- Как сделать эффект замедления в CapCut
- Для чего можно использовать эффект замедления
- Где найти Слоу мо в редакторе
- Красивое и плавное замедление видео в CapCut
- Первый шаг: Выберите файл для обработки
- Третий шаг: Сохраните полученный результат
- Как сделать замедление музыки в CapCut
- Инструкция на видео
- Как сделать замедленное видео (SLOW MO) с помощью смартфона без потери качества? Совет видеографа
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- SmoothCam
- File information
- Last updated
- Original upload
- Created by
- Uploaded by
- Virus scan
- Tags for this mod
- About this mod
- Nexus requirements
- Off-site requirements
- Mods requiring this file
- Credits and distribution permission
- Author notes
- File credits
- Donation Points system
- Version 1.5
- Version 1.4.2
- Version 1.4.1
- Version 1.4
- Version 1.3
- Version 1.2
- Version 1.1
- Straight donations accepted
Как сделать эффект замедления в CapCut
Замедление в CapCut – это одна из функций редактора, которой пользуются чаще всего. Всё потому, что этот эффект сейчас считается трендом во многих социальных сетях. Особенно в Тик Ток. Если вы хотите создавать подобные ролики, то не переключайте….В смысле, читайте дальше.
Для чего можно использовать эффект замедления
В кинематографе он используется для того, чтобы показать динамичный момент более детально. Так зрители лучше вникают в сюжет. Кроме того, этот эффект помогает акцентировать внимание на определенном действии.
В настоящее время, чтобы сделать Слоу мо, не нужно быть профессиональным монтажером. Достаточно найти программу, в которой есть такой эффект. Именно поэтому замедление стало таким популярным в Тик Ток.
Его применяют при переходах и каких-либо неловких ситуациях. А еще, этот эффект популярен среди создателей экстремального контента.
Где найти Слоу мо в редакторе
Чтобы найти этот инструмент, нужно попасть на главный экран программы и выбрать функцию «Инструмент». Для этого вам необходимо создать новый проект.
Теперь нужно найти функцию под названием «Скорость». Именно им вы и будете пользоваться. Он занимает вторую позицию в общей панели.
Красивое и плавное замедление видео в CapCut
Если вы хотите сделать эффект Слоу мо, то инструкция, представленная ниже, точно вам пригодится. В ней собрана точная последовательность действий.
Первый шаг: Выберите файл для обработки
Для начала необходимо открыть редактор. Если он уже установлен на ваше устройство, найти его можно в меню приложений. Иконка CapCut имеет белый фон и рисунок чёрного цвета. Ткните на неё.
На главном экране вы увидите кнопку «Новый проект». Нажмите на неё. В результате откроется галерея вашего телефона.
Выберите видео, которое хотите обработать и поставьте галочку в кружочке, который находится в правом верхнем углу. Далее следует нажать на «Добавить».
Если вы хотите посмотреть ролик в галерее, просто нажмите на него.
Второй шаг: Примените эффект
В нижней части рабочего экрана находится панель инструментов. Для замедления видео вам понадобится функция «Скорость». Где она находится вы уже знаете.
Внутри самого инструмента находятся два варианта создания эффекта: нормальная и кривая.
Первая уменьшает или увеличивает скорость всего клипа, а вторая позволяет замедлить отдельные фрагменты. В вашем случае нужно выбрать кривую.
В кривой есть большое количество графиков, по которым происходит изменение скорости. Вы можете выбрать готовый шаблон, но лучше создать собственный. А для этого вам нужно выбрать первый эффект из списка – «Пользовательский».
Внутри находятся 5 опорных точек. Первую и вторую оставьте так как есть, а последнюю и предпоследнюю опустите на 0,5x.
Теперь нужно разместить оставшуюся опорную точку так, чтобы получалась лесенка. Так замедление будет плавным. Выглядеть это должно следующим образом:
Если вы всё сделали правильно, на дорожке появится надпись «пользовательский». Перед сохранением обязательно проверьте то, что у вас получилось.
Третий шаг: Сохраните полученный результат
Для этого нужно нажать на стрелочку, которая находится в верхнем правом углу экрана.
Редактор предложит настроить такие параметры как разрешение и частота кадров. Не игнорируйте этот шаг, потому что от него будет зависеть качество готового контента и его вес. После того, как вы всё настроите, нажмите на «Экспорт».
Как сделать замедление музыки в CapCut
Найдите инструмент под названием «Звук». Он занимает вторую позицию в панели инструментов. Нажмите на него.
Теперь коснитесь дорожки ролика, чтобы выделить её. Снизу вы увидите функцию «Извлечь звук». Она позволяет отделить аудиодорожку от видео. Ткните на неё.
Теперь работать с музыкой будет очень легко. Нажмите на дорожку и выберите инструмент «Скорость». А теперь просто переместите ползунок левее, чем он был. Всё, музыка замедлена.
Если вы вставляли музыку отдельно, то извлекать звук не нужно. Дорожка уже будет отделена от клипа.
Инструкция на видео
Для большей наглядности вы можете посмотреть представленный ниже ролик. Там всё подробно разобрано и показано. Никакая деталь от вас не уйдёт.
Теперь вы знаете, как создавать эффект замедления редакторе CapCut. Осталось применить полученные знания на практике и удивить свою аудиторию крутым контентом.
Источник
Как сделать замедленное видео (SLOW MO) с помощью смартфона без потери качества? Совет видеографа
В большинстве современных смартфонов есть функция съёмки замедленного видео. В этой статье давайте подробнее разберем, как создаётся slow motion и что нужно для качественной съёмки такого видео!
1 — Режим «Замедленное видео»
Для съёмки подходит и встроенный режим и использование последующего монтажа видео в приложении. Встроенный режим в зависимости от настроек камеры и её технических возможностей позволяет замедлять кадр в процессе съёмки и не требует последующего монтажа.
Обратите внимание в настройках своей камеры на параметры съёмки замедленного видео — какое разрешение выставлено и какое количество кадров в секунду будет делать ваша камера.
2 — Что такое FPS — Замедляем видео вручную
FPS — это количество кадров в секунду, которое делает камера смартфона. Нормальное для восприятие — 24 / 25 или 30 кадров в секунду. Чтобы замедлить видео в 2 раза — нужно изменить в настройках именно этот параметр (например, снять видео в 60 FPS).
Далее загружаем наше видео в любой мобильный видеоредактор: я пользуюсь SPLICE и VIDEOLEAP — находим функцию «Скорость» и изменяем её на 0.5 — наше видео замедляется в 2 раза без потери качества.
Для более сильного замедления — нужно снимать при более высоком количестве кадров в секунду.
3 — Достаточно света
При любой видео/фотосъёмке очень важно, чтобы на объект попадало достаточное количество света — это поможет вашей камере сделать качественное видео. Для замедленного видео качественный свет ещё более важен.
Для съёмки замедленного видео лучше всего установить смартфон на штатив, стабилизатор — при съёмке с рук возможна нестабильная картинка, дрожание рук на которой в процессе замедления «размажет» кадр вашего видео.
! Ещё больше знаний о съёмке видео на смартфон, а также полезных советов и лайфхаков — по ссылке в моём ОНЛАЙН-КУРСЕ
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SmoothCam
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About this mod
SmoothCam is a highly configurable third-person camera, with smooth frame-interpolation and a raycasting crosshair to help you aim.
Nexus requirements
Off-site requirements
Mods requiring this file
Mod name | Notes |
---|---|
ACTION COMBAT — SmoothCam — eXotic’s Flavour | |
Claw Animations for Animated Armoury — Orakin 2020 Animations | Recommended but not required |
Dynamic Animation Replacer Multiple Power Attacks Animations | Recommended but not required |
GuitarthVader’s Cinematic Skyrim — A SmoothCam Preset | |
iHUD — SmoothCam Automated Compatibility Patch | |
IHud Smooth Cam Patch | |
More Cinematic Combat Camera Preset | |
Myriad — A Smoothcam Preset for RPG Classes | For obvious reasons |
Sepia — Smoothcam preset | |
Smooth-N-Easy Smooth Cam Preset | |
SmoothCam — Modern Camera Preset | And its requirements |
SmoothCam — Balanced Camera Preset | version 1.3 |
SmoothCam — DocOct Preset | |
SmoothCam — EasyEase Preset | Make sure you have its requirements as well |
SmoothCam — Just the tip preset | duh |
SmoothCam — Octavian’s Preset | v1.3 — Make sure to have SmoothCam’s requirements as well! |
SmoothCam — OTS Preset for DOF and FOV | Must have the most up to date files. |
SmoothCam — SynErgy Preset | Works flawlessly with an updated 1.5 version. |
SmoothCam preset | |
SmoothCam Preset for Archers | Must have and all its requirements. |
Souls-Like SmoothCam Preset | this is what the preset is for, silly lol |
Vanilla Enhanced SmoothCam Preset | Required — Check its requirements as well |
Credits and distribution permission
- Other user’s assets All the assets in this file belong to the author, or are from free-to-use modder’s resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
Refer to ‘acknowledgements.md’ on the project github for dependency licenses.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Version 1.5
- Bumped module and MCM version number to 14
- Fix shouts having an incorrect trajectory when using True Directional Movement.
- Fix Alternate Conversation Camera patch not working correctly when starting dialogue while in first-person.
- Running offsets will no longer apply when over encumbered, walking offsets now correctly selected.
- Proper compatibility with Immersive First Person View, thanks meh321 & Ershin! Also fixes some helmets disabling the camera, caused by the old detection method. Requires the optional file ‘IFPV Detector Plugin’.
- Added global and local-space interpolation parameter overrides to each offset group (for each combat stance!).
- Added a new ‘Custom’ offset group which can be turned off and on with a hot-key, will overload all normal camera states when enabled.
- Added options to control the duration of fixed-time smoothers (ie: from active interpolation to a disabled state, blending from one interp override to a different one, so on. ).
- Added options to control the scalar method used for fixed-time smoothers.
- Added a public modder’s API for requesting control of common game resources from SmoothCam (like camera control, crosshair control, etc) — Available to other SKSE plugins.
- Changed local-space interpolation to use the same distance function as global and separate-z (Why wasn’t it using this before, and why did I never notice. ). Old presets will have the follow rate ported to the new settings automatically, being applied to both min and max follow rate which will yield the same result as the old system in 1.4.x and earlier.
- Changed how the zoom offset is applied, resulting in a cleaner offset position transition.
- Compatibility options now auto-detect their respective mods and enable on their own.
- Adjusted default values for all camera settings, in addition to the new per-state interpolator overload options.
Version 1.4.2
- Fixes crossbows not using the 3D crosshair
Version 1.4.1
- Fixed mod failing to load the bones list when not using MO2
Version 1.4
- Merge pull request #48 from ersh1/master (Compatibility fix for True Directional Movement).
- Github issue #31, Fixed FOV issues with mods like Undeath and Triumvirate (Wildshape)
- Github issue #35, directory enumeration no longer throws on unicode paths.
- Fixed distance clamping causing the camera to jump when strafing while using True Directional Movement.
- Fixed FOV offsets being applied in the map menu.
- Fixed an issue where a setting string might already be in the string cache from another mod, but in the wrong case.
- Fixed an issue that caused the normal game crosshair to disappear.
- Fixed new game not hooking D3D11 until after saving and loading.
- Fixed Improved Camera patch causing some issues — Now requires the offical reddit release version (beta4) for the compatibility fix to work — sorry, but I have to read a memory address inside Improved Camera to achieve a functional compatibility mode. Fixes distance clamping causing the camera to jump around when the player moves off-screen.
- Invalidate crosshair enable status when exiting a dialog menu.
- Camera is more aggressive about moving to the desired goal position on both camera state transitions and after loading a new cell.
- Now dynamically reading arrow tilt angle during runtime — Mods that change these values should work correctly now.
- Added an FOMOD installer and consolidated both versions in 1 download.
- Github issue request #30, Added a new key binding to cycle through saved presets (Keep in mind each saved preset needs this key bound, otherwise when you switch the loaded preset won’t have your keybind saved).
- Github issue request #43, Added a new option and key binding to turn the camera on and off.
- Github issue request #44, Added a new setting and key binding to offset the camera height by a set amount via hotkey.
- Now factoring arrow draw time in the arrow trajectory computation. (Should help with inaccuracy reported when using the eagle eye perk)
- Added a new setting under the «General» page which allows you to force the camera state back to third-person, meant to fix rare instances where the camera gets stuck in a different state.
- Added a new setting under the «General» page which resets the crosshair back to sane settings, in an attempt to recover a missing crosshair reported by some users.
- Added new settings to offset the stealth meter/sneak crosshair by a configurable amount — either when the world-space crosshair is active, or at all times while sneaking.
- Crosshair now supports conjuration casting mode — crosshair changes color to a red tint when the player is unable to summon at the desired location.
- Now smoothing POV transition from third to first person.
- Added a custom crash handler which can be enabled via the MCM and will detect when a crash happens inside SmoothCam, creating a mini-dump file. If you have this happen, follow the instructions in the message box to report this issue and share the dump file so the crash may be investigated.
- Renamed the «Info» page in the MCM to the «General» page.
- Removed the compatibility page from the MCM, moved compat options to the «General» page.
- Slightly altered the raycasting logic for camera collisions (Fixes camera collision jitter).
- Adjustments to arrow prediction math.
- Increased the allowed size range of the crosshair in the MCM.
- Explicitly looking for the arrow node for the raycast origin now — Accounts for some mods that attach other effects to the arrow before being fired (maybe).
- Added an ESL version of the plugin
Version 1.3
- Bumped module and MCM version number to 12
- Fixes for camera rotation getting messed up when using Alternate Conversation Camera.
- Fixes for settings changing other values in the MCM — oversight in the MCM script design.
- Patches for Wrath of Nature, Apocalypse and Triumvirate failed to merge in last update, now patched for real(tm). Spells not yet compatible: Apocalypse — Mind Vision
- Now looking at a different node for detecting IFPV first-person mode, should be more reliable.
- Extra sanity checking when trying to obtain an NiCamera reference.
- Added FOV settings to all offset groups.
- New offset groups for vampire lord and werewolf.
- Added back the npc hit-size crosshair option, now working properly.
- New compat option for Archery Gameplay Overhaul when using 3D crosshair features (You will still need to disable AGO’s camera features).
- New compat option for Alternate Conversation Camera. Removed «Disable during dialog» option.
- Reduced Improved Camera compat options to a single on/off, using method similar to IFPV for compat checks.
- Now only enabling magic offsets for «combat» magic (Ice spike, flames, and so on) — Spells like healing and wards no longer count.
- Enchanted items no longer count as «magic» combat — unless the item is a staff or you also have a «combat» spell equipped.
- Worked some more on horse->thirdperson transition
- Code refactoring and cleanup, general improvements to overall camera behavior.
- Added a warning message when no bones were able to be loaded — In this case the camera will insert a fallback bone and let the game continue.
- Added a warning message when the mod fails to hook directX. Now showing D3D hook status in the info page of the MCM.
- Added extra information to detour failure messages, to indicate more clearly where the problem function is.
- Updated to SKSE64 2.0.19 (SmoothCam will still work fine for users on older SKSE versions).
Version 1.2
- Bumped module and MCM version number to 11
- Added some extra sanity checking in crosshair update code to try and prevent a crash when using bows.
- Fixed mouse buttons not responding to the shoulder switch command.
- Fixed broken ranged kill moves.
- Fixed sneaking offsets taking precedence over bow-aiming offsets.
- Staves now correctly enable the magic crosshair and offset modes.
- Fixes for Wrath of Nature, Apocalypse and Triumvirate (And possibly others).
- Better IFPV compat.
- Made the HUD code less aggressive about setting crosshair parameters, should hopefully be more compatible with HUD mods.
- Added loading-screen detection to prevent manipulation of the HUD during cell transitions — Might reduce the chances of a strange Scaleform crash from happening.
- Fixed camera jitter when closing the tween (inventory) menu.
- Reduced extreme position change when dismounting horse — now preventing the transition camera from running.
- Better detection of POV slide mode (Holding F while in third-person), slide mode no longer interferes with the 3D crosshair position.
- Corrections to crosshair trajectory patch when on horseback.
- Corrected transitions to free cam mode having the wrong position/rotation (maybe).
- Added a new system to allow users to specify a list of bone names for the camera to search for, useful for mods that replace the player skeleton with one using names that don’t match the regular skeleton. A more detailed description can be found in the new file «SmoothCam_FollowBones_Default.txt».
- Added smoothing between states when the old state has interpolation enabled and the new one doesn’t.
- Added arrow trajectory prediction to the 3D crosshair (Will now account for gravity over longer distances). This option is separate from the normal raycasting method — If you feel like this option is cheating, you can simply ignore it.
- Added an arrow trajectory visualization option, drawing an arc that shows where your arrows should go (Requires enabling new option ‘EnableArrowPrediction’ combined with the 3D ranged crosshair being enabled, Color can be changed in MCM).
- New 3D crosshair system, independent from the HUD crosshair — Draws genuine 3D crosshair models in game space. A few different styles are included. You can either use this new system or the HUD crosshair — by default, the HUD crosshair is used.
- No longer including address library file.
- Removed the crosshair size hit character setting (for now).
Version 1.1
- Bumped module and MCM version number to 10
- Added a compatibility patch for Immersive First Person View.
- Tweaked Improved Camera compatibility when on horseback.
- Fix arrow and magic projectiles spawning behind the player when using the archery patch with SSE Engine Fixes.
- Updated config defaults and added a new MCM option to restore default values.
- Config now reads fNearDistance, in case the player changes it — changing it isn’t really advised though if you use Immersive First Person View (We check the expected near value against what it actually is, combined with a distance check, to try and figure out if we are in IFPV’s hacked first person mode).
- Config now reads fMinCurrentZoom rather than use the hard coded value.
- Adjusted config defaults to no longer enable compat options — these should be opt-in.
- Using new raycasting method for the crosshair, dropped the jank custom intersection test.
- As some users have reported local space smoothing causing jitter, the local space smoothing rate now defaults to 1, making it opt-in. Jitter is mostly caused by a sub-60 frame rate, currently looking into options for correcting jitter in a later update.
Straight donations accepted
SmoothCam adds a frame-interpolated third-person camera to Skyrim Special Edition, with well over a hundred different user configurable options and a preset system to let you easily swap between completely different camera setups.
Note: SmoothCam is currently in beta — for reporting issues, requesting a new feature, or to view the source code visit my github page.
About
SmoothCam supports many of the options one would expect of a camera mod, plus many, many more — For a complete overview you can read a brief description of each on the github page, but to highlight the main features:
New in version 1.5
Fine tune interpolation settings (global & local) on a per-state and stance basis! In each offset group page you will now find advanced interpolation settings for each player stance, letting you control the camera more than ever before. You can overload the default values set in the following tab by selecting «Override Interpolation» for each group & stance you want. The camera will then use the parameters you set for that state. You can control how the camera blends between these different smoothing options when changing state/stance in the following tab under «Interpolator Blending».
Want to see a practical application of these new options? Try saving your current settings to a preset slot and then selecting «Reset All Settings» under the general tab to load the new default settings which demonstrate these new options.
Interpolation
6 Different forms of interpolation are provided for you to configure, mix and match to your liking — Global, Local, Offset, Zoom, Separate Z and FOV.
Global interpolation causes your camera to lazily follow the player as you move through the world.
Local interpolation, if enabled, controls how the camera moves relative to the player (like rotating the camera).
Offset interpolation is used to smooth out changes in camera offset positions (like when changing combat stance).
Zoom interpolation is used to smooth out camera zooming.
Separate Z interpolation controls Z axis (up/down) interpolation, separate from normal global interpolation — Letting you choose a more responsive set of parameters, for example, to keep the character in frame when falling.
FOV interpolation is used to smooth out changes in FOV settings.
Each form of interpolation has a number of settings that can dramatically change how they feel and behave — To go over the major options:
Interpolation Method: Each form of interpolation has a method or function used to control how the camera changes over time with respect to distance. Currently there are more than 20 different methods to choose from, though many are likely to be culled out in a later version.
Follow Rate: A collection of values used to scale how quickly the camera moves over time.
Offset Groups
Different character states have been split into a set of offset groups, allowing you to control camera positions for a variety of situations. Currently, you can control the camera position for the following character states: standing, walking, running, sprinting, sneaking, swimming, aiming with a bow, sitting, vampire lord, werewolf and riding a horse (riding a dragon hasn’t been finished). Within each of these groups, you can change the camera side, up zoom and FOV offsets (including offsets for different combat stances).
Presets
SmoothCam comes with 6 preset slots, letting you save your configuration to a slot to be recalled later.
Crosshair
To assist with aiming in third-person, especially with larger camera offsets, SmoothCam can update the position of the crosshair using a raycast to more accurately reflect where your character is aiming. This behavior can be toggled on or off, for bow aiming and magic combat. Also included are a number of miscellaneous settings related to the crosshair, like hiding the crosshair when not in combat or when in melee combat.
SmoothCam can also render it’s own crosshair rather than use the HUD crosshair, which can offer better compatibility with some HUD mods. Currently using this mode you can select from the vanilla Skyrim style crosshair or a minimal dot style.
Arrow Prediction
SmoothCam is able to predict the path your arrows will take when fired, and can adjust the crosshair to account for this. It can also draw an arc showing the exact path your arrow will take.
Requirements
SmoothCam comes in two versions: AVX and OldCPU — depending on the age of your processor (
2011 and earlier), you may need to use the OldCPU version (Your processor must support the AVX instruction set to use the AVX version). There are no other differences between versions, so don’t worry about missing out on anything if you need the other version.
To install, just use the mod manager of your choice or manually merge the data folder inside the archive with your game. The mod manager wizard will prompt you on what DLL version you want to install and which plugin type to use (ESP/ESL). Once installed, don’t forget to enable the plugin if you plan on using the MCM.
Compatibility
Due to the nature of the mod, anything else that tries to change the position of the camera or crosshair will likely have issues with SmoothCam.
The following mods are supported,
- Improved Camera (Only with the reddit release build of Improved Camera beta 4)
- Immersive First Person View (You *must* install the optional detector plugin available on the mod’s download page)
- Alternate Conversation Camera
- Archery Gameplay Overhaul
- True Directional Movement
Some known issues:
Less Intrusive Hud II: This mod performs some manipulation of the crosshair position and size and might not be fully compatible with all crosshair features of SmoothCam.
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