i don't think it's currently possible to "get video duration" (h:m:s) for any movie
(Sorry for the thread necromancy, I'm going through the Feature Request section to make sure we caught everything). I just wanted to note that the addition of the "Timecode Converter" actor in 3.1 provides this function
I was thinking about using global value actors or adapt Woland Midi patch (you gave it to us at Werkstatt '19!), really useful but bit tricky. As @kathmandale said, you can take inspiration from ETC Eos software to implement the show control system
@thatmattrogers that would also do it. Thanks for that. There are multivarious means for exuviating a feline in Isadora, but I do like the single-actor simplicity of the 'Pulse Values' solution proposed by @jfg
Thanks @jfg, i added a control button to the trigger and a short trigger delay before the take snapshot and this works well, so long as i remember to take snapshots using the button and not the camera icon
hi, ok I understand better. The treadmill thing is more tricky because this means that the torso z plane won't move. But there might be another way.
One more body movement analysis thing that might help is that while a step is done there is a so called transference o weight. This means that that the center of the two hips moves on the x plane roughly above the foot that is pushing WHILE the other foot is on the air.
Other way is to se that the foot on the air is moving on the z plane in a negative value (goes closer to the camera) while the foot that pushes move in a positive value (in a direction far from the camera. In this case, in pseudo code this would mean
Check for the foot Z AND Y positions : look for the direction inversion of each foot and trigger the sound when a foot z values start to invert.
Beware that the 30 fps of the camera will introduce a little delay between the calculation of the inversion and the sound triggering.
The problem is that you have a jump actor in your Audio Scene which you activate in the background, so the Keyboard Watcher and the Jump actors you put inside that Scene are functional and thus can and will cause a jump to the next Scene; Scene 3.
Here's the solution:
1. Change your jump function in your first Scene to jump OVER the Audio Scene like so:
2. Then delete your jump macro from your Audio Scene. (Since you only ever use Activate and Deactivate Scene actors on it, you never need it to jump to another Scene.)
I bought a hdmi-splitter and tried it yesterday: one signal to the projector, the other to the Atem, and it worked perfectly
Another reason this is a better option is that it means the work required to record everything is offloaded from the show computer to another device, so it ensures your show computer isn't spreading itself too thin.
When I want to take production stills from a live feed or record my output, I use the splitter method and then do the recording on a second computer (sometimes with a second Isadora patch that gets triggered to start/stop recording or capture a still image to disk based on OSC triggers).