Animation and Pre-calculation (2/3)

Lesson by admin | Official 5SRW study material


LESSON #Animation and Pre-calculation

  • HD VIDEO / Narrated / 22′
  • File MAX with all V-Ray Settings.
  • VRayPhysicalCamera linear animation;
  • Autokey and Keyframes;
  • Curve Editor settings for constant animations;
  • Time animation settings;
  • Speed animation settings;
  • Creating animation draft (Create Preview)
  • Animation parameters for pre-calculation
  • Fly-through animation

 

Basic Settings and Animation draft

You need to familiarize yourself with the basic settings we made in the previous lesson in order to continue the process. Make an animation takes much time working, machine and money, that is why we need to use tools that allow us to prevent errors and save time. To do that we’ll use the tool “Create Animated Sequence File” which will help us to create previous animation very quickly and with sufficient information. So, with the pre-calculation we can determinate if  we can take the next step,

Below you can see the animation draft video which has taken about 1min to be generated:

Note: If you are thinking about selling an animation video to a client, I recommend you to show the preview before go on, so it will give you an idea of what your client will see, this can save you from costly changes later.

The following video will check  previous lesson, shows steps check made ​​in the previous lesson but an interior and learn how to create an animation of draft:

CONCEPTS:

  • Make a preview of yuor animation;
  • Always apply 5SRW knowledge;
  • Adjust camara acceleration in Graph Editors> Curve Editor> Set Tangents to Linear
  • Create your preview animation with the symbol (+) on your screen,, and then clic on Create Preview> Create Animated Sequence File

DIFFERENCES BETWEEN NTSC AND PAL You’ve probably wondered what is the difference between the NTSC (National Television System Commitee) and PAL (Phase Alternating Line), or maybe you’ve seen it many times but you don’t know what it means. The difference is in their coding, and both are incompatible, regularly NTSC is used in USA and America, while PAL is used in Europe. NTSC works at 720×480 pixels at 29.9 fps, while PAL works at 720×576 PAL at 25 fps, it is sometimes possible to play NTSC as PAL video, but not vice versa; therefore be careful when you decide who will be the end user if required one of the two formats.

Pre-calculation and final animation (B)

Next lesson is one of the most searched on the web, there are many ways to create pre-calculation to speed up the animation time without losing quality. To do an animation frame by frame, traditionally it could takes months of work on your computer, that’s why they have developed ways to save time and improve quality, the most common enemy for animators is called “Flicker” is like a nightmare, but I will show you 2 techniques to avoid this undesirable effect.

In this lesson we use the Fly-through animation. In that kind of animation only the camera is animated and the objects remain static; however you can move the camera in any direction and path that you want.  The second technique I will show you is an Extra lesson that shows you how to save time but is only used when the camera goes in one direction and moves slowly (very common in strokes architecture).

In this video you will learn how to create the pre-calculation in a Fly-through animation without “Flicker” or “Blink”

CONCEPTOS:

  • In “Common Parameters” select “Active Time Segment“;
  • In the option “Every Nth Frame”  5 is udes for fast animations and 15 for slow animations;
  • Remember to activate the option “Don’t render final image” in Global Switches;
  • For Irradiance Map precalculating use  “Incremental add to current map” or “Multiframe Incremental” mode (you will have the same results);
  • For Light Cache precalculating use “Fly-through” mode

EXERCISE: Download and open the file with the textures, make your precalculation tests and check yourself that the flicker disappears.

If you use another software, you can download this scene in the universal format “obj”:



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