I actually tried this 'EDL export function, with simple one track dog file.

Hm ...

I can't see any info about fle used?

cat '/dev/shm/dog/dog/dog.edl'
TITLE: Cinproj   FORMAT: CMX 3600 4-Ch
001    BL    V    C        00:00:00:00 00:00:17:09 00:00:00:00 00:00:17:09
002    BL    V    C        00:00:00:00 00:00:11:13 00:00:17:09 00:00:29:07


according to 

https://developer.blender.org/T53615

this file format at least initially included reel_name (is this info still 
around in CinGG?)
but late tools used other  way to identify source files ...

------------------copypasta------

Description
In 2.79 The file path parsing gives an error. Open an EDL file, hit 'Refresh 
Reels' - gives the error: "File not found". However, this bug isn't in 2.77.
Cross dissolve transitions are added to the entire following clip and not just 
the transition duration.
'Import EDL" script will give a non-descriptive error if there are space 
characters in the reel name. The in EDLs the reel name column is always 8 
characters wide and can contain spaces.

"* From clip name:" should(also) be used to id filenames. All Pro NLEs(Ex. 
Avid, Premiere, Final Cut and Davinci Resolve) are using this comment to locate 
source files(full file name with extension, but no path). Once mentioned here: 
https://developer.blender.org/T48146 Only archaic EDL importers like the one in 
Lightworks only uses the reel name for file id, however in Lightworks the time 
code and reel name must be embedded in the source files (ffmpeg can read/write 
this). But as mentioned most other pro EDL importers have the option to ignore 
embedded time codes and use the comments to id filenames(instead of reel name).


Ex. EDL file from Premiere:
TITLE: 4tin2tin
FCM: NON-DROP FRAME

001  AX       AA/V  C        00:07:16:20 00:07:21:12 00:00:00:00 00:00:04:17
* FROM CLIP NAME: 4tin2tin.mp4

002  AX       V     C        00:07:16:20 00:07:20:12 00:00:00:00 00:00:03:17
* FROM CLIP NAME: 4tin2tin.mp4

003  AX       V     C        00:07:20:12 00:07:20:12 00:00:03:17 00:00:03:17
FCM: NON-DROP FRAME
003  AX       V     D    025 00:37:45:21 00:37:47:12 00:00:03:17 00:00:05:08
EFFECTS NAME IS CROSS DISSOLVE
* FROM CLIP NAME: 4tin2tin.mp4
* TO CLIP NAME: 4tin2tin.mp4

004  AX       V     C        00:37:46:21 00:37:48:12 00:00:04:17 00:00:06:08
* FROM CLIP NAME: 4tin2tin.mp4

005  AX       V     C        00:37:46:21 00:37:47:12 00:00:04:17 00:00:05:08
* FROM CLIP NAME: 4tin2tin.mp4


------copypasta ends-----

Apparently this summer interesting framework OpenTimelineIO was opened, with 
(buggy?) CMX 3600  module:

https://opentimelineio.readthedocs.io/en/latest/tutorials/otio-plugins.html

also 

https://github.com/iluvcapra/pycmx

pycmx
The pycmx package provides a basic interface for parsing a CMX 3600 EDL and its 
most most common variations.
Features
The major variations of the CMX 3600: the standard, "File32" and "File128" 
formats are automatically detected and properly read.

----------  Пересланное сообщение  ----------

Тема: Interesting info about EDL I found ....
Дата: Среда 30 октября 2019
Отправитель: Andrew Randrianasulu <[email protected]>
Получатель:  "Cinelerra.GG" <[email protected]>


While translating (attempting to translate few still untranslated things) CinGG
I found interesting note about EDL export. Intially I assumed it only works 
with 
some long-obsoleted device/soft, but today I found this page (while looking at 
timecode feature):

https://eyeframeconverter.wordpress.com/mlt2edl/

MLT2EDL
NB. Since Shotcut version 16.06 this script is not needed anymore. Shotcut can 
export EDL files natively: https://www.shotcut.org/blog/new-release-1606/ 
Mlt2edl is a python script for converting Shotcut mlt files into ex. Blender 
(v. 2.72 beta or higher) friendly CMX 3600 EDL files. The converted EDL files 
will also work in Lightworks and Resolve. Mlt2edl is based on the Kdenparse 
python script by Will Riley.

Because CinGG (and original Cin) should be able to output exactly this EDL 
(???) format ... This mean she automatically compatible with "Lightworks and 
Resolve" and Blender, too??

Anyone can test this?

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