i have here a rendered .mov video file with the raw codec and 10 frames per second. The video shows a camera that rotates around a house. If I open this file with the Quicktime Player I can move around the house by dragging the mouse over the video. It's like an interactive video.
Now I want to embed this function in my website with javascript. The problem is that I want to use HTML5 videos, so I have to convert the .mov file into .avi or .mp4.
My Problem is now, if I do that the video laggs when I drag with the mouse over it. Even if I just play it it laggs. How can I convert this video so that I have the same quality as in the original?
Thanks in advance,
conansc
You could try using a GOP length of 1 (also known as using all I-frames). This makes it easier to play backwards. But you might need to just turn it into a series of still images, like JPEGs, and swap them to the screen as needed. Video formats are meant to be played forwards, at normal speed.
Related
For many of the videos on Youtube, if one hovers over the seekbar, a small image will pop up reflecting the frame at about that place in the video.
Is there some way to create this if using an HTML video element?
The thumbnails are actually typically contained in a separate media stream or 'track' that is created on the server side and delivered as part of the streamed video.
The client downloads this stream and when a user seeks, it displays the thumbnail image that is closest to the time the user is seeking to.
You can see a good example of how the player handles this with the dash.js reference player:
https://reference.dashif.org/dash.js/latest/samples/thumbnails/thumbnails.html
Generating the thumbnails on the fly on the browser would require the video to be delivered, decoded and a frame displayed at the point the user was seeking to which is typically too much to do in the time available to be practical for streamed videos.
I'm working on a short video with blender, and the first few strips I imported were fine. I then imported another strip(and tried re-recording it and importing that). For the new strip, the video is much shorter than the audio.
In fact, I did a quick calculation, and the video is exactly 8 times shorter.(And faster)
I have looked it up, and it says to match up the framerate in the settings, but then it messes up the sync of the other strips.
I was having the same issue. When you change the framerate, it seems to align everything with the same framerate but throw the others off sync. However, if you add a speed control effect to the video strip, turn on 'Stretch to input strip length' in that effect, and stretch the video strip to match the audio strip, they align. This person explains it better than I do: https://www.youtube.com/watch?v=-MZ4VXgEdzo
I have some code that used CreateJS /EaselJS to create a MovieClip that contains a Tween that contains an mp4 video. In MovieClip there is a method called 'gotoAndPlay' that you can use to change the timeline position of the playhead to a certain frame number. When using this method to change the play position of the video the tweens work but not the Tween that contains the mp4 movie...this object does not load is result in a blank video tag on the page except for the first play through of the clip. Once the mp4 video has been played it didn't play again if the position was set to it through gotoAndPlay...any ideas on how to fix this or if something wrong might be happening?
In ActionScript animations, FLV movies can be locked to the timeline. But in HTML Canvas animations, MP4 movies are not really fully-fledged "Animate" objects. They look the same for the most part but the integration is not as tight as in Flash.
Since the videos exist outside of the Canvas, you'll need to use jQuery or JavaScript to address them. This can be done by using the Code Snippets in the HTML5 Canvas - Components - Video folder.
As an advance warning, "seeking" to different locations in an MP4 video the way you described is not as reliable as it was in Flash. Browsers like Internet Explorer don't handle seeking well and will likely crash. If frame -by-frame accuracy is important, you may find the best visual results by avoiding the video component and converting your movie to an actual MovieClip in Animate CC, which will increase your file size significantly.
http://9gag.com/gif used to show the animations as gifs, now they are html5 videos. What is the reasoning behind such a decision?
The reason is simply that video compresses better than gif in many cases, particular when the gif is of some size or length.
Additionally, video can be streamed affecting traffic and when the displaying can start (almost right away), gifs has to be loaded completely before they can be shown (ore they will be shown slowly and progressive).
Now that most browsers are able to show video natively, video becomes a viable and desired option to animated gifs.
I have a problem regarding a video that is not displayed correctly in the video.js player:
http://www.ulrichbangert.de/kakteen/zeitraffer_vjs.php?Idx=10
As you can see from the page source the dimensions of the player are set to 640x480. The video has the same dimensions which I verified by loading it into my local player and displaying the properties. But: At the left and the right of the video there is a gap of some pixels. The poster is displayed correctly without these gaps. This results in an ugly skip when the player switches from the video to the poster. The poster image is the last frame of the video.
Other videos like this one
http://www.ulrichbangert.de/orchid/zeitraffer.php?Idx=1
are playing fine without a skip but I can't find any difference between these and the faulty one.
My browser is Firefox 23.0.1 thus the ogv video is used.
Can anybody help?
Best regards - Ulrich