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A: Once your content has been uploaded and indexed, you will see it all in the File Browser, which shows you the encoding, duration and aspect ratio of each video, and any other details. It's very simple and easy to use. Double click on a file to be taken directly to the embed generator. A: With our syndication system , live streams can be pushed to any or all of these social network destinations. This can be automatic for everywhere including Facebook, who have recently made their stream names persistently re-usable.

A: Yes. All devices play HLS perfectly from your h encoded source. A: The live demo is automated. Just fill out one demo request form and it will work instantly. With ScaleEngine, you control your streams from a single central management system.

Push your streams anywhere you want them shown, whether that's over on Youtube, to Facebook, Twitch, or anywhere else. Push Zoom meetings into your conference and stream inexpensively to large audiences beyond the Zoom limit, and record all proceedings. Create a playlist of pre-recorded content and have it play out as a live channel. Schedule it to update the content automatically. Push to marketing platforms, Roku , or send feed to cable head ends.

Cut in live at any time, then return to the pre-recorded content, and never have dead air on your stream. Transcoded bitrates for mobile no matter how long you're live. These are good for processing the incoming data before it is pushed to the Subjects for a given frame.

One possible use case is the Axis Switch , that will switch any axis of an incoming transform with another axis. These enable you to transform data from one role to another. For example, if you wanted to translate data from a Skeleton to a Transform. This could be useful if you wanted to just get the location of the hips of a character. This will transform the data into the correct role. Currently, the Animation Editors have a built-in integration with Live Link.

Once selected, you can set the following options:. Both our internally developed Maya and Motionbuilder plugins support this. For the Live Link Controller, in the Details panel, you can use the Subject Representation property and select from your connected Subjects. Based on the Subject, a role will automatically be assigned you can change if needed.

The Component to Control is what will actually be driven through Live Link. You can also use Blueprint function calls to access Live Link data.

Below, the Evaluate Live Link Frame function attempts to get a Live Link Frame from a specified subject using a given role in the case below, the Subject "camera1" and the role of Camera is accessed. We can then get frame data from the data result, and in this case, the transform information from our Subject. That information is then used to update the relative transform of a Cine Camera within our Blueprint. If you are using the Maya Live Link Plugin prior to 4.

You can fix this by adding an Add Relative Rotation node set to 0, , 90 as indicated below. The Live Link pose node has a pin for specifying the retarget asset to use. Below is an example of how to implement a retargeting asset.

An FBlendedCurve : This is the output curve data. Retarget Assets can be Blueprintable as well, allowing users to specify logic in Editor where appropriate. This functionality is used by the Remap Asset to allow bone names to be transformed in the Editor. That data is then being modified and mapped to the Bone Name naming convention in UE4. The node has 2 properties:. The output of the Live Link Pose node is a normal pose like any other pose node in an Anim Blueprint, and therefore can be manipulated like other poses fed into Modifier or Blend nodes for instance.

While you can drive animation without the Live Link Pose node in the Editor, if you want to drive animation at runtime, you will need the Live Link Pose node set up in your Animation Blueprint. Live Link can be used with Motion Controllers. The motion source property of a Motion Controller can be set to a subject within Live Link.

When set in this way, the position of the Motion Controller component is governed by the first transform of the subject. The Motion Controller integration can also access custom parameters on the Live Link subject. These are passed by the curve support built into Live Link subjects. Integrating a Message Bus endpoint in third-party software to allow it to act as a data transmitter for the built-in Message Bus Source.

For more information, please see the Live Link Plugin Development page. Once you download and extract the zip files, you will see binaries for Maya for Windows. The Maya plugin is supplied in the Maya Module format.



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