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PB Player Pro warp functionalities

PostPosted: Tue Feb 12, 2013 8:38 pm
by RTuinte
Is it possible with the Pandora's box Player Pro to extract (preferably a non rectangular) part from a graphic / movie clip or capture card input and warp this onto a shaped surface?

Re: PB Player Pro warp functionalities

PostPosted: Wed Feb 13, 2013 7:26 am
by Sijmenh
I think you could achieve this by using the FX for cutting the video (don't know the original name now because I'm working on the mac now).

Re: PB Player Pro warp functionalities

PostPosted: Wed Feb 13, 2013 7:36 am
by Sijmenh
I think you could achieve this by using the FX for cropping the video.

Re: PB Player Pro warp functionalities

PostPosted: Wed Feb 13, 2013 9:36 pm
by RTuinte
To be more precise. I want to create multiple (non rectangular) meshes and warp each mesh. See attached image. In this example i want to warp the red part from the image and the green part from the image. Separate from each other.
Warp.jpg

Re: PB Player Pro warp functionalities

PostPosted: Thu Feb 14, 2013 10:55 am
by Dennis Kuypers
Hi,

If I understand you correctly, you want to take parts of an image and warp them. That is possible and can be archieved with the warper.

1. In the "General" tab select "Show Background" and open your "source" image (or the template...I used the one from the previous post)
2. Add two meshes (one for the green part, one for the red part)
Note: Your red shape has either to be done with two meshes or by using masks. For the sake of simplicity I will warp the full rectangle.
4. Align your meshes onto the "source" spots (-> the green and red fields)
5. Choose "Edit -> Apply planar map to all", it should look like this:
planar_map.PNG

6. Now move the meshes at the spots you want them to appear at.
7. Export the 3D model with "File -> Export All" and try it in Pandoras Box

@Sijmenh: This is one of the UV mapping features that I was talking about in your recent post about 3D objects and mapping

Best regards
Dennis

Re: PB Player Pro warp functionalities

PostPosted: Mon Apr 08, 2013 8:13 pm
by RTuinte
In this case I'm using for the background image a visualisation of a "stage" (with multiple cubes)
This is the template for this warping project.

basis2.bmp

For every face of each cube I've to create a mesh and then move the mesh to the right position.
Without zoom functionalities it's very hard to accurate align the meshes onto the "source" spots.

Maybe there is another work around?

The set-up for the stage is made in a 3D program. Is it possible to import the 3D model in the 3D Warper from the Media Manager and then save it as a *.wrp file.
Open the *.wrp file with the 2D warper and then do the fine tuning in the 2D warper?

We're using the MM Lite and MP Pro.

Re: PB Player Pro warp functionalities

PostPosted: Mon Apr 08, 2013 8:59 pm
by RTuinte
For this warping project I'm using now 1 player machine with a Player Pro license and a ATI eyefinity card.
I'm using 3 outputs in stretched mode.
To output 1 I connect the monitor for the user control. Output 2 the projector for cubes (stage left) and output 3 the projector for cubes (stage right)

set-up.jpg

The source image / movie for the warping is on output 1. After aligning the meshes to the "source" spots, I moved the meshes to output 2 or 3.
In this case I've one .x file for all the outputs.

Is it possible to combine the Pro license key with 2 Lite license keys in one machine so that i've 3 seperate outputs (instead of 1 big output in stretched mode)?
And if so are all the Pro functionalities also available for the "Lite outputs" For example the realtime keystoning?

Re: PB Player Pro warp functionalities

PostPosted: Wed Apr 10, 2013 4:38 pm
by Markus Zeppenfeld
Hi!

When you are warping multiple outputs, you need to open the warper more than once and move it to the desired monitor.
If you then export the objects, you will end up with 3 .x-objects for 3 outputs.

You could think about warping the original 3D-file in the Manager Warper and export the .x-object later on when it is on the right position. Make sure to not move the camera, as the camera movement is not possible in the player later on. If you export the object rotated, scaled (what is possible) and moved to the desired position, the object itself will remain this position. Using it on a layer will put your content into the right space.

Running Pandoras Box with multiple dongles, you need to make sure, that all attached dongles are from the same kind. You are not upgrading your dongles by sticking in one other dongle.

Markus