here is a Unit Cube , save as unit_Cube.obj , import into HFP 3D model

o  unit_Cube.obj

v  1.000000e+000  1.000000e+000     1.000000e+000
v  1.000000e+000  -1.000000e+000   1.000000e+000
v  1.000000e+000  1.000000e+000   -1.000000e+000
v  1.000000e+000  -1.000000e+000  -1.000000e+000
v  -1.000000e+000  1.000000e+000  -1.000000e+000
v  -1.000000e+000  -1.000000e+000  -1.000000e+000
v  -1.000000e+000  1.000000e+000   1.000000e+000
v -1.000000e+000  -1.000000e+000   1.000000e+000
# 8 vertices


f 1 2 4 3
f 7 8 2 1
f 8 7 5 6
f 2 8 6 4
f 4 6 5 3
f 3 5 7 1
# 6 faces

Comments

  • like with  Vegas .  i don't what to  resize  nor  move the  Quad .

    i want to  Zoom and Pan the content . say , 4:3 footage ,  then  zoom with a cropped top and bottom ,  then  postion( Pan ) the Vetical for placment . All the while , the Quad has NOT moved .  Vegas does that , can HFP do that ?

    i looked in  EFFECTS , i found a  Zoom  EFFECT , but no  Pan  in sight .

  • /*

    these liner notes /* */ are NOT part of the .obj file .

    unit_CubeWithGroups.obj starts with line # unit_CubeWithGroups
    "#" is the Comment delimiter , for Wavefront files .

    this cube is still a monolith , when imported to a Comp layer .
    Even though the faces of the cube can be manipulated individually
    by HFP ,...the faces can not individually be assigned a media asset
    on the time line .
    Upon import , images can be textured to the 6 faces .
    ( thus , a follow up Post ,..."make a Video Cube with HFP" )
    NOT posted yet .

    below , it's just 1 cube :
    6 sets of vertice data
    6 sets of UV coordinate data
    each face is a "Closed line" Group .
    there are No material files and thus No texture images ,...
    HFP needed the .mtl material entries to "Show the Groups"
    in the 3D model import dialogue .

    note :
    this cube is using 24 vertices ,...4 vertices per face
    ( No sharing\indexing of vertices this time )


    save the text to a file named :

    unit_CubeWithGroups.obj

    */


    # unit_CubeWithGroups

    o uint_CubeWithGroups.obj
    mtllib unit_CubeWithGroups.mtl


    v 1.000000e+000 1.000000e+000 1.000000e+000
    v 1.000000e+000 -1.000000e+000 1.000000e+000
    v 1.000000e+000 -1.000000e+000 -1.000000e+000
    v 1.000000e+000 1.000000e+000 -1.000000e+000

    v -1.000000e+000 1.000000e+000 1.000000e+000
    v -1.000000e+000 1.000000e+000 -1.000000e+000
    v -1.000000e+000 -1.000000e+000 -1.000000e+000
    v -1.000000e+000 -1.000000e+000 1.000000e+000

    v 1.000000e+000 1.000000e+000 1.000000e+000
    v -1.000000e+000 1.000000e+000 1.000000e+000
    v -1.000000e+000 -1.000000e+000 1.000000e+000
    v 1.000000e+000 -1.000000e+000 1.000000e+000

    v 1.000000e+000 1.000000e+000 1.000000e+000
    v 1.000000e+000 1.000000e+000 -1.000000e+000
    v -1.000000e+000 1.000000e+000 -1.000000e+000
    v -1.000000e+000 1.000000e+000 1.000000e+000

    v -1.000000e+000 1.000000e+000 -1.000000e+000
    v 1.000000e+000 1.000000e+000 -1.000000e+000
    v 1.000000e+000 -1.000000e+000 -1.000000e+000
    v -1.000000e+000 -1.000000e+000 -1.000000e+000

    v -1.000000e+000 -1.000000e+000 1.000000e+000
    v -1.000000e+000 -1.000000e+000 -1.000000e+000
    v 1.000000e+000 -1.000000e+000 -1.000000e+000
    v 1.000000e+000 -1.000000e+000 1.000000e+000


    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 0.000000 1.000000

    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 0.000000 1.000000

    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 0.000000 1.000000

    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 0.000000 1.000000

    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 0.000000 1.000000

    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 0.000000 1.000000


    g Closed line
    s 1
    usemtl mtl_001
    f 1/4 2/3 3/2 4/1

    g Closed line
    s 1
    usemtl mtl_002
    f 5/8 6/7 7/6 8/5

    g Closed line
    s 1
    usemtl mtl_003
    f 9/12 10/11 11/10 12/9

    g Closed line
    s 1
    usemtl mtl_004
    f 13/16 14/15 15/14 16/13

    g Closed line
    s 1
    usemtl mtl_005
    f 17/20 18/19 19/18 20/17

    g Closed line
    s 1
    usemtl mtl_006
    f 21/24 22/23 23/22 24/21

  • There is no zoom effect in Hitfilm. There is a zoom transition.

    I'll assume you are referencing the pan/crop feature of Vegas. In  Hitfilm you use the transform properties to zoom/crop and pan. Use the Scale property to zoom in on the frame. A symmetric scale preserves the frame aspect ratio. To then pan around you use the position property (x, y).

  • hmm ,....well ,...ok ,....i will give it another go .

    i seem to have confusion  wondering if i am affecting the size of the  Quad ,...and including the fancy  Cameras in  HFP .  i will give it another go .......( this confusion will become more apparent when i Post "How to make a Video Cube with HFP" , in the Gallery )

    i found a Zoom  in  EFFECT   Warp-->Action Cam Crop  that  did what i was expecting to see .  try  Action Cam Crop's  zoom . what do you think of that zoom ?  it seems different then the regular  Transformation  CONTOLS .

    ok , i will try it your way .

  • edited February 8

    how to make a Video Cube , with HFP

    ( it is easier to make a Video Cube in Vegas )
    ( Vegas Orientation is always Local Space )
    ( Vegas Rotation is always World Space )

    using the cubeWithGroups.obj does not allow HFP
    to apply images to the individual faces ,
    as the cubeWithGroups.obj resides as a monolith layer .
    ( upon import , images can be mapped\textured
    to each face using HFP's  import  dialogue )


    the project is set to 1920 x 1080 1.0 pixels
    the dimensions of each face\Layer are 1080 x 1080
    the Cube is built around\centered at the Origin

    3 Comps are needed :
    6_faces
    Cube_Local_space
    Cube_World_space

    6_faces is nested in Cube_Local_space ,
    Cube_Local space is nested in Cube_World_space

    6_faces Comp uses 6 Plane layers .
    when done setting up the cube ,
    copy\paste each Plane's
    "Transformation Attributes"
    to the video or image layer
    that you want on each face .
    then hide\delete the 6 Plane layers .

    "Pick" a different color for each Plane .( for easier setup viewing )
    each Plane dimensions are set to 1080 x 1080 ( square cube )

    each Plane layer is "3D plane"
    each nested Comp layer is "3D Unrolled"


    front face :
    Position z-axis +540

    left face :
    anchor point x-axis -540
    position x-axis -540 , z-axis +540
    rotation(Y) -90

    right face :
    anchor point x-axis +540
    position x-axis +540 , z-axis +540
    rotation(Y) +90

    back face :
    position z-axis -540

    top face :
    anchor point y-axis +540
    position y-axis +540 , z-axis +540
    rotation(X) -90

    bottom face :
    anchor point y-axis -540
    position y-axis -540 , z-axis +540
    rotation(X) +90

    6_faces Comp can now be hidden from track view .
    Cube_Local_space is used to spin the cube on it's center axis
    Cube_World_space is used to make the cube Orbit .

    when importing video\images to replace each Plane layer .
    these assets need to be 1080 x 1080 .
    be sure to set the New media asset to "3D Plane"

    with Vegas ,
    the cube can be 1080 x 1080 ,
    with video\image assets of any resolution .

    for now ,
    it is unclear if HFP can UV map , in the same way that Vegas can .
    "Pan and Crop"

    EFFECT
    "Warp" using "Action Cam Crop" can Zoom the image inside the framework
    to make the image look "aspect correct" if needed , and the framework
    remains at 1080 x 1080 ,...
    still looking for a Pan .

    this is the samething i would want to do with 4:3 footage . Zoom and Pan ,
    to make it fill a 16:9 framework . can HFP do that ? Vegas can .

    if the source Videos are 1920 x 1080 , just Resize the layer to 1080 x 1080  using Transfromation CONTROLS , the Scale needs to be : 56.25 % x 100 %
    And Now , it would nice to be able to "Pan and Scan" inside of each Face's
    1080 x 1080 framework .

    if i "Scale" a face ,....the cube will "Break"

    after discussion  in  HFP  Post , it is found that : EFFECT

    Warp-->Action Cam Crop  using   it's  Scale  slider and it's  Transformation digit boxes  does do  UV mapping   Zoom and Pan ( Pan and Crop ) just be sure to set it's  Wrap   setting to  OFF ( to remove the  blur  )  this can be used to convert  4:3 footage into  16:9  footage .

  • edited February 8

    Scale in Action Cam Crop seems the same as Scale in Transform when you don't have other functions of action cam crop altering the frame.

    As a test I created two 2D layers of the same media. Basic video media. In time sync. I put a 150% scale in transform on the top layer and action cam crop with a scale of 150% on the bottom layer. Then I enable/disable the top layer. I see no difference between the two.

    You are probably using 3D planes. Scale in transform does scale the layer/plane/surface. It scales the geometry. Scale in 3D is kinda a relative thing anyway. Distance from and zooming the camera is an effective size change of sorts.

    Hitfilm could maybe use a pure 2D(pixel) pan/crop effect for 3D plane uses. Action cam crop can maybe work for that but I'm not sure about the translation control in action cam crop. I think there is some lens distortion correction messing with thing here.

    You could put your 2D media you want to pan crop on in it's own composite shot. Here it is 2D. Then place an instance of that composite in the comp where you have that instance as a 3D plane.

  • i am new to HFP .  your concept goes deep .  yes , i am wanting to do it in 3D . 

    here is what i did do .  i imported a 1280 x 720 video segment .  when i use Transformation Scale , the  Quad gets bigger , the borders  expand .

    when i use  Action Cam  Scale , the Quad remains the same size , and it UV  zooms within  the Quad's  framework ( that's what UV mapping is all about )

    Nested  Comps ,...i will give that a try .

  • no luck for me by nesting the Comp .

    However , in  Action Cam Crop , i did see the  Wrap  setting was set to  Blur .i turned  Wrap   to  OFF .  now  it's  Translation digit boxes do  Pan without  that   distortion .

    Action Cam Crop  really does  UV  map . how bout that .  i missed that one .

    good that it does , and bad that HFP does't have an  Up-Front  UV  mapping EFFECT .

  • Triem23Triem23 Moderator

    First note--I've combined several threads here, because we do NOT need four different threads about building and importing a cube in the forum. One thread per topic, please.

    Second note--You're incorrectly using the term UV mapping. UV mapping specifically refers to projecting 2D co-ordinates onto 3D geometry for texture mapping. Since Vegas is NOT working with 3D objects at any point, that's absolutely not the correct term. What Vegas is doing in it's Pan/Crop tool is simple pixel scaling and cropping. and, yes, when you're adjusting the position point in vegas, you're moving the pixel data around Vegas's (fixed) 3D camera. Yes, Vegas has a 3D camera, but the camera itself is a fixed location and focal length, and Vegas's 3D compositing moves the universe around the camera.

    Third note. Groups has nothing at all to do with texture mapping. Object Groups in Hitfilm is for separating defined geometry groups into different _sub-models" in a layer to facilitate animation. By attempting to put a different texture on the face of a 3D cube you would need to define (and UV map) a different material for each face within the 3D modelling program.

    Fourth note. The scale properties of a layer control it's size. The mask controls in Hitfilm can be used to constrain a shape. All the functionality of Vegas is there--but Vegas combines Pan/Crop and Masking into a single interface (Crop is simply a "master" rectangle mask), where in Hitfilm you're adjusting Scale, and Position and masking as separate parameters in different interfaces. In some ways the Vegas layout is easier to deal with, but the functions are there in Hitfilm.

    Fifth note that, unlike Vegas, Hitfilm IS dealing with 3D geometry. All 2D and 3D video and photo layers are actually UV mapped 3D polygonal planes. The UV mapping has been done, and correctly. Refer back to note Second.

    I have other notes on this topic, but have to go to work for a bit--back later.

  • Third note :  that was a test , i was trying ,...wasn't really sure if something could be mapped to a face the  cube with groups . But , i did get to see HFP  manipulate each face of that cube . ( that's kinda neat )

    Fourth note :  you go deep .  what you  say  are things i would like to be doing in  HFP .   HFP really is complex . more then just "apply an effect" and done .  Nope , not that easy .  if someone knows a better  tech way to make a video cube in  HFP ,..i am all ears and eyes .  yes, you do see that i have been trying to apply the  concepts of  Vegas to  HFP .  If i really knew  HFP , then i most likely would not be doing that .  i got a ways to go . i will re-read your post .

    your  "Fourth note"  has  good info in there .

  • removed  the  2  Host Comps , replaced them with 2  Point Layers , for :

    worldSpace   localSpace . ( ahh , the power of  Point  Layers , kind of , just kind of reminds me of IK  chain , at least in a hierarchical kind of way )   9  layers total in just  1  Comp .  Cube  spins on axis as it orbits . with Videos replacing the  6 Plane  layers .  HFP certainly is more  intricate then  Vegas .

    1 Camera , 2 Point layers , 6 Plane layers ( all layers are  3D )

    reminds me of the HP  48sx calculator , 2100  functions , where the functions were somewhat "incomplete" , really needed the  Programmers guide to Patch other functionality to make it more useful . ( that was the idea ) .  HFP requires that  extra effort  technique , too . Lots to learn in HFP .

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