rlm@0: #+title: Capture Live Video Feeds from JMonkeyEngine
rlm@0: #+author: Robert McIntyre
rlm@0: #+email: rlm@mit.edu
rlm@0: #+MATHJAX: align:"left" mathml:t path:"../aurellem/src/MathJax/MathJax.js"
rlm@0: #+STYLE:
rlm@0: #+OPTIONS: H:3 num:t toc:t \n:nil @:t ::t |:t ^:t -:t f:t *:t <:t
rlm@0: #+BABEL: :exports both :noweb yes :cache no :mkdirp yes
rlm@0: #+description: Capture video from a JMonkeyEngine3 Application with Xuggle, and use gstreamer to compress the video to upload to YouTube.
rlm@0: #+keywords: JME3, video, Xuggle, JMonkeyEngine, youtube, capture video, Java
rlm@0: #+INCLUDE: ../aurellem/src/templates/level-0.org
rlm@0: :PROPERTIES:
rlm@0: :EXPORT_FILE_NAME: ../whatever.html
rlm@0: :END:
rlm@0:
rlm@0:
rlm@0: * The Problem
rlm@0: So you've made your cool new JMonkeyEngine3 game and you want to
rlm@0: create a demo video to show off your hard work. Screen capturing is
rlm@0: the most straightforward way to do this, but it can slow down your
rlm@0: game and produce low-quality video as a result. A better way is to
rlm@0: record a video feed directly from the game while it is
rlm@0: running.
rlm@0:
rlm@0: In this post, I'll explain how you can alter your JMonkeyEngine3 game
rlm@0: to output video while it is running. The main trick is to alter the
rlm@0: pace of JMonkeyEngine3's in-game time: we allow the engine as much
rlm@0: time as it needs to compute complicated in-game events and to encode
rlm@0: video frames. As a result, the game appears to speed up and slow down
rlm@0: as the computational demands shift, but the end result is perfectly
rlm@0: smooth video output at a constant framerate.
rlm@0:
rlm@0:
rlm@0: * Game-time vs. User-time vs. Video-time
rlm@0:
rlm@0: A standard JME3 application that extends =SimpleApplication= or
rlm@0: =Application= tries as hard as it can to keep in sync with
rlm@0: /user-time/. If a ball is rolling at 1 game-mile per game-hour in the
rlm@0: game, and you wait for one user-hour as measured by the clock on your
rlm@0: wall, then the ball should have traveled exactly one game-mile. In
rlm@0: order to keep sync with the real world, the game throttles its physics
rlm@0: engine and graphics display. If the computations involved in running
rlm@0: the game are too intense, then the game will first skip frames, then
rlm@0: sacrifice physics accuracy. If there are particuraly demanding
rlm@0: computations, then you may only get 1 fps, and the ball may tunnel
rlm@0: through the floor or obstacles due to inaccurate physics simulation,
rlm@0: but after the end of one user-hour, that ball will have traveled one
rlm@0: game-mile.
rlm@0:
rlm@0: When we're recording video, we don't care if the game-time syncs with
rlm@0: user-time, but instead whether the time in the recorded video
rlm@0: (video-time) syncs with user-time. To continue the analogy, if we
rlm@0: recorded the ball rolling at 1 game-mile per game-hour and watched the
rlm@0: video later, we would want to see 30 fps video of the ball rolling at
rlm@0: 1 video-mile per /user-hour/. It doesn't matter how much user-time it
rlm@0: took to simulate that hour of game-time to make the high-quality
rlm@0: recording.
rlm@0:
rlm@0: * COMMENT Two examples to clarify the point:
rlm@0: ** Recording from a Simple Simulation
rlm@0:
rlm@0: *** Without a Special Timer
rlm@0: You have a simulation of a ball rolling on an infinite empty plane at
rlm@0: one game-mile per game-hour, and a really good computer. Normally,
rlm@0: JME3 will throttle the physics engine and graphics display to sync the
rlm@0: game-time with user-time. If it takes one-thousandth of a second
rlm@0: user-time to simulate one-sixtieth of a second game time and another
rlm@0: one-thousandth of a second to draw to the screen, then JME3 will just
rlm@0: sit around for the remainder of $\frac{1}{60} - \frac{2}{1000}$
rlm@0: user-seconds, then calculate the next frame in $\frac{2}{1000}$
rlm@0: user-seconds, then wait, and so on. For every second of user time that
rlm@0: passes, one second of game-time passes, and the game will run at 60
rlm@0: frames per user-second.
rlm@0:
rlm@0:
rlm@0: *** With a Special Timer
rlm@0: Then, you change the game's timer so that user-time will be synced to
rlm@0: video-time. Assume that encoding a single frame takes 0 seconds
rlm@0: user-time to complete.
rlm@0:
rlm@0: Now, JME3 takes advantage of all available resources. It still takes
rlm@0: one-thousandth of a second to calculate a physics tick, and another
rlm@0: one-thousandth to render to the screen. Then it takes 0 seconds to
rlm@0: write the video frame to disk and encode the video. In only one second
rlm@0: of user time, JME3 will complete 500 physics-tick/render/encode-video
rlm@0: cycles, and $\frac{500}{60}=8\frac{1}{3}$ seconds of game-time will
rlm@0: have passed. Game-time appears to dilate $8\frac{1}{3}\times$ with
rlm@0: respect to user-time, and in only 7.2 minutes user-time, one hour of
rlm@0: video will have been recorded. The game itself will run at 500 fps.
rlm@0: When someone watches the video, they will see 60 frames per
rlm@0: user-second, and $\frac{1}{60}$ video-seconds will pass each frame. It
rlm@0: will take exactly one hour user-time (and one hour video-time) for the
rlm@0: ball in the video to travel one video-mile.
rlm@0:
rlm@0: ** Recording from a Complex Simulation
rlm@0:
rlm@0: *** Without a Special Timer
rlm@0: You have a simulation of a ball rolling on an infinite empty plane at
rlm@0: one game-mile per game-hour accompanied by multiple explosions
rlm@0: involving thousands of nodes, particle effects, and complicated shadow
rlm@0: shaders to create realistic shadows. You also have a slow
rlm@0: laptop. Normally, JME3 must sacrifice rendering and physics simulation
rlm@0: to try to keep up. If it takes $\frac{1}{120}$ of a user-second to
rlm@0: calculate $\frac{1}{60}$ game-seconds, and an additional
rlm@0: $\frac{1}{60}$ of a user-second to render to screen, then JME3 has
rlm@0: it's work cut out for it. In order to render to the screen, it will
rlm@0: first step the game forward by up to four physics ticks before
rlm@0: rendering to the screen. If it still isn't fast enough then it will
rlm@0: decrease the accuracy of the physics engine until game-time and user
rlm@0: time are synched or a certain threshold is reached, at which point the
rlm@0: game visibly slows down. In this case, JME3 continuously repeat a
rlm@0: cycle of two physics ticks, and one screen render. For every
rlm@0: user-second that passes, one game-second will pass, but the game will
rlm@0: run at 30 fps instead of 60 fps like before.
rlm@0:
rlm@0: *** With a Special Timer
rlm@0: Then, you change the game's timer so that user-time will be synced to
rlm@0: video-time. Once again, assume video encoding takes $\frac{1}{60}$ of
rlm@0: a user-second.
rlm@0:
rlm@0: Now, JME3 will spend $\frac{1}{120}$ of a user-second to step the
rlm@0: physics tick $\frac{1}{60}$ game-seconds, $\frac{1}{60}$ to draw to
rlm@0: the screen, and an additional $\frac{1}{60}$ to encode the video and
rlm@0: write the frame to disk. This is a total of $\frac{1}{24}$
rlm@0: user-seconds for each $\frac{1}{60}$ game-seconds. It will take
rlm@0: $(\frac{60}{24} = 2.5)$ user-hours to record one game-hour and game-time
rlm@0: will appear to flow two-fifths as fast as user time while the game is
rlm@0: running. However, just as in example one, when all is said and done we
rlm@0: will have an hour long video at 60 fps.
rlm@0:
rlm@0:
rlm@0: * COMMENT proposed names for the new timer
rlm@0: # METRONOME
rlm@0: # IsoTimer
rlm@0: # EvenTimer
rlm@0: # PulseTimer
rlm@0: # FixedTimer
rlm@0: # RigidTimer
rlm@0: # FixedTempo
rlm@0: # RegularTimer
rlm@0: # MetronomeTimer
rlm@0: # ConstantTimer
rlm@0: # SteadyTimer
rlm@0:
rlm@0:
rlm@0: * =IsoTimer= records time like a metronome
rlm@0:
rlm@0: The easiest way to achieve this special timing is to create a new
rlm@0: timer that always reports the same framerate to JME3 every time it is
rlm@0: called.
rlm@0:
rlm@0:
rlm@0: =./jme3/src/core/com/jme3/system/IsoTimer.java=
rlm@0: #+include ./jme3/src/core/com/jme3/system/IsoTimer.java src java
rlm@0:
rlm@0: If an Application uses this =IsoTimer= instead of the normal one, we
rlm@0: can be sure that every call to =simpleUpdate=, for example, corresponds
rlm@0: to exactly $(\frac{1}{fps})$ seconds of game-time.
rlm@0:
rlm@0: In order to facilitate setting the =Timer= in user code, I added
rlm@0: getter and setter methods to =Application.java=.
rlm@0:
rlm@0: In =./jme3/src/core/com/jme3/app/Application.java= I added:
rlm@0: #+include ./jme3/src/core/com/jme3/app/Application.java src java :lines "340-356"
rlm@0:
rlm@0: * Encoding to Video
rlm@0:
rlm@0: Now that the issue of time is solved, we just need a function that
rlm@0: writes each frame to a video. We can put this function somewhere
rlm@0: where it will be called exactly one per frame.
rlm@0:
rlm@0: JME3 already provides exactly the class we need: the =SceneProcessor=
rlm@0: class can be attached to any viewport and the methods defined therein
rlm@0: will be called at the appropriate points in the rendering process.
rlm@0:
rlm@0: If you want to generate video from Java, a great option is [[http://www.xuggle.com/][Xuggle]]. It
rlm@0: takes care of everything related to video encoding and decoding and
rlm@0: runs on Windows, Linux and Mac. Out of all the video frameworks for
rlm@0: Java I personally like this one the best.
rlm@0:
rlm@0: Here is a =SceneProcessor= that uses [[http://www.xuggle.com/][Xuggle]] to write each frame to a
rlm@0: video file.
rlm@0:
rlm@0: =./jme3/src/core/com/jme3/app/VideoProcessor.java=
rlm@0: #+include ./jme3/src/core/com/jme3/app/VideoProcessor.java src java
rlm@0:
rlm@0: With this, we are able to record video!
rlm@0:
rlm@0: * Hello Video!
rlm@0:
rlm@0: I've taken [[http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/helloworld/HelloLoop.java][=./jme3/src/test/jme3test/helloworld/HelloLoop.java=]] and
rlm@0: augmented it with video output as follows:
rlm@0:
rlm@0: =./jme3/src/test/jme3test/helloworld/HelloVideo.java=
rlm@0: #+include ./jme3/src/test/jme3test/helloworld/HelloVideo.java src java
rlm@0:
rlm@0: The videos are created in the =hello-video= directory
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: du -h hello-video/*
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : 932K hello-video/hello-video-moving.flv
rlm@0: : 640K hello-video/hello-video-static.flv
rlm@0:
rlm@0: And can be immediately uploaded to youtube
rlm@0:
rlm@0: - [[http://www.youtube.com/watch?v=C8gxVAySaPg][hello-video-moving.flv]]
rlm@0: #+BEGIN_HTML
rlm@0:
rlm@0: #+END_HTML
rlm@0: - [[http://www.youtube.com/watch?v=pHcFOtIS07Q][hello-video-static.flv]]
rlm@0: #+BEGIN_HTML
rlm@0:
rlm@0:
rlm@0: #+END_HTML
rlm@0:
rlm@0:
rlm@0:
rlm@0: * Summary
rlm@0: It's quite easy to augment your own application to record video,
rlm@0: almost regardless of how complicated the actual application is. You
rlm@0: can also record from multiple ViewPorts as the above example shows.
rlm@0:
rlm@0: The process for adding video recording to your application is as
rlm@0: follows:
rlm@0:
rlm@0: Assuming you want to record at 30 fps, add:
rlm@0:
rlm@0: #+begin_src java :exports code
rlm@0: this.setTimer(new IsoTimer(30));
rlm@0: #+end_src
rlm@0:
rlm@0: Somewhere in the initialization of your Application. Right now, you
rlm@0: will have to add the =setTimer= method to =Application=, but hopefully
rlm@0: this method will be included soon by the JMonkeyEngine3 team.
rlm@0:
rlm@0: Then, you create a =VideoProcessor= object and attach it to the
rlm@0: =ViewPort= from which you want to record.
rlm@0:
rlm@0: If you want to record from the game's main =ViewPort= to a file called
rlm@0: =/home/r/record.flv=, then add:
rlm@0:
rlm@0: #+begin_src java :exports code
rlm@0: viewPort.addProcessor(new VideoProcessor(new File("/home/r/record.flv")));
rlm@0: #+end_src
rlm@0:
rlm@0: Do this for each =ViewPort= from which you want to record. The more
rlm@0: ViewPorts from which you record, the slower the game will run, but
rlm@0: this slowness will not affect the final video output.
rlm@0:
rlm@0: * More Examples
rlm@0: ** Hello Physics
rlm@0: =HelloVideo= is boring. Let's add some video capturing to =HelloPhysics=
rlm@0: and create something fun!
rlm@0:
rlm@0: This example is a modified version of =HelloPhysics= that creates four
rlm@0: simultaneous views of the same scene of cannonballs careening into a
rlm@0: brick wall.
rlm@0:
rlm@0: =./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java=
rlm@0: #+include ./jme3/src/test/jme3test/helloworld/HelloPhysicsWithVideo.java src java
rlm@0:
rlm@0: Running the program outputs four videos into the =./physics-videos=
rlm@0: directory.
rlm@0:
rlm@0: #+begin_src sh :exports both :results verbatim
rlm@0: ls ./physics-videos | grep -
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : lower-left.flv
rlm@0: : lower-right.flv
rlm@0: : upper-left.flv
rlm@0: : upper-right.flv
rlm@0:
rlm@0: The videos are fused together with the following =gstreamer= commands:
rlm@0:
rlm@0: #+begin_src sh :results silent
rlm@0: cd physics-videos
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./upper-right.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: jpegenc ! avimux ! filesink location=upper.flv \
rlm@0: \
rlm@0: filesrc location=./upper-left.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src sh :results silent
rlm@0: cd physics-videos
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./lower-left.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: jpegenc ! avimux ! filesink location=lower.flv \
rlm@0: \
rlm@0: filesrc location=./lower-right.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src sh :results silent
rlm@0: cd physics-videos
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./upper.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 bottom=-480 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0: jpegenc ! avimux ! filesink location=../youtube/helloPhysics.flv \
rlm@0: \
rlm@0: filesrc location=./lower.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: videobox top=-480 ! mix.
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: du -h youtube/helloPhysics.flv
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : 180M physics-videos/helloPhysics.flv
rlm@0:
rlm@0:
rlm@0: Thats a terribly large size!
rlm@0: Let's compress it:
rlm@0:
rlm@0: ** Compressing the HelloPhysics Video
rlm@0: First, we'll scale the video, then, we'll decrease it's bitrate. The
rlm@0: end result will be perfect for upload to YouTube.
rlm@0:
rlm@0: #+begin_src sh :results silent
rlm@0: cd youtube
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./helloPhysics.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: `: # the original size is 1280 by 960` \
rlm@0: video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0: videoscale ! \
rlm@0: `: # here we scale the video down` \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: `: # and here we limit the bitrate` \
rlm@0: theoraenc bitrate=1024 quality=30 ! \
rlm@0: oggmux ! progressreport update-freq=1 ! \
rlm@0: filesink location=./helloPhysics.ogg
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: du -h youtube/helloPhysics.ogg
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : 13M youtube/helloPhysics.ogg
rlm@0:
rlm@0: [[http://www.youtube.com/watch?v=WIJt9aRGusc][helloPhysics.ogg]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0:
rlm@0: ** COMMENT failed attempts
rlm@0: Let's try the [[http://diracvideo.org/][Dirac]] video encoder.
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: cd youtube
rlm@0: START=$(date +%s)
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./helloPhysics.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0: schroenc ! filesink location=./helloPhysics.drc > /dev/null
rlm@0: echo `expr $(( $(date +%s) - $START))`
rlm@0: #+end_src
rlm@0:
rlm@0:
rlm@0: #+results:
rlm@0: : 142
rlm@0:
rlm@0: That took 142 seconds. Let's see how it does compression-wise:
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: du -h ./youtube/helloPhysics.drc
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : 22M ./physics-videos/helloPhysics.drc
rlm@0:
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: cd youtube
rlm@0: START=$(date +%s)
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./helloPhysics.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0: theoraenc ! oggmux ! filesink location=./helloPhysics.ogg \
rlm@0: > /dev/null
rlm@0: echo `expr $(( $(date +%s) - $START))`
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : 123
rlm@0:
rlm@0: #+begin_src sh :results verbatim
rlm@0: du -h youtube/helloPhysics.ogg
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : 59M physics-videos/helloPhysics.ogg
rlm@0:
rlm@0:
rlm@0: =*.drc= files can not be uploaded to YouTube, so I'll go for the
rlm@0: avi file.
rlm@0:
rlm@0:
rlm@0: ** COMMENT text for videos
rlm@0: Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) using Xuggle
rlm@0: (www.xuggle.com/). Everything is explained at
rlm@0: http://aurellem.org/cortex/capture-video.html.
rlm@0:
rlm@0:
rlm@0: Video output from JMonkeyEngine3 (www.jmonkeyengine.org/) HelloPhysics
rlm@0: demo application using Xuggle (www.xuggle.com/). Everything is
rlm@0: explained at http://aurellem.org/cortex/capture-video.html. Here,
rlm@0: four points of view are simultaneously recorded and then glued
rlm@0: together later.
rlm@0:
rlm@0: JME3 Xuggle Aurellem video capture
rlm@0:
rlm@0:
rlm@0: * Sample Videos
rlm@0: I encoded most of the original JME3 Hello demos for your viewing
rlm@0: pleasure, all using the =VideoProcessor= and =IsoTimer= classes.
rlm@0:
rlm@0: ** HelloTerrain
rlm@0: [[http://youtu.be/5_4wyDFwrVQ][HelloTerrain.avi]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0: ** HelloAssets
rlm@0: [[http://www.youtube.com/watch?v=oGg-Q6k1BM4][HelloAssets.avi]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0: ** HelloEffects
rlm@0: [[http://www.youtube.com/watch?v=TuxlLMe53hA][HelloEffects]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0: ** HelloCollision
rlm@0: [[http://www.youtube.com/watch?v=GPlvJkiZfFw][HelloCollision.avi]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0: ** HelloAnimation
rlm@0: [[http://www.youtube.com/watch?v=SDCfOSPYUkg][HelloAnimation.avi]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0: ** HelloNode
rlm@0: [[http://www.youtube.com/watch?v=pL-0fR0-ilQ][HelloNode.avi]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0: ** HelloLoop
rlm@0: [[http://www.youtube.com/watch?v=mosZzzcdE5w][HelloLoop.avi]]
rlm@0:
rlm@0: #+begin_html
rlm@0:
rlm@0: #+end_html
rlm@0:
rlm@0:
rlm@0: *** COMMENT x-form the other stupid
rlm@0: progressreport update-freq=1
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./helloPhy ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=1280, height=960, framerate=25/1 ! \
rlm@0: x264enc ! avimux ! filesink location=helloPhysics.avi \
rlm@0:
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloAnimationStatic.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: x264enc ! avimux ! progressreport update-freq=1 ! \
rlm@0: filesink location=../youtube/HelloAnimation.avi \
rlm@0: \
rlm@0: filesrc location=./HelloAnimationMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloCollisionMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \
rlm@0: x264enc bitrate=1024 ! avimux ! \
rlm@0: filesink location=../youtube/HelloCollision.avi
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloEffectsStatic.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0: filesink location=../youtube/HelloEffects.avi \
rlm@0: \
rlm@0: filesrc location=./HelloEffectsMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloTerrainMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=800, height=600, framerate=25/1 ! \
rlm@0: x264enc bitrate=1024 ! avimux ! \
rlm@0: filesink location=../youtube/HelloTerrain.avi
rlm@0:
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloAssetsStatic.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0: filesink location=../youtube/HelloAssets.avi \
rlm@0: \
rlm@0: filesrc location=./HelloAssetsMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0:
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloNodeStatic.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0: filesink location=../youtube/HelloNode.avi \
rlm@0: \
rlm@0: filesrc location=./HelloNodeMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0:
rlm@0: gst-launch-0.10 \
rlm@0: filesrc location=./HelloLoopStatic.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox border-alpha=0 left=-640 ! \
rlm@0: videomixer name=mix ! ffmpegcolorspace ! videorate ! \
rlm@0: video/x-raw-yuv, width=1280, height=480, framerate=25/1 ! \
rlm@0: x264enc bitrate=1024 ! avimux ! progressreport update-freq=1 ! \
rlm@0: filesink location=../youtube/HelloLoop.avi \
rlm@0: \
rlm@0: filesrc location=./HelloLoopMotion.flv ! decodebin ! \
rlm@0: videoscale ! ffmpegcolorspace ! \
rlm@0: video/x-raw-yuv, width=640, height=480, framerate=25/1 ! \
rlm@0: videobox right=-640 ! mix.
rlm@0: