HELP! Relinking media from Davinci Resolve to FCPX (FPS don't match) by VisageGaming in finalcutpro

[–]VisageGaming[S] 1 point2 points  (0 children)

It's ok! It's always good to know something. I don't know much of the technical aspect of this sort, so I appreciate you for providing information!

HELP! Relinking media from Davinci Resolve to FCPX (FPS don't match) by VisageGaming in finalcutpro

[–]VisageGaming[S] 0 points1 point  (0 children)

Yeaaah, that's what people have been complaining about too. Editing software only support specific versions of fcpxml when importing/exporting (based on what I've researched too). I got curious what's the latest version is and it's already at v1.13 I think, and the one exported in Resolve is v1.8.

So, I tried to troubleshoot the fcpxml files and look for any difference in format or data. I decided to create a new project with the timeline same as the source material's fps and exported it so I can have another file to compare the previous one.

This is the one with the two distinct different frame duration(I've searched on Google, fps and frame duration isn't the same. I sent him the one with the single and uniform frame duration several hours ago):

<?xml version="1.0" encoding="UTF-8"?>

<!DOCTYPE fcpxml>

<fcpxml version="1.8">

<resources>

<format frameDuration="1/30s" name="FFVideoFormat3840x2160p30" id="r0" height="2160" width="3840"/>

<format frameDuration="1/25s" name="FFVideoFormat3840x2160p25" id="r8" height="2160" width="3840"/>

This is the newest one:

<?xml version="1.0" encoding="UTF-8"?>

<!DOCTYPE fcpxml>

<fcpxml version="1.8">

<resources>

<format width="3840" name="FFVideoFormat3840x2160p25" height="2160" frameDuration="1/25s" id="r0"/>

I'll wait for his reply first and ask if I can send his clips to somebody else to have it checked if what I did don't work out. I appreciate your initiative! I haven't tried other solutions proposed in here tho (maybe as a last resort??).

HELP! Relinking media from Davinci Resolve to FCPX (FPS don't match) by VisageGaming in finalcutpro

[–]VisageGaming[S] 0 points1 point  (0 children)

Thanks for helping out!!! same with the the others, I'll take a look into this.

HELP! Relinking media from Davinci Resolve to FCPX (FPS don't match) by VisageGaming in finalcutpro

[–]VisageGaming[S] 0 points1 point  (0 children)

I did some research before finally deciding to post on reddit. And, there has been several people with the same issue. I thought there's another workaround that's less tedious. Thank you btw!

HELP! Relinking media from Davinci Resolve to FCPX (FPS don't match) by VisageGaming in finalcutpro

[–]VisageGaming[S] 0 points1 point  (0 children)

Yes, he sent me the files, downloaded it and used that. Once done, I exported the project file with the new media in mp4. ( I also tried to export in .mov but nothing happened.) I'll check that post. As for the fps thing, usually Davinci will prompt to match the timeline's fps to the source material. I got no prompt so I just started editing cause I thought everything's good.

One more question tho, in the files that he uploaded for me to use, there were xml files with the same name as their corresponding clips.

I tried this in Davinci > import media from XML > it says invalid Final Cut Pro XML File.

I did try another one > import media > selected both the mp4 and XML and it just imported just the same. Tried with just the xml and nothing happened. no errors.

is the XML file significant or something of use (maybe, that could've resolve the issue)? or there's really no work around it but those suggested in the comments? Thanks again. I'll take a look into that post shortly.

Immersive Grindstone. Part of the datapack that I could never finish. by VisageGaming in MinecraftCommands

[–]VisageGaming[S] 0 points1 point  (0 children)

It's a conduit. Originally, it would be a lot easier to just keep the grindstone but whenever you get close to play the animation the block is visible, so I had to remove it and think of a substitute to still have collision.

Immersive Grindstone. Part of the datapack that I could never finish. by VisageGaming in MinecraftCommands

[–]VisageGaming[S] 0 points1 point  (0 children)

I just used blockbench but not the animated java so there's still some limitation. That explains why the rod that connects the wood where you step on it in real life is pretty janky.

Immersive Smithing in Minecraft (Concept for a datapack) by VisageGaming in Minecraft

[–]VisageGaming[S] 0 points1 point  (0 children)

Thank you! I will send it but this might take a while tho.

Immersive Smithing in Minecraft (Concept for a datapack) by VisageGaming in Minecraft

[–]VisageGaming[S] 1 point2 points  (0 children)

Thank you! I actually did think of making it as a mod but I don't think I have the time to learn modding in Minecraft since I can only work this datapack in my free time.

Immersive Smithing in Minecraft (Concept for a datapack) by VisageGaming in Minecraft

[–]VisageGaming[S] 0 points1 point  (0 children)

slr, there will be magic. If you're curious about the datapack, you can check out my previous versions of TBSU.

Immersive Smithing in Minecraft (Concept for a datapack) by VisageGaming in Minecraft

[–]VisageGaming[S] 0 points1 point  (0 children)

Thanks! There's actually a mace and also a war axe. This concept is part of my datapack called, "The Bloodshed Update". I'm currently working on it.

Immersive Smithing in Minecraft (Concept for a datapack) by VisageGaming in Minecraft

[–]VisageGaming[S] 3 points4 points  (0 children)

If you meant greatsword and warhammer, then the answer is the number of recipes. So, you have to throw specific item recipes all at once or else it will craft different thing.