View Full Version : How can I smooth out my animation?
Citizen-Insane 10-14-2008, 07:26 AM I've been rendering out a fly-around animation of the Beyerdynamic DT770 headphones I modeled. I'm a complete animation newbie, so I was wondering what I could do to improve the smoothness of my animation.
I'm rendering individual frames to TIF and then PP in After Effects. I'm using timewarp to generate the motion blur (since Vray motion blur is broken on my machine for some reason), CC force motion blur override and pixel frame blending.
flash (much choppier than 720P):
http://vimeo.com/1962679
720P:
http://www.filedropper.com/dt770sflyaroundmbtestwblending
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ienrdna
10-14-2008, 02:46 PM
I think there is problem with camera motion, how is it animated?
Citizen-Insane
10-14-2008, 08:02 PM
The camera is path constrained to a circular curve. That's it for camera motion. Maybe I just need to slow down the whole animation.
Also, there are some GI artifacts in the ear pads. Anyone have any suggestions for how to eliminate these (brute force / LC system?) without making my render time spike really badly? Right now I'm at about 22 min a frame (3ghz Quad core, 4gb of Ram), using Irradiance map (High) and Lightcache (1000 samples).
Cannysage
10-14-2008, 10:17 PM
make a habbit of checking the motion curve in the graph editor. all the flaws will be visible.
uiron
10-15-2008, 01:42 PM
do you keep your FPS same everywhere? render at 30 fps, interpret footage as 30 fps, composition settings 30 fps?
Citizen-Insane
10-16-2008, 06:22 AM
Hm, don't see anything funky in my graphs. The camera is the only thing animated and it's position graph looks fine (z=const, x=sin(t), y = sin(t)+90*).
My FPS doesn't change either, it's 30 all the way through (well in AE the rate is 29.97fps, that's the default for HDTV 720P).
uiron
10-16-2008, 07:46 AM
The camera is the only thing animated and it's position graph looks fine (z=const, x=sin(t), y = sin(t)+90*).
i hope you didn't just animate with expressions, because those you posted are wrong. (should be sin(t), cos(t) )
anyway, what you really need to do is just to put a locator at the "rotate around" axis in the scene, parent camera (and it's lookat, if any) to that locator, then just animate locator's rotateY from 0 to 360 with linear keys.
Citizen-Insane
10-16-2008, 09:05 AM
No, I don't program w/ expressions, that's just what the graph was (also, this expression is correct, sin(t) = cos(t) - pi/2 = cos(t) -90 degrees, it's plus in mine since the camera rotates counter clockwise).
Not sure what you mean by your second part. Why is it better to use a locator than a path constrained movement of the camera?
Here's an updated version, much smoother when I changed from 29.97 to 30fps. Duno why AE defaulted to 29.97.
flash:
http://vimeo.com/1981805
720P HD:
http://www.filedropper.com/test30fps2
uiron
10-16-2008, 09:11 AM
sin(t) = cos(t) - pi/2
wrong again:] sin(t) = cos(t+pi/2) is what you wanted to say i guess.
locator vs path constrain... dunno, locator is much simplier solution and easier to track bugs.
switching FPS to exact same rate helped you not to skip any frames, that's why animation runs smooth now.
if you want to keep the 29,999 fps (or whatever that was), set the same fps in compo settings and imported sequence ("interpret footage..." dialog).
Respawned
10-16-2008, 09:38 AM
Also, there are some GI artifacts in the ear pads. Anyone have any suggestions for how to eliminate these (brute force / LC system?) without making my render time spike really badly? Right now I'm at about 22 min a frame (3ghz Quad core, 4gb of Ram), using Irradiance map (High) and Lightcache (1000 samples).
You can try render the first, middle and last frame with 'multi frame incremental' mode enabled, make sure you set it to save. Then you can render the final animation using 'from file' mode, just choose the file that you saved.
Edit: Looking at your animation you may need more than three frames, you can always do more renders by choosing add to current map. Download imapviewer.exe to view the saved light information.
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