CompuServe Thread

#multi-camera howzat?

24 messages in this thread
#165181From: michael polyApr 17, 1995 2:44 PM
to anyone and everyone, logic, being the somewhat overrated thing it is, would dictate that if you wanted to have multiple camera views over the course of say, a ten second animation, should be easy to do without having to render all 300 frames for each camera view. LOGICALLY, using the "hide" command in the tracks section each camera could be turned on and off when appropriate and no "weeding" of frames would be necessary to composite the final piece. howsomever, there appears to be NO hideability for cameras (booooo!) LOGICALLY, you could create a dummy object, attach both the camera and view to the dummy, and "hide" and "unhide" the dummy. The "hide" box is certainly there for the dummy in the tracks display but seems to be inoperational. is there a practical way of turning cameras "on" and "off" over the course of an animation without having the render the entire piece for each camera and spending many anxious moments deleting all the inapplicable frames from those cameras who don't happen to be "on "on" at that moment? i would greatly appreciate any assistance in facilitating what should be a real no-brainer. thanks, michael
#165201From: Jonas Ruikis [ADESK]Apr 17, 1995 4:24 PM
Hi Michael, << is there a practical way of turning cameras "on" and "off" over the course of an animation without having the render the entire piece for each camera and spending many anxious moments deleting all the inapplicable frames from those cameras who don't happen to be "on "on" at that moment? >> Given that you know the range within the animation that the camera is *valid*, you would use the Render/Range.. jonas[adesk]
#165250From: michael polyApr 17, 1995 8:18 PM
jonas, while your response is quite valid, the amount of extra time spent will be considerable. i.e., if you have four or five cameras, each of which will be used for 30 or so frames before switching to another camera, it will necessitate doing ten animations (as there is no way currently to tell a camera to render say frames 1-30 and and then proceed to render 120-150). i guess a more appropriate question would be in the form of a request to activate the "hide" and "unhide" designators for cameras in future releases. this seems like a no-brainer given that this feature is available for all other objects and lights. thanks for responding in any case. michael
#165277From: Jonas Ruikis [ADESK]Apr 17, 1995 11:42 PM
Hi Michael, << a request to activate the "hide" and "unhide" designators for cameras in future releases…wish >> got it.
#165485From: michael polyApr 18, 1995 7:19 PM
jonas, thanks for acknowledging my request. it did occur to me that one workaround would be to "instantly" move the camera to the various positions it needed to be at any given time but i am concerned that while rendering to fields, i would produce a bizarre frame between camera jumps. i will construct a simple test to see if it's possible to do this. thanks again, michael
#165502From: Mark YankeeApr 18, 1995 8:41 PM
Michael, << it did occur to me that one workaround would be to "instantly" move the camera to the various positions it needed to be at any given time but i am concerned that while rendering to fields, i would produce a bizarre frame between camera jumps. >> How about creating a brand new camera any where in your scene. Then write a script that would take all of the other camera's data and copy it to the new camera. So you have 1 camera that moves through the entire animation with no gaps between major moves. Mark
#165675From: michael polyApr 19, 1995 4:35 PM
mark, sounds like a plausible and interesting idea. now that i've opened this little box of worms, i guess i ought to try out a couple different approaches and find out which gives me the greatest latitude. so i appreciate your responding very much. michael
#166214From: Mark YankeeApr 22, 1995 4:45 PM
Michael, << i guess i ought to try out a couple different approaches and find out which gives me the greatest latitude. >> Yup, Good luck. Mark
#166748From: michael polyApr 25, 1995 10:19 PM
mark, thanks. i'll need all that and more. michael
#165577From: Jeffrey LererApr 19, 1995 8:12 AM
Michael: I usually plan my renders by RANGE, going cut to cut. But sometimes have employed a cut via changing a camera position. With key bracketing and continuity at 0, it has worked very well. I render to PAR, so it is easy to see if there were any errant fields in this move, and I can re-render a few crucial replacement frames. However, there was some discussion in using the Field No Double option in 3ds.set.I would like to know more about that. Also, the idea of scripting various cameras to one camera… that sounds elegant and I want to see what's posted on that. [moving ever so slowly closer to scripting, fearful of falling in and never coming out] Jeffrey
#165672From: michael polyApr 19, 1995 4:32 PM
jeffery, thanks for the input. it sounds like we are on the same wavelength about how best to do this. hopefully, a provision for multiple cameras will be forthcoming as it is a very usefull feature. appreciate you suggestion. michael
#165285From: Robert C. RitgerApr 18, 1995 12:01 AM
Mike: /_______________________From your message________________________\\ (as there is no way currently to tell a camera to render say frames 1-30 and and then proceed to render 120-150). __________________________________________________________________ Sure there is, just render to the NET QUEUE. Bob
#165460From: DAVID CAMPApr 18, 1995 4:54 PM
>(as there is no way currently to tell a camera to render say frames 1-30 and and then proceed to render 120-150). >Sure there is, just render to the NET QUEUE. I haven't had much reason to futz around with NET QUEUE but now, with this solution to the camera render problem, it looks like I have. Would you mind giving me a quick and dirty "step by step" for something like…….. Cam1 – frames 1 -30 Cam2 – frames 31 – 60 Cam3 – frames 61 – 90 Cam1 – frames 91 -99 Thanks a lot I appreciate it David
#165723From: Robert C. RitgerApr 19, 1995 11:33 PM
David: The way to use the Net Queue on your multi-camera animation would be pretty straightforward: For Cam1 set your RANGE for frames 1-30 and chose NET-QUEUE as your destination. Give your process a name and your output file a name. Select ANY as your network destination. When you click OK you will be paused briefly as a network process file is created and put first in line on the network queue. Now, just switch your viewport to Cam2, choose RENDER and select the appropriate range of frames and repeat the same steps for Cam1. Your Net Queue will now have a second entry and you can add all the rest of your different sequences to the net que in this way. Once you are finished adding entries to the que, put your machine in Slave mode (you'll be prompted to first save your project as your workspace is about to be reset). Once in slave mode your single machine will go through all entries in the que in order. You could add processes to the Net Que from different .prj files as well. Its at this point I wonder why anybody uses command line batch rendering as the Net Que is just too easy. Oh well, best of luck. Bob
#165876From: DAVID CAMPApr 20, 1995 5:30 PM
>…… pretty straightforward: I find everything in 3D Studio fits that description. I'll try it tonight, I appreciate it. Thanks again David
#165481From: michael polyApr 18, 1995 7:11 PM
bob, the mystery deepens….the net queue? i've obviously missed something quite intriguing and potentially usefull. i am summarily dismissed to rtfm to find out what and how this new feature works. i do hope you are not referring to anything involving multiple rendering stations as all attempts to make that work have been unsuccessful. i appreciate your responding and will check it out. michael
#165724From: Robert C. RitgerApr 19, 1995 11:34 PM
Mike: /_______________________From your message________________________\\ i do hope you are not referring to anything involving multiple rendering stations as all attempts to make that work have been unsuccessful. __________________________________________________________________ Ouch, no success in network rendering? I downloaded the file in the library on the topic and it made the process very simple. Anyway, nope I was suggesting that you use the Net Que on a SINGLE machine. It basically will allow you to pile into a process list any number of segments which you wish to render. This is great when you have many different projects or different camera views which you need to render without having to babysit. It is excellent for those times when you need to crank out 10 hi-res stills from 6 different animation projects. Pop 'em all into the Net Que, select the ANY option for which workstation to use, put your machine in slave mode by using the NETWORK pull down and let your machine crank it all out whilst you relax. Bob
#165915From: michael polyApr 20, 1995 9:44 PM
bob, jeez, that sounds almost too good to be true but since you have obviously done it, ever upward, ever onward! there are so many great and interesting ways to solve problems that one person can rarely find them all. this sounds like a terrific way to make the machine work for me, not the opposite. i'll see if i can work through a simple queue and if i get snookered, i may have to rely on your expertise. thanks for the excellent solution! michael
#165934From: Robert C. RitgerApr 20, 1995 11:10 PM
Mike: One thing I forgot to ask you was whether or not you were creating tga output or fli/.flc files? If you needed a flic file you need to add one last item to your que (all of the previous queue entries should be outputting .tga files). You would need to render an .ifl file (You've got to anticipate all of the different segment's .tga file names correctly for this to work of course). You could cut this thing loose and end up with a flic as a preview or a final render depending on your intent. Let us know if you get this technique to work for you. Bob
#166747From: michael polyApr 25, 1995 10:18 PM
bob, thanks for the message. i missed the boat for a couple days here. i'll try your suggestion and let you know how it works. many thanks, michael
#165244From: Yost GroupApr 17, 1995 7:58 PM
The easiest way to do it is to: 1) Set up each camera's animation. 2) Render a range for each camera. 3) String the ranges together in Video Post. – G
#165252From: michael polyApr 17, 1995 8:27 PM
gary, thanks for the information. jonas provided a similar solution (see my response to jonas concerning a considerable amount of extra futzing to produce a 10 second piece with five cameras) the ability you have given us to "hide" and "unhide" objects during any given animation is an extremely useful feature. while admittedly most animations rely on only one camera, producing :30 second commercials quite regularly requires "reaction shots" as well as point of view. since there are two lines currently not used by the camera in the shot sheet, i just assumed that i was not using the correct keystroke to activate "hide" and "unhide". i was unaware that multiple cameras was not currently a supported feature. i'll just render the 10 "mini animations" and string them along using SoftVtr. many thanks, michael
#165300From: Yost GroupApr 18, 1995 12:23 AM
BobR's comment about rendering to the NetQueue would seem to cover that problem, as far as I can tell. What do you think? – G
#165482From: michael polyApr 18, 1995 7:15 PM
gary, i'm not certain quite how i've missed finding this technique but will certainly investigate and see if i can divine it's use. actually, i'm sure there is a slew of great workarounds that i don't know about and that's just one of many great things about the asoft forum…"from the many, enlightenment!" my thanks, michael