[Lumiera] Understanding lumiera view

Roland wildhostile at gmail.com
Wed Oct 27 23:44:34 CEST 2010


OK,

I Consider that the discussion is opened (without big limitations) and I 
thank you for that.

I see two fields of reflections:
- A User Interface based on assets management. What are the assets? How 
are they composed? How can them be presented to the user to use them?
- A Graphical User Interface based on features.

These discussions are restricted by the purpose of the project which is 
a third field of reflection:
- Project overview. The aim. What to understand by Professional editing? 
What industry(ies)? Which hardware?



Le 25/10/2010 15:55, Ichthyostega.. a écrit :
> Am 25.10.2010 03:27, schrieb Roland:
>    
>> ...I understand that it can lead to other ways to work with media (maybe).
>> In particular, you seem to see Lumiera as a sort of programming language (as
>> Hendrik Boom suggested it) that would be graphical. But how far graphically
>> do you see it to be?
>>      
> Hi Roland,
>
> maybe I should clarify that notion a bit. The observation pointed out by
> Hendrik Boom is certainly valid, but actually we don't see Lumiera as a kind of
> programming language right now. We do employ some principles known from
> programming languages (like e.g. the ability to embody parts of the language
> definition into the language itself, which makes for a quite flexible tooling).
>
> But foremost, it's not an programming language, i.e. not general purpose, but a
> specialised tool for a very clear and distinct use case (professional editing).
> This use case imposes some special complexities, and we try to come up with
> technical solutions to be able to cope with these complexities maybe in a
> better way then existing tools do. All of this does have the potential
> to evolve into something more general purpose and open, (and that's intended),
> but foremost our goal is rather "pedestrian" (as hermanr put it nicely).
> We start to build a tool which really is up to that specific job, but has
> the ability to survive, adapt and evolve in a rapidly changing environment.
>
>
> I don't want to stop this discussion, please go on. How far graphically could
> such an editing / working environment be, conceivably? What do we mean with
> 'graphically'? Viewing video and effects in real time? Drag'n drop? Displaying
> the internal wiring as a tree of nodes? Having a shiny animated  display of a
> simulated Steenbeck?
>
> Probably, also the right balance is a problem. We have limited developer
> capacity. We can't build an immersive virtual 3D space where you'd put
> together your movies as in "minority report".
>
> So, to start with, we'll certainly get tracks, clips and attached effects as
> boxes, with the ability to drag and trim with the mouse. But beyond that?
> Are there any 'graphical' ideas which are doable with a modest amount of
> dev power and which yield an improvement in a professional workflow?
>
>
> Cheers,
> Hermann
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