Forum Replies Created

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  • Richie Grasso

    May 11, 2006 at 11:26 pm in reply to: Complex Camera Moves

    i thought id add a reference as well. while this is in no way perfect and needs lots of tweaks to improve the camera’s movements, it is about 10 seconds of a continuous movement between 3 scenes:

    https://71.18.60.52/upload/cloud_love.mov

    here are the keyframes:

    https://71.18.60.52/upload/keyframes.jpg

  • Richie Grasso

    May 11, 2006 at 11:26 pm in reply to: Complex Camera Moves

    i thought id add a reference as well. while this is in no way perfect and needs lots of tweaks to improve the camera’s movements, it is about 10 seconds of a continuous movement between 3 scenes:

    https://71.18.60.52/upload/cloud_love.mov

    here are the keyframes:

    https://71.18.60.52/upload/keyframes.jpg

  • Richie Grasso

    May 11, 2006 at 11:08 pm in reply to: Complex Camera Moves

    the new graph editor for keyframes in ae 7 helps a lot, but getting the motion smooth and really spot on takes practice. i would suggest trying to imitate how real camera moves are done in movies. the trick is to keyframe as little as possible. if you are having problems with your camera bouncing and jerking when it hits a keyframe, you need to modify the velocity curves for the keyframe. ease it in or out. its a lot more than just hitting F9 to get it right – the curves need to be smooth. with some practice youll know what works naturally and what doesnt.

  • Richie Grasso

    May 11, 2006 at 11:08 pm in reply to: Complex Camera Moves

    the new graph editor for keyframes in ae 7 helps a lot, but getting the motion smooth and really spot on takes practice. i would suggest trying to imitate how real camera moves are done in movies. the trick is to keyframe as little as possible. if you are having problems with your camera bouncing and jerking when it hits a keyframe, you need to modify the velocity curves for the keyframe. ease it in or out. its a lot more than just hitting F9 to get it right – the curves need to be smooth. with some practice youll know what works naturally and what doesnt.

  • Richie Grasso

    May 11, 2006 at 10:35 pm in reply to: AE Renderfarm Hardware Specs

    Thanks Erik. I am not really interested in buying Wintel hardware to save a few bucks. I also would prefer having the ability to keep all my drives and hardware compatible if I need to take one of the slaves off the render and use it for production on something else. I have also heard that AE is still optimized for the G4. Thats why I ask if the G4s would be worth anything.

    As far as Nucleo goes, I already use it. I think it works well in many circumstances. Nucleo Pro sounds even better but I would rather push this off other machines and keep the workstations working on designing and animating.

    I was thinking of buying a couple DP 2.5 G5s – just some refurb models – and putting in 4GB of RAM in each of them. I could start off smaller on the RAM. Would it be more beneficial to build an XServe renderfarm or is that really overkill for the money?

  • Richie Grasso

    May 11, 2006 at 7:25 pm in reply to: AE Renderfarm Hardware Specs

    Thx for the advice.

  • Richie Grasso

    May 11, 2006 at 6:34 pm in reply to: AE Renderfarm Hardware Specs

    I am sure there are ways I could optimize my comps and for the most part I try to do this. I render out to 16-bit image sequences which increases the processing quite a bit. Lots of 3D space with high res, layered PSD files, blurs, depth of field and lights seem to be the culprits. I do not have too much of an issue with footage rendering slowly.

    I’d rather buy G5s than PCs. Maybe I should start out with 2 and build from there instead of getting 6 right away. What I am unclear of is whats the minimum RAM I should out in them? 4 GB? Do they need to render to a shared RAID or does that even matter?

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