Funded! This project was successfully funded on April 17, 2013.

Update #33

March / April Development Update (w/Screenshots)!

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It's been a crazy 7 weeks in OpenShot land, and I hope to bring you all the latest news and developments to catch you up. If you don't have time to read this entire update, then just know that development is moving forward, tasks are being completed, milestones are being reached, our team is expanding, and we are closer to a release now than ever before. Now for all the fun details. =)

Upcoming Events

I have a few exciting upcoming events to announce. So, if you are thirsting for more OpenShot news, please consider attending / watching these upcoming events.

  • April 12: I will be presenting at the DFW Pythoneers meetup. If you are in the North Texas area, please consider stopping by for a behind the scenes look at developing OpenShot. (more details)
  • June 13-14: I will be running an OpenShot booth at Texas Linux Fest, and possibly giving a presentation as well! (more details)
  • TBD: I will be on an upcoming episode of the Linux Action Show... although details and dates are not finalized yet. I'll post an update once I know more.

SCALE 12x (Southern California Linux Expo)

In late February, I flew to California to represent OpenShot at the largest community-organized Linux event in the United States (SCALE 12x). Even though this takes precious time away from the development of OpenShot 2.0, I think it is critical to meet actual users, spread the word, and listen to suggestions, ideas, and brainstorm about the future.

OpenShot Booth @ SCALE 12x
OpenShot Booth @ SCALE 12x

Although I have still never figured out how to hang a vinyl banner properly, this was our final booth layout for SCALE 12x. It was put together on a budget, and I think it shows well relative to the other community booths at the show. We also had looping videos and demonstrations of OpenShot being projected on the "Video Player" portion of the vinyl banner (not shown in this photo).

OpenShot Presentation by Jayneil Dalal @ SCALE 12x
OpenShot Presentation by Jayneil Dalal @ SCALE 12x

We actually had 2 presentations this year, a record for OpenShot at a single event. Both were given by members of our user community. Jayneil delivered a nice, simple overview of OpenShot to attendees, introducing many of them to OpenShot for the first time.

OpenShot Presentation by Keila Banks @ SCALE 12x
OpenShot Presentation by Keila Banks @ SCALE 12x

Strangely, both OpenShot presentations were scheduled at the exact same time slot (but different rooms of course). This presentation was given by a very brave 12 year old girl, Keila Banks. I personally attended this presentation to show my support for her. She did an amazing job! I don't remember what I was doing at 12 years old... but I know it was not giving presentations to a room full of scary adults. =) So, well done Keila!

OpenShot brochure we handed out @ SCALE 12x
OpenShot brochure we handed out @ SCALE 12x

We handed out these brochures to attendees, which contain some basic info on OpenShot, and on the back of them it included information on how they can contribute and get involved with our project. We have already had a couple people get involved with OpenShot 2.0 after the show, so it looks like these were at least partially effective at connecting us with interested community members.

Development Update

We have made progress in a number of areas over the past 7 weeks. And of course, we have had a few setbacks as well. Here is a quick list of the tasks we've completed and crossed off our list:

Accomplishments over the past 7 weeks:

  • Completed a new dock-based interface design (screenshots below). It is very cool! Users can now rearrange the interface of OpenShot to their liking. Arrangements are saved and restored automatically. This also now includes 2 preset arrangements (Simple and Advanced)!
  • Completed Cross-Platform 3D Animation System (screenshot below)
  • Completed a new "simple" Query API (to insert, update, and delete data related to projects, clips, tracks, etc...). This simplifies how our user interface can access and manipulate the data of a project.
  • Fixed a ton of bugs related the timeline interface (where clips are dragged / dropped, etc...). It is working very well now, but still lacks a few important functions.
  • The OpenShot Library (libopenshot) has also had some great improvements and updates, as well as a few major bug fixes.
  • Mostly completed our Title Editor (thanks to Andy Finch)
  • Major improvements to our translation system (thanks to Olivier Girard)
  • Major overhaul to our Export Video dialog (thanks to Olivier Girard)
  • Completed our Qt Video Player widget (thanks to Duzy Chan). This has now been integrated into our PyQt interface and is working.
  • And finally, we have officially released the OpenShot Library under the AGPLv3 open-source license, and published it on Launchpad.net!!! This is a huge step that took much longer than expected, but will help us move even faster now.

Setbacks over the past 7 weeks:

Of course, progress sometimes runs into challenges and setbacks. Here are some of the setbacks we've recently encountered.

  • There are a lot of small and seemingly unimportant tasks which somehow add up to form a tremendous amount of work. Not the satisfying "I just completed something awesome" kind of feeling. But the "I just spend 8 hours trying to pass a QEvent between 2 Python threads... Argghhhh". 
  • Cross-platform issues continue to slow me down. Fixing a build error on Windows tends to break Mac. Fixing a build problem on Mac, tends to break Linux. Fixing a build problem on Linux, tends to break Windows. Rinse and Repeat. =)
  • Integrating our live video preview with our PyQt application was a tricky task (which has been successfully completed now). This took about 10 days of blood, sweat, and tears to integrate successfully. It involved passing Qt pointers between 2 different Python wrappers, SIP and SWIG. Passing signals and events between libopenshot-->SWIG-->PyQt-->SIP-->Qt5.
  • I have spent some time working on Installers for the various parts of OpenShot 2.0, and this continues to be a slow process. No one installer system works for all platforms, and all parts of OpenShot. But I have been able to build installers for various parts of OpenShot, that work on Linux, Mac, and Windows. But I am really trying to create a single installer, which will support all platforms and all aspects of OpenShot 2.0. It's a work in progress.

But, as you can see, none of these set-backs are horrible, and most have already been resolved. For the most part, they have just slowed me down. Also, if any software developers experienced in C++, Python, or Javascript/JQuery are reading this update and are interested in getting involved... please contact me <jonathan@openshot.org> and I'll get you setup with all the source code and build instructions.

Now, let's take a look at some screenshots from our current development build of OpenShot 2.0:

Cross-Platform 3D Animation System:

Here is our completed template-based 3D animation system, which is one of the more complex features in OpenShot. It uses Blender (a popular 3D animation application) as the back-bone, and allows you (the user) to easily adjust an animation, customize text and colors, and generate a 3D animation to use in your video.

3D Animation Interface
3D Animation Interface

 Different Views (Simple, Advanced, or Custom):

As I mentioned above, we now have the ability for our users to customize the interface of OpenShot, dragging various sections and widgets and dropping them where you want them. We will default to our "Simple View", which closely resembles OpenShot 1.x.

OpenShot 2.0 Simple View
OpenShot 2.0 Simple View

If perhaps you would rather have more options on the screen at once, you might prefer our "Advanced View" (which is not finalized yet, or course).

OpenShot 2.0 Advanced View
OpenShot 2.0 Advanced View

Finally, if neither of our "pre-built" views fit your liking, you can just drag things around, dock and un-dock things, and come up with your own awesome interface. Here is a quick example I created by simply dragging things around.

OpenShot 2.0 Custom View
OpenShot 2.0 Custom View

None of these screens are even close to final, but hopefully they give you an idea of the direction our team is moving in. We are trying to keep our default interface as simple as possible (so it appeals to the widest possible audience), but make it super easy for advanced users to leverage all the powerful features and customize the interface to what works for them.

Release Date

This is by far the most requested question I get: When will OpenShot 2.0 be ready for me to beta test? I'm becoming very hesitant to answer this question, because I'm always wrong about the answer. The best answer I can give is not what everyone wants to hear. OpenShot 2.0 is making progress for sure, but much slower than I could have ever anticipated. I am very anxious to complete the project, of course, but I also want it to work great, and achieve all the lofty goals we have set for ourselves.

As you can see from the development update above, there is a ton of work ongoing (i.e. lots of progress), but OpenShot still has many remaining tasks before it will be ready for beta testers. Here are a few of the biggest remaining tasks before I can open things up for beta testers:

Remaining Tasks:

  • Key-frame interface is unfinished (designed and partially coded)
  • Audio effects have not been incorporated yet
  • Transitions work great, but some of the interface is not implemented around them yet
  • Effect and Clip interfaces are still unfinished (designed and partially coded). By the way, these are also dock-able widgets, which remain on the screen as you select different clips or effects.
  • Export dialog is unfinished (designed and partially coded)
  • Installers for each platform (Linux, Mac, and Windows) are unfinished

Over the next many weeks, I'm hoping to knock off many of these tasks, especially the installer task. Once I have these tasks completed, I will release download links to Kickstarter tiers that included early beta access, and I will also publish our PyQt application on Launchpad.net with an AGPLv3 license.

Thanks for your support!

Once again, I just want to say thank you for all your support to myself and OpenShot. This has been a really fun and challenging experience, and we are getting closer and closer to the end of this Kickstarter campaign (and the start of something really exciting: OpenShot 2.0)!


Update #32

Birthday Update for OpenShot!!!

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Since Feb 13th is my birthday, I figured I would give a quick shout out to everyone and let you know how things are progressing on OpenShot 2.x. 

The Interface

Things are still moving slower than I would like, but tons of progress has been made on the Qt5 interface, which is really coming along nicely. It looks strikingly similar to OpenShot 2.x at this point, but works solid on Linux, Mac, and Windows!

Cross-Platform Video Playback

Progress is continuing on cross-platform video playback. We now have full 1080p playback running around 8% to 15% CPU (depending on the format / codec)... just keep in mind that is running through the entire libopenshot workflow, and is doing considerably more than a standard video player app. =)

HTML5 Timeline

Progress is continuing on the HTML5 timeline, and its interaction with Qt5. The cross communication is working great, and the Angular.js framework continues to be working nicely as a binding language between our JSON and interface.

Windows and I are Friends Again!

My issues with Windows 7 and 8 and heap corruption are now behind me (i.e. after blowing a huge amount of my time). I now have a working ImageMagick and Qt 5 MinGW build environment on Windows, and the entire Windows stack is working stable. A big shout out to rmrf, David Daeschler, and everyone else who offered me advice and helped guide me in the correct direction!

SCALE 12x

I am also preparing for SCALE 12x (Southern California Linux Expo), coming up very soon. I will be demoing OpenShot 2.X at the booth, and hopefully enjoying some fun conversations about how to improve OpenShot with anyone who wants to stop by. =)

Preview Release

My hope of having a preview release around the time SCALE 12x is looking more and more unlikely, but I'm still gunning for it. There are only so many hours in a day and simultaneously working on 3 versions of OpenShot (Windows, Mac, and Linux) and trying to pull all the various components together is burning a lot of time. 

Well, that is about it for my birthday update. Thanks again for all the support, and I'll post another update as soon as I have something worth sharing. Thanks again!


Update #31

Epic OpenShot 2.0 Update! (Part 3 of 3)

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Welcome to third and final update of the Epic OpenShot 2.0 Update! I've already received some great feedback on the previous two updates, so thank you for that. This update will not be as technical as the previous, so hopefully everyone who was a little lost will enjoy this one more.

Open-Source Challenges

As everyone reading this knows, OpenShot 2.0 is an open-source application. Kickstarter has been a challenging balancing act. Certain backer levels on Kickstarter are promised early access to various things, such as alpha, beta, and final releases. But how can an application be built and shared freely, while also restricting parts of it to a small group of people? It is a challenge, and here is my plan to solve it.

The alpha, beta, and final installers (i.e. easy ways of installing and configuring the binary application files), will be released first to the backers on Kickstarter (as promised). After all, without their support OpenShot 2.0 might never have happened.

However, the source code to OpenShot 2.0 should be released to the broader open-source developer community prior to me building the installers. I need the community to get involved with testing, bug fixes, translations, documentation, and even packaging. This will result in a much happier community, and a much better product for the backers on Kickstarter.

So, my current plan is to first release the source code to the OpenShot Library, and then soon after that, the PyQt source code to OpenShot 2.0. For the average person, compiling OpenShot 2.0 themselves would not be advised, and they should wait for the alpha, beta, and final releases (with installers). I hope that all makes sense, and if not, please feel free to share your questions or comments with me.

Web-Based Video File Testing

One of the most important (and challenging) tasks for a video editor is to offer broad support for your favorite video formats. This is currently accomplished by utilizing the FFmpeg and/or libAV projects. So, while I don't have direct control over these formats/codecs, it is my job to integrate them as best as possible.

Later this month (or possibily early February), I will be launching a web page which will let you share sample video and audio files with me (as long as they are less than 50 Mb). These sample files will feed into an automated testing suite that I have developed, and will be inspected, decoded, thumbnailed, audio waveforms generated, and transcoded. The results will be posted on the website... although I will probably not share the actual video file or thumbnails (due to copyright issues, inappropriate content, etc...). My ultimate goal is to develop a huge cross-section of video files with different formats and codecs, which can be used now and in the future to regression test updates to libopenshot. In other words, this will help compile a list of compatible video and audio files, as well as identify issues with certain file types. It is also another great way for people to contribute to OpenShot.

Common Profiles

What is a profile you ask? Well simply put, a profile is a collection of video settings, such as height, width, frame rate, display ratio, pixel ratio, etc... OpenShot has a large list of "profiles", but I am very interested in the most common profiles used by normal users. So, I will also soon be releasing a simple web-based form, which will allow users to submit their favorite and most common profiles they use when editing videos. I will also display this information on the website (in total), for others to view. This data, along with the previous data-set of supported video and audio files, will help me ensure I support the most popular formats and profiles, and thus, I satisfy the largest group of users.

Southern California Linux Expo (SCALE 12x)

On February 21 to 23, I will be representing OpenShot at SCALE 12x, one of the largest community run events focused on Linux and free software in the United States. Although this might take a few days away from programming, it is an important event for OpenShot and a chance for me to meet many users face-to-face, listen to feedback, and meet with other OpenShot developers. I will be demonstrating OpenShot 2.0 LIVE at the show, and hopefully by this time, many of you will also be playing with an alpha release at home. =) I'm also considering having a LIVE stream of the event, but I'm not sure I'll have enough bandwidth for that yet. So, if you are near Los Angeles, CA towards the end of February, please stop by and hang out with us a bit.

Thanks for your Support

One again, thank you EVERYONE for your support! OpenShot 2.0 is moving along as quickly as I can build it. I will be posting a new update at the beginning of each month, and will be releasing an alpha as soon as everything is stable. On a final note... I'm still fighting a C++ heap corruption issue on Windows, and if any expert C++/MinGW developer wants to jump in an offer me a hand and be a hero, please send me an email to jonathan@openshot.org!


Update #30

Epic OpenShot 2.0 Update! (Part 2 of 3)

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Welcome to the second of three exciting updates on OpenShot 2.0! This update will be a bit more technical than the last, but I'll try and keep it understandable for those who want to follow the process of developing software, and especially the process of developing a video editor.

Sharing Data and Synchronizing Everything

OpenShot 2.0 contains many different modules which all need to have access to the same information. For example, the interface needs to know what files are available for a project, be able to undo and redo actions, communicate button clicks to the other modules, etc... The video player needs to know what clips to mix together, which effects to apply, what frame to display, etc... And the timeline needs to visualize this same data to the user, so they can see what's happening and arrange their clips, etc...

When a user moves a clip on the timeline, many things must happen. First, the timeline must communicate the clip's new position / location to both the interface (so it can be saved in your project, added to the project's history, etc...) and the video player (so it can update the video preview, and display the new video). And similarly, when a file is deleted from the interface (i.e. video project), the timeline needs to remove any clips related to that file, and the video preview must be updated.

So, they all need to access the same data, and communicate in 3 directions at all times. No problem, right? To accomplish this feet, we have built in some very robust support for JSON (JavaScript Object Notation). If you are not familiar with JSON, feel free to follow the link and learn more, but basically it is a simple, easy-to-write and understand notation, which can be used to share information between different programs.

In other words, we have 3 basic programs: a C++ video library, Python user-interface, and a JavaScript timeline. Of course, there is no built-in way for all these different programs to communicate. So, using the powerful JSON notation just felt right, and has worked great for us.

Using JSON to Communicate Changes

When something is changed in OpenShot 2.0, such as a new clip is dragged onto the timeline, a new file is added to a project, or the user clicks the undo button, this creates a small JSON string, which describes the change, and then distributes that change to all modules in OpenShot 2.0. Our powerful new video editing framework, libopenshot, can easily digest these special JSON "changes", and then only apply those changes to the current timeline. This is much faster than serializing our entire timeline on each change.

Not only is this an efficient model for sharing data between the interface, timeline, and libopenshot, but it is human readable, simple, and also allows us to use JSON in other creative ways. Such as a powerful undo / redo system, which is actually just re-applying these JSON changes in reverse or forward order.

Exciting Possibilities with JSON

By leveraging the power of JSON, it also allows us to save the project file as JSON, bind the JSON to our HTML timeline with Angular.js, and will allow users to easily edit their project files. In fact, it will even allow users to build their own project files dynamically with a little scripting... if they want to have some programming fun!

Okay, so hopefully you see some of the cool features that JSON will bring to OpenShot, but let me now demonstrate how easy it is to generate and use JSON in libopenshot with just a Python shell.

>>> import openshot
>>> r = openshot.FFmpegReader("massive_warp_hd.mov")
>>> print ( r.Json() )

Okay, so that was pretty easy! How about we change a few properties of this reader, by using some JSON of our own.

>>> r.SetJson(' {"width":640, "height": 480} ')

When Python, JSON, and libopenshot are combined, things suddenly become very fun! If you are especially bored one afternoon, you might find yourself in a Python shell editing a video project without any user-interface. When I catch myself doing that, it makes me laugh. Anyway, I hope you enjoyed part 2 of our special 3 part update! There are still many more updates to share, so I hope you will join me tomorrow evening for the final update (for now)!


Update #29

Epic OpenShot 2.0 Update! (Part 1 of 3)

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Greetings OpenShot Backers! I hope everyone had a great holiday season and a happy new year! This is the first of three updates over the next couple days! So, be sure to check back often and keep up with all our new developments.

Schedule Update

Before I go any further, I first want to address the current schedule. My original plan was to release a beta around Christmas time and a final release mid-January, but unfortunately things were not quite ready. The last thing I wanted to do was to release an unfinished, broken version for everyone to try out. So, I made the hard decision to delay the testing releases to be sure things are ready on all 3 platforms. The work required to bring OpenShot fully cross-platform has been very challenging, but the show-stopping bugs are being knocked out, one by one, and there is a ton of progress to report, so please read on!

Development Expanded

Over the past couple months, I've expanded the OpenShot team to include Cody Parker and Noah Figg, who have been a tremendous help! In fact, the word tremendous does not do them justice... just know they have been a key part of the team to make OpenShot 2.0 a reality. They have completed dozens and dozens of tasks, and worked closely with me to bring all the different pieces together. Noah has focused on the Qt interface, improving the core PyQt framework to simplify our coding, solving complicated issues (such as cross-platform icon systems, translation system, undo / redo system, Qt integration with HTML timeline, and more). Cody has focused on the HTML timeline, JQuery integration, Qt integration, as well as leveraging the amazing Angular.js framework (used to bind our interface elements to our JSON data structure).

Bringing It All Together

We have been building OpenShot 2.0 in three different modules: libopenshot (the library which does most of the hard stuff), Qt interface (the user-interface which contains the buttons, sliders, labels, tabs, etc...), and the HTML Timeline (which is where you arrange your clips and effects). Most of the functionality in OpenShot 2.0 has now been programmed, but these independent modules are now being brought together, tested, debugged, and packaged (i.e. creating installers).

Windows Development =(

Many years ago, I used to develop software almost 100% with Microsoft's development tools (i.e. Visual Studio). So, I'm very comfortable within this operating system and development environment, or so I thought. Although, while I'm no longer using Visual Studio for OpenShot 2.0 (I'm using MinGW for those who are interested), I have been fighting Windows bugs for most of December, and wow, I've seen the dark side of Windows development with regards to working outside Microsoft's preferred tool set. The good news is, I've conquered most of these crazy bugs (many caused by subtle changes in Windows support for C++, and linking issues with Windows DLLs). I have one final bug on Windows that still has me stumped, related to a heap corruption caused by msvcrt.dll. So... if any developer out there want so to help me troubleshoot this issue on Windows, I would be most appreciative! I know... I can already hear the crickets chirping. =)

Of course, Mac and Linux support has been super easy, and simply a pleasure to work in those development environment. In fact, my build instructions document contains about 3 pages for Mac, 2 pages for Linux, and 12 pages for Windows... if that gives you an idea of how difficult Windows is to develop in.

Qt4, Qt5, GTK, PyQt, and Python3

Okay, that is a lot of acronyms, so let me explain. Over the coarse of the Kickstarter campaign, you may recall that I mentioned OpenShot 2.0 would be switching to Qt (used to draw our interface to the screen), instead of porting our GTK (our existing interface) code base. Well, we started work using Qt4 initially, which is widely distributed on Mac and Linux and generally easy to work with. However, we later discovered that Python3 requires Qt5 (and not Qt4). So, we made a decision to move to Qt5, PyQt5, and Python3. 

Still makes no sense? Well, basically we are now using the latest version of Qt (for our interface), PyQt5 (a program to help us control Qt5 from Python), and Python3 (the latest version of Python... which is a programming language used by OpenShot). Unfortunately, this process of fine tuning our software stack slowed us down in October / November, but we now have this stack working great on Windows, Mac, and Linux. This stack represents the future of these frameworks and languages, and positions OpenShot in a good place for the future.

Want More Updates?!?

I hear you loud and clear! Stay tuned for part 2 of this update... scheduled for tomorrow (Saturday) evening! And part 3, scheduled for Sunday evening. And as I always like to reiterate, thank you so much for your support and patience!!! OpenShot 2.0 is not an easy application to build. Video editors are complex in many different ways. This Kickstarter represents important investments into many different and unique frameworks, such as libopenshot, and will pave the way for many wonderful open-source video editing platforms in the future.


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