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Multicam and Stabilisation

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19 Feb 2020 15:26 #104754 by DmitriZigany
I can't find stabilisation available when I select an edit in a Multicam Clip on the timeline... It used to be there with the huge flaw of not only analysing and stabilising the part in the selected edit bu the entire file in that angle...
Have they removed the posibility to use stabilisation on multicam on timeline now?

And I guess the only option now is to go into multicam find the angle, find the part of the edit, blade around it and stabilise that part... very convoluted and unelegant solution.

Am I missing something here?

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19 Feb 2020 15:29 #104756 by scotyount
Unfortunately that is apparently the way it works. I have never found any other solution.

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19 Feb 2020 17:18 #104762 by JoeEditor
Yes, that is a function that only works on the clip itself, not a container that holds a clip. Not difficult to add it inside the Multi-Cam Angle Editor, though.

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19 Feb 2020 19:27 - 19 Feb 2020 19:35 #104766 by joema
Replied by joema on topic Multicam and Stabilisation

DmitriZigany wrote: I can't find stabilisation available when I select an edit in a Multicam Clip on the timeline...I guess the only option now is to go into multicam find the angle, find the part of the edit, blade around it and stabilise that part... very convoluted and unelegant solution...


Correct. Unfortunately there are several limitations of multicam clips:

Auditions don't work, stabilization doesn't work, Mocha tracking plugins don't work, and you can't export a MC clip or range from the Event Browser, only the timeline.

However it's easier now to open and blade the constituent clip inside the multicam than formerly. When you open the MC clip it will place the playhead on the corresponding location. You then can easily blade it. Older versions of FCPX did not do that location tracking and you had to do timecode math.

Unfortunately even on the improved FCPX it only tracks location going into the MC. If you reposition the playhead inside then back out it doesn't place it in the corresponding location outside.

To blade the end point of the camera angle corresponding to the MC end point you must reposition the playhead to the tail of the MC clip in the timeline, then open it again, then blade the end point of the constituent clip inside. Then you apply stabilization inside, back out, render it and observe the behavior. If adjustment to sliders is needed you must then open the MC clip again, etc. etc.

It seems unlikely this procedure was designed based on UI simplicity. It is more likely some side effect of the underlying programmatic implementation.
Last edit: 19 Feb 2020 19:35 by joema.

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20 Feb 2020 17:51 #104784 by DmitriZigany

joema wrote: However it's easier now to open and blade the constituent clip inside the multicam than formerly. When you open the MC clip it will place the playhead on the corresponding location.

But it doesn't select the angle it seems? So you have to fiddle around to find the correct angle which is annoying. Current project has 22 angles (including audio), so manually having to find the angle as well each time becomes a drag... Playhead in the correct position is an improvement though!
Which that the part of the angle that's in the edit was selected when coming into the angle viewer!

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21 Feb 2020 20:29 #104803 by degeneric
Lock and Load X natively supports Multi-cam clips and has a batch processing option to stabilize many clips at once

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22 Feb 2020 14:49 #104823 by DmitriZigany

degeneric wrote: Lock and Load X natively supports Multi-cam clips and has a batch processing option to stabilize many clips at once

Yeah, but it costs money and I feel it really should be in the main feature set.
Also their plug-ins (and their icons) are so damn ugly so would prefer not to have them ;)

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22 Feb 2020 15:51 #104828 by JoeEditor
I use them daily and love them.

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22 Feb 2020 15:54 #104829 by DmitriZigany
Nothing wrong with how they work... just the way they look ;) (UI, Icons etc)

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22 Feb 2020 23:00 #104838 by JoeEditor
Yes, that determines quality.

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