Adam Trachtenberg
Forum Replies Created
-
Adam Trachtenberg
April 10, 2007 at 6:17 pm in reply to: Started my animation before 0 frames what do I do know?If you’re using r10 you can move the timeline view to the document (Main) level and move the whole animation by clicking on “Document” in the left-hand pane and dragging the red bar under the time slider. In previous versions you can do the same thing, but you’ll have to manually multi-select all tracks first.
-
No can do, I’m afraid. Too many new features in R10 that R9 would have no idea how to handle. Best you can do is to export objects and import into R9, or if you have animation, try exporting/importing in .fbx format.
-
Sure, you could do the same thing with stills, but you’d have to load each image into the mograph shader which would be pretty tedious if you have lots of them.
-
Yes, you can put the footage in a material (color channel) and then put the material on a background object.
-
Here’s how I would do it:
Create the wall with a cloner set to matrix mode.
Create a material with luminance channel only.
Place multi-shader in the luminance channel.
Now you’ll need AE, QT Pro or similar, and a batch image processing:
Batch rename your image files so they have consecutive numbers.
Load the images into a processing app as an image sequence and save out as a movie file.
Load the movie file into the multi-shader and click the “To Layers” button.
Drop the material on your cloner.
Create a Step Effector, set to affect color only.
That should do it.
-
Baking’s not the same as multipass rendering, but you could render out a diffuse pass of just the baked objects.
-
You should be able to use the Random Effector. In the Parameter>Other section, enter the number of frames you want to randomize in the Time Offset box. You also have to uncheck “Fix Clone” in the Cloner.
-
Adam Trachtenberg
March 28, 2007 at 7:22 pm in reply to: Rendering animation using Global illumination…is it wiseIt sort of depends on the size and complexity of your scene. There’s a limitation with Cinema’s GI rendering that causes render times to increase geometrically with large, complex scenes. It happens because the renderer keeps accumulating sampling points until the database becomes so large that it can’t be sorted efficiently. The only solution is to stop the render and restart it again, which can be a pain. It’s very scene dependant, so I would suggest that you give it a try and see how it goes. If it bogs down you can bake your GI solution.
-
[Y.D.] “Thanks for the reply, Adam.
After I posted, I noticed that it was available as a tag but not as a menu item. Can you tell me if I need to place the tags on every pose or just on the default?”You just place the tag on the object that’s actually going to be deformed (not the default or the poses).
-
Posemixer is now a tag, so you won’t see it in the Mocca menu. If you right-click on an object in the Object Manager you’ll find the tag in the “Character Tags” submenu.