Move the 2nd channel in Source Locate 3D Z by channel 1's negative horizontal crop (in a non-cropped channel this is -4 (in 4X3) or -16 (in 16X9) Move the 1st channel in Source Locate 3D Z by channel 2's negative horizontal crop (again, this is -4 or -16 if you aren't cropping to make a slab instead of a cube). You will notice how Channel 1's image is now very large...Turn on Global for both channels & move Global Source Locate 3D Z by the inverse of what you moved channel 1 (in this case, it would be +4 or +16). This will cause the image to once again be normal size. Turn on Easy Cube on both channels. Don't forget to use H INVERT on the channels' front or back sides as necessary. Manipulate the cube by using only Global size, position, rotations, or spins. This will give you a 2-sided cube. For a 3-sided cube, rotate the 3rd TE in Y by -.25. You will still be positioning it in Source Locate 3D Z based on channel 1's negative VERTICAL crop. This presents a problem in that the images are wider than they are high, so channel 3 will have gaps on its own top/bottom. You could use Y aspect to stretch channel 3, or you could do the following: Make sure that each channel's horizontal crop = the vertical crop (for example make each channel's H crops = -3 & +3 or -9 & +9 which is what the V crops are). This would create a perfect square out of the image, and would mean that each channel would be moved in Source Locate 3D Z by -3 (or -9). Again, don't forget to invert the number for Global Source Z, turn on EASY CUBE for all channels, adjust H/V invert as necessary & manipulate the whole thing in Global - things like light sourcing are still done in each local channel.

Bob Ennis