This tutorial shows how you can record a single matrix or a sequence of matrices to disk as a QuickTime movie. We'll demonstrate the use of the
jit.qt.record object for recording in real time and non-real time. Along the way, we'll also show you how to adjust some of the settings of the output movie.
Like most Jitter objects, the
jit.qt.record object operates according to an event-driven model rather than a time-driven one -- frames sent to a record-enabled
jit.qt.record object are appended to the movie in progress as "the next frame" based on the timing characteristics of the output movie, without regard for the relative time between the arriving frames. This results in very smooth movies with consistent timing between frames, but it requires some preparation before recording.
The
jit.qt.record object also offers a time-driven (realtime) method of recording in addition to the default mode described in this tutorial. Although the realtime mode might seem simpler to use, the recorded output won't be as smooth because frames of the incoming movie will usually be dropped fairly regularly during recording. You can set the time-driven mode for the
jit.qt.record object by using the
realtime message, but it is quite different from the realtime operation described in this tutorial.
Each and every matrix that arrives at a recording
jit.qt.record object must be compressed before becoming part of your output movie. The speed of this compression depends on several factors: the speed of your processor and your disk drive, and -- most importantly -- the type of compression used (referred to as the
codec, short for
compression/
decompression). The examples in this tutorial will use the Photo-JPEG codec. It should yield fairly consistent results from machine to machine without a lot of high CPU usage and disk access. On older or slower systems, it's possible that you'll notice some timing inaccuracy with the first set of examples for this tutorial. If you do, don't worry; the second part of this tutorial will show you how to achieve excellent results on even the most modest system by working in non-realtime mode.
The first example shows a very basic recording setup. Notice that the
jit.qt.record object takes two arguments (
320 and
240) that specify the width and height of any movies we record with this object.
• Click the
message box that says
read countdown 15.mov to load a movie into the
jit.qt.movie object, and start the
metro object by clicking on the
toggle box connected to its inlet. You will see the movie's image appear in the
jit.pwindow object, since the
jit.qt.record object passes any matrices it receives out its left outlet. (The
jit.robcross object in this patch is a simple edge detector that we're using to process the matrices passing through it).
• Click the
message box that says
write 15. jpeg. to start writing the movie (we'll look at the contents of the
message box in more detail in a moment). A file Dialog Box will appear, prompting you for a file name. When you enter a valid name and click the Save button, recording begins to the filename you've chosen (For the purposes of example, let's assume you've named your movie
myfilename.mov.). Click the
stop message box to stop recording.
The
jit.qt.record object sends a message out its right outlet after a write operation to confirm that the movie was successfully written. Since we've connected that outlet to a
print object in our patch , we can see the results by looking at the Max Window. If everything went as expected, you should see
print: write myfilename.mov 1 in the Max Window. If there was a problem, the number after the filename will not be a
1.
• Click the
read message box attached to the
jit.qt.movie object and read in the movie you just recorded. How does it look?
Let's examine the
write message to the
jit.qt.record object for a moment. The
write message puts
jit.qt.record into a record-enabled mode. The actual recording doesn't begin until the object receives a matrix in its inlet. The
write message can take several optional arguments to specify a file name, frame rate, the codec type, the codec quality and the timescale for the output movie. In this example we're only using two arguments (
15. and
jpeg) to specify the frame rate (
15. indicates 15 frames per second) and the codec type (
jpeg indicates Photo-JPEG) of the output movie. For a full description of all the arguments for the
write message, see the Object Reference entry for the
jit.qt.record object.
Note that we have the
metro object set to send a
bang message every 66.67 milliseconds. This is done to match the input movie's frame rate. If you change the
metro object's rate and record a few more movies, you will see that a faster
metro rate causes the movie to be longer and slower, while a slower
metro rate results in a shorter, faster movie. This happens because of the event-driven model being used by
jit.qt.record.
The second example patch is a little more complicated, but it has two important additions (and several minor ones).
Same idea, different patch
First, we're automatically detecting the frame rate of the original movie (using the
getfps message), and using it to set both the rate of the
metro object driving
jit.qt.record and the output movie's frame rate, as well. Let's look at that portion of the patch in detail:
• When a movie is successfully loaded into
jit.qt.movie, the object sends the message
read filename.mov 1 out its right outlet (if the
read operation is unsuccessful, the number will not be 1). We're using the
route object to retrieve this message.
• The
unpack s 0 object breaks up the remaining elements of the message. We're not interested in the file name, only in the success or failure of the read operation, so we've attached nothing to the left outlet of
unpack, and attached a
select object, which tests for the integer 1, to the right outlet. If our
read operation was successful, the
select object will output a
bang.
• The
bang is used to send the message
getfps to
jit.qt.movie, which will respond by sending the message
fps [fps] out its right outlet. The
[fps] message element is a floating-point number representing the movie's frame rate. This value is sent from the
route object's middle outlet, and used to set the
metro object's speed and the output movie's frame rate.
This patch includes a second improvement. Rather than locking the entire patch to the frame rate of the original movie, we've added a
jit.matrix object with
thru turned off to "collect" the output of the patch, and we're using a second
metro to send it
bang messages at the correct frame rate for
jit.qt.record. This permits the rest of our patch to operate independently, at as fast or slow a rate as we want, with only the very last part of the patch specifically timed to the recording process.
Finally, we've added a neat crosshatching filter (the
jit.hatch object) with its own editing control (the
number box and the
grid $1 message box). You can use this to modify your movie while you're recording it and watch the effects on playback. You can substitute any kind of Jitter object or patch you want at this point in the recording patch and modify what you record in real time.
Both of the previous patches have a problem: under high processor loads, these patches will drop frames. In many cases, this is not a problem, and the patches we've looked at are well suited to recording in any context, including live performance.
But how can we record a sequence in which every frame in an original movie has a corresponding frame in the output movie? How do you render movies in Jitter so that, even under heavy processor or disk load, every processed frame is captured?
There is a way. The
jit.qt.movie object's
framedump message offers a non-realtime playback mode that works perfectly with
jit.qt.record.
• Scroll all the way down in the Patcher window to see the third example.
Non-realtime recording with
framedump
On first inspection, the third example patch may not seem a lot more complicated than the previous one. But don't be fooled -- this unassuming patch will bring even the speediest computer to its knees.
• Click the
message box
countdown.mov to load a movie into the
jit.qt.movie object, start the
metro object by clicking on the
toggle box connected to its inlet and watch the
jit.fpsgui object's framerate output display located at the bottom of the patch. If you get more than 10 fps, you have a much nicer computer than we do.
While this patch runs slowly in real time, it does a great job of creating a QuickTime movie in non-realtime. Using the
jit.qt.movie object's
framedump message and the
jit.qt.record object, the patch will capture every frame of the original movie, process it, and produce an output movie of identical length.
Here's how it works: the
framedump message tells the
jit.qt.movie object to stop playing its movie, and then sends each frame out, one at a time. (N.B. You don't need to send a
bang or
outputmatrix message to the
jit.qt.movie object for the frames to be sent.) Because of the way the Max scheduler works, a new frame will not be sent until the previous frame has been fully processed and recorded. Let's try it out.
• Click on the
toggle box connected to the inlet of the
metro object to turn it off. (Sending a
bang to
jit.qt.movie during the framedump operation will cause an extra frame to be sent, which is not what we want.) We've connected the
button on the top left corner of the patch to both the
pack object that sends the
write message, and the
framedump message. Press the
button, enter a file name when the File Dialog appears, and wait for the movie to render. When the framedump is finished, the
jit.qt.movie object sends the message
framedump done from its right outlet. The example patch uses that message to trigger a
stop message to
jit.qt.record.
The example patch also takes advantage of the fact that the
jit.qt.record object sends a matrix out its left outlet after recording a frame. We're using that frame to trigger a
bang message to a
counter object that is driving the
grid attribute of the
jit.hatch filter. This creates a repeatable sequence of processing changes that happen as the QuickTime movie is captured.
• Click on the "
read"
message box to open the movie you've just created. Turn on the
metro to display the movie. Click on the
toggle box connected to the
gate object to see your new movie. This switches the
jit.qt.movie object's output directly to the
jit.pwindow, instead of through the processing objects.
The
jit.qt.record object provides event-driven ways to record Jitter matrices as QuickTime movies. You can record the output of a Jitter patch in real time as you manipulate your patch, or out of real time, in render-like operation. You can use the
jit.qt.movie object's
framedump message to process an entire movie file without dropping any frames. This method lets you record high quality movies regardless of the load being placed on your computer's processor.