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My new project with multiple questions
Posted: Tue Dec 14, 2010 11:49 pm
by Ian7
Ok this is a character I just rigged and I have several questions as I keep working on this project but the first one I have so far is about the video I made. It seems too jumpy and there are trails of the character. Motion blur is off on every single layer and when I do ctrl+R I dont see anything odd.
Here is the video its just moving the character from 1 side to the other, its very short
http://www.youtube.com/watch?v=wKmh8QuaTyg
Posted: Wed Dec 15, 2010 12:55 am
by sbtamu
A few questions.
What format did you render it as and what codec?
What is the frame rate set at in the AS project?
Is this just a layer translate from one side to the other?
Did you import the render into an editor and convert the file to something else at a different frame rate?
Can you give a link to the .anme file?
Posted: Wed Dec 15, 2010 1:01 am
by Ian7
What format did you render it as and what codec?
- I did avi windows at 85% but I also tried every other setting and I get the same jumpy effect.
What is the frame rate set at in the AS project?
- 24
Is this just a layer translate from one side to the other?
- Yes
Did you import the render into an editor and convert the file to something else at a different frame rate?
- No, this is straight from ASP 7
Can you give a link to the .anme file?
- Working on it right now, I will have it up in a few minutes
Posted: Wed Dec 15, 2010 1:21 am
by Ian7
Posted: Wed Dec 15, 2010 1:41 am
by sbtamu
I think he just moves to fast for the human eye to see it correctly.
I would delete one of the translations and move the translation to 48 seconds.
Posted: Wed Dec 15, 2010 2:06 am
by Ian7
I just made the character smaller and extended it to 72 frames and I still see the same effect, I'm gonna have to look at examples online and see maybe its normal.
Posted: Wed Dec 15, 2010 2:18 am
by Mozbo
Under Edit>Preferences, I would suggest changing the Default Interpolation from Smooth (the default) to Linear.
I would also try increasing the FPS from 24 to 30FPS, which is the Video standard. 24FPS is the Film standard. Unless you plan on converting your animations to film, use 30. It is much smoother, especially for HD.
Also decide how long you want it to take for your character to cross the stage. 2-3 seconds would be about right. If you correct your interpolation, and your frame rate, and then place your keyframe at the 3 second mark, then moving your character to the other side of the stage at that mark, you should see a noticeably smoother transition, IMO...
Posted: Wed Dec 15, 2010 2:53 am
by Ian7
Oh so for web or even tv, I should just use 30 fps all around?
Thank you I will try that tomorrow.
Posted: Wed Dec 15, 2010 10:48 am
by Uolter
Mozbo wrote:Under Edit>Preferences, I would suggest changing the Default Interpolation from Smooth (the default) to Linear.
I saw you often suggest to do this, changing the default interpolation could be confusing especially when learning the software. Until you don't master all the tools would be better to change the interpolation in the timeline and leave the default as it is.
Posted: Wed Dec 15, 2010 12:29 pm
by slowtiger
I would also try increasing the FPS from 24 to 30FPS, which is the Video standard. 24FPS is the Film standard. Unless you plan on converting your animations to film, use 30. It is much smoother, especially for HD.
Mozbo: Uhm, you're assuming north american standards here. Video in Europe and elsewhere use 25 fps.
However, if you plan for multiple outlets, several sources recommend 24 fps because it can be converted easily into other rates. (I had a long and informative talk to a technician at the International Broadcast Conference who was a specialist in frame conversion equipment.)
If you're absolutely sure to produce for one outlet only it is of course a good idea to use that channel's specific frame rate:
24 fps for film
25 fps for european video (and TV)
30 fps for american video (and TV)
15 or 30 fps for youtube
Posted: Wed Dec 15, 2010 2:47 pm
by Mozbo
@Slowtiger - THANK YOU. I was trying to find that listing, but could not (I have a head cold this week, my brain is fuzzy).Using an incorrect FPS when your intent is to upload to YouTube does one no favors. (I wish Smith Micro would have the Time Line Numbers change when you change FPS. Seeing '10's rather than '12's for a 30FPS would make things easier, visually...)
European standards being different is not surprising, but again, end use is the key. Many AS users create for You Tube, not film. But, thanks to your chart, I will now start checking where the member is from. Again, my thanks.
@Uolter - When you are learning AS, EVERYTHING can be confusing, but if you are NOT getting the desired movement, and it is due to incorrect interpolation settings, changing them CAN
1. Help the problem at hand, providing more precise movement, and
2. TEACH you something about the program that you did not know.
I have only had ASP7 for about 3 weeks. I am still learning, but would MUCH rather have someone make a suggestion that helps me with a problem, rather than remain clueless because no one said anything.
Until your reply, I did not know that you could change the interpolation within the Timeframe, as no one had suggested this...Now I too, have learned something...
A suggestion is a suggestion, not a command. All suggestions can be ignored.
If someone has a BETTER suggestion (as you did with the Timeline Interpolation, rather than the Preferences Default Interpolation), it is always welcome, and helps EVERYONE learn new things...
Thank you for your assistance!
@Ian7 ~ Yes, being in Florida, for TV or the Web, you should consider using 30 FPS for a more "natural" timeframe.
Posted: Wed Dec 15, 2010 7:45 pm
by Ian7
Thank you Mozbo and everyone else for the explanations. I just changed the animation to 30 fps and it’s much better, I think at this point the movement is still too fast for the human eye, so maybe the little bit of jumpiness left is normal?
http://www.youtube.com/watch?v=SY_xmy4lyAc
Posted: Wed Dec 15, 2010 7:55 pm
by Mozbo
Yes, I think that is just due to "persistence of memory" visual limitations of the human eye.
There are articles discussing the timing of movements, and how to figure out how many seconds actions and distance should take, but at some point, you have to remember that is animation, and not "real life" movement...
Posted: Wed Dec 15, 2010 10:20 pm
by Uolter
@Mozbo You're welcome. I know you did your best to help, no personal attack, only a specification.
Cheers
Posted: Thu Dec 16, 2010 11:37 am
by slowtiger
I did a test myself and must say that at 30 fps it should look much smoother than what youtube shows. I suppose youtube still converts everything down to 15 fps, adding its own errors during that process which is the reason why in some frames the character seems to be cut in half.
The effect you've been experiencing initially is known as "shatter" and a long known problem in animation, especially visible in pans. You learn to work around it, somehow.