#flic playback
12 messages in this thread
Feature request:
Excuse me if I've missed something…but it seems that Aniplay cannot be set to
play back at 30fps. Just jiffies. It seems that I could set the speed to 35
fps or 23.3. Well it would be nice to see an accurate 30fps playback.
An on-screen frame number display would be nice too.
The 3d Studio play-back is too slow (cannot maintain 30fps). A better flic
viewer in 3d Studio would be nice also. ie. faster(load into ram?),
interactive controls, frame numbers.
Ian.
Ian,
<< interactive controls/faster flic viewer…wish>>
got it.
jonas[adesk]
We no longer have control over future Animator Pro features. Jim Kent (the
author) is now working directly for Autodesk. As for 3D Studio playback of
flics, the speed is strictly a hardware limitation. This is described on page
8-107 of the Reference Manual.
– Jack
>> We no longer have control over future Animator Pro features. Jim Kent (the
author) is now working directly for Autodesk. As for 3D Studio playback of
flics, the speed is strictly a hardware limitation. This is described on page
8-107 of the Reference Manual. <<
I don't see how this can be entirely true since other products — including
Aniplay and the Trilobyte flic player — have no trouble keeping up with 30fps
playback on my system while the player in 3DS cannot.
Ian.
The AAP player plays flics out of RAM, which 3DS play flics off of the disk.
That's the difference.
– G
>> The AAP player plays flics out of RAM, which 3DS play flics off of the disk.
That's the difference. <<
Got it. Though, I think using a RAM buffer in the 3DS player might be a good
idea. I would find it really helpful to render a flic to get a good feel for
timing during an animation session. I must say that the preview mode is
fabulous (though I would like to see it with interactive controls) but there is
stuff you just don't pick up on that become obvious with a full rendering. So I
find the flic to be an important intermediate step.
Well, anyway I'm just starting on my thesis which will be an animation in 3DS.
And I plan for it to be pretty stunning. I'll upload an example of my
progress.
Ian.
I'm looking forward to seeing it!
– G
PS: A RAM buffer in 3DS would have to take valuable memory away from your
scene. That's why we didn't do that. Note that if you render your flic to a
small size at every other frame, and then play it back at 15fps, it can give
you an extremely good idea of what the motion is going to look like.
Every other frame…twosies! Now why didn't I think of that.
Ian.
Actually, Martin Foster wrote a poco routine that lets you play back from AAP
at locked rates. I think it's up here somewhere in the DL's.
3DS' playback is off of disk, which is what's slowing you down. A very fast
local bus IDE or SCSI2 disk would solve that problem (as would a RAM-disk).
– G
Thanks, I'll look for the POCO routine.
Ian.
Ian,
Martin Foster Posted this a while ago:
try this POCO routine:
main()
{
int frame_count;
frame_count=GetFrameCount() * 1000;
SetSpeed(66);
PlayFlic(frame_count);
}
Adjust the SetSpeed value until you get the frame rate you need for you system.
66 equals 15fps on my 486/50dx2 ISA with a Tseng4000. It's more exact than
jiffies.
try this POCO routine:
main()
{
int frame_count;
frame_count=GetFrameCount() * 1000;
SetSpeed(66);
PlayFlic(frame_count);
}
Adjust the SetSpeed value until you get the frame rate you need for you system.
66 equals 15fps on my 486/50dx2 ISA with a Tseng4000. It's more exact than
jiffies.
RE: POCO playback speed regulation. Very helpful, thanks. Can't wait for my
POCO manual to arive!
Ian.