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cbcl4655

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Viewing 7 posts - 1 through 7 (of 7 total)
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  • in reply to: Video recording feature #62154
    cbcl4655
    Customer

    Yeah, I hadn’t noticed until someone complained about it. I’m going to mess with setting the brightness/contrast post processing puzzle before the video starts and see if that helps.

    in reply to: Video recording feature #62149
    cbcl4655
    Customer

    Yours looks exactly the same. I wonder what I am doing wrong. The left is the color from the take screenshot puzzle and looks the same as the viewport. The right is from the captured video.

    I’ll have a look at my puzzles and page and see if I can figure out how to get them to match.

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    in reply to: Video recording feature #62126
    cbcl4655
    Customer

    I was actually using the code from that thread (thanks for that!) it works great.

    But, I am getting some complaints that the video output is oversaturating the colors. I hadn’t really noticed, but looking at them side by side, the colors are actually quite different from what you get when you take a screenshot from the puzzle. So, I was trying to see if there was another method that may produce a video closer to what you see on screen.

    in reply to: Video recording feature #62104
    cbcl4655
    Customer

    Thank you so much for Verge, as a non-coder I am finding it so easy to use.

    I was trying to get the CCapture toolkit mentioned above to work, but am having trouble figuring out where/how to put the code so it works with Verge. I have started with this plugged into an exec script puzzle. I made some buttons to start and stop the recording:

    var capturer = new CCapture( {
    framerate: 30,
    format: webm,
    name: video,
    verbose: true
    } );

    var start = document.getElementById(‘Start’);
    start.addEventListener(‘click’, function() {
    capturer.start();
    });

    var stop = document.getElementById(‘Stop’);
    stopButton.addEventListener(‘click’, function() {
    capturer.stop();
    capturer.save();
    });`

    The CCapture instructions say:

    “Then, in your render() method, after the frame is been drawn, call .capture() passing the canvas you want to capture.”

    function render(){
    requestAnimationFrame(render);
    // rendering stuff …
    capturer.capture( canvas );
    }

    render()

    I am not sure where I would plug that part in to get it to work with verge? Sorry for the probably dumb question, but I’m just barely grasping javascript at this point.

    in reply to: Playing animation from user set frame #61289
    cbcl4655
    Customer

    Variables! Perfect, that worked. I knew I was using the wrong puzzle bits. Thanks for your help.

    in reply to: Playing animation from user set frame #61285
    cbcl4655
    Customer

    Right. I’m trying to figure out how to get the frame that the user set and start from there.

    I’ve tried plugging in different puzzles like “get position” instead of a number for the start. I know I can manually set the frame to start from, but I’m trying to have it go from where the user set it.

    in reply to: Playing animation from user set frame #61282
    cbcl4655
    Customer

    Thank you for the reply. I think I may not be putting the pieces together correctly though. I’m attaching how I have the puzzle setup currently.

    Pressing the play button flips back to the original animation’s start position.

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Viewing 7 posts - 1 through 7 (of 7 total)