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justaviking
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justaviking
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8.2K,
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animagic (12/15/2015) The problem is that after being marked as helpful, the post becomes virtually unreadable...:unsure:Ironic. Kelleytoons (12/15/2015) Viking, Magic -- yeah, I agree. The blue color isn't the best choice, but I guess the idea is to make it "stand out" as a good answer (web site design around here in general needs a bit of work).
It would be better if only the left-hand column (where your avatar is) turned blue. It would still jump out, and the post would still be legible.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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Kelleytoons
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Kelleytoons
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Viking, Magic -- yeah, I agree. The blue color isn't the best choice, but I guess the idea is to make it "stand out" as a good answer (web site design around here in general needs a bit of work).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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animagic
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animagic
Posted 10 Years Ago
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Group: Forum Members
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Kelleytoons (12/15/2015) Viking,
Your posts have a blue background because someone (most likely the OP) marked them as "Helpful" or some such -- that's what happens around here (far too seldom, IMHO).So that's what it is. I had it happen to me as well. The problem is that after being marked as helpful, the post becomes virtually unreadable...:unsure:
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justaviking
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justaviking
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8.2K,
Visits: 26.5K
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I'm blushing. :blush:
The iClone community is a wonderful bunch of people, and I'm happy to be a part of the community. I'm glad I could help.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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Kelleytoons
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Kelleytoons
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Viking, Your posts have a blue background because someone (most likely the OP) marked them as "Helpful" or some such -- that's what happens around here (far too seldom, IMHO).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Alon Dan
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Alon Dan
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 136,
Visits: 350
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justaviking your last post is VERY INFORMATIVE and VERY HELPFUL not only for me but to anybody else who may have a confusion while start animating in iClone! I know that everybody else already answer this in different ways and I appreciate it. But after reading this specific post by you it was very clear because of the great examples you gave that answered every single question that confused me all over. I will be happy if this post of yours will be notice to other new iClone users, it will remove all FPS and timing confusion right away. THANK YOU and everybody else who helped in this thread. This community is AMAZING! you guys are very cool and I appreciate every single one of you for your kind help and patience. :)
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justaviking
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justaviking
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8.2K,
Visits: 26.5K
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INSERTED... Responding to your question... iClone will not lie to you. If an action (running, lifting a prop, falling down, etc.) takes 2 seconds on the timeline, it will take you 2 seconds to watch it if you are in "realtime" mode.
Ah... I got distracted while writing my previous little post, which gave Rampa time to cross-posted a very similar message. "Hi, Rampa." <waves> Oh well... on with the real message...
REALTIME...
It's sort of weird, because you're monitor also refreshes at a certain rate (typically 60 Hz, or 60 fps). A game or iClone might "compute" an image faster or slower than that. So the "realtime fps" reported by iClone is simply telling you how quickly your system is able to process your scene. In a way, it's sort of meaningless.
If you have a really slow scene, it will look choppy. I had a very complex scene that crushed my computer, and it ran as slow as 3 fps. Ugh. It was hard to even edit. But if something was supposed to happen a 37-seconds, that's when it happened.
In an effort to display events at the right TIME, iClone may skip some frames. So it will only take you one minute to watch a one-minute animation, but iClone might have to "compute" only 60% of the frames in order to show that one-minute animation in one minute. Otherwise it might take a minute-and-a-half to watch your one-minute video. In that case, it would be really hard to animate motions that don't turn out to be too slow or too fast. So once again, focus on the "time," not the fps.
WHAT'S WRONG WITH REALTIME?
People have mentioned "physics." Suppose a ball is supposed to bounce on the floor. If iClone skips (avoids computing) several frames in a valiant effort to play your animation at the proper speed, the ball might "fall through the floor" during the skipped frames. At frame 110 it's above the floor, and at frame 115 it's below the floor. It doesn't bounce, and you scratch your head wondering what went wrong.
BY-FRAME TO THE RESCUE...
If you switch to "By Frame" rendering, it will take as much time as needed to fully compute each-and-every frame. So in the case of the bouncing ball, the ball will properly bounce because the collision between the ball and the floor will not be skipped.
As has been pointed out already, when you render your output (either to video or to a sequence of images), it will use a "by frame" method anyway. So again, it doesn't really matter.
(In that system-crushing project I mentioned, it took me about 25 seconds to render each frame. Don't worry, that is abnormal, and I was purposely doing a stress-test. But the point is the resulting animation played at the proper speed.)
HOW TO USE "BY-FRAME"...
The term is "baking" physics.
I'll skip a couple of details, but if you have physics turned on (such as between the ball and the floor), you can play the scene "by frame" to ensure the bounce happens. Then you turn physics off (on the ball), and iClone "remembers" the path that was computed when physics was active. Now you can switch back to realtime display, and the ball will bounce even if a lot of frames get skipped.
Whether you "bake" physics or not, you'll still get the correct result when you produce your final animation.
CLOSING...
I hope this addition helped more than it hurt. Be persistent, continue to ask questions, good luck, and have fun.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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Alon Dan
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Alon Dan
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 136,
Visits: 350
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Thanks again you guys for explain everything in details, that's very informative. I'm learning a lot from you! :)
rampa: when I try other scenes everything works smooth and nice (so far) but it is not what I meant. I'll try to be more specific: Let's say I have a heavy scene (lots of things going on on the background and maybe some physX etc..) and a Character jump and punch the wall, in iClone it will take exactly 3.5 seconds (for example) dropping or not dropping on the preview frames it doesn't matter, what matters is. Will the final render will take the same time for this specific action or iClone will "LIE" to me? From what you guys explained, it doesn't matter the final render will be EXACTLY 3.5 seconds no matter how heavy it is, what matter is what I did on the timeline, right?
Because I'm guessing if I'll play (spacebar preview) in iClone, this same action I've describe may take longer than 3.5 seconds (not true accurate to what the timeline should shows)... that's why I asked what should I work with in order to get the BEST accurate time of each action or a full animated scene instead of just RENDER every single action to test if it's ok or not.
Sorry if I repeat myself in so many ways, it's just that I would love to know from YOUR experience and advice as I'm learning what to do right, and how to work correct by using experienced iClone users.
The thing is that every scene may play different consider "heavy" and Hardware acceleration. (I'm talking about preview = spacebar, not final render). So far I didn't run into a problem with my current machine, and it's not the best machine it's ok: CPU: Intel i7-4770K 3.5GHz, GPU: Nvidia GeForce GTX-980 RAM: 32GB DDR4That's because I didn't work on my own heavy scene yet which probably will contain different amount of props / cloth / characters etc... compare to demo scenes from iClone's library. Thanks again, and again for your mighty patience with me! :) EDIT:I just read what justaviking typed after I posted this... That's answered my question THANK YOU!
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justaviking
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justaviking
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8.2K,
Visits: 26.5K
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Hi Alon Dan, In our eagerness to help, I hope you don't suffer from "too much" help. :pinch: If an animated event happens at 37 1/2 SECONDS on the TIMELINE, it will occur at precisely 37 1/2 seconds in your rendered output. That is what you should focus on. I'll add some babbling in a second post in a few minutes... But what I said in this post has been stated in various ways already, and that should be your primary concern.
P.S Why does this post have a strangely-colored background?
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 8.2K,
Visits: 62.5K
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Alon. The output will be always be at the proper speed. Only the preview and the time it takes iClone to actually export each frame changes speed depending on the scene. If your output FPS (in the panel, as you noted) is set to 24 FPS, then each frame exported will be 1/24th/sec., as you would expect.
Your preview could very well be only updating at 3 FPS for a very complicated scene. If your previewing in Real-time, that would appear as big jumps in the movement. If your previewing in "By Frame", it will render the frames at 3 FPS.
Basically, the timing of your movie will be what you expect it to be.
There are a couple demo scenes. I would look at there length in the timeline, export them, and have a look at how long they are. The abandoned house scene is a good one for that. :)
@sw00000p Please bee quite if your not choosing to explain it accurately. :) Someone wants to learn here!
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