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linusben2022-02-19 01:03:37
Regular Expressions
linusben, 2022-02-19 01:03:37

Regular expressions for subtitles, help fix?

Hello. Please help me with regular expressions.
I'm trying to compose two regular expressions for subtitles. The first should pull out the timecode of the beginning of the sentence, and the second the end of the sentence. Note that it is a sentence, not a string.
Here is the first one, it seems to work, maybe you will have adjustments for it.

(?<=\W).*(?=\ --> \d+:\d+:\d+,\d+\s+\b[AZ].*?\b)

The second regular expression to end the sentence.

(?<=\ -->\ ).*(?=\D+\.|\$)

And now it works strangely, for example, in the very first sentence, the end timecode is not highlighted.
Here's the example I'm testing on.


1
00:00:07,200 --> 00:00:10,880
Hi, I'm Jack Shepard
and I'm a 3D artist for video games.

2
00:00:12,640 --> 00:00:16,800
Throughout my career,
I've done more than nine AAA projects,

3
00:00:16,800 --> 00:00:18,360
including "Metro Exodus,"

4
00 :00:18,360 --> 00:00:21,720
"Call of Duty: WWII"
and "Overkill's The Walking Dead."

5
00:00:21,720 --> 00:00:25,920
I work as Supervising Environment
and Prop Artist at elite3D,

6
00:00:25,920 --> 00:00:27,960
a video game outsourcing company.

7
00:00:29,400 --> 00:00:32,
From a young age, video games
were very present in my life,

8
00:00:32,720 --> 00:00:35,880
I really enjoyed drawing
and writing my own stories.

9
00:00:35,880 --> 00:00:38,240
I'm passionate about
all the hidden stories

10
00:00:38,240 --> 00:00:40,560
behind the textures
of the props and assets

11
00:00 :40,560 --> 00:00:44,560
the objects used to decorate
the game's scenes or world.

12
00:00:44,560 --> 00:00:47,720
Everything has a story,
even if it's an inanimate object.

13
00:00:48,800 --> 00:00:51,280
In this course,
you'll find out

14
00:00:51,280 --> 00:00:54,280
what creating props and other video game
objects consists of.

15
00:00:54,280 --> 00:00:57,560
Plus, how to make them
professional quality.

16
00:00:58,160 --> 00:01:00,080
As a project, we'll model a prop

17
00:01:00,080 --> 00:01:02,280
that could be in any video game.

18
00:01:03,000 --> 00:01:05,920
To do this, I'll share
sources of inspiration with you

19
00:01:05,920 --> 00:01:07,920
that marked the beginning of my career.

20
00:01:07.920 --> 00:01:10.880
After, we'll learn the phases
or the pipeline to follow

21
00:01:10,880 --> 00:01:12,720
for developing our asset.

22
00:01:12,720 --> 00:01:16,320
We'll find out how to configure
our software and scripts

23
00:01:16,320 --> 00:01:18,040
to save time working.

24
00:01:18,040 --> 00:01:21,000
We'll also look at
the importance of having good references

25
00:01:21,000 --> 00:01:22,600
before we start modeling.

26
00:01:23,040 --> 00:01:25,840
With this knowledge, we'll get typing

27
00:01:25,840 --> 00:01:27,800
to start modeling our asset.

28
00:01:28,600 --> 00:01:32,160
First we'll do the block out
to figure out the prop's dimensions

29
00:01:32,160 --> 00:01:35,080
and get an idea of ​​the pieces
that we'll need

30
00:01:35,080 --> 00:01:37,040
to estimate how long this will take us.

31
00:01:37,040 --> 00:01:40,440
Then, the high poly phase,
first with the Sub-D elements,

32
00:01:40,440 --> 00:01:43,600
with containment and support loops
in the more complex pieces.

33
00:01:43,600 --> 00:01:47,200
Later, with Zbrush, we'll look at
how to weld high poly pieces

34
00:01:47,200 --> 00:01:51,040
and finally, we'll give our asset
details with floaters and screws.

35
00:01:51,680 --> 00:01:55,440
Then, the low phase
to reduce the poly of our high poly

36
00:01:55,440 --> 00:01:59,600
followed by UV mapping
and bakes to project detail .

37
00:01:59,960 --> 00:02:03,040
We'll work with the substance painter
to texturize,

38
00:02:03,040 --> 00:02:06,720
we'll create our base materials
to give them history and realism.

39
00:02:07,480 --> 00:02:09,400
With our finished asset,

40
00:02:09,400 --> 00:02:12,920
we'll see the steps to integrate it
into our game motor.

41
00:02:12,920 --> 00:02:15,520
Lastly, we'll illuminate
our asset in Marmoset

42
00:02:15,520 --> 00:02:19,840
and we'll retouch it in Photoshop
before posting it on social media.

43
00:02:19,840 --> 00:02:22,120
After the course,
you'll have a complete model

44
00:02:22,120 --> 00:02:24,840
with realistic textures
to use in video games.

45
00:02:26,320 --> 00:02:29,440
For this course,
you should have a basic knowledge

46
00:02:29,440 --> 00:02:32,040
of hard surface or poly modeling.

47
00:02:32,040 --> 00:02:36,040
Plus, familiarity with
3ds Max would be very helpful,

48
00:02:36,040 --> 00:02:39,840
however, if you know a different one,
you can follow the course's content.

49
00:02:40,240 --> 00:02:43,600
You'll need a computer with 3ds Max
or similar for modeling

50
00:02:43,600 --> 00:02:47,120
and Photoshop CS6 or higher
for final retouches on the object.

51
00:02:48,000 --> 00:02:49,320
Create assets from scratch

52
00:02:49,320 --> 00:02:52,160
and do modeling projects
on a professional level.

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1 answer(s)
V
Viktor Taran, 2022-02-26
@shambler81

Normally she behaves, you are superfluous \. added
https://regex101.com/r/wXA7Pd/1

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