1204 flm post editing-fcpx-review
TRANSCRIPT
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Editing is older than motion pictures.
The ordering and pacing of dialogues,
scenes, entrances and exits to build
conflict and resolution have long defined
Western theater, from Aeschyluss Oresteia
to Wagners The Ring of the Nibelung [Der
Ring Des Nibelungen]. It was the insertion of
first-person thoughts into dialogue and plot
that modernized 18th- and 19th-century
novels and clever sequencing of mechani-
cally animated magic lantern glass slidesthat thrilled Victorian audiences to popular
epics like Ben-Hur.
Nevertheless, as Walter Murch likes to
point out, film editing was invented 14 years
after motion pictures. Uncut reels of on-
rushing locomotives, sneezing and kissing
were gripping, profitable entertainments,
such were the frisson and novelty of realistic
moving images. (Vitascope was the You-
Tube of its day in this regard.)
It would take Georges Mliss camera to
jam and restart in a Parisian street in 1896,
and a similar mishap at a 1901 horse race in
Bristol, England, to reveal, respectively, the
trick of editing within shots (effects) and
between shots (cutting). Disruption of time,
place and point of view through film editing
would soon yield a new dramatic art: Cinema.
It could as easily have been called Cubism.
As film syntax matured, technique
formed and a profession emerged. A cen-
tury on celluloid carried us from scissors
and glue to guillotine tape splicers and up-
right Moviolas, then flatbeds. Video brought
big iron linear editing systems for online,then finally PC-based non-linear editing sys-
tems (NLEs) all mostly operated by pro-
fessionals, at least through the late 1990s
when hardware-based Avids still cost tens
of thousands of dollars.
What cracked the door to editing for
the rest of us was the introduction of
software-based Final Cut Pro 1.0 at NAB
in 1999, coincident with the arrival of
FireWire-enabled DV camcorders. All dis-
missed as amateur, naturally.
Weve seen how that turned out. Digital
democratization spread inexorably. Its not
hard to draw straight lines from FCP + DV to
HDV and DVCPRO HD, to the rise of small
camcorders, Internet streaming, cheap SD
cards to record on, RED usurping film and
cheap HDSLRs usurping RED. (With a re-
grettable drop in pay rates along the way.)
As a consequence, there are exponen-
tially more people, professional and nonpro-
fessional alike, of all ages, in all countries,
now creating, editing and distributing digital
movies. Everyone with a point-and-shoot
or smartphone in their pocket is a potential
HD source. (Todays equivalent of a Kodak
Brownie: You push the button, we do the
rest. Insert irony here.)
And yet, though weve embraced digitalcode as the motion picture medium of our
time, the technology of nonlinear editing re-
mains very much a work in progress.
For one thing, picture, sound, music and ef-
fects continue to invite the forces of invention.
For instance, we now need torrents of meta-
data data about data simply to keep
track of everything. Not only during editing,
but to manage future access and archiving.
And another thing, nonprofessionals
whatever this distinction signifies in an in-
formation age rife with underemployment
have vaulted forward in technical savvy and
technique thanks to the explosion of shared
knowledge on the Internet, plus the extensive
capabilities of their low-cost digital tools.
As an NLE designer today, where would
you draw the line between professional and
nonprofessional? Which features would you
include or deny? Wouldnt you wish to meet
the high-end needs of the workplace, yet at-
tract that vast center of the bell curve of po-
tential users? If only to carve out the largest
possible market share?
As it happens, this past year ushered in a
crop of powerful, affordable, newly 64-bit pro-
fessional NLEs, including Final Cut Pro X, Avid
Media Composer 6.5, Adobe Premiere Pro
CS6, Sony Vegas Pro 12, Grass Valley EdiusPro 6.5 and the resurrected Lightworks. (Me-
dia 100 Suite remains 32-bit. Another dozen
Windows-based NLEs exist for under $100.)
64-bit architecture introduces dramatically
faster importing, transcoding, rendering and
output. It demolishes the old 32-bit perfor-
mance barrier of 4GB RAM, replacing it with
a theoretical 17 billion GB, just in time to meet
the coming decades demand for rock-solid
stability, instant timeline loading and flawless
playback of real-time effects in H.265 (twice
as efficient as H.264), 3D, 4K and beyond.P
HOTOC
OURTESY
OFAPPLE
Final Cut Pro X
Is FCP X the Future of Editing?
LINE ITEMS
David Leitner assesses Apples innovation.
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Details vary, but on the whole these
NLEs offer the latest camera codecs;
codecs for proxy editing and finishing;
timelines that accept mixed codecs,
resolutions and frame rates; motion ef-
fects; image stabilization; primary and
secondary color correction; audio mixing;effects plugins; sophisticated titling; sup-
port for third-party hardware (Matrox,
AJA, Blackmagic, MOTU, Bluefish); sup-
port for multicamera editing; support for
stereoscopic 3D editing; extensive meta-
data tagging of clips; media management
across myriad drives and sources; output
compressions; and project/timeline in-
terchange with other apps, NLEs and au-
dio editing programs.
All you need is a credit card, not a guild
card. Whats not to like?What these NLEs dont aspire to, with
the exception of FCP X, is evolution. Despite
constant churn in the technology of creation
and consumption of digital moving images
viewing now entails phones, tablets, lap-
tops, TVs, cinemas editing hardware re-
mains tied to a mouse-driven desktop envi-
ronment conceived decades ago.
On the software side, why perpetuate
dual source/record windows from 1970s
tape editing, or interface metaphors adapt-
ed in the 1980s from film editing (Avid Me-
dia Composer), or 1990s timeline design
(Final Cut Pro 7)? Why not exploit this 64-
bit great leap forward in speed and process-
ing to rethink, perhaps even reinvent, editing
for the coming file-based century?
In introducing its mobile operating sys-
tem, iOS, five years ago, Apple seized an op-
portunity to innovate new file systems (hid-
den), control interfaces (touchscreen), ges-
tures (multitouch), screen displays (full),
app switching (fast) with saved states (flash
memory), Internet upgrades (App store),
and voice commands (Siri). And lets notforget erasing pixels (Retina display).
iOS is an offshoot of OS X, 32-bit but writ-
ten in Objective-C like OS X. Both operating
systems possess a layer-cake architecture
with a dedicated media layer that contains
graphics, audio and video frameworks
such as Core Animation (fluid icons, con-
trols that fade), Core Audio and Core Media.
Frameworks are collections of functions that
can be shared by different apps in a modular
fashion, without having to be rewritten each
time. With iOS 4 (2010) and OS X 10.7 Lion
(2011), the media layer of each OS gained a
new framework, AV Foundation the en-
gine of FCP X.
A big advantage of conjoined operat-
ing systems is that user-interface break-
throughs on mobile devices such as the
iPad can readily migrate to Mac apps like
FCP X for instance, use of animation,
multitouch, auto-saving, full screen display,
Retina display, integration with flash archi-
tecture all of which in turn optimize FCP
X for use on portable MacBook Pros with
trackpads. On the latest MacBook Pro with
Retina display, for example, you can view full
1080p in FCP Xs small Viewer window.
Of particular significance: the 64-bit AVFoundation found in OSX supplants the now
legacy 32-bit QuickTime framework (video
files will continue to sport QuickTime ex-
tensions). AV Foundation brings, at last,
multi-core and GPU-assisted speed to Final
Cut Pro rendering tasks (using OS Xs Grand
Central Dispatch and OpenCL), as well as
full color management from input to output
and finer time accuracy for subframe events.
Of course the broad gibe against FCP X
at its introduction in June 2011 was that it
represented nothing more than a pro version
of iMovie, which, not surprisingly, also relies
on AV Foundation.
Apples senior vice president of Industrial
Design Jony Ives is a devotee of German de-
signer Dieter Ramss Less, but better, phi-
losophy, evident in all Apple products. FCP
X chief architect Randy Ubillos was the cre-
ator of the first three versions of Adobe Pre-
miere in the early 1990s, while senior prod-
uct manager Steve Bayes, a working editor
for years, was once Avids principal product
designer for Media Composer, Symphony
and DS Nitris. He also wrote the essential
The Avid Handbook. As futurists endeavoring
to envision the shape of tomorrows pro ed-
iting, theyre not exactly chopped liver.So why the virulent public protest?
In addition to incorporating OS innova-
tions and building out extensive control
of metadata and media management, the
FCP X team sought to directly address sev-
eral prominent trends in production: Digital
cameras generate endlessly more footage
than film cameras ever did, which must be
readily reviewable and searchable. Multiple
cameras are now common and often wild
(no sync). Democratization encourages
see page 83
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Where would an editor fit in this mix?
While Telltale doesnt hire anyone for that
specific job title, Parson says, filmmakers are
certainly in demand. Weve hired cinematic
artists who came from film backgrounds
and didnt always have experience working
in 3D software. Of course, any of that you
do know would only make you more quali-
fied. Teaching software packages is prettyeasy. Teaching talent and creativity is hard.
In discussing the future of gaming, he adds,
I also fully expect to see more integration
between games and other media, especially
filmmaking. I think it will become more and
more common for ideas, talent and proper-
ties to cross-pollinate between filmmaking
and game development.
FCP X AND THE FUTURE OF EDITINGfrom page 71
many to edit regardless of experience; at thesame time, audiences expect perfect fin-
ished quality regardless of budget.
FCP Xs solutions, in order: fast Skimming
with pitch-corrected audio, Keywords &
Smart Collections, Multicam (introduced in
January in FCP Xs third upgrade in a year),
and a friendlier, less cluttered interface for
those with less experience, with deep con-
trols located just below the surface for ex-
perienced editors.
The uncluttered interface is key to under-
standing how radically innovative FCP X truly
is. Conventional timelines resemble orches-
tral scores, with dozens of staffs represent-
ing myriad instruments and sections, each
charted across time. In a conventional NLE
timeline, video and audio tracks can similarly
number in the dozens, overflowing even the
largest display. In many cases, these tracks
are mostly empty, containing only a handful
of clips. Arguably, a massive waste of pre-
cious screen real estate is the result.
FCP X has no tracks. It adopts a different
metaphor, one that Aeschylus would recog-
nize. Instead of a timeline with tracks aboveand below, FCP X provides a single primary
storyline that serves as a narrative spine,
with a beginning, middle and end. Individual
clips are connected at points along the sto-
ryline, floating on, just above (video) or below
(audio) the storyline. A complex stack or se-
quence of clips can be collapsed and nested
into a simple compound clip that can be ed-
ited like a single clip or momentarily reopened
into its own storyline for internal editing.
Sync relationships are preserved by a Mag-
netic Timeline. Since clips and compound
clips are attached to points along the storyline,
its impossible to knock them out of sync in the
course of inserting or deleting other clips. If
two clips happen to collide in the course of an
edit, one slips above or below the other (liter-
ally, using animation), preserving the relation-
ship of both clips to the storyline.
The editor, free from worry about acciden-
tally knocking clips or complex sequencesout of sync, can playfully shuffle clips and se-
quences, focusing entirely on story structure.
Dispensing with the clutter of conven-
tional tracks also favors use of FCP X on
mobile devices and compact laptops with
smaller screens a clear nod to the future.
When 64-bit FCP X displaced 32-bit FCP
7, which was summarily discontinued, theres
no question pro editors whose livelihoods
depended on FCP 7 were deeply shaken. But
many experienced editors groused because,
I believe, FCP X was strangely unfamiliar ter-ritory. Others faulted FCP X for features that
were, at first, missing, instead of lauding in-
novations like Magnetic Timeline and the
fact that, with OS X 10.7 Lions autosaving
and Resume, a power loss or unlikely crash
no longer means loss of work. FCP X projects
reopen exactly where they left off, like magic.
Rome wasnt built in a day and neither was
what became FCP 7 (10 years). In the course
of FCP Xs first year, five free upgrades have
arrived via the App Store (no need to change
out of your bathrobe), including support for
Multicam, XML, media relinking and broad-
cast output. Features to arrive later this year
include multichannel audio editing tools,
dual viewers and support for MXF plug-ins
and RED. And then there are useful OS fea-
tures like voice dictation, which arrived in
July with OS X 10.8 Mountain Lion. Double-
click the function key and you never have to
type an event label or clip description in FCP
X again. Just speak.
Concision, after all, is the soul of editing,
and the film-editing project begun a century
ago with scissors and glue may yet reclaimits own simplicity. What we really want,
if were unashamedly honest, is facility of
editing with the ease of dreaming. To say,
wouldnt it be cool if and see instant re-
sults on the screen. Maybe someday we can
tell Siri where to make that cut and how long
to extend that dissolve. Change the tint,
add vignetting, a little more saturation...
With FCP X, were taking baby first steps
in that direction.
Final note: I cut a 17-minute documentary
one evening last summer (footage I shot)
using FCP X on a 17-inch MacBook Pro with
an internal 500GB SSD and fast G-Tech 8TB
RAID with Thunderbolt. I loaded files, re-
viewed footage, cut picture, sound, music,
added titles and credits, and finished in 11
hours straight. There was no initial rough
cut, then fine cut. I edited carefully along the
way, with utmost precision. The finished re-
sults were projected before an audience thefollowing morning. I couldnt have pulled this
off using pokey old FCP 7. In other words, if
this is the future of editing, Im loving it.
EDITINGLIFE OF PIfrom page 73
behind the screen. The way that we wanted
to do the fade-up is that the sun comes up
first, and then everything else follows. If you
just fadeout, where infinitys at 20 pixels and
then you fade-up the sun at 32 pixels, your
eyes are still thinking infinitys at 20 pixels,so the sun feels like its in a hole. It feels very
strange. So what we did is this: when the sun
comes up first, it comes up at 20 pixels back,
and then, as the rest of the scene comes in, the
sun drops back to 32 pixels. You dont feel it
[when you watch the movie], but if we did it
differently, you would feel it, and it would feel
strange. For every dissolve you have to think
about how the shots interact. For some of our
transitions, the outgoing shot has to drop back
as the dissolve is starting, or even before the
dissolve starts. Theres one dissolve where we
cut from a wide shot of the boat at night to a
close shot of Pi writing. If you just do the dis-
solve, this little tiny boat looks like its floating
right on Pis nose; it just looks dumb. Leading
into that cut, we had to drop the boat back, so
[coming in] it feels like its behind his head. [In
3D] you have to carefully consider every dis-
solve, every transition. So [the stereography]
really is part of the editors job.
Thats fascinating. And Im sorry, but can you
explain how pixels are the unit of measure-
ment here?Yes. Thats the offset between the
left eye image and the right eye image. Letssay you have an image of a star. If you look at
it on the screen without the 3D glasses, youll
see two stars. When you put the glasses on,
each eye only sees one and they automati-
cally reconverge. If the right eye image is to
the right and the left eye image is to the left,
[the star] feels like its behind the screen. If
its the opposite, it feels like its in front of the
screen. And so, by repositioning the images
left and right, you can control whats behind
the screen and whats in front of the screen,
and you can do that in postproduction.