Announcement

Collapse
No announcement yet.

slowing animation at rendertime only.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • slowing animation at rendertime only.

    im doing an animation using Madcar.

    I used Ty-preview to render out a viewport test. It has a very useful "fps multipiler" option, which, setting to 3, renders out a jpeg sequence with 3x more frames than the timeline.

    This allowed me to playback at the original fps and have a nice slow motion effect (the madcar simulation looks a bit fast and weightless, slowed down 3x it looks much better.)

    ive now realised i dont know of a way to do the same thing when rendering in max/vray....

    of course i could bake all the animation to keyframes then stretch out the timeline, but this is iterative testing and i wish to keep the madcar system "live"

    is there a trick ive missed?

  • #2
    I only just saw this but maybe you're still tinkering....so why not just render 2x, 4x or whatever fps? That'll give you options to slow it down wherever you need
    https://www.behance.net/bartgelin

    Comment


    • #3
      Originally posted by fixeighted View Post
      I only just saw this but maybe you're still tinkering....so why not just render 2x, 4x or whatever fps? That'll give you options to slow it down wherever you need
      unfortunately this isnt an option, the madcar plugin does not allow you to retime the simulation, so if its 100 frames long, you only have 100 frames and thats it.

      thats why the fps multipler in the typreview is so useful, it lets you spit out a preview with subframes rendered.

      i managed (with help) to hack together a script that will render a sequence divided into subframes but a) it only works locally, so no deadline, or renderfarms.. a problem on a 2000 frame long animation which takes 20-40 mins a frame and b) once its running you have to kill max to stop it.


      i did read something somewhere that suggested it might be possible to script deadline to do the same thing, but it went right over my head.

      in the end ive parked the project for now.

      Comment


      • #4
        No, I just meant changing Max's fps to e.g. 50 or whatever, so then you get room to slow down. It should give the same result, or at least that's what I used to do in the past I think, or maybe I'm mis-remembering.
        It's wine time, so I'll check the method in the morning.
        https://www.behance.net/bartgelin

        Comment


        • #5
          Originally posted by fixeighted View Post
          No, I just meant changing Max's fps to e.g. 50 or whatever, so then you get room to slow down. It should give the same result, or at least that's what I used to do in the past I think, or maybe I'm mis-remembering.
          It's wine time, so I'll check the method in the morning.
          ahh you mean set fps to 50 or whatever *before* doing the madcar sim? yeah that would allow retiming i expect, but unfortunately i already have a sim id like to use, and it was simmed at 25fps.

          an option going forward i expect, although im not sure madcar would like simulating in realtime at 75fps.. maybe the steps/key could be used to compensate.

          Comment


          • #6
            I meant literally doubling or more the frames you render, so like a real slo-mo cam that records 1000fps or whatever.
            All the animation remains the same but you can then adjust the timing later. So it's the same as the Tyflow method basically.
            https://www.behance.net/bartgelin

            Comment

            Working...
            X