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Idea #135: Simple animated masks for compositing

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Written by delirus the 30 Aug 10 at 15:47. Category: Compositing. Related project: Nothing/Others. Status: New
Target release (admin only): None
Rationale edit
Currently, if we want to create animated compositing masks in blender, the mask must be a mesh or curve object with an entire render layer to its self. Moreover, animating these objects as masks is a very tedious process that requires the use of either an armature with one bone per vertex, or shape keys.

A scene with hundreds of animated masks is currently a near impossibility due to both the tedium involved, and the fact that we are confined to a limited number of masks due to the one-mask-per-layer problem.

Additionally a node system with many masks will quickly become large, unwieldy, and a serious pain to navigate.

A well-integrated and easy-to-animate masking system would be a boon to filmmakers using blender's compositor for special effects.
Tags: compositing compositor editor mask masking modifier node


Developer comments edit

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In "mask edit mode" one could create and animate 2-D masks in the 3-D view, similar to 'grease pencil'.
A mask system could be linked to a specific camera, allowing one to create a scene with multiple cameras, each with their own mask systems.

*Newly created masks would appear in an ordered list, with their order signifying their z-position in the mask stack.

*A mask would be composed of a closed curve-like object, that would allow the user to change each handle/vertex between auto (curvy) and vector (sharp) like the current curve system.
This system should allow the user to key-frame each handle, but what's more, it is vital that the user should be able to add and delete handles on a per-frame basis so that a mask can grow or shrink in detail over time.

*Each mask would have its own modifier stack, that would allow one to use modifiers to change the behavior and input of individual masks.

*To use masks in compositing, a mask node representing an entire stack of masks could be used as input.
4
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[Mark as duplicate] [Delete rationale<->solution link] [Delete]
Use the UV/Image Editor to draw mask over the render result and display the whole thing in the backdrop of the node editor.

In the UV/Image Editor ad a datablock for masks as a pulldown menu. Use the fake user "f" for multiple masks.

In the F-curve editor there should be mask related keyframes.

In the composit node editor there should be a new mask related node where the datablock of the mask can be selected.
24
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We need an editor of some sort that can generate animated spline masks for usage in the compositor/sequencer.

This editor's output should be accessible as a sequencer strip and a compositor node to be used as needed

This masks, each of them composed of any number of closed bspline surfaces, would ideally be stored on a datablock for easy sharing and linking

Edit: here's a design graph of a more detailed proposal

http://primatefx.com/salazar/RotoMasks.png

Propose your solution


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