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Youka
21st December 2013, 05:42
SSBRenderer is a filter for multiple frameservers to render new subtitle format SSB on frames.
SSB serves as alternative to ASS (Advanced Substation Alpha) for more powerful typesetting. This renderer is the first implementation of this format.

Download (https://sourceforge.net/projects/ssbrenderer) (Sourceforge)
Source code (https://github.com/Youka/SSBRenderer) (Github)
Demos: 1 (http://www.youtube.com/watch?v=CkHoPCs7Jt8) 2 (http://www.youtube.com/watch?v=eknQ5g5eGeE) 3 (http://youtu.be/DzHhCeA8Oqo) 4 (http://youtu.be/KZ0B0N6h1Jw) (YouTube)

Youka
21st December 2013, 19:14
Beta is out.
Please report found bugs. Feedback would be nice.

pbristow
28th December 2013, 21:07
Beta is out.
Please report found bugs. Feedback would be nice.

What is it? What does it do?

:stupid:

TheFluff
29th December 2013, 00:59
It's a subtitle renderer. Or, rather, a more accurate description would be "a programmable text/graphics effects renderer".

pbristow
29th December 2013, 01:35
Well, there you go. Even if I'd known what it was, I *still* wouldn't have been interested enough to download anything you (Youka) linked to.

...But maybe other people might have?


*GENERAL TIP*: If you want to generate some interest in - let alone some feedback from - what you're working on, then you have to do a bit more than just plonk a few links down and say "Hey folks, here's my new stuff! Tell me what you think!".

People have other things going on in their lives, y'know?


Good luck in your future endeavours. [SALUTE]

Youka
29th December 2013, 06:24
It's currently in beta stage and i'm more interested in development than usage & description.
With the next release comes a DirectShow and Aegisub interface, so editing SSB in a subtitle editor and playing it softsub makes this renderer far more useful -> then i will make more demos and documentations.

BBA163
29th December 2013, 13:08
It's powerful tools to make subtitles effects
Hoping to make a function to build kalaoke,likes .ass file in aegisub

Youka
2nd January 2014, 19:21
New version (https://sourceforge.net/projects/ssbrenderer/files) is available.
I shouldn't be so lazy to write texts, but added 2 more demos in first post (http://forum.doom9.org/showthread.php?p=1658752#post1658752).

Youka
22nd January 2014, 09:27
Currently i'm on porting to Unix and thinking about Vapoursynth interface implementation.

Suggestions for format improvements can be posted here (http://forum.aegisub.org/viewtopic.php?f=10&t=66095).

Youka
5th February 2014, 09:23
Released SSBRenderer v0.0.2 with some important bug fixes and blur improvements:
changelog (https://raw.github.com/Youka/SSBRenderer/master/CHANGELOG.txt)
files (https://sourceforge.net/projects/ssbrenderer/files)

Additionally ssb_xport (http://sourceforge.net/projects/ssbrenderer/files/Additions/ssb_xport.lua/download) replaces ssb_export as Aegisub macro for SSB exporting and adds importing.

For building on unix, follow these simple instructions (in the SSBRenderer directory):
sudo apt-get install libmuparser-dev libcairo-dev libpango1.0-dev
make
sudo make installExample application (http://pastebin.com/jMy5Yk9W)
Pics: 1 (http://s1.directupload.net/images/140205/evik29dq.png) 2 (http://s14.directupload.net/images/140204/gp353hho.png)

BBA163
12th February 2014, 20:26
I don't know waht's mean is "fade-out" in Animation
Is the end alpha or something, and what's the range of this?Or is same with fade x,x?

Youka
12th February 2014, 22:49
fade in SSB is the same as \fad in ASS. fade-out just sets the second value of fade, so the duration before the line end to fade out.
Using fade in an animation is an interpolation of the fade value like with any other style tag.

{fade-out=1000;animate=-1000,0,(fade-out=0)}...In this example, the animation negates the outfade.

BBA163
13th February 2014, 06:46
Why not make a tag likes \fade in ass?
It's can setting normal alpha and so on

Youka
13th February 2014, 12:39
\fade was a rarely used tag in ASS and required mostly more values than needed. In SSB, an animation of alpha with a math formula for progress control can be used for effects like blinking.
{animate=0.5*(sin(_pi*t*20)+1),(alpha=00;line-alpha=00)}...

BBA163
13th February 2014, 15:29
A nice code with loop,even I understand why use pi*t*20 and plus 1