#3DS Flic vs NumPic
21 messages in this thread
I've got an interesting question. I've been working on an animation in 3D
Studio R3 and when I render the animation as a flic (100 frames at 512×486) the
flic ends up being in the 5 MB range. As I got closer to the final render I
decided to render TGA's and convert them to 8 bit BMPs and import them into
Animator Pro using numpic to make the flic. The flic size is about 21 MB!!!
Why is this? Brent Bonet – POP! Multimedia Atlanta
The size is quite different, agreed. I would guess that the palette and image
is what is causing the differences. 3DS is capable of some pretty subtle
placement of pixels. If you have a background that is not plain black you
might find that its "description" varies considerably from frame to frame.
Outputting to FLIC from 3DS optimizes the colors differently than your AAPro
route to a flic.
There may be other responses from people who have had some similar experience
who can confirm this.
/* I've got an interesting question. I've been working on an animation in 3D
Studio R3 and when I render the animation as a flic (100 frames at 512×486) the
flic ends up being in the 5 MB range. As I got closer to the final render I
decided to render TGA's and convert them to 8 bit BMPs and import them into
Animator Pro using numpic to make the flic. The flic size is about 21 MB!!!
Why is this? Brent Bonet – POP! Multimedia Atlanta */
Before I take a guess, could you try this: use ANICONV.EXE and import the 3DS
flic, save it out as an 8-bit flic. What size is it now? -dave
Aniconv saves it at the same size…5MB.
Brent Bonet – POP! Multimedia Atlanta
/* Aniconv saves it at the same size…5MB. */
Wow. Well, I guess there goes that theory. <g> I know that there are different
types of BMP files (256 is just one flavor), thought perhaps FLC file had
24-bit info in it (contributing to filesize). If you've processed the 21MB with
ANICONV into an 8-bitter, and it's back down to 5MB, something major had to
give. When you configured 3DS for BMPs, did you configure for 256 BMP or "True"
BMP (there is a significant difference)? -dave
I'm saving in TGA then I use Hijaak to convert to 8 bit BMPs. I then use
numpic to import and a use one palette to apply the same palette to all frames.
The idea is that when I get close to a final product, to render and create a
flic. If it's what the client wants I can then just record to CRV without
having to re-render the file that I just spent 10 hours rendering! Thanks,
Brent Bonet – POP! Multimedia Atlanta
Here's a guess (don't have the time to test it out). When you create your
animation by outputting separate 24-bit TGA images, each image has a different
random dithering, whereas in flic output the dithering is controlled for the
flic in such a way that you don't get "dither-crawl" during playback. As a
result, the deltas for a flic generated directly from 3DS are much smaller than
those in a flic that's been converted from a series of TGA's. In the converted
flic, because of the dithering, probably every pixel changes in every frame —
resulting in a gigantic flic.
– Jack
/* I'm saving in TGA then I use Hijaak to convert to 8 bit BMPs. I then use
numpic to import and a use one palette to apply the same palette to all frames.
The idea is that when I get close to a final product, to render and create a
flic. If it's what the client wants I can then just record to CRV without
having to re-render the file that I just spent 10 hours rendering! Thanks,
Brent Bonet – POP! Multimedia Atlanta */
Welp, there's only so many things that can cause this. My guess Brent would be
that by using individual TGAs, no "squeezing" is being done on the "near
colors" between adjacent frames. Consequently, each frame is "on it's own",
nothing to offer in repetition for the next frame.
I tried a few things last night to verify this… I rendered out to individual
TGAs in 3DS, then used NUMPIC on them to build a flic. I also generated a flic
rendering out to an FLC from 3DS. I got the same results.
NUMPIC is simply building a frame-by-frame flic by appending each new frame's
palette and pixel values to the last treated frame. It isn't optimizing as it
goes along appending. The TGA's palettes are so huge that the likelihood of two
frames having the same exact color values is practically nil if cameras and
lights are in motion. It's only after the entire flic has been constructed from
the radically different individual images that palette optimization functions
can be applied to it and you'll start to get some repeating palette values
between adjacent frames.
If you want individual frames, why not generate the flic using High Palette
mode in 3DS and then use NUMPIC to bust it up into individual frames (images)
quickly rather than re-rendering? Am I missing something here? <g> -dave
It would be really nice (and time saving) if you could apply the palette
processing that is done after rendering a flic in 3DS to a series of TGA files.
It seems like it would be possible. I'm just looking for an efficient way to
present my animations before recording to tape or CRV. I have to borrow a CRV
to render so it's much easier to present a FLC for client approval. Brent Bonet
– POP! Multimedia Atlanta
/* It would be really nice (and time saving) if you could apply the palette
processing that is done after rendering a flic in 3DS to a series of TGA files.
It seems like it would be possible. I'm just looking for an efficient way to
present my animations before recording to tape or CRV. I have to borrow a CRV
to render so it's much easier to present a FLC for client approval. Brent Bonet
– POP! Multimedia Atlanta */
Maybe ANI isn't the answer with this case. Have you tried posting this same
task in section #1? Perhaps we're missing something obvious on this one.
Normally I'd generate the flic in 3DS, and then bust it out into individual
images if needed with ANI's NUMPIC. -dave
Hi!
Why do this in Ani Pro (a fine product goodness knows).
Just stuff a list of TGA file names in an ASCII text file. Put the TGA Files
and the text file (which should have the extension .IFL (mytgas.IFL)) in a
directory in your map paths (C:\3DS4\MAPS).
Then select Renderer/video Post from the Keyframer. Enter the total number of
frames you want to combine in the field next to the word SET at the top of the
screen. Then select SET to create that number of frames.
Select Add and click in area under the word QUEUE. Select the edit button.
Click on the [KF SCENE] entry. Select the bitmap button and then identify your
IFL file. Then exit back to the Video Post main dialog box. And select the
Render button.
This will convert all your TGA's to a FLIC inside 3DS (and will generate a
single pallete as a by product.
Furthermore – you can also convert all your TGA's into BMPs Gifs or any other
3DS supported format using the same technique – just select the Configure
button in the Rendering dialog box to specify the output file.
Learning this much video post takes less than half an hour and will save you
hundreds of hours of rendering time. (Not that I don't love Ani Pro – I use it
all the time to create custom pallets….) Seriously, its worth the hassle.
At any rate –
Sorry to butt in but I thought you might like to know about this solution if
you didn't already which you might. Its certainly easier than HiJack Meets
AniPro.
Cool,
Nancy Fulton
(PS: You can also select that HIGH pallette option which should help reduce
screen crawl if such a thing is really caused by a screwed up pallett rather
than just a sincere limitation caused by having only 256 colors to work with).
Nancy! That's probably the answer! I'll give it a shot! I haven't gotten too
heavily into video post yet, so…
Thanks, Brent Bonet – POP! Multimedia
Dear Brent:
You must learn Video Post. It is amazing.
And another thing one of my students just taught me. You can render animations
in reverse by using the Ranges option in the render dialog box.
Switch the Starting and Ending numbers – instead of 1 to 30, render 30 to 1 and
you
get the animation backwards.
This can be so HANDY for those repetitive animations….
Cool?
N.
PS: I know Video Post will do your job for you. Let me know if you need more
help.
Hi Nancy,
Good to see you around the neighborhood again! Are you back home?
Later
TedB
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ZZTed <g>
I hope you are very well and yes I'm back. I finished that book so I'm only
completely overworked and without a moment to myself rather than ridiculously
overworked without a moment to myself.
Are you well? Teaching many classes? OpenCAD Incorporated (yeah, we're a
corporation now) just did 170 hours of training on 3DS in the last 2 months – 3
classes for UCLA and one custom class. Sounds like YOUR schedule eh?
Fortunately I'm off for the rest of the quarter – nothing till Feb of next
year.
Man am I tired.
Stay warm and Merry Xmas Ted.
Take time off for the holidays….
Love
N
Nancy
Geez, 170 hrs of training in two months, brutal!
My schedule is nothing like that thank you, but I am managing to stay plenty
busy<g> Ken Flesher has just built a beautiful new lab at UNH so it's a
pleasure to do classes there. I've got Acad, Designer, 3DS, and AutoArchitect
classes scheduled for this winter, plus, plus, so I guess I won't get "bored,
man"<g>
Hi to Mark and the baby!
TedB
!^NavFont01F0007MGHHH45FD35
Dear Ted:
Ah AutoArchitect. Its been so LONG since I taught that….
I'm doing an AutoCAD class inf february I think. And I'm writing about
Designer but not teaching it.
I admire you for the diversity of your curriculum. Its hard to stay current on
so many applications.
Best wishes for Xmas and 1995, and I hope to see you before the next year ends
(is it too early to ask about Siggraph?<g>)
N.
Nancy
Diversity has it's downside, too. Can't be good at any one.<G> I've pretty
much phased out any real architectural jobs, so if they make any conceptual
changes to AA I probably won't be able to keep up.
Yeah, let's wait until after the new year to talk about Siggraph.
Thanks
TedB
!^NavFont01F0007MGHHGEBE41C
Hi Brent,
I'm taking a WAG here…
Rendering a flic in 3DS always ends up with a single palette used by all of
the frames in the flic.
When you rendered to TGA's, each frame was 24-bit (no palette, 16 mil
colors). Converting to 8-bit BMP's created 100 BMP's, each with their own 256
color palette. Numpic loaded those BMP's with no palette conversion so you
ended up with a 100 frame flic where each frame had a different palette. This
essentially destroyed any change of getting decent flic compression. Big,
BIG, flic file :).
Processing with ANICONV (or using One Palette after Numpic) normalizes all of
the frames to use the same palette. This gives you much greater flic file
compression.
Steven
Hi Steve!! Nope…not right. I have converted with with one palette and
although I didn't save the file until I applied a single palette, the file size
is still HUGE! When I get close to a final product I don't want to render once
to see a flic and then once to get the final TGAs. 21MB for 100 frames doesn't
quite playback well on my PC! This is rather disturbing. Thanks, Brent Bonet –
POP! Multimedia Atlanta
What must make it big is the delta – the size difference of each frame reported
in the Extra/Info dialog box.
Sorry that we're all guessing here as to what is going on. My guess is that
you have a moving camera in your animation (vs. a plain background with a small
amount of movement local to one area the way that the sample UNIONSTA.FLC
works). This would cause the background to be rendered differently for each
frame for both the straight flic generation and the targa generation. However,
I would guess some logic during the flic creation would minimize/optimize these
differences better than when assembling 100 "unrelated" files.