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Pulp3d
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Pulp3d
Posted 10 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 115,
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I set up a project and select 30fps in the render panel, but I get half the number of frames in the final output, e.g.:
project has 300 frames.
output is 150 frames.
I don't want to render 'on the 2s' and this forces me to have to double the speed in my editing program.
How can I fix this? Thanks!
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Peter (RL)
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Peter (RL)
Posted 10 Years Ago
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Group: Administrators
Last Active: Last Year
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iClone works internally at 60fps. So if you render at 30fps you will naturally get half the number of frames outputted. This doesn't mean it is 15fps, it will remain 30fps. However this doesn't change the timing of the project. If you render a 1 minute video it will still be 1 minute long after export regardless of the frames per second.
Peter Forum Administrator www.reallusion.com
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hattori kun
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hattori kun
Posted 10 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 868,
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There's actually a long discussion. https://forum.reallusion.com/Topic216307-388-1.aspxIssue is if you have keyed items on some frames, they will be completely skipped by Iclone. Just check the file attached. Chuck will seem like he's standing still when rendered. Doesn't matter if rendered in images or video format. That could have been a blinking light, a bullet hit, etc. Keyframes will be rendered on nth = 2. Don't know the solution but just animate and playblast it and don't rely on the Timeline for animating. :D
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: 11 hours ago
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I think it outputs the odd frames, but they must be in cuplets. That means you cannot have fewer then 4 frames to get a 2 frame movie.
You can test this for yourself. Make a movie of any length you choose out of 1 frame poses (in the motion folder). The first pose for male is "default stand". Set this pose on frame 1, 3, 5, 7, 9, and set random others on the even frames. You need to manually advance the timeline, as poses do not make the timeline pointer move.
Also do the first I mentioned. You'll find a 3 frame movie will only give you the first frame.
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GOETZIWOOD STUDIOS
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GOETZIWOOD STUDIOS
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.2K,
Visits: 7.2K
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Peter (RL) (2/28/2015) iClone works internally at 60fps. So if you render at 30fps you will naturally get half the number of frames outputted. This doesn't mean it is 15fps, it will remain 30fps. However this doesn't change the timing of the project. If you render a 1 minute video it will still be 1 minute long after export regardless of the frames per second.Hi Peter, Are there any plan at Reallusion to decouple the physic engine (which I believe is the reason why iClone "works internally" at 60fps because it needs a fixed frame rate for calculation) from the animation engine (which doesn't need to "work internally" at any frame rate as we can see it in any other DCC tools) in order to expose animation keyframes to the user at the chosen FPS ? This fixed frame rate is typically a game engine concept, however there are some, including open source ones like Ogre or Godot that recently have decoupled the physic engine from the animation engine for the very same reasons exposed in several threads here (missed keyframes, animation interpolation issues at different speed, etc..) Cheers, Guy.
-- guy rabiller | GOETZIWOOD STUDIOS "N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
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GOETZIWOOD STUDIOS
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GOETZIWOOD STUDIOS
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
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hattori kun (3/1/2015) ../.. That could have been a blinking light, a bullet hit, etc. Keyframes will be rendered on nth = 2. Don't know the solution but just animate and playblast it and don't rely on the Timeline for animating. :DI believe one workaround is to "think" in terms of time instead in terms of "frames". For a theater movies at 24fps, when you do a blinking light or a bullet hit, you have no choice but to use at least 1 frame even if the event can be much shorter, for instance a muzzle flash can be 2ms but at 24fps the shortest event you can show is ~40ms. So on the screen the muzzle flash will be artificially longer than in reality. A tank muzzle flash is usually ~50ms so it is less artificial with 1 frame at 24fps. Then with iClone, as we currently have no choice but to work at 60fps, if you want to keep that cinematographic impression, you just have to use the same time length you would use at 24fps. That means using ~3 keyframes (a bit longer than ~40ms to be safe but it can be 2 keyframes if you plan to render at 30fps) instead of one. And never use 1 keyframe for any "event". This does not solve everything, especially curve interpolation for poses but it will certainly help for "instant" events when you don't have a real idea of the actual event length.
-- guy rabiller | GOETZIWOOD STUDIOS "N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
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Peter (RL)
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Peter (RL)
Posted 10 Years Ago
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Group: Administrators
Last Active: Last Year
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grabiller (3/1/2015)
[quote][b] Are there any plan at Reallusion to decouple the physic engine (which I believe is the reason why iClone "works internally" at 60fps because it needs a fixed frame rate for calculation) from the animation engine (which doesn't need to "work internally" at any frame rate as we can see it in any other DCC tools) in order to expose animation keyframes to the user at the chosen FPS ? Cheers, Guy. It isn't anything to do with physics. iClone 4 also ran @ 60fps and that version didn't include physics. I don't know of any plans to change this, but I will certainly pass on your suggestions to the iClone team for future consideration. :)
Peter Forum Administrator www.reallusion.com
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hattori kun
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hattori kun
Posted 10 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
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Peter (RL) (3/2/2015)It isn't anything to do with physics. iClone 4 also ran @ 60fps and that version didn't include physics. I don't know of any plans to change this, but I will certainly pass on your suggestions to the iClone team for future consideration. :) Please send them the attached file I posted. It shows clearly that chucks arm movement were skipped in that file when it is rendered.
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GOETZIWOOD STUDIOS
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GOETZIWOOD STUDIOS
Posted 10 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
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Peter (RL) (3/2/2015)
grabiller (3/1/2015) [quote][b]
Are there any plan at Reallusion to decouple the physic engine (which I believe is the reason why iClone "works internally" at 60fps because it needs a fixed frame rate for calculation) from the animation engine (which doesn't need to "work internally" at any frame rate as we can see it in any other DCC tools) in order to expose animation keyframes to the user at the chosen FPS ?
Cheers, Guy.It isn't anything to do with physics. iClone 4 also ran @ 60fps and that version didn't include physics. I don't know of any plans to change this, but I will certainly pass on your suggestions to the iClone team for future consideration. :) Thanks Peter. ps: iClone 4 had Spring, which needed (and still needs) some kind of physics computation. Having a fixed timestep, for this reason, wouldn't be surprising.
-- guy rabiller | GOETZIWOOD STUDIOS "N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.
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