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Re: Resolve XII...

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Andrew Kimery
Re: Resolve XII...
on Jul 31, 2015 at 5:47:49 pm

[Walter Soyka] "There are tools and methodologies outside of our industry for dealing with exactly these issues. For example, software development happens across a team in parallel, with source control, check-in and check-out, and tests to find and resolve conflicts. "

But how many of those methodologies used outside our industry are applicable to our industry? With software development how many people are working on the exact same piece of code at the exact same time? I was thinking about the ease of which Google Docs works, but working collaboratively with text documents isn't really analogous to working collaboratively with audio/visual media in a post production environment.

I think it was in Resolve 11 that they introduced a feature where editing and grading could be done concurrently. I never heard anyone talk about so I have no idea how it works (or how well it works). If it's a check in/check out system then it would probably work okay because if there's a dedicated colorist on the project, and we are working in parallel, then I'm probably not going to waste time doing any rough grading during the edit. If it's a live updating system then, as an editor, it would drive me insane to see the footage I'm trying to cut getting graded right in front of me.

GFX/VFX can work in parallel too because, much like grading, the editor isn't going to be creating and iterating the final GFX. A rough temp or title card might dropped in as place holder but that's it.

Audio is a whole different kettle of fish though. Picture editing cannot be divorced from sound editing so there will always be a ton of conflicts to resolve if an editor and mixer are trying to work in parallel too early on. If parts of the process had to be accelerated due to a looming deadline I'd much rather start the picture finishing early and hold off on audio finishing until the latest possible moment.

[Walter Soyka] "Let's talk about "bloat." What does that mean to you?"

To me bloat can be different things that may or may not be related. Bloat can be used to describe a UI that looks out of control, a program that feels slow/sluggish (due to unoptimized/excessive code), and/or bloat can be used to describe feature creep. I think many times bloat starts with feature creep which then leads to UI and under-the-hood problems. Of course one man's bloated tool might be another man's all-in-one super app.

I think bloat, like porn, is easier to recognize than to define. I think the difference between adding functionality and adding bloat is the difference between keeping your target user in sight vs getting lost in the weeds. Mindfully adding useful functionality vs adding features might be another way to look at it. Good recent examples I think could be 3D text in X and Lumetri in PPro. A full time animator or colorist might find these tools too limiting, but for someone that wears multiple hats they could be a good balance of accessibility and functionality.

[Walter Soyka] "Apple has done a really good job of not showing you functionality you don't need. FCPX does a lot, but the UX is so smooth that a lot of people still underestimate its capabilities as iMovie Pro. Is FCPX bloated?"

I can't say because I've barely touched X, but my guess would be 'no'. I think bloat usually happens to a much more mature product, and part of it is probably tied to trying to increase perceived value so people will keep buying new versions of the software. Given Apple's current model of giving away software for free (or for a pretty low, one-time price) I don't think we have to worry about Apple over-adding features while enticing people to upgrade.

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