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Sur d’autres sites (5585)

  • In Command Line, how do I use a constant set by a nested For ?

    20 octobre 2016, par Neo Herakles

    Is it possible to set a variable through a For and then use its value ? I’m using two For, one to move across a whole folder and the other one to get the value I desire, the issue here is, the operation done by %watermark% doesn’t recognize the value of %duration%, I believe it’s trying the set the constant and then do the operation simultaneously and that’s why there’s no value, could you please tell me how to pass the variable’s value to duration ?

    @echo off
    setlocal
    for %%G in ("%~dp0\water\*.mp4") do (
       for /F "delims=" %%I in ('ffprobe.exe -v error -show_entries format^=duration -of default^=noprint_wrappers^=1:nokey^=1 %%I 2^>^&1') do (
       set "duration=%%I"
       ffmpeg.exe -i "%%G" -i Watermark.png -filter_complex "[0:v]scale=iw:ih[v0];[1:v][v0]scale2ref=iw/6:ih/10[logo][0v];[0v][logo]overlay=W-w-3:H-h-3:enable='between(t,%duration%/3,(%duration%/3)+2)'[v]" -map "[v]" -map 0:a -codec:v libx264 -preset ultrafast -crf 23 -codec:a copy "%~dp0\out\%%~nG.mp4"
       )
    )
    endlocal
    pause

    The output for this is Undefined constant or missing '(' in '/3)+2)so it’s definetely the constant the issue here.
    Thanks for the help.

    Edit : SOLVED, the solution was to use %%I instead of %duration%

  • Pygame : Frame ghosting ?

    5 octobre 2022, par Sam Tubb

    I am working on a animation environment in python using pygame. The user draw's each frame, and then using ffmpeg the animation is saved as an .avi movie. I would like to implement a feature, but am not sure how.. frame ghosting. Like display the previous frame while you draw the current.

    



    I tried creating a surface called ghost that copies the current frame when the next-frame key is pressed. Then draws it with an alpha level of 10, but this didn't work out correctly.

    



    I am not sure what to do, here is the source code for anyone that thinks they have an idea :

    



    #Anim8

import pygame,subprocess,shutil
from os import makedirs
from pygame.locals import *
from random import randrange
pygame.init()
screen=pygame.display.set_mode((740,580))
draw=pygame.Surface((740,540))
draw.fill((200,200,200))
bcol=(200,200,200)
gui=pygame.Surface((740,40))
gui.fill((50,50,50))
size=2
color=(0,0,0)
screen.fill((200,200,200))
prevcol=0
newcol=0
f=0
msg=''
framerate=60
try:
    makedirs('anim')
except:
    pass
def DrawColors(x,y):
    pygame.draw.rect(gui, (255,0,0), (x+3,y+3,15,15),0)
    pygame.draw.rect(gui, (0,0,0), (x+3,y+21,15,15),0)
    pygame.draw.rect(gui, (0,255,0), (x+21,y+3,15,15),0)
    pygame.draw.rect(gui, (200,200,200), (x+21,y+21,15,15),0)
    pygame.draw.rect(gui, (0,0,255), (x+39,y+3,15,15),0)
while True:
    pygame.display.set_caption('Anim8 - Sam Tubb - '+'Frame: '+str(f)+' '+str(msg))
    mse=pygame.mouse.get_pos()
    screen.blit(gui, (0,0))
    DrawColors(0,0)
    screen.blit(draw,(0,40))
    key=pygame.key.get_pressed()
    if key[K_1]:
        framerate=10
        msg='Frame Rate set to 10'
    if key[K_2]:
        framerate=20
        msg='Frame Rate set to 20'
    if key[K_3]:
        framerate=30
        msg='Frame Rate set to 30'
    if key[K_4]:
        framerate=40
        msg='Frame Rate set to 40'
    if key[K_5]:
        framerate=50
        msg='Frame Rate set to 50'
    if key[K_6]:
        framerate=60
        msg='Frame Rate set to 60'
    if key[K_7]:
        framerate=70
        msg='Frame Rate set to 70'
    if key[K_8]:
        framerate=80
        msg='Frame Rate set to 80'
    if key[K_9]:
        framerate=90
        msg='Frame Rate set to 90'
    if key[K_0]:
        framerate=100
        msg='Frame Rate set to 100'

    if key[K_a]:
        pygame.image.save(draw, 'anim/frame'+str(f)+'.png')
        f+=1
    for e in pygame.event.get():
        if e.type==QUIT:
            shutil.rmtree('anim')
            exit()
        if e.type==KEYDOWN:
            if e.key==K_s:
                msg='Added Frame!'
                pygame.image.save(draw, 'anim/frame'+str(f)+'.png')
                f+=1
            if e.key==K_c:
                draw.fill(bcol)
            if e.key==K_r:
                name='anim'+str(randrange(0,999))+str(randrange(0,999))+'.avi'
                msg='Rendering: '+name
                pygame.display.set_caption('Anim8 - Sam Tubb - '+'Frame: '+str(f)+' '+str(msg))
                subprocess.call('ffmpeg -f image2 -s 640x480 -i anim/frame%01d.png -r '+str(framerate)+' '+name,shell=True)
                msg='Done!'
            if e.key==K_p:
                subprocess.call('ffplay '+name,shell=True)
        if e.type==MOUSEBUTTONDOWN:
            if e.button==1:
                try:
                    prevcol=color
                    newcol=gui.get_at(mse)
                    if newcol==(50,50,50):
                        newcol=prevcol
                    color=newcol
                except:
                    pass
            if e.button==3:
                try:
                    prevcol=bcol
                    newcol=gui.get_at(mse)
                    if newcol==(50,50,50):
                        newcol=prevcol
                    draw.fill(newcol)
                    bcol=newcol
                except:
                    pass
            if e.button==4:
                size+=1
                if size>7:
                    size=7
            if e.button==5:
                size-=1
                if size==0:
                    size=1 
        if e.type == pygame.MOUSEMOTION:
            lineEnd = pygame.mouse.get_pos()
            lineEnd = (lineEnd[0],lineEnd[1]-40)
            if pygame.mouse.get_pressed() == (1, 0, 0):
                    pygame.draw.line(draw, color, lineStart, lineEnd, size)
            lineStart = lineEnd

    pygame.display.flip()


    



    Oh, and on another note, just if anyone was curious, here is what the output looks like.. I made a little new year's animation :

    



    Animation Test

    


  • Pygame : Frame ghosting ?

    31 décembre 2013, par Sam Tubb

    I am working on a animation environment in python using pygame. The user draw's each frame, and then using ffmpeg the animation is saved as an .avi movie. I would like to implement a feature, but am not sure how.. frame ghosting. Like display the previous frame while you draw the current.

    I tried creating a surface called ghost that copies the current frame when the next-frame key is pressed. Then draws it with an alpha level of 10, but this didn't work out correctly.

    I am not sure what to do, here is the source code for anyone that thinks they have an idea :

    #Anim8

    import pygame,subprocess,shutil
    from os import makedirs
    from pygame.locals import *
    from random import randrange
    pygame.init()
    screen=pygame.display.set_mode((740,580))
    draw=pygame.Surface((740,540))
    draw.fill((200,200,200))
    bcol=(200,200,200)
    gui=pygame.Surface((740,40))
    gui.fill((50,50,50))
    size=2
    color=(0,0,0)
    screen.fill((200,200,200))
    prevcol=0
    newcol=0
    f=0
    msg=''
    framerate=60
    try:
       makedirs('anim')
    except:
       pass
    def DrawColors(x,y):
       pygame.draw.rect(gui, (255,0,0), (x+3,y+3,15,15),0)
       pygame.draw.rect(gui, (0,0,0), (x+3,y+21,15,15),0)
       pygame.draw.rect(gui, (0,255,0), (x+21,y+3,15,15),0)
       pygame.draw.rect(gui, (200,200,200), (x+21,y+21,15,15),0)
       pygame.draw.rect(gui, (0,0,255), (x+39,y+3,15,15),0)
    while True:
       pygame.display.set_caption('Anim8 - Sam Tubb - '+'Frame: '+str(f)+' '+str(msg))
       mse=pygame.mouse.get_pos()
       screen.blit(gui, (0,0))
       DrawColors(0,0)
       screen.blit(draw,(0,40))
       key=pygame.key.get_pressed()
       if key[K_1]:
           framerate=10
           msg='Frame Rate set to 10'
       if key[K_2]:
           framerate=20
           msg='Frame Rate set to 20'
       if key[K_3]:
           framerate=30
           msg='Frame Rate set to 30'
       if key[K_4]:
           framerate=40
           msg='Frame Rate set to 40'
       if key[K_5]:
           framerate=50
           msg='Frame Rate set to 50'
       if key[K_6]:
           framerate=60
           msg='Frame Rate set to 60'
       if key[K_7]:
           framerate=70
           msg='Frame Rate set to 70'
       if key[K_8]:
           framerate=80
           msg='Frame Rate set to 80'
       if key[K_9]:
           framerate=90
           msg='Frame Rate set to 90'
       if key[K_0]:
           framerate=100
           msg='Frame Rate set to 100'

       if key[K_a]:
           pygame.image.save(draw, 'anim/frame'+str(f)+'.png')
           f+=1
       for e in pygame.event.get():
           if e.type==QUIT:
               shutil.rmtree('anim')
               exit()
           if e.type==KEYDOWN:
               if e.key==K_s:
                   msg='Added Frame!'
                   pygame.image.save(draw, 'anim/frame'+str(f)+'.png')
                   f+=1
               if e.key==K_c:
                   draw.fill(bcol)
               if e.key==K_r:
                   name='anim'+str(randrange(0,999))+str(randrange(0,999))+'.avi'
                   msg='Rendering: '+name
                   pygame.display.set_caption('Anim8 - Sam Tubb - '+'Frame: '+str(f)+' '+str(msg))
                   subprocess.call('ffmpeg -f image2 -s 640x480 -i anim/frame%01d.png -r '+str(framerate)+' '+name,shell=True)
                   msg='Done!'
               if e.key==K_p:
                   subprocess.call('ffplay '+name,shell=True)
           if e.type==MOUSEBUTTONDOWN:
               if e.button==1:
                   try:
                       prevcol=color
                       newcol=gui.get_at(mse)
                       if newcol==(50,50,50):
                           newcol=prevcol
                       color=newcol
                   except:
                       pass
               if e.button==3:
                   try:
                       prevcol=bcol
                       newcol=gui.get_at(mse)
                       if newcol==(50,50,50):
                           newcol=prevcol
                       draw.fill(newcol)
                       bcol=newcol
                   except:
                       pass
               if e.button==4:
                   size+=1
                   if size>7:
                       size=7
               if e.button==5:
                   size-=1
                   if size==0:
                       size=1
           if e.type == pygame.MOUSEMOTION:
               lineEnd = pygame.mouse.get_pos()
               lineEnd = (lineEnd[0],lineEnd[1]-40)
               if pygame.mouse.get_pressed() == (1, 0, 0):
                       pygame.draw.line(draw, color, lineStart, lineEnd, size)
               lineStart = lineEnd

       pygame.display.flip()

    Oh, and on another note, just if anyone was curious, here is what the output looks like.. I made a little new year's animation :

    Animation Test