Magic Exporter For Mac

  • Magic Exporter 1.0.2 is a third party application that provides additional functionality to OS X system and enjoys a popularity among Mac users. However, instead of installing it by dragging its icon to the Application folder, uninstalling Magic Exporter 1.0.2 may need you to do more than a simple drag-and-drop to the Trash.
  • Magic Exporter 1.0.2 is a third party application that provides additional functionality to OS X system and enjoys a popularity among Mac users. However, instead of installing it by dragging its icon to the Application folder, uninstalling Magic Exporter 1.0.2 may need you to do more than a simple drag-and-drop to the Trash.
Magic Exporter For Mac

May 12, 2015 - I wrote some scripts to backup and restore Mac preferences. Running defaults domains and then call default export [domain] [plist file path].

I am working with PowerPoint 2016 for Mac PowerPoint can export your presentation as a series of images. Go to file, export, select PNG, and you can select just one slide, or the entire presentation to be exported. In the latter scenario, images will be saved in a newly created directory.

Probably a left over from earlier PowerPoint versions, the resolution of these images has always been poor when using the standard settings. In previous versions of PowerPoint, you could somehow change DPI (dots per inch), but it did not affect the output. There are also ways to hack registry system variables (on a Windows machine, not a mac). The results have always been unpredictable. In the most recent version of PowerPoint on mac, you are presentation with a menu in which you can enter the desired slide dimensions.

This dialog behaves strangely when entering extreme values has height or width, flipping the orientation of the slides.

MlRawViewer 1.3.3 MlRawViewer is a cross-platform viewer for raw video files produced by Magic Lantern. It supports both the original RAW format, and the newer MLV (RAW v2.0) format in both single and multi-file versions. It also supports sound playback from embedded MLVSND audio, or external WAV files. It also supports playback of directories containing sequences of 'CinemaDNG'.DNG files, as produced by mlvdump or raw2cdng. It also supports 2 x 1D and 1 x 3D LUT for display and ProRes export. Features/usage. RAW, MLV and CinemaDNG playback in real-time (if you have fast file read and modest GPU), single and multi-file.

Progress bar and timestamp overlay. Click to jump in file. Pause playback using SPACE key or play/pause icon.

Toggle fullscreen and windowed mode using TAB key or fullscreen icon. Jump to next/previous RAW or MLV files in same directory as current file using K/J keys.

Drag a RAW/MLV/DNG file onto the window to view that file. Drag a WAV file to play with the current video. Step forward and backward through frames by one second (LEFT/RIGHT cursor keys) or one frame (,/. Keys) while playing or paused. Brightness control while playing using UP/DOWN cursor keys. Or click/drag in brightness box.

Magic Exporter For Machine

Fast GPU Bilinear demosaicing for playback. High-quality (but slow) CPU demosaicing (AMaZE) when paused or enabled (Q key). Export current marked range with audio with E key pr PLUS(+) icon. Control start or pause procesing of export queue with Y key or red circle icon. Choose export folder with W key. Choose MOV (ProRes) or DNG sequence as export type using D key. White Balance adjustments.

Keys: 1=WhiteFluoro,2=Daylight,3=Cloudy, 4/7=Red down/up, 5/8=Green down/up, 6/9=Blue down/up. Or click/drag in Red/Blue box. RGB Histogram option. sRGB colour output. sRGB or Rec.709 gamma, global (HDR) tone mapping, Linear, Log8, S-Log, S-log2, Log-C, C-Log toggle with 'T' key or mapping icon. Drop-frame+audio and non-drop-frame modes.

Toggle with 'F' key. Slide audio sync -0.5,-0.05,+0.05,+0.5 seconds with V/B/N/M keys. Mark IN/OUT, Jump to PREV/NEXT mark with I/O and U/P keys. Loop or one play mode with I key or loop icon. Code: sudo apt-get install build-essential python-opengl python-numpy python setup.py buildext -inplace chmod +x mlrawviewer.py./mlrawviewer.py /path/to/file.MLV /path/to/encodedfile.MOV Then the video should appear and playback immediately. See above for keys.

Mac OS X 10.7-10.9 Installation and Usage A binary release or source build can be used. The binary release is known to work with 10.7.x, 10.8.x and 10.9.x. Source builds may work with earlier OS X releases. NVIDIA and AMD GPUs will work best. Intel GPUs may work, but problems have been reported with e.g. Download the DMG from Click the DMG to mount it, and drag the icon to your Applications folder. Drag an MLV or RAW or DNG file into the app, or open a file using the app.

Windows 7 Installation and Usage A binary release or source build can be used. The binary release is known to work properly with Windows 7 (32bit or 64bit). It should also work with Window 8.

Source builds may work with earlier Windows versions. NVIDIA and AMD GPUs will work best. Intel GPUs may work, but problems have been seen with some older chips.

Download the zip from Open the zip, and copy the mlrawviewer folder to somewhere in your machine. That folder contains mlrawviewer.exe, which is the program to run. Drag an MLV or RAW file into the mlrawviewer.exe app icon (or a shortcut), or set up a file association so it opens when you double click a video file. Alternatively run the app and select a file from the file dialog. A log file (mlrawviewer.log) is generated in the USER.mlrawviewer directory when the program is run.

In case of problems, please check and share the log to help the developers identify the causes. Implementation details The program is written in python, and makes use of OpenGL for image processing in order to be able to display videos at their intended frame rate. This also depends on you having good file read speed in your computer. Almost everything (apart from bitunpacking and CPU demosaicing) is written in python, so it is quite easy to install, modify and extend in case you are familiar with that language.

The license for the program source code excluding AMaZE is BSD-style. The license for the AMaZE demosaicer (amazedemosaicRT.c) is GPLv3 The license for ffmpeg is GPLv3. Hence, binary releases of MlRawViewer must be GPLv3. Testing, feedback and code contributions are welcome. Home page: Git repo: Bug tracker: IRC: Freenode:#mlrawviewer. And was very smooth. I think you'd know these facts already; (but also just in case other people who haven't tested the program and want to know a little more); I shot: 640x320 (2:1) @ 25fps played back: 960x540 (16:9) @ 28fps which I just noticed it detects: Using Bilinear demosaic algorithm Width: 640 Height: 320 Frames: 715 also, It's very easy to edit the python source code to change white balance (by using RGB multipliers).

I pushed the fix for this now. I'm using a simple Reinhard global tone map function (x/(x+1)) for the display, so the brightness value needed depends very much on the content.

At the moment I tend to just go in and modify the value manually for each clip I view. A step up from that would be to make it a command line parameter, and a step up from that would be to let you change it while viewing the clip, and a step up from that would be to measure a histogram of the data and calculate a suitable value along with auto colour balance and the rest. All possible, but needs a bit more development. Contributions/pull requests most welcome:-).

Yeah, a gui would be great, I'm really impressed by this tool. And then the step up after that would be output or piping to avconv/ffmpeg maybe. I'm not sure if I exposed my test I did properly so I will have to try again. At the same time, I'm not sure if your tool does work entirely right with the brightness and colour multipliers, not that it matters because it is a viewer and only newly released. But in the future it may have to be altered. But yes, I'm very impressed. I wonder if a gui could be done with wxpython, as I've programmed with that before.

(I don't have a bitbucket (yet), only a github.). Code::/src/mlrawviewer$ python mlrawviewer.py./M08-1336.RAW MlRawViewer v1.0.1 (c) Andrew Baldwin & contributors 2013 Falling back to Numpy for bit unpacking operations. Consider compiling bitunpack module for faster conversion.

Code: print self.width, self.height print rgbadata print glGetIntegerv(GLMAXTEXTURESIZE) = 1920 1080 2 16382., 2 16382 2 16382., 2 16382 2 16382., 2 16382.9928 6171 11226., 6250 10482., 5800 9725., 5539 4096 Also tried smaller textures (64x64) and 8-bit, didn't help. NeHe lesson 6 (texture mapping) runs fine (it has a call to glTexImage2D and seems to work). Will keep looking, but maybe you have any suggestions on what to try? What kind of platform are you running on, e.g. Native Linux or under a VM?

(VirtualBox/VMWare often have more limited OpenGL implementations) What kind of graphics card/drivers - Intel, AMD, NVIDIA? For reference, I've used it on (low end integrated) AMD & (mid range) NVIDIA, but not Intel (though I think it should generally work also there). My suspicion here is the GLR32F as the internal format. Your environment might not support floating point textures. One thing to try might be to change that to R16F or just R16 and see if that helps. I've split the topic; feel free to add a link to it in the old one, and edit the first post to keep things updated.

Small remark: I've noticed you are updating the black level on the fly, and you are computing it as MIN(allpixels). This is incorrect for the following reasons: - some cameras have bad pixels with raw value = 0 (okay, you can filter these out easily) - if the image is exposed to the right, you will end up with a black value much higher than normal, and this will cause strong green cast in shadows - if the image is exposed to the left, you will read something way below the real black level (you have a Gaussian noise, stdev something around 15, so you can end up easily 100 units below the correct value = pink cast; also, the minimum is not statistically robust so the level will change while playing). So, I strongly recommend you to use the 'EXIF' black level. If that one is wrong, it's a bug in ML, and must be reported and fixed there, not worked around in post software. I've split the topic; feel free to add a link to it in the old one, and edit the first post to keep things updated. Small remark: I've noticed you are updating the black level on the fly, and you are computing it as MIN(allpixels).

This is incorrect for the following reasons: - some cameras have bad pixels with raw value = 0 (okay, you can filter these out easily) - if the image is exposed to the right, you will end up with a black value much higher than normal, and this will cause strong green cast in shadows - if the image is exposed to the left, you will read something way below the real black level (you have a Gaussian noise, stdev something around 15, so you can end up easily 100 units below the correct value = pink cast; also, the minimum is not statistically robust so the level will change while playing). So, I strongly recommend you to use the 'EXIF' black level. If that one is wrong, it's a bug in ML, and must be reported and fixed there, not worked around in post software.

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