#Crashing question
2 messages in this thread
Gary,
I had another question. I'd like to use the command-line capability of 3DS. But
I'd like to specify the resolution of the animation images. What's the
protocol?
I think you'd be interested in why I need this. The target resolution is 720 x
486. Why that seemingly arbitrary resolution? MPEG. The animation will be
MPEGed but the way it works is that it takes the files, clips them and uses the
center. So, for a 640 x 480 pixel image, I need to pull back the camera, and
render at 720 x 486. Nothing like new standards. And as you may guess, I must
post-filter the images afterward due to MPEG's inability to handle CGI, ie.
contrasty lines. MPEG has alot of other problems in the real world, too. I say
real-world because theoretically, it should work out. But due to oversights in
C-Cubed chip's architecture, alot of patches in the form of animations must be
included in the original animation. So, pass on the warning to potential MPEG
users.
Best, Gregory
Appendix B in the 3DS ref manual covers command line rendering pretty well, but
fyi the way to specify the resolution is via the /H (height) and /W (width) and
/A (aspect ratio) commands.
MPEG is interesting… have you seen Pacific Video Resources real-time
compressor yet? I think they've got the only one in the country, and it works
extremely well (although CGI images surely aren't the optimal thing to feed
into MPEG).
– G