Forum Replies Created

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  • Mehmet Akten

    October 23, 2008 at 12:53 am in reply to: Footage not showing up with right fps

    Hi, I was wondering if you found a solution as I have the same problem. I recorded at 30fps with snapzpro and encoded as Prores HQ (1280×720).

    I play the file in quicktime it reports 30fps, duration 2:09, plays really smooth and is the whole duration of what I recorded.

    When I load the file in FCP6, its reported to have the same duration (2:09) but shows 10fps, plays really slowmo, and only plays the first 3rd of what I recorded! and I cannot find a way to change setting. Very strange! Anyone figured this out?

    —————–
    http://www.memo.tv

  • Mehmet Akten

    January 22, 2008 at 12:31 pm in reply to: Multipass rendering using NET

    I’m using 10.5 and advanced render with many passes (object buffers, global illumination, ambient occlusion, specular etc. all seperate passes). And I didn’t need to do anything special, it all works straight up.

    In my c4d file the output path for multipasses is c:\projects\xyz\output-multipass – where all the files go when I render normally. But when I render through net render all the multipass files go straight into C:\Program Files\MAXON\NET Render R10\user\administrator\ProjectName\results. How come it wasn’t working with your setup Thommo? (i’m actually rendering right now so haven’t checked the results… I can just see all the files xyz_occlusion_####.tif, xyz_specular_####.tif etc.)

    —————–
    http://www.memo.tv

  • Mehmet Akten

    November 14, 2007 at 12:04 pm in reply to: problem import vanishing point data in CS3

    I’m having the exact same problem, so if anyone has any ideas would be much appreciated

  • Mehmet Akten

    September 14, 2007 at 10:49 am in reply to: 3D Camera facing expressions

    yup works perfectly thanks!

  • Mehmet Akten

    September 12, 2007 at 5:44 pm in reply to: 3D Camera facing expressions

    Yup thats perfect thanks! I cant believe how simple it is! I guess I need to look more into built-in functions like toWorldVec and lookAt to simplify things!

    For the camera-facing around Y, would you advise that I keep my solution above, or use something like:
    YRotation =
    C = thisComp.activeCamera;
    V = C.toWorldVec([0,0,1]);
    P = toWorld(anchorPoint);
    O = lookAt(P, P + V);
    O[1];
    i.e. It probably is more foolproof?

    P.S. slightly off-topic, how can I save these expressions to my presets?

    *EDIT* Ignore the last part about saving presets. found that, its dead easy…

  • Mehmet Akten

    September 11, 2007 at 3:18 pm in reply to: 3D Camera facing expressions

    Hi Trent, that is indeed a great site and I have learnt a lot from it. In this case however, I could not find an answer to my question there. The page you’ve linked to seems very similar to what I’m asking, but actually it is exactly what I am trying to avoid. The expression on that page is for orienting the layer towards the camera – i.e. points the layer to the camera. So when the camera is close to the layer there is a lot of perspective deformation. What I am looking for is to keep the layer parallel to the screen (either on all 3 axis, or staying perpendicular to the floor – i.e. only rotating around Y).

    I’ve seen a lot of people ask about this (and I even found an old post of mine from years ago when I’m asking how to do the same thing in combustion!).

    To show the problem I’ve taken a capture from aftereffects of my project (if it doenst come up for some reason, its at https://public.memo.tv/camera-facing.gif): .

    The expression I’ve come up with for rotating around Y only (shown in my post above) works perfectly for me now (thats the blue layer). Like I say, it probably wont work if linked to other layers and stuff, but I dont have time to figure that out right now.

    The expression I came up with for full camera facing works not perfectly (with some camera angles it goes bonkers) – but for my current project its fine so I”m not working on it anymore. Probably in the future I will need a foolproof version as well. I’m just working with two axis rotation angles. the correct solution I guess would involve setting up a rotation matrix from the camera x,y,z axes; and then extracting the 3 orientation values. Like I said, I’ve seen a lot of posts with people asking how to do that, so if anyone would like to tackle it, it would be great!!

  • Mehmet Akten

    September 5, 2007 at 9:31 am in reply to: Washed out colors in quicktime.

    Hi Thanks, that seems to have done the trick for those quicktimes, but now all my other quicktimes are too dark! I dont understand exactly whats correcting for what here. Normally does quicktime take the monitor color profile into account? or is it final cut which does?

  • Mehmet Akten

    September 5, 2007 at 9:28 am in reply to: Question about RAM

    yea I bought 8GB for my mac pro, and 1GB for macbook pro from crucial and it works perfectly. As far as I know apple uses micron ram which is actually the same as crucial – except crucial is less than half price!

  • Mehmet Akten

    September 5, 2007 at 9:26 am in reply to: NEW TO 3D

    I’ve used 3DSMax for many many years (before version 1), and also played around with Maya… but recently tried Cinema 4D and it seems by far the most easiest to get into and still top quality results … also very cheap for the basic package if you dont need the extra modules (hair, toon render, adv lighting etc.)…

  • Mehmet Akten

    September 5, 2007 at 12:32 am in reply to: Children of Men effect?

    Thats a really cool making of video… especially the scene with the car is amazing!

    For the explosion scene I think they would have used the green for keying. The buildings aren’t moving but the camera is handheld and was probably quite shakey (dunno how much of the shakyness was added in post), but I’m sure still the buildings would need to be tracked as well – but you don’t need green for that, just any highcontrast corners. There are bits where cyclists etc. pass in front of the building, those would have needed to be rotoscoped.

    As for the bus, you get a lot of debris passing in front of the ad, and to rotoscope that wouldnt have been feasible at all! So the corners of the green would be used for tracking and corner pinning, and then the green would be keyed with the corner pinned ad video underneath.

    Yea if they did cover the buildings with green as well it would have been easier in post (no need for roto’ing the passing cars etc..) but it definetly would have ended up being more expensive! (balance the cost of that size chroma green fabric vs rotoscoping a few seconds of footage…)

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