Animation Workflow?

DekeDeke Posts: 1,631

I'm using Daz 4.8 and Iray for an animated scene. Small moves are easy to deal with but a more involved move is hard to preview and adjust...I assume it's my old Mac Pro with a gtx 670 isn't up to real-time previews.  So is there any trick to visualize a move before full res rendering?  I've tried wire frame and that doesn't seem to be any better than textured. I've also resorted to rendering a smaller frame size test shot. Any other options?

Comments

  • DekeDeke Posts: 1,631

    Basically I'm looking for a quick way to test-render shots to assess their animation and make tweaks.  Anyone? Beuhler?

  • a-sennova-sennov Posts: 331

    I'm using BasicGL renderer in 640x360 resolution with all smoothing/push/etc modifiers off. Pretty fast on 780GTX :)

  • Francis TaylorFrancis Taylor Posts: 84
    edited August 2015

    One thing i tend to do is, just animate the figure with no background props. This will make it much easier on your system. After you get the movement right you can add the actual props that are goping to populate the scene with :) I hope this helps.

    -Fran

    Post edited by Francis Taylor on
  • JigSaw73JigSaw73 Posts: 80

    I also use OpenGL renders. I just render an image series (OpenGL, 1280x720, Texture Shaded viewport) and usually preview in djv_view.

    Are you saying that it takes a long time to render and OpenGL preview? I've done a couple of complex scenes @ 30fps. About 10 to 14 seconds of footage for each. So that would be 300 - 420 frames total. These only take minutes to ouput to "Image Series" from Daz Studio. So maybe it is your hardware that is limiting you.

    Reviewing the preview, I can see what needs adjusting: Timing, spacing, animation, penetrations, camera angles, etc... To see how the lighting is working, I just sample some frames (as Iray renders). These take longer, but I only to let it render for as long as it takes to give me an idea of where the shadows/lights are and what they're doing to the scene.

  • jaebeajaebea Posts: 454

    I have also rendered out in OpenGL as image series.  I have also animated in my scene with some of the heavier polygon items turned off.  It helps save memory.

  • will2powerwill2power Posts: 270

    I would also suggest if you're animating a scene that you use proxy objects. Basicly just resize a primitive and place it in the exact position the chair or table or car would be so you can work out the motion, and then put the character in the full scene for a final render.

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