Название: Timeline Analog 5
Автор: John Buck
Издательство: Ingram
Жанр: Изобразительное искусство, фотография
Серия: Timeline Analog
isbn: 9781925330250
isbn:
We visited the edit bays across Los Angeles and looked at what video editors used, and saw the common interfaces like the jog shuttle knob on CMX or ISC’s controllers, of course there were computer keyboards and trackballs and toggle sticks used to operate digital effects devices like ADO.
I remember visiting one particular editor who had built a way to support his hand using a bank of disused computer mice; it was a ramp of sorts. After that, research it was obvious to us that we needed to bring all of these controls together in one controller for the Digital
Ediflex product but we needed to create something simple because editors work incredibly long hours and their actions are highly repetitive.
It reminded me a lot of when kids are playing computer games.
Splane had designed controllers for Nintendo and Sega.
We wanted an editor to able to take our end product, lay back in a chair, almost put their feet up on a desk and edit in comfort. Our goal was that you should be able to reach any control surface with one hand.
Splane set about making the manual interface. Kravits and Kurth continued on the new code. Kurth recalls:
I guess my ideas of video technology came from the form that video was really just one giant database, and why couldn’t the same concept be used to organize video segments in the same fashion. Don, came from a different direction. His world was large cutting rooms, my world was portable.
My programming was not done so much in the way of bit and bytes, but descriptive "higher languages".
Adrian was harder to convince. Assembly code had been his life when DOS/MS DOS ruled the world. The concept of "readable code" coming from this young girl was a bit hard to believe.
Don, on the other hand, having used a Mac/Apple, thought nothing of it. Our debates and corresponding "show and tell" revolved around data organization, how a Windows operating system worked and exactly what was perceived to be "intuitive" in terms of a user interface.
Coming from a background, where most of my users were less than technical, film editors looked like scientists by comparison. Don had a vision for editors, a literal timeline or strip of film displayed on the screen, but was not so hooked into the lower half of the team, the assistant editors.
He wanted to display a "set of boxes" like in the film/video storage rooms but I wanted to bring the assistant out of the storage room, with all of its multiple mouse clicks to open and shut data files. I wanted the video, ready to use on the screen, with only the process of mapping video segments onto a physical script.
If you want the next line, flip the page. And it flowed for the editor as well so, not only could the editor read what was being spoken, but see exactly how many takes were done for a line, in just a glance.
The Ediflex patent was there; the only thing different was the visual script, instead of a lined representation, the physical presentation won.
BURGESS AND UBILLOS
Alias Research was far from video editing systems and moving further away from profitability. Despite being a leader in 3-D graphics software (next page) used in films like Terminator 2, the Toronto firm was near bankruptcy.
The company’s board hired Rob Burgess away from Silicon Graphics to become COO. He cut the Alias workforce and closed a division in Europe. In time Burgess made the same tough decisions at a company that held editing's future.
Adobe made a significant business move acquiring the video package ReelTime from SuperMac. Adobe told the press that it expected to ship a revised version of Randy Ubillos' program for $499, at around the same time as Apple released QuickTime.
Unknown to almost everyone, it was doing so without the application's creator. Although it had acquired the ReelTime intellectual property and source code, Adobe was prohibited from offering a job to Ubillos, who recalls:
I was speaking with Tim Myers, who had become the product manager for Premiere. At around this time, I was in the position of interviewing the people who were going to potentially work on the project as part of SuperMac’s commitment to the sale.
I was having a hard time not only reconciling the fact that someone else would be working on this thing but in finding someone who I thought was good enough.
I asked Tim, “Is there maybe a position for me at Adobe?”
He looked at me and asked, “Are you aware of the details of the contract with SuperMac?”
I said, “Yes, of course”.
He said, “OK”. Next minute I was having lunch with Tim and Eric Zocher and we chit chatted a while.
Eric Zocher was Adobe's VP of product engineering and prohibited from offering Ubillos a job to lead the Premiere team but he could accept a request from Ubillos.
Ubillos continues:
And then I asked them, “Is there any opportunity for me at Adobe?”
Ubillos' lunch guests smiled and offered him a job. He was soon readying ReelTime for its metamorphosis into Premiere and to take advantage of the upcoming QuickTime.
QUICKTIME
On December 2, 1991 QuickTime shipped and Apple lined up forty developers to pledge support including SuperMac's Steve Blank who cheekily told the press:
Apple has advanced a digital-video standard on personal computers two years before anybody else expected it, and a day and a half ahead of Microsoft's next press release.
QuickTime 1.0 worked on any color-capable Mac with a 68020 processor. It offered built-in compression that created a 160 by 120 pixels movie running at 5 to 10 frames per second with an eight-bit mono audio track.
Craig Birkmaier looks back at QuickTime.
A lot of industry people just saw QuickTime as being the same as Windows Media Player; it was just a way to play back video. Nothing could be further from the truth; it was architecture for working with digital media.
How could anyone survive without it now? Back then it wasn't obvious, and Apple's management was struggling with how to make money from it.
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