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my 3 first questions: rendering, scripts, ugly shapes

Posted: Thu Mar 10, 2011 9:07 am
by etimea
Dear Forumers!

Could anyone help me please in this questions?
1.
I'm making an animation for a song - it will be about 4 minutes. The caracters, places etc. are ready, next week I m going to make their animation - movings. I tried to export a short part of it today (120 frames) and it have been a huge file. (about 200MB) As I counted, when it would be finished the size would be near the 10GB. I've read forums for solutions and tried to export other formats and rendering types, to see what happends, but the size stayed almost the same. I'd like to send it, publish on TV etc. and I need a small file size but very high (near HD) quality. I don't know how can I do this, because with best quality it was very rastered/pixeled too after make rendering.
2.
If I switch on a script 'warp' ALL of my vector layers - shapes - get a noizy outline. I couldn't know how should I switch it off from all with one click, and I must to make the changes on the layer setting windows all one at a time on each layers :S
3.
Are any rules/solutions, when the bones move the vector layers, the shapes won't be then ugly, 'broked' - won't be white hole, when they cover each other (elbow, knees etc.)? I can resolve the problem as I m testing the optimal berths/places of the vector points, but I lose a lot of time so.

Thanks for your help!

Posted: Thu Mar 10, 2011 10:08 am
by slowtiger
3: Don't build legs or arms in just one shape. Better create two shapes which overlap on elbow/knee.

1. (don't know how often I wrote this) Do you edit your film in a video editor? Then you should render files from AS in best quality. Only finished files from your video editor need to be encoded and optimized for streaming. Use a good codec like H.264 then.

Files which still go between programs must not be compressed, so it's quite normal to have several GB of intermediate video files.

Posted: Thu Mar 10, 2011 11:18 am
by Genete
I still insist that the best and safe way to render the master file of your animation is a png or tiff sequence. Later you can always spoil the quality of the images with any video conversion/compression.
-G

Posted: Thu Mar 10, 2011 2:08 pm
by slowtiger
I don't agree. A Quicktime video file is just a container, if I use the PNG codec I get the same flawless lossless quality as with separate PNGs, plus the ability to handle big chunks of animation easier.

Posted: Fri Mar 11, 2011 2:14 pm
by hayasidist
slowtiger wrote:3: Don't build legs or arms in just one shape. Better create two shapes which overlap on elbow/knee.
Hi Slowtiger -- I've been lurking as a guest for a year or so (AS6Debut); but I've finally come out of the closet and got an id... I'm amazed, grateful and humbled by all the wisdom that is freely shared in this forum...

I'm curious to know how many joints you advise this technique of separate shapes (just elbows and knees? shoulders? pelvis? maybe even fingers...?) ? [I've been toying with the concept of a "universal character template / rig"]

And how do you bind the shapes to their bone (separate layer / layer bind? point bind? offset bone? ..) - assuming that it is one bone per shape?

Thanks

Posted: Fri Mar 11, 2011 5:52 pm
by Genete
slowtiger wrote:I don't agree. A Quicktime video file is just a container, if I use the PNG codec I get the same flawless lossless quality as with separate PNGs, plus the ability to handle big chunks of animation easier.
Well, when your render time is extremely long it is better to handle frame by frame and mount it later. You can always restart a png sequence render after a crash or power supply failure... if it is a movie render you don't get any usable result utill the end.
-G

Posted: Fri Mar 11, 2011 7:02 pm
by slowtiger
I never had a crash during rendering. That said, 4 hrs rendering a 10 sec scene really gets on my nerves ...

Posted: Fri Mar 11, 2011 7:04 pm
by slowtiger
haya: No universal rule here. I build just what I need right now, if a different scene needs more joints, I just add them later.

I prefer to build my characters with several layers and shapes. Most time I have more shapes than bones.

Posted: Tue Mar 15, 2011 2:48 pm
by etimea
Thanks for the advices, I will try to do that.