I don't have much experience with Kdenlive or video editing in general but am looking for an Audacity-like tool that can slice out useless portions of longer videos (and also mute sections of audio). For now I use ffmpeg on the command line, but wrangling timestamps is cumbersome.
For muting you can apply the Mute audio effect for the required portion of the video.
Appreciate the help as I learn how to properly use this tool!
My workflow is usually to use Avidemux to do a rough trim of a clip (e.g., to take a five minute clip and trim it down to about a minute with the interesting parts in it) and get it into the format I want, then I use Kdenlive for the finer work.
I'm currently using shotcut, it's buggy and just work, not great. With it, you can crop the video, change color, do some easy compose it etc, but that's almost all.
If you have a good computer, you can try DaVinci Resolve. Though it's not an open source software, but it will give you After Effect+ level experience.
I had some experience with 3ds Max & After Effect, and I tried Blender few days ago (For Editing Video and 3D modeling). What I found is that the UI of Blender is a chaotic torment even for people like me. It even cause some hard time when all I want is just to "close" (Or Shrink) a panel.
I'm not saying Blender is a bad software, I just hoping Blender can have a more organized, focused and solid UI. Then it will be friendlier for greens who want to learn it.
What about PiTiVi? Is it one of the video editors you've tried?
Here is a sketch of what Blender looks like by default:
+-------------------------------+
| A |
+----------------------+--------+
| | B |
| +--------+
| C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
A, B, C, D, and E are areas - rectangular subregions of the application window. There are three rules about the arrangement of areas in Blender: 1. Areas are always rectangular
2. Every pixel in the window belongs to exactly one area
3. Every area is at least as tall as the height of a menu bar, and at least as wide as the height of a menu bar.
If you've used a tiling window manager before, then you're probably familiar with these rules and with the benefits of these rules. Areas always have a rectangular shape, so they are always laid out in a consistent way. Every pixel in the window belongs to an area, so no screen space is wasted. No part of the window has two areas, meaning that no area can ever be obscured by part of another area. And every area has a guaranteed minimum size, so you can never lose an area by accidentally shrinking its height or width to zero.Because of these rules, some arrangements of areas are impossible. For example:
+-------------------------------+
| A |
+----------------------+--------+
| +---+ | B |
| | F | +--------+
| +---+ C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
This violates either the first or the second rule - area C must be rectangular (no holes!), and it cannot be covered by another area.This is also not possible, because it would violate the same rules:
+-------------------------------+
| A |
+-------------------+-----------+
| | B |
| +--+--------+
| C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
This, however, is allowed: +-------------------------------+
| A |
+----------------+--------------+
| | B |
| +--------------+
| C | |
| | |
| | D |
+----------------+ |
| E | |
+----------------+--------------+
You would accomplish this by placing you mouse cursor anywhere along the vertical line that separates C and E from B and D. The cursor would change to "<->". You would then hold down the left mouse button, drag to the left, and then release the left mouse button.You could also do this:
+-------------------------------+
| A |
+----------------------+--------+
| | |
| | B |
| C | |
| | |
| +--------+
+----------------------+ D |
| E | |
+----------------------+--------+
...by placing your mouse cursor over the horizontal line that separates B from D, so that the cursor changes to the up-and-down arrows. Then, click the LMB, drag down, and release the LMB.Besides changing the size of the currently-existing areas, you can also add new areas by dividing existing ones in two. For example:
+-------------------------------+
| A |
+-----------+----------+--------+
| | | B |
| | +--------+
| C | F | |
| | | |
| | | D |
+-----------+----------+ |
| E | |
+----------------------+--------+
This can be done by placing the mouse cursor over either the top or bottom edge of area C, so that the cursor changes to the up-and-down arrows. Then right-click. A menu will appear with two entries: "Split Area" and "Join Area". Select "split area", and a vertical line splitting area C will appear. As you move your cursor around, the line follows. If you move your cursor out of area C and into another area, the vertical line will follow into that area. When you click the LMB, area your cursor is over will be split into two, with the vertical border passing through where you clicked.Horizontal divisions are, of course, also possible:
+-------------------------------+
| A |
+----------------------+--------+
| | B |
| +--------+
| C | D |
| | |
| +--------+
+----------------------+ F |
| E | |
+----------------------+--------+
Finally, you can reduce the number of areas by "joining" them. The only requirement for joining areas is that they must exactly share one edge. For example, this join is possible: +-------------------------------+ +-------------------------------+
| A | | A |
+----------------------+--------+ +----------------------+--------+
| | B | | | |
| +--------+ | | |
| C | | -> | C | |
| | | | | B |
| | D | | | |
+----------------------+ | +----------------------+ +
| E | | | E | |
+----------------------+--------+ +----------------------+--------+
... because areas B and D exactly shared one edge. This join is done by placing your mouse cursor over the edge shared by areas B and D so that the cursor changes to the up-and-down arrows, right-clicking, and selecting "Join Area". Immediately, a gray overlay with an arrow in it will cover one of the two areas. If you move your cursor between areas B and D, the overlay will switch to the area your cursor is over.[0] This overlay makes it very clear which area will be enlarged to take over the other area. When the overlay covers area D, just click the left mouse button, and area D will be removed, and area B will be enlarged to fill its place.One more note about joining areas. With the default layout, only area C can be joined to area E:
+-------------------------------+
| A |
+----------------------+--------+
| | B |
| +--------+
| C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
However, by moving the border between areas B, and D, we can get this layout: +-------------------------------+
| A |
+----------------------+--------+
| | |
| | |
| C | B |
| | |
| | |
+----------------------+--------+
| E | D |
+----------------------+--------+
In this layout, either area C or area D can be joined with area E. +-------------------------------+ +-------------------------------+ +-------------------------------+
| A | | A | | A |
+----------------------+--------+ +----------------------+--------+ +----------------------+--------+
| | | | | | | | |
| | | | | | | | |
| C | B | -> | | B | or | C | B |
| | | | C | | | | |
| | | | | | | | |
+----------------------+--------+ | +--------+ +----------------------+--------+
| E | D | | | D | | D |
+----------------------+--------+ +----------------------+--------+ +-------------------------------+The only one that actually seemed usable was kdenlive.
Openshot, Shotcut etc. were all unusable for one reason or another.
Turns out editing video and audio is incredibly similar to 3d animation.
The GUI is easy to learn, but the keys are the key to blender.
How can a modal interface be "better" than a modeless one?
If you're in one of the painting modes, F is the hotkey to change brush size. But you can't add faces in the painting modes.
If you're in edit mode, F will create a face from the selected vertices or edges. The concept of a brush doesn't exist here.
If you're in object mode, F doesn't do anything.
For another, I is "Inset Face" in edit mode, but "Insert Keyframe Menu" in object mode. This one is a bit different, because the keyframe menu is actually available in any mode and it just doesn't have a hotkey unless you're in object mode. But like the other mesh editing tools, Inset Face only exists while you're in edit mode.
Screenshots for reference:
Modes https://i.imgur.com/nmKeP2f.png
Workspace layouts https://i.imgur.com/7g61twc.png
EDIT: I suppose many people use a program like Blender with one hand on a mouse/trackball and the other on a 3d mouse, so the point about having different modes to get more versatility out of the same few buttons is still relevant. With that approach I use the radial menus plugin for Blender which makes changing modes pretty painless IMHO.
Don't forget the foot pedals!
Step 2: Add colors and textures to the model. Textures are 2d images mapped to the squares and triangles you made in step 1. With proper care, you can make triangles and squares look "smooth and circular" with proper shading effects.
Step 3: Simplify your model into "bones", which can deform the model with fewer control points. For example, you can create a "neck" bone which moves all of the polygons that represent the head. Bone modeling is itself a very intricate process that takes a lot of practice.
Step 4: Bone models are far easier to animate. Move bones around, instead of polygons. Instead of selecting the "head" each time, you simply select "the neck bone" to move things around.
Step 5: Lather, rinse, repeat for every object in the scene.
Find a work of Kandinsky or Picasso you like and try to transfer it into blender using the same geometry shapes the artist is using.
Then add your own twists , extra light nodes / special displacement textures / flying haiku texts going across screen at appropriate times hah
http://www.makehuman.org/download.php
There's lots of ways to "steal legitimately". In this case, the human model and bones model are all set.