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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

Trying to understand Final Cut Workflow, thinking EDL's might be history.

I Bloom

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I've got a few Redcode clips on my laptop now, and I'm trying to come to an understanding of how cutting RED in FCP6 will work.

The difference that I see between REDCODE footage and say DVCProHD footage off of a P2 system, is that when we move P2 footage through the P2 importer, it creates quicktimes on our scratch disk that contain the actual footage.

When you export your P2 timeline as a "Non-self contained" quicktime, it contains pointers to parts of various clips in your capture scratch and render files. Likewise when you export self contained, it splices all that data together into a quicktime container.

RED footage is sort of twice removed. We already have quicktimes as soon as transfer footage from of CF cards, but these quicktimes simply point to R3D files and add some meta-data that tells the quicktime player, how to interpret the files (i.e. size and look information). We can take these quicktimes in FCP and start cutting (though right now it needs rendering (though even more interestingly, I can watch the clips moving in near realtime by scrubbing!!!))

I made a project in FCP with 2 redcode clips, I cut them down and I rendered them and then exported them as a non self contained quicktime. I opened the exported file up in quicktime player and it played back fine. I wanted to know what file was being referenced so I deleted the files from my Render files folder and found that quicktime player could no longer play back the file, because it was looking for the render file... as expected. As was also expected the Renderfile is in the native codec of my timeline, in this case ProRes. This is one current workflow, though I've heard that higher quality results can be achieved other ways, currently.

So why do I find all this so interesting, well because we've heard that in the future FCP is going to cut RedCode natively. But what is a RED quicktime, except a reference file to a .R3D file. That means in FCP you aren't cutting actual R3D files just reference files. When you export a native redcode quicktime as a "Non-self contained" quicktime, are you making a reference file to reference files???

Now as a former programmer, I think this stuff is straight genius. It eliminates the need for EDL's or pull lists or whatever, when conforming Red footage back to 4K. If you have a color correction program that can read these quicktimes, you can simply export and take it into say "Scratch" (heaven forbid, Lucas we'll be doing this on a PC ;)) and start grading. Scratch has access to the original R3D files and all the metadata you may have created. You might even import other kinds of quicktimes into FCP (say you have stuff that you exported from Shake and then needed to trim a bit in FCP) and the quicktime container might just carry them along.

I know that this is what has been advertised, but I'm just starting to try to understand it's implementation. It seems to me that EDL's and any intermediate file format, will be unneccessary for RED post when working in FCP, and that Apple Workflow will have a major advantage over any other NLE, simply because it will remain the only one that is quicktime based.

Am I understanding this correctly?

IBloom
 
Am I understanding this correctly?

No, not quite.

Scratch doesn't need or use Quicktime. It reads the R3d files directly, along with all the metadata that's in them. You will always need some kind of EDL to do a conform in any application other than the one you did your offline editorial in.

I've said it before and I'll say it again: Editing and finishing are two different things. You have to communicate what's done in the former to the latter. Right now, EDL's of various types are the most common way of doing that.
 
So why do I find all this so interesting, well because we've heard that in the future FCP is going to cut RedCode natively. But what is a RED quicktime, except a reference file to a .R3D file. That means in FCP you aren't cutting actual R3D files just reference files. When you export a native redcode quicktime as a "Non-self contained" quicktime, are you making a reference file to reference files???

I think that's basically it. Once everything is up and running properly with native .R3D support, we won't need that initial render. Also, when you export a new non-self-contained QT file, it will be a new reference file, not a reference to existing references. Also with native REDCODE support in FCS2 coming up (and possibly QT too), it may be possible to create self-contained REDCODE based QT files as well.

I think this is going to remove EDLs from much of the workflow pipeline. But it won't eliminate them. We'll still need an EDL or some such pull list if we're to conform to R3D files in another application or go to film out. Ultimately, I'd like to see REDCODE support within QT where it can embed all necessary R3D clips into the QT container. That would make it super-simple to cut on FCP (or other QT capable NLE) and deliver self-contained QT REDCODE files to a post house for ingesting right into SCRATCH (or eventually other software). For now, we still have to edit with FCP, create an EDL and then pull in the EDL in SCRATCH, import or log all necessary .R3D files and then conform.
 
No, not quite.

Scratch doesn't need or use Quicktime. It reads the R3d files directly, along with all the metadata that's in them. You will always need some kind of EDL to do a conform in any application other than the one you did your offline editorial in.

I've said it before and I'll say it again: Editing and finishing are two different things. You have to communicate what's done in the former to the latter. Right now, EDL's of various types are the most common way of doing that.

I think you are missing my point, that the reference capability of quicktime, is supplanting the need for EDL's in some ways, because it contains all of the same information.

I agree with Jeff about the quicktime output being a new multi-reference file.

I guess the chink in this armor is crossfades and effect from FCP. Those would need an EDL.

IBloom
 
Or any non-Red source material in your project. e.g. crash cam, stock footage, etc. etc.
 
I think you are missing my point, that the reference capability of quicktime, is supplanting the need for EDL's in some ways, because it contains all of the same information.

I agree with Jeff about the quicktime output being a new multi-reference file.

I guess the chink in this armor is crossfades and effect from FCP. Those would need an EDL.

Well, I suppose if you want to entrust a conform to a file that's undocumented and can't easily be "undone" in order to determine exactly what it's pointing to, you could do it that way, provided you're doing your finish on an Apple system - hopefully the same one you started on, because the directory hierarchy must match exactly for that Quicktime reference file to work. In most cases as far as I'm concerned, you're much better off with a self documenting list (such as an EDL) that tells the conform software where to find everything and can be read by the conforming facility when there are discrepancies.

And, by the way, there are ALWAYS discrepancies. And what exactly is the advantage of using one file format (a Quicktime file, for instance) over another (an EDL, for instance)?
 
Well, I suppose if you want to entrust a conform to a file that's undocumented and can't easily be "undone"...

... And, by the way, there are ALWAYS discrepancies. And what exactly is the advantage of using one file format (a Quicktime file, for instance) over another (an EDL, for instance)?

At various points in my career, I have cursed EDLs and wished them banished - an ancient sign of a bygone era, the king is dead, long live the king, etc, etc.

I have grown wiser over the years.

A CMX EDL is *still* the only universally recognized way of transferring time-based metadata from post systemA to post systemB. AAF is a great idea, and XML is fantastic.

But cross-platform AAFs are a nightmare, and XML is just a way of formatting text, but not what is *in* the text. So while the format of XML is standardized - that doesn't mean what's in it is. It's sort of like everybody deciding on communicating text with Word 6.0 documents in Times New Roman 12 point... but the actual content could be written in English, Welsh, or Basque.

So... source in, source out, record in, record out... colons for non-drop, semicolons for drop. It's your friend. Learn it, love it. :)

Lucas
-----
ASSIMILATE, Inc.
LA, CA, USA
 
I think you are missing my point, that the reference capability of quicktime, is supplanting the need for EDL's in some ways, because it contains all of the same information.

I agree with Jeff about the quicktime output being a new multi-reference file.

I guess the chink in this armor is crossfades and effect from FCP. Those would need an EDL.

IBloom

Although quicktime may contain all the same information/metadata etc. doesn't mean that your Conform app will read that information and translate it into a conform. You still need the EDL so the Conform app, ie Scratch can read the data and translate that information from the original R3d's into a working Conform. It really isn't like generating an EDL and importing it takes a long time. Two seconds out of FCP, two seconds in the Conform app. Of course, most of the time there is going to be some tweaking needed in the conform which will take some time.
 
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